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Important Update 0.6.3 - A Player Reborn

Discussion in 'Change Log' started by Drui, Apr 3, 2018.

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

    Messages:
    1,383
    Hello, Engineers!

    At long last, here we are with Medieval Engineers 0.6.3! With this update we have released a big set of new blocks, updated a collection of wooden blocks, and revamped the player stats, food recipes, and all game mechanics that tie into this feature set. Game performance has been improved, and lots of old bugs have been squashed.

    First, we are introducing the wooden wall set. These walls follow the log walls in the progression path, and they make an invaluable addition to the design of your buildings. These blocks are very detailed and compound like all the other walls. These are bound to make your buildings look more proper! Next, the wooden floor and the wooden railings have been updated. The new railings are at a much more reasonable height, and the new floors fit much better with all of the new wood textures that have been introduced in 0.6 so far.

    Additionally, we have reworked the way the character's stats are managed. Now, new players will be able to more easily get their bearing in the game, while advanced players will have more depth to their characters. With the new system we've also introduced an overhauled food system. The advanced recipes provide additional benefits to your character making it more enticing to keep your character well fed. The new system allows for a greater immersion into the world; walking into the open fires of a campfire will now set you on fire, and advanced recipes provide great bonuses. All of the food recipes tie into the farming, and there is value to farm all of the types of farmable resources. All ingredients are used for different recipes, using the food item tags that were introduced in version 0.6.1.

    We have also improved the performance for the rendering of blocks, especially blocks at greater distance now render slightly faster. This primarily benefits areas where there are a large amount of blocks in a small area, such as villages and large castles. There's also an improvement in voxel loading and rendering, which is particularly visible when flying around the planet in spectator mode, or in creative/admin mode.

    Enjoy the update!



    New Blocks:
    - Added set of wooden walls, with and without doors, windows and matching roof wall pieces.
    - Floor texture has been updated to better fit the new walls. This also includes the portcullis, trap door, etc.
    - Updated the wooden railings model, it has a correct height for a railing, and it comes in both small railing and ceiling support styles.

    063_template_floors_and_railings.jpg 063_template_wooden_house.jpg

    Player Stats Changes:
    - Overhauled stats and food system to make it more friendly to new players and more interesting to advanced players.
    - Eating good food over a longer period of time will slowly raise your character's overall well-being, increasing your maximum health and stamina, as well as improving the rate at which you swing your tools and weapons.
    - Food now grants other positive effects making cooking more rewarding.
    - Hungry players no longer starve to death, instead they will suffer regeneration loss, reduced building speed, and eventually loss in well-being.
    - The health/stamina/food bars have been updated to reflect the new system.
    - All food has been altered, some recipes have been removed, new ones were added, models were updated and effects are introduced.
    - Vanilla consumables no longer produce instantaneous healing effects, preventing combatants from keeping themselves alive by spamming it during battle.

    063_template_stats_and_food.jpg

    General Changes:
    - Improved loading times by more efficient data management of plants and trees.
    - Refactored Windows Service interface, this should allow dedicated server services to be managed more easily by Windows.
    - Fast travelling now consumes food, your maximum travel distance is limited by how well fed you are, so bring some food while traveling!
    - Fast travelling distance calculation now follows the road, it no longer takes the distance as the crow flies, increasing the travel distances when fast traveling around enemy claimed areas.
    - Attacking and performing tool actions now consumes stamina.
    - Blocking attacks now consumes stamina.
    - Blocking attacks now plays an appropriate blocking effect.
    - Stone and log stockpile roofs are no longer see-through.
    - Updated tanning rack model.
    - Falling damage calculations were updated to be a little less tolerant to sliding down mountains.
    - Standing in the fire of a burning campfire or brazier will now cause damage.
    - Barbarians are now stunned for a short amount of time after being blocked.
    - Barbarian loot reduced due to large amount of barbarians providing free resources.
    - Searching for blocks by name now provides more results, i.e. "door" will return walls with door.
    - Crafting progress now synchronizes correctly on DS when you douse the fire mid-craft, or reconnect after a craft was paused.
    - Increased small stone amount in some biomes.
    - Reduced withered step duration for wild farmables.
    - Bronze tools' efficiency increased to be on par with Steel, but with lower durability than iron.
    - Removed accidental tertiary action support from pickaxe.
    - Enabled pasting blueprints from spectator camera.

    063_template_swordfightV2.jpg

    Performance Improvements:
    - Improved performance with rendering buildings.
    - Improved voxel rendering, giving a small performance gain when flying around rapidly.
    - Updated the LOD behaviour of blocks, increasing rendering performance for blocks at distance.

    Modding Changes:
    - Introduced animation blending node to blend animations together using variable values.
    - Added following item tags: MeleeWeapon, Pickaxe, AxeCutting, Shovel.
    - Updated search screen categories to support tags.
    - Removed MyCharacterStatComponent.
    - Removed old MyEntityStatComponent.
    - Added new MyEntityStatComponent. (Different namespace.)
    - Added Phantom Component, this creates a special physics trigger field that allows you to create, for example, damage fields (i.e. traps).
    - Added a new, fully moddable stat and effect system.
    - Removed legacy compatibility helper code from MyObjectBuilder_InventoryItem, it should now be possible to make custom item types.

    Enjoy,
    Keen Software House team

    Medieval Engineers Hotfix 0.6.3.3AAE05:
    Crash Fixes:

    - Fixed a crash when dying while blocking.
    - Fixed a crash where equipment was loaded too late.

    General Fixes:
    - Updated food tutorial quest.
    - Corrected the LODs for the plank slope wall.
    - Torches can no longer be put into the weaponrack inventory.
    - Torch can now be equipped with the L key again on DS.
    - Corrected compound dummies for large stockpile blocks.
    - Increased fast travel damage immunity timer from 2 to 5 seconds.

    Medieval Engineers Hotfix 0.6.3.71392:
    - Fixed two crashes in the renderer.
    - Bindings screen now accepts joystick input.
    - Added logging to crash in the tool equipment system.
    - Reverted accidental removal of MyRopeComponent and MyCharacterSoundComponent from whitelist.
    Medieval Engineers Hotfix 0.6.3.65C29C:
    - Fixed some memory leaks.
    - Fixed fast travel not working when limitations are disabled.
    - Fixed inconsistent damage for club, studded club, and broken sword.
     
    Last edited by a moderator: Apr 6, 2018
    • Like Like x 13
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  2. Sanfard Apprentice Engineer

    Messages:
    108
    Hype!
     
  3. Ed Frost Senior Engineer

    Messages:
    1,152
    yaaaaay
     
  4. Gwindalmir Junior Engineer

    Messages:
    998
    Awesome update!
     
  5. Ljorius Trainee Engineer

    Messages:
    59
    were there some changes to the map itself?
     
  6. MorshuArtsInc Apprentice Engineer

    Messages:
    157
    Great! Can't wait to get home and have my fair share of crashes. :woot:
    But seriously guys, this looks amazing. Maybe I will actually use those railings myself, and I really like the new plank blocks!
    I'm not yet quite sure though what I should think about the revised food system. I will have to try out.
     
  7. LeonserGT ME Game Designer Staff

    Messages:
    459
    Due to optimizations of environmental object groups, there were some minor and major density changes, for example, outer forests are much less dense, so the transition from open grassland into deep forest will be more gradual. Also, there are more separate palm trees in tropical biome.

    Additionally, we swapped gold and silver deposits, that was missed in the change log. There was a mistake before in the sizes of deposits, generated for precious ores, I guess everyone noticed that gold was pretty abundant, while silver remained super-rare, that was exact opposite of how it was designed and now it finally made it right. It was intentionally postponed to be released with 0.6.3, since it's a big change, but we had to make it. The downside of that is that your gold mines will become silver mines now and vice versa.
     
    Last edited: Apr 3, 2018
  8. mastice Trainee Engineer

    Messages:
    22
    Carts are still bunked. Just tested this in creative. smh
    (reported this issue clear back in early December just fyi)
     
  9. Ljorius Trainee Engineer

    Messages:
    59
    Fast Travel enabled, limitation removed, message by the game

    Would you like to travel to unclaimed area for 1 Food?
    You have 121 Food

    Nothing is happening.
     
  10. Forcedminer Senior Engineer

    Messages:
    2,206
    I love everything mentioned about the food system. the whole 0 hunger health system is convenient.

    this system
    sounds much more well thought out.
     
  11. MaxTheBuilder Trainee Engineer

    Messages:
    46
    Yeah fast travel is killing us on our RP server.
    We are unable to fast travel at all, not even in our own Kingdoms. This system got broke good. The rest of the update looks good so far.

    It has affected some of the MODS too. All of our water is now purple, which explains the red fish.
    The inside of the candle lamps are also purple, must be because of the fish oils from the red fish from the purple water.
    and ALL our AI Defenders are gone, which hit us hard in the gold and silver area.

    Hope the Moders can update their awesome MODs quickly and we hope the Fast Travel gets fixed ASAP.
     
    Last edited: Apr 3, 2018
  12. Jananton Trainee Engineer

    Messages:
    90
    Looks like a great new set of possibilities, apart from new building content, you guys created there for future developments and or modders alike.

    Good stuff, well worth waiting for, thanks guys. :tu:

    Greets,

    Jan
     
  13. Deepflame ME Director Staff

    Messages:
    377
    Hey, what exactly is broken about FT? It doesn't work at all, or you are falling to your deaths? What's going on?
    Which server are you guys on, I'd like to connect to test, though I'll do that tomorrow morning. ;)
     
  14. MaxTheBuilder Trainee Engineer

    Messages:
    46
    Fast Travel is not working at all, I'll send you a PM with server Info.
    You go through all the steps, have food in your inventory and when pick your spot to travel to nothing happens.
    **Update**
    Our server owner found a second update on Steam so he updated the server we can now Fast Travel within our Kingdoms but still can't FT to another Kingdom.
    --- Automerge ---
    OK we have figured out the issue with Fast Travel and food and there is no problem other than we didn't know how the new system worked, now that our brains our fixed, everyone is happy once again. Again thank you for another wonderful update.
     
    Last edited: Apr 4, 2018
  15. Skygamer Trainee Engineer

    Messages:
    1
    How will this affect old saves? How much will this affect mods? Should we disable mods until bugs have been worked out? I really like this game but the little info out there for new players is confusing & usually outdated, leading to frustrating building experiences. However I'm still a big fan & waiting for a more detailed wiki.
     
  16. echocharlie6 Trainee Engineer

    Messages:
    13
    Operator Timing and Headspace... a slap to the head worked... :D
     
  17. Harrison Burr Trainee Engineer

    Messages:
    1
    Wow, now that's a nice looking update! Been awhile since I've played (but little worries, I've been on SE still supporting you guys haha), but now I might start a new game on here again. Can't wait to see all the awesome things added in the future
     
  18. Cetric Junior Engineer

    Messages:
    680
    Congrats for that awesome update. I am very pleased to find a round wooden balustrade block, which I have been missing as early as two years ago. Among other things pleasing here. You must have been gnawing at your nails, not being allowed to publish teasers about this update while nearing the release time.
    https://forum.keenswh.com/forums/suggestions-and-feedback.413446/
     
  19. CptTwinkie ME Asst. Producer Staff

    Messages:
    4,356
    Not really. We wanted to release it 3 weeks ago but it was too buggy. So Deepflame went on his vacation and I just made sure the team fixed the bugs. Then we moved on to other things... It's amazing how fast you stop wanting to tell people about a thing when you're not working on it anymore. I mean we have other things to not tell you about now :D

    Usually, it depends when we have new things working and in the build - when it is new for us. We had the new blocks in early and the stat system has been functional for a while. The stats took quite a few tries to get everything working the way the designers wanted. The newest feature is the toolbar multi-select. That happened when the toolbar behavior started failing. We worked on it for three or four days and suddenly we had this new multi-selection happening that opened up some interesting new behaviors with the torch. We managed to get torch and cube placer to dual equip. The input behavior is inconsistent based on the order they are equipped (hint: equip the torch first) but we included it anyway because this helps a lot with building in the early game when you might not be able to make any other kind of torch. We've been working on 0.6.3 since 0.6.2 was released on 9 Jan.
     
    • Informative Informative x 2
  20. dah.Mr.B Trainee Engineer

    Messages:
    1
    I also have the FT problem. after the update FT doesn't work at all. Only in dedicated server. Single player is not a Problem. The message like MaxTheBuilder posted appears and by clicking on yes nothing happens.

    Couldn't figure out what I did wrong so far.
     
  21. Ljorius Trainee Engineer

    Messages:
    59
    what is that jingle sound about? it sometimes can be heard, there is no mentioning in the patch notes?
     
  22. Cetric Junior Engineer

    Messages:
    680
    ARGGHHH - here comes the teasing! :D So shortly after this update strike, it's really cruel from KEEN's part to tease about another!
     
  23. Sarekh Senior Engineer

    Messages:
    1,017
    That is an absolutely awesome update! Thanks for the content and the hard work!
     
  24. CptTwinkie ME Asst. Producer Staff

    Messages:
    4,356
    I have been trying to figure that out for a month but I haven't really been paying attention to it. If you can't figure it out then report it as unexplained or buggy behavior in bug reports. Honestly, if none of us can figure it out then it's wrong.
     
  25. Sarekh Senior Engineer

    Messages:
    1,017
    It's when a new skin-pod drops on an asteroid in the orbit of the planet. Since we cannot yet reach it they will pile up unless they despawn. I am aiming for a new badger skin for the sword!
     
  26. Deepflame ME Director Staff

    Messages:
    377
    Medieval Engineers Hotfix 0.6.3.3AAE05:
    Crash Fixes:

    - Fixed a crash when dying while blocking.
    - Fixed a crash where equipment was loaded too late.

    General Fixes:
    - Updated food tutorial quest.
    - Corrected the LODs for the plank slope wall.
    - Torches can no longer be put into the weaponrack inventory.
    - Torch can now be equipped with the L key again on DS.
    - Corrected compound dummies for large stockpile blocks.
    - Increased fast travel damage immunity timer from 2 to 5 seconds.
     
    Last edited: Apr 4, 2018
    • Friendly Friendly x 1
  27. MaxTheBuilder Trainee Engineer

    Messages:
    46
    I do have a question about the update, there use to be areas where Gold and Silver ores were laying on the ground, they seem to be gone. We use to be able to pick them up and a few days later they would reappear, this is not happening now. Was this part of the update? If so how do we find locations now to dig if there are no indicators where deposits are?
     
  28. Ljorius Trainee Engineer

    Messages:
    59
    stumbled in a zone over some gold nuggets, started to dig, took me 4 hours of gaming time, 5 pickaxes to dig everything up. result: more than 2200 gold nuggets, 500 iron nuggets. some areas do not have a single iron ore vein. tried to support a player via admin tool to find one, 1 hour of search without any success. even the neighboring zones had no visible iron ore vein in range. player had to move. without fast travel a real pain.
    --- Automerge ---
    FT is still not working :(
     
  29. CptTwinkie ME Asst. Producer Staff

    Messages:
    4,356
    What is the location where you couldn't find any ore?

    Fast travel works as intended. Walk to a road, eat some food, travel.
     
    • Disagree Disagree x 1
  30. Deepflame ME Director Staff

    Messages:
    377
    Medieval Engineers Hotfix 0.6.3.71392:
    - Fixed two crashes in the renderer.
    - Bindings screen now accepts joystick input.
    - Added logging to crash in the tool equipment system.
    - Reverted accidental removal of MyRopeComponent and MyCharacterSoundComponent from whitelist.
     
    • Like Like x 1
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