Medieval Dynasty

Medieval Dynasty

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FishTank Sep 23, 2020 @ 1:54pm
Common issues (2)
Making this a new post, for those who didn't like my tone in the last one. This is just the goods, nothing more.

Wife bugs- DO NOT marry a villager! Only marry one of the available workers you can recruit. They have a little person icon on the mini map, usually sit around the fire and have a dialog that you can invite them to come to your village. IF you marry a town woman, they come with baggage and bugs. Marry them at your own risk.

Quest givers- If you can't talk to them, save and reload (you can save in place and reload, take 2 seconds) If that doesn't work, the quest is either bugged completely or you are missing something. There are quests (like the tax quest) that are bugged and being fixed.

Housing- Only TWO workers per house. Extra beds are set for children in the mechanic (may be changed later). Doesn't matter the size of the house. Giving workers a bigger house only increases their happiness. Upgrading the walls and making them out of stone also gives them a boost. You may be thinking, this is BS! Well think of it this way. They may implement your villagers having kids, hence the free beds, so your village becomes more immersive in the future? Think of all those little rug rats you get to feed, that aren't even yours!

Main story- If you did not progress with the main story, that is why you can't build past 2 things. The main story is your building availability best friend. Once you get to the 1000 rep quest, you have to grind mini quests to get the 1000. Can be done, I'm well over 1500 (500 quest reward when you hit 1k). Don't want to do the main story, well you are limited to how many things you can build, good luck? The main story is the only way to get a larger building limit. (at this time). I am currently a little over 5k rep with 14 workers and takes 7500 rep for the 15th.

Management tab- If you have a worker, that isn't working, it's because you did not read about management. EVERYTHING done with your workers is done with the management tab. You want to move your house (move as you, not the building {Button for that is "C" not "F"})? Guess what, it's done in the management tab. You want your worker to farm a field, guess where! It is very simple once you get past the "OMG how do I work this". Look, you click on a building, hit F and it takes you into that building (can do the same exact thing with your workers). When you are in a building there are more tabs on your right. That is where you manage what your worker is producing, like thread or bags in the Sewing building. Barns are required to assign your field workers. When you assign them to the barn, you assign them to either work the barn or a field, very simple. Field workers work the fields and barn workers work in the barn (thrashing etc.) DO NOT help field workers. ALL or none for them. They have to do the job from start to finish or they will bug out (this is NOT a bug for everyone, but better safe than sorry). Just let them roll. Remember, when you load a game save, you may have to reassign workers, they sometimes (most the time) go idle. Just reassign them to the jobs.

Farming- Set your workers to the barn then field worker to work fields or farmer to thrash and stuff in the barn. In the management tab, click fields and you can set the crop. you can set multiple crops in the field. Click the crop you want at the top, click and hold to drag for multiple or just click for individual. Hit escape and accept the message to save that pops up. ALSO!! Farming is NOT done yet. It isn't supposed to even be finished until Q4. So, if you are complaining about farming being messed up, you are really complaining about an unfinished mechanic that isn't even fully implemented.

Animals- You can't feed them. Sorry? You have to have an NPC working in the building to feed those animals. As of right now, you don't even need animal feed as the "tools required" has been disabled by the developer. So start stocking up the animal feed to be ready! (feed goes in the sacks)

Workers- DO NOT recruit villagers until you have a FOOD Resource building. They will only take food from and deliver food to the Food Resource building. Same goes for standard materials (wood, crafted items etc.), they go in and out of a Resource storage only. A worker assigned to the wood shed will cut a log, deliver it to the chest at the Woodshed and through the day, will deliver it to the resource storage. It is all automatic. That being said, if you are exploiting the over limit of the storage, your workers will NOT deliver items and will stop working once their workplace chest if full. So if you have resource storage 1 and have 342/300 items, your workers will stand at their place of work and do nothing.

Building placement- You can place buildings everywhere except on resources, in villages, or incorrect terrain. That being said, you can place your mine 1200m from your main area and your worker will still work and deliver to your resource storage (if it has room). When they start walking from their home at the beginning of the day. the progress bar starts moving. Even if they don't make it there, they still do a full days work.

Weapons- Spears fly to the right, so aim left a bit. Bows take time to figure out and then are easy.

Tools- Right now, you do not need to have tools in your workers "Workplace" chests. But, they will soon require them. Axes in the Woodshed, Bow and Skinning knife in the hunter lodge, Sythe-seeds-manure-bag (not the small bag) in the barn. Self explainitory, if you need it to do that task, so will they!

Taxes- You are charged every SEASON and billed every YEAR. So if you have a simple small house (10g) in the Spring and keep that all year, you will owe 40g in taxes in the spring. Now, if you build something and tear it down, you owe taxes for the season(s) it was up. So you have a house (10g) and a 16x16 field (i forget, lets say 100) that is 440 in taxes come spring. Oh but you built a 16x16 and farmed carrots and destroyed it when you were done, well those two seasons you were growing carrots is 200g, so you will owe that, making your taxes 640g. If you build something, and think "oh i don't like where this is, I'm moving it", guess what, that season you will be charged for that building. I am not sure if this a fully built building or not (for taxes on destroyed buildings). I have only tested it with the buildings I had fully up and deleted to either move or upgrade to the next tier.

Quests and times- If it says wait for further events, wait....for....further....events.... This is a "Dynasty game" Dynasties are not built in a day. Wait a few years, watch your journal. Your journal is great for telling you cool things like, you need this many, or follow quests here with a simple click of "F"!

I probably missed a few, as this is early access and there are bugs galore. Post your issues here, and either I or another good samaritan will assist. If it is a bug, you'll need to post it in the "Bugs" forum or search for it there.
Last edited by FishTank; Sep 24, 2020 @ 2:06pm
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Showing 1-15 of 42 comments
g0815krieger Sep 23, 2020 @ 2:20pm 
Thought you need a villager assigned to Storage to automatically move items from workchests to storage!
FishTank Sep 23, 2020 @ 3:07pm 
Originally posted by g0815krieger:
Thought you need a villager assigned to Storage to automatically move items from workchests to storage!

Nope. I believe in the future, workers in storages will manage and sell extra stuff. For now, your workers at each building (like the Woodshed) will transfer from their work place, to the storage, granted there is room, all automatically.
Dude0815 Sep 23, 2020 @ 3:13pm 
i like your sense of humor :D
but i would bet, in the next hour there are at least 2 topics about any of that topic :D
Jnikz Sep 23, 2020 @ 3:55pm 
how many hours have you played? idk about grinding those quests lol to get reputation
Akira43 Sep 23, 2020 @ 4:09pm 
Much obliged FishTank, invaluable information on the game basics.

I wish you made this post and I had read it a few days ago when I started.

This post should be stickied in the forum if you ask me. Will save a lot of people a lot of unnecessary typing :steammocking:
Jnikz Sep 23, 2020 @ 4:15pm 
right now i have 523 rep, so in order to move on, i need to do 250 side quests? 250x2 reps. ;z
Sledge Sep 23, 2020 @ 4:15pm 
it would if people knew how to use the search function...
Kharn Terrer Sep 23, 2020 @ 4:22pm 
I learned the farming taxes thing the hard way :( I couldnt get the hang of the grid thing for making the garden so I made like 7 fields. Then realised I couldnt actually get rid of them so I am being billed for fields im not using... I didnt know tax was on fields.
Hattori Sep 23, 2020 @ 4:27pm 
year 8 1503 Rep next chapter need 5000 Rep. only quest beside sidequest is uni 3. how do you make over 5 k rep?
☥ Docdra ☥ Sep 23, 2020 @ 4:38pm 
Originally posted by Kharn Terrer:
I learned the farming taxes thing the hard way :( I couldnt get the hang of the grid thing for making the garden so I made like 7 fields. Then realised I couldnt actually get rid of them so I am being billed for fields im not using... I didnt know tax was on fields.

You can delete fields with the building hammer...
Kalinnikov Sep 23, 2020 @ 4:46pm 
Originally posted by FishTank:
Farming- Set your workers to the barn then field worker to work fields or farmer to thrash and stuff in the barn. In the management tab, click fields and you can set the crop. you can set multiple crops in the field. Click the crop you want at the top, click and hold to drag for multiple or just click for individual. Hit escape and accept the message to save that pops up.

Incorrect. Field Workers are extremely bugged right now, management tab has nothing to do with AI coding failure.
NightRain Sep 23, 2020 @ 4:58pm 
To FishTank: Thank you for taking the time to put that info up. Learned some useful tips from it.
Survivalstevie Sep 23, 2020 @ 5:14pm 
Again: Ambitious project, but they release updates without prior testing. In the long run that breaks the game. Devs should react fairly quickly to such serious program errors. The game is currently UNPLAYABLE!
Kalinnikov Sep 23, 2020 @ 5:16pm 
Originally posted by Survivalstevie:
Again: Ambitious project, but they release updates without prior testing. In the long run that breaks the game. Devs should react fairly quickly to such serious program errors. The game is currently UNPLAYABLE!
I wouldn't say unplayable. It has a certain charm which makes wanting to grind worth it just to see the end result. But yes, with the way that villager AI works and knowing quests could break at any moment and that a 80hr save might ultimately need to be sacrificed to start over to properly use an updated version, consider any save you play right now for the benefit of the developers. It is an early access released less than a week ago, after all
NightRain Sep 23, 2020 @ 5:29pm 
Remember this is an EA game. Bugs and fixes are par for the course. Certainly not unplayable for me, but I can understand frustration with things not working as they should. Just play with the mindset that you might have to start a new game multiple times or....just wait a few weeks to see how it develops. The devs are really active on this and that's all we can ask them to be. They seem to be working their socks off for us....have some patience or play something else for a bit.
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Date Posted: Sep 23, 2020 @ 1:54pm
Posts: 42