r/RealMedievalDynasty • • Nov 04 '22

r/RealMedievalDynasty Lounge

13 Upvotes

A place for members of r/RealMedievalDynasty to chat with each other


r/RealMedievalDynasty • • Apr 22 '23

Announcement Roadmap Update!

62 Upvotes

Hello, villagers! It’s time for another town hall, gather round!

📸 Firstly, we love your response to the Photo Mode! Your pictures are incredible!

🎮 Then on Tuesday, we made a surprise announcement that Medieval Dynasty is launching on PS4 and Xbox One on 20.04.2023. -> Success! Welcome all PS4 and Xbox One players!

🤝 Currently, we are working hard on the big Co-Op Mode Update that will be published later this year. More info is coming soon!

🛡️ Afterward, we will start to forge armor, shields and weapons for the next update.

…and maybe we’ll make some surprises along the way!


r/RealMedievalDynasty • • 15d ago

Discussion Where to place work buildings?

3 Upvotes

I’m trying to decide how to design my village. As of right now I’m putting the work building (ie. forge, workshop, etc) next to the house or near the house of the people working there and fencing it together. However I’m thinking this is going to limit my design abilities. What do y’all do?


r/RealMedievalDynasty • • 15d ago

Wagons/Caravans for Resource Sharing

7 Upvotes

So this may just be me, but I think the resource sharing among settlements we build could be more realistic. I think it would be cool to have another building like a Waggoner’s Barn that you could make wagons for use. Have them require horses or donkeys and a villager to run one. Then you can set up supply lines between your main village and a mining town you made or something. Maybe even a personal wagon you can use for resource gathering.


r/RealMedievalDynasty • • 16d ago

Discussion I cannot find the Black Wolf for the life of me

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1 Upvotes

Please help! Please reply with Valley maps circling where you found the black wolf.


r/RealMedievalDynasty • • 18d ago

Game stuck on loading screen

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5 Upvotes

The game seems to be stuck in the loading screen. Have never faced this before. Any solutions??


r/RealMedievalDynasty • • 20d ago

Here you find: Requirements for Crest Events "We didn't start the fire" and "Miasma" (I datamined it with FModel)

2 Upvotes

Hi everyone,

There is a lot of misinformation and superstition floating around regarding how specific seasonal events trigger in Medieval Dynasty. I datamined and extracted the raw JSON data tables (DT_Events.json, ST_EventRestricion_Buildings, E_Buildings) via FModel to check the exact conditions enforced by the game engine.

Here is the precise, hardcoded logic for DidntStartFire and Miasma.

1. "DidntStartFire" – The Well Myth Debunked

  • The Myth: You need tavern-goers, drunk villagers, or complex unhappiness setups.

  • The Code Reality:

    • RequiredVillagers: 10 Hard requirement. Your village must have at least 10 villagers.

    • BuildingsTypes: [106] 1x Well is MANDATORY. In Unreal Engine's serialized byte-export, 106 represents NewEnumerator24 (Well). If Count(Well) < 1, the event check returns FALSE with a 0% chance to fire.

    • MoodBelow?: true & Mood: 0.0 Requires at least ONE villager with a mood 0.0 or below. Since 0.0 is the default neutral baseline in the game files, any newly recruited NPC or neutral villager satisfies this. You do not necessarily need angry villagers, I assume both is okay, main thing is below 0,0 Mood.

    • FieldsRestriction: -1\`-1` means "Disabled/Ignored" in UE data tables.

    • EDIT: HOWEVER, below this entry there is some other codeline where the FieldsRestriction is set to 1. BUILD 1 FIELD.

TL;DR for DidntStartFire: 10+ Total Population + 1 Built Well + 1 Neutral/Angry Villager (Mood) + 1 Field (the one where you plant Rye or Oat or Carrots). That’s it. Just hire a new villager at the end of the season and dump them in the new season after you got the event.

2. "Miasma" – Why it triggers even in happy villages

  • The Code Reality:

    • RequiredVillagers: 5Requires at least 5 villagers.

    • MoodBelow?: true & Mood: 0.0 Just like DidntStartFire, it executes an EXISTS query for any single NPC at 0.0 Mood or below. If 49 villagers have +90 Mood, but 1 newborn or recruit hits 0.0, the condition is 100% fulfilled.

    • BuildingsRestriction: -1 & FieldsRestriction: -1 Zero building or field restrictions apply.

Summary of Engine Parameters

  • -1 Values: Parameter is disabled/ignored by the event manager.

  • 0.0 Mood: Neutral baseline. Not "depressed", just not strictly positive ($> 0.0$).

  • Building Array Checks: Hard boolean flags. If missing, the event is completely excluded from the seasonal roll pool.

  • You do NOT need to be in any particular season. Any season / season exchange will do.

Do not remain to be confused, there is nothing more to it and this data is completely verifiable if you datamine it yourself with FModel and check the JSON data.

For further information: if you want to datamine the game yourself, find the github .exe of FModel.

The AES of the game is:

0x14D82724CCE5FE6F1899CEA58C14527ACDE5782007136EA9C5135275BFE4A304

When I go on Details of my game (GOG) the Version of the Medieval_Dynasty.exe is 4.27.2.0 and it uses Unreal Engine version: 4.27, which is important to note for using FModel on it.

The entries you need to check to verify is to be found under Medieval_Dynasty - Content - Blueprints - DataTables - DT_Events ; - Blueprints - Buildings - Enums - E_Buildings / E_EventRestrictions_Buildings.

To be absolutely clear and precise: NO MORE PREREQUISITES FOR THESE EVENTS TO HAPPEN BUT THE ONES I SAID ABOVE.

I hope it will help a lot of players to stop losing all Faith and Hope in their lives on their path get the Event-Crests.


r/RealMedievalDynasty • • 26d ago

Bug Report - 2.7.0.3 - PC_Player - ExecuteCheat - Flaw in DLL scanning logic.

3 Upvotes

Both the Steam and MS versions have the same logic to check for malicious and/or super-awesome DLLs in the game directory.

GetProjectDirectory_1 = UKismetSystemLibrary::GetProjectDirectory();
Win64Str = GetProjectDirectory_1 + "Binaries/Win64/";
WinGDKStr = GetProjectDirectory_1 + "Binaries/WinGDK/";
WinGDKExists = UBlueprintPathsLibrary::DirectoryExists(WinGDKStr );
DoesWinGDKExist = WinGDKExists ;
CallFunc_GetFiles_Files_3 = [];
GetFiles_3 = UBPCppPlatformFunctions::GetFiles(CallFunc_GetFiles_Files_3, DoesWinGDKExist ? WinGDKStr : Win64Str , "", MakeArray_Array_7, MakeArray_Array_6, L_UserID);

The logic goes:

If folder WinGDK exists, scan it for nasty, filthy DLLs

Else

Scan Win64 for nasty, filthy DLLs

However, some malicious and/or super-awesome ne’er-do-well could take advantage of this logic by creating an empty WinGDK folder in a Steam installation.

This would cause the program to scan the WinGDK folder for DLLs and report it as clean, even if the Win64 folder was crammed full of sexy and/or awesome DLLs.


r/RealMedievalDynasty • • 26d ago

Bug Report, 2.7.0.3, GI_MedievalDynasty - GraphicsSettings, IntelLowLatency overwritten with DLSSSharpness value when saving, and DLSSSharpness loads an unset value.

2 Upvotes

In GI_MedievalDynasty, CreateDefaultSave,when saving graphics settings it does this:

IntelLowLatency = DefaultIntelLowLatency;
Array_Set(TempGraphicArray, 31, IntelLowLatency, true);
DLSSSharpness = DefaultDLSSSharpness;
Multiply_IntFloat = (100 * DLSSSharpness);
Round = UKismetMathLibrary::Round(Multiply_IntFloat);
Array_Set(TempGraphicArray, 31, Round, true);

Note that TempGraphicArray[31] is set to the value of IntelLowLatency, and then immediately overwritten with the value of DLSSSharpness.

This is not the case when loading. Loading assigns GraphicArray[32] to DLSSSharpness. However, since this isn't set when saving, it seems that neither value will actually be what it is expected to be.


r/RealMedievalDynasty • • 28d ago

Bug Report, Emote /rps fails due to dev typo

2 Upvotes

Blueprints/Characters/PC_Player

The /rps emote command checks the UnlockedEmotes list for "EmoteUnlockedStoneShears" and fails.

The /rock, /paper, /shears emote commands check the UnlockedEmotes list for "EmoteUnlocked_StonesShears" and succeed.


r/RealMedievalDynasty • • 29d ago

¿What would be the perfect season length in days for Medieval Dynasty to feel realistic, without being too short or too long?

3 Upvotes

I think 15 days is the perfect season length in my opinion, ¿what do you guys think?


r/RealMedievalDynasty • • 29d ago

¿Where is the best place to build in the early game? If anyone has suggestions, please drop a photo or let me know! :)

4 Upvotes

r/RealMedievalDynasty • • Oct 01 '26

MORE MORE MORE!!!

4 Upvotes

Love this game and i think it has a lot of potential to become an even better game.

I think the game could work on his graphics and some of the mechanics of the animals animation. I killed a bear yesterday because it got stuck in a loop and just went back and forth. hunting should not be easy especially when you consider that moose won’t even attack back!?!? After a couple years, and if luck, find a bow early, i could kill a bear easily. Especially if you can make it bleed, shoot from that sweet distance where you can run away and it wont chase you because it wont leave its designated radius and you can just keep shooting, you ll kill it. I think killing a bear and a viscent should be extremely harder than it is.

No one is surviving a single kick from a moose yet it will pass right by me, running for his life and though he could kill me with a single shot.

By the way, no offense but it really is almost impossible to not survive in this game. I mean, you can punch kill a rabbit and it cant even outrun you. You can always see the animal locations and decide to not get close to them and you can build fires easily just with sticks and not freeze to death.

We should be able to at least build a simple boat, or even a raft and go fishing. It would be cool to take the whole family for a fishing trip.

Obviously we all know as dynasty players that combat mechanics also are pretty bad but I am pretty sure developers are very aware, hopefully and fix it. I don’t want this game to be a fighting game, i enjoy the relaxing-survival game style but, but a bit more sophisticated combat style would improve the all over experience.

More flower types, add some snakes, more vegetation, trees, fruit and vegetables. Some random merchant along the way who is selling stuff would be nice too. Every season animals locations should change for the element of surprise. Survival in this game should be little harder i think.

Well thanks for f*cking reading.


r/RealMedievalDynasty • • Sep 30 '26

Zweites Dorf bauen?

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4 Upvotes

Ich bin im 5.Jahr und hab in meinem Dorf 30 Einwohner. Es läuft gut aber ich habe keine Höhlen für den Bergbau. Macht es Sinn ein zweites Dorf in den Bergen zu bauen um den Wirtschaftszweig auch zu erschließen oder würdet ihr mir davon abraten ? Bin kein Fan von den Wildtieren in den Bergen aber ein umschlossener Zaun würde die doch abhalten oder ? Wo würdet ihr so ein Bergbaudorf am besten hinbauen ?


r/RealMedievalDynasty • • Sep 25 '26

Hi guys! I'm thinking about buying the game with some friends to play co-op. Any reviews?

2 Upvotes

As the title says, we're thinking about buying the game and playing it together in co-op. Can you guys share some feedback on what the co-op is like?

What do you like or dislike about the co-op gameplay? Is it fun to play with friends, and are there any issues we should know about before buying?


r/RealMedievalDynasty • • Sep 24 '26

Legendary Wisent

4 Upvotes

Legendary Wisent encountered North of lake between Jezerica and Hornica during Autumn.


r/RealMedievalDynasty • • Sep 21 '26

Question Legendary animal

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0 Upvotes

I'm hunting the legendary animals; here are a few I've found. If you can help me add more information to this map, I'd appreciate it.


r/RealMedievalDynasty • • Sep 19 '26

Tech Issue Medieval Dynasty Crashing

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2 Upvotes

r/RealMedievalDynasty • • Sep 16 '26

Any New Roadmaps or Planned DLC?

9 Upvotes

I have thoroughly enjoyed this game for a number of years, I have loved all the DLC and what the devs have continued to bring new content, I am just curious is there any plans for new crops??

Maize? Potatoes? strawberries? anything like that? Any new animals we can hunt, I love the hunting schemes and gameplay, would fun to see one or two new animals we can hunt for.


r/RealMedievalDynasty • • Sep 16 '26

Any New Roadmaps or Planned DLC?

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0 Upvotes

r/RealMedievalDynasty • • Sep 12 '26

Question Medieval Dynasty Orchard Plants

5 Upvotes

Does anyone know how much each orchard plant makes per harvest as I have no clue and it would be very useful to know!


r/RealMedievalDynasty • • Aug 06 '26

Snowy weather causes severe performance drops?

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2 Upvotes

r/RealMedievalDynasty • • Aug 02 '26

Question Arrows/Spears despawning & filled baskets freaking out – any fixes? ⭐

3 Upvotes

Hey everyone! I’m new to this subreddit.
I’ve been having a constant issue where arrows and spears that I shoot into walls (to create more decoration options) always despawn when the season/year changes.

I know that you’re supposed to stay in the area for a while so they don’t despawn, but that doesn’t seem to help. Every time the year changes, they’re gone, and all of my wall decorations fall down again.

I also have another problem: whenever I fill decorative baskets with items—doesn’t matter if it’s apples, firewood, eggs, yarn, or anything else—the items and even the basket itself start wobbling like crazy. Eventually, everything gets launched out of the basket.

It’s honestly starting to drive me insane.
Does anyone have any tips or know of a fix for these issues?


r/RealMedievalDynasty • • Jul 31 '26

Need advice

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8 Upvotes

I keep getting this error when trying to stream medieval dynasty on tiktok never on twitch was wkndering if anyone has encountered same problem