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Update 0.4.2 - Wheat, Herbs and Ambience

Discussion in 'Change Log' started by Drui, Dec 27, 2016.

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This last post in this thread was made more than 31 days old.
  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary
    Hello, Engineers! In the last update for 2016, we bring you one last bit of farming content in the form of wheat. You will be able to use the wheat as straws for the basic roofs, or grind it into flour for baking bread. Additionally, we've made the herb a farmable item as well. Finally, we have re-enabled the Ambient Sounds on the planet. This should add a little more life to the world.

    Happy Holidays from everyone in the Medieval Team and have fun!



    Features:
    - Added wheat, small milling stone and bread.
    - Added herbs to the farmable items.
    - Added ambient sounds to the planet.

    Fixes:
    - Fixed a crash related to harvesting plants.
    - Fixed one of the "World is corrupt" situations.

    Hotfix update 0.4.2.91662:
    - Fixed an issue where the wheat seeding bag and other new research elements were not unlocked if you had already completed the research.
     
    Last edited by a moderator: Dec 28, 2016
    • Like Like x 15
  2. Ed Frost

    Ed Frost Senior Engineer

    Messages:
    1,158
    Epic
    --- Automerge ---
    Happy holiday
     
  3. PsicoPato

    PsicoPato Senior Engineer

    Messages:
    1,097
    Awesome work like always. =)
     
    • Agree Agree x 1
  4. Robertak

    Robertak Trainee Engineer

    Messages:
    91
    now, this is really nice.. GOOD JOB, guys :)
     
  5. Silen

    Silen Apprentice Engineer

    Messages:
    246
    Keeps getting better.

    I wish you all the best.
     
    • Agree Agree x 1
  6. mathias casaer

    mathias casaer Trainee Engineer

    Messages:
    75
    that's just wonderful! :tu:
     
  7. Scorpion00021

    Scorpion00021 Senior Engineer

    Messages:
    1,411
    Awesome work guys! Farming is looking really good! I hope we keep adding to the farming materials, cooking mechanics, and number of recipes in the future. :) Also, it would be nice to see more discoverables in the world like rare ores, minerals (diamond?), ruins, or whatever else to keep players exploring. Cant wait to see what the next year brings to Medieval Engineers!
     
    • Like Like x 1
  8. waterlimon

    waterlimon Senior Engineer

    Messages:
    1,499
    Trees should be farmable as well, so my imaginary mountaintop fortress can have construction materials.

    It should take 50 ingame years for them to grow :((
     
    • Funny Funny x 3
  9. Cetric

    Cetric Junior Engineer

    Messages:
    814
    High-profile work, congratulations on simultaneously achieving expansion of features progress and eliminating bugs on the way... my case of "world corrupted" has been solved. I think maybe except of wine cultivation we should have enough variety on cultivated plants by now. What I could think of for the future is the implementation of wildlife which we could tame and domesticate, so after keeping them in corrals or sheds they would multiply under our care and produce meat, like pigs or sheep (giving also leather and wool for crafting related things). And for the sheep the companion mod dog comes in for helping keep them together as a herd. Deer remain wildlife for the hunt.
    And finally the big topic of NPCs winking in the future...
     
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  10. Ivan_Cornelius

    Ivan_Cornelius Apprentice Engineer

    Messages:
    151
    I am missing blueprints from the research table.
     
  11. Bahroth

    Bahroth Apprentice Engineer

    Messages:
    173
    Last edited: Dec 27, 2016
  12. Speshal_Snowman

    Speshal_Snowman Apprentice Engineer

    Messages:
    175
    Love the update!
     
  13. Ivan_Cornelius

    Ivan_Cornelius Apprentice Engineer

    Messages:
    151
    So no work around then? I was going to record a new episode of my series but now I am trying to figure out if I should start a new save and just replace everything.
     
  14. Bahroth

    Bahroth Apprentice Engineer

    Messages:
    173

    Only "workaround" is making a new world this update, till they get it fixed. :((
     
    • Informative Informative x 2
  15. Alecium

    Alecium Trainee Engineer

    Messages:
    5
    I figured out a work-around, Bahroth

    https://forum.keenswh.com/threads/0-...rom-previous-version.7391095/#post-1287029469
     
    • Like Like x 1
  16. MorshuArtsInc

    MorshuArtsInc Apprentice Engineer

    Messages:
    218
    Two words: AAAAAAAWWWW YISSSS! I hope we can build elaborate mills in the future!
     
  17. Deepflame

    Deepflame Apprentice Engineer

    Messages:
    395
    Hotfix update 0.4.2.91662:
    - Fixed an issue where the wheat seeding bag and other new research elements were not unlocked if you had already completed the research.
     
    • Like Like x 2
  18. Robertak

    Robertak Trainee Engineer

    Messages:
    91
    COOL :)
     
  19. TheRADIOMAN003

    TheRADIOMAN003 Trainee Engineer

    Messages:
    6
    Perfect. I shall proceed with my kingdom. Thanks.
     
    • Like Like x 1
  20. Feanor944

    Feanor944 Trainee Engineer

    Messages:
    17
    Thank you SO MUCH for this. I was afraid my world was lost forever.
     
  21. Concomitant

    Concomitant Trainee Engineer

    Messages:
    45
    Great update, team! Thank you for your hard work this year! ON TO THE NEXT :D
     
  22. tharkus

    tharkus Junior Engineer

    Messages:
    712
    Great update, the game is getting better and better :)
     
  23. Scorpion00021

    Scorpion00021 Senior Engineer

    Messages:
    1,411
    [​IMG]
    Medieval turrets or riot.
     
    • Funny Funny x 2
  24. Ed Frost

    Ed Frost Senior Engineer

    Messages:
    1,158
    updates
     
Thread Status:
This last post in this thread was made more than 31 days old.