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Important Update 0.6.4 - Major Overhaul of Combat

Discussion in 'Change Log' started by Drui, Aug 28, 2018.

  1. Drui Keen Update Guy Staff

    Messages:
    1,383
    [​IMG]

    Hello, Engineers!

    Medieval history has countless examples of conflict and war. For this reason, combat has always been part of the plan for Medieval Engineers. So for 0.6.4 we have overhauled the combat mechanics entirely to make the combat feel more alive and exciting, and to provide more interesting fights. Additionally, we have overhauled the resource balance, updated the HUD for readability, implemented a new chat system, and many quality of life improvements. There's bound to be something for everyone in this patch!

    Marek's blog post: https://blog.marekrosa.org/2018/08/me-major-overhaul-of-combat.html



    Combat:
    The first major change is that we have introduced a very elegant form of target locking, where your character, once equipped with a weapon, will attempt to track your enemy. You remain able to look around while tracking, which is important because it leads us to the next change!

    We have added a directional attacking and defending system to the combat. Looking to someone’s left side will cause your character to change their posture and your next attack will then come from the left. Looking to your target’s right side will cause an attack from the right side. And of course this also applies to your enemy, so in order to block an attack on the right side, you have to aim in the right zone and block.

    These two changes, along with a lot of new animation work, sounds, and other touches, have created a combat system that looks, and feels, more alive than ever before!

    [​IMG][​IMG]

    Combat_a.jpg Combat_b.jpg
    Combat_c.jpg TargetLock.jpg

    Resource rebalance:
    With 0.6.1 we introduced new resources and we found that people spend a disproportionate amount of their time gathering resources. We want to balance it roughly into three stages, gathering, processing and building. After detailed analysis we realized that the percentage of the time spent gathering was significantly higher than processing and building combined, so we want to address this issue.

    With 0.6.4 we made some changes to the balance with this intention in mind, it should now be possible for anyone to complete a very simple wooden house in their first game session, so you will feel proud of your initial achievements. We also standardized the large block building, all large blocks (with only a handful of notable exceptions) now require only 1 bundle of sticks, and then mostly their primary resource.

    You will see the largest change with the stone walls. Rather than having them use large stones, we changed the recipe to utilize small stones. Mining stone was not altered, it still provides large stones, which then have to be processed (crushed!) into small stones. This allowed us to alter the ratio of mining to building by changing the yields and stack sizes. An added benefit is that small stones are no longer a dump-resource, and the stone blocks looked like they were built out of small stones already.

    Research QoL improvements:
    With the character saving changes done in 0.6 we now store the unlocked research on the character data as well, this allowed us to add a small indicator on top of newly unlocked blocks and crafting recipes to show you that this was recently unlocked. When you then select the crafting recipe for the first time the asterisk will go away again. This will help you quickly identify what you unlocked when you complete certain research.

    HUD Improvements:
    A longstanding requested feature by players, we finally have a nice chat that has chat history, support for private or house messaging, and a clear interface. There is support for several chat commands, like /wave, or /save for the server admins. See a list of commands by typing /help. We also added a background to the quest tracker and the chat, made the text size a little larger to make it easier to read, tweaked the colours, and added some indenting.

    HUD with quest and chat visible.png
    Death Notifications:
    We added death notifications that show in the chat. These will let you know when your friends fall in battle and who killed them.

    Toolbar improvements:
    For a long time, the toolbar has served us well, but it always had weird little quirks in the code that sometimes caused items to not activate correctly, it did not support equipping multiple items at once very well; for example equipping the torch and axe at the same time would only highlight one of the two. These issues have been resolved, and now the toolbar behaves as expected.


    FOR MODDERS

    Lots of things were updated, changed, or otherwise touched, so for modders 0.6.4 also brings a lot of new things, but also some changes. Here is a short list of modding changes, for more details, there is a post with modding changes in the modding subforum.

    Updated subpart system:
    One of the big modding changes in 0.6.4 is actually done in preparation of 0.7. We have introduced a new system for defining subparts on blocks, animating them, or providing the visual inventory system. The old system was hardcoded to only function with blocks, the new system is way more flexible and can be attached to any entity. The old system will be removed in 0.7, so consider this a planned transition period where you guys have all the time to update your mods to utilize the new system. This will make your life a little easier when 0.7 comes around.

    The new system provides attachment points, which are an easily externally referenceable set of points that allow other systems to attach entities to them. This is just a complicated sentence for “You can now attach one entity to another.” It replaces the CubeBlock Subpart Component.

    This is precisely what Visual Inventory does, it attaches logs or timbers to the parent block, and it has a more fine-tuned interface now for determining how inventory slots map to the visuals. It replaces the Stockpile Component.

    Finally, the Attachment Animation Component allows you to keyframe animate your attachments so the blocks, and other entities, can continue to look cool. This replaces the Subpart Animation Component.

    For more information, we wrote a guide on the new system which you can read here: https://forum.keenswh.com/threads/7401856

    New biome definition format:
    In order to reference to biomes more easily and more accurately, we updated the planet generator to include a collection of biome map value (blue channel) to biome definition. This allows us to create game rules, in the ambient sound system for example, that rely on the biome the player is currently in.

    For programmers you can obtain the biome, and some other information, about a location on the planet by calling MySectorWeatherComponent.CreateSolarObservation() and pass it the time and location you want to observe. You can enter a time in the past or the future to get the appropriate information.

    New ambient definitions and system:
    We updated the ambient sound system, and the matching sound rules. They used to exist in the planet generator definition, but we moved them out of there, and made them a separate system. Now, the sounds are instead driven by biome and other rules.

    For examples of how it works, take a look in the Data/Audio folder, and look at the Biome_...sbc files. They will show you how we set it up.

    New Chat System:
    Modding support for the chat is also pretty rich, you can create new channels, easily add custom chat commands, or create your custom sender filters. To create a custom chat commands you call MyChatSystem.Static.RegisterChatCommand(), and make sure you Unregister() your command as well!

    To create a custom chat channel, simply create a new chat channel definition. Look at the Data/GUI/Chat/Channels.sbc file for examples of chat channels.

    To create a custom chat sender, you will have to inherit from the MyChatSender class, and override the SendChat method to pass the message on. After that you will have to add a sender definition, examples can be found in Data/GUI/Chat/Senders.sbc, and you will have to create, or edit, a chat channel that utilizes the specialized sender class.

    Death Notifications:
    We added death notifications that show in the chat. These notifications are generated by damage type and are located in Data/Game/DeathMessages.sbc. Attributed messages take arguments for player names. See the localized strings for existing definitions in Data/Localization/DataTexts.resx.

    New entity effects:
    Part of what makes the new combat system work well is our new stats system that was introduced in 0.6.3. We used, and added, a selection of new effects that allowed us to create a more interesting combat system than previously possible.

    We have added effects with control over audio, field of view, effect operations, and animations so that we can make the game react to what goes on in the world. Some cool examples are that by executing a perfect block your adrenaline increases, allowing your next attack to be faster, or sprinting affecting your field of view to emphasize the feeling of speed, or the stun effect to cause your character to shake his head.

    For more information, we wrote a guide on the new system which you can read here: https://forum.keenswh.com/threads/7401856


    FOR SERVER ADMINS

    Finally, server admins get some goodies too. With the introduction of message of the day support, chat logging and remote API access, it should be much easier to administrate your server!

    Message of the Day:
    With 0.6.4 we introduce a message of the day feature for the server. You can configure it in the DS configurator, or by typing /motd <message> in the chat. Players will see the Message of the Day in their chat upon connecting to the server, and they can request the message of the day by typing /motd in the chat.

    Only people with admin or moderator rights have permission to set the message of the day.

    Chat logging:
    With 0.6.4 we also introduce the ability to log all of the chat for dedicated servers. You can disable this chat logging on your server by unchecking the server side chat logging checkbox on the configurator.

    Remote API:
    Identical to Space Engineers, we now support a remote API for Medieval Engineers dedicated servers as well! The same remote client works for our dedicated servers, and this will allow you to easily manage your servers remotely, without having to log into the server with a game client. The server remote client is available to install for free by going to tools inside of your Steam library menu.

    VrageRemote1.jpg VrageRemote2.jpg

    The Remote API is disabled by default, but you can choose to enable it. Additionally, there is a publically accessible interface which can also be enabled or disabled. The public interface doesn't let people make alterations to the world, but they can read out data, such as who claimed which area, etc.

    For those intrepid developers, you can explore the API by accessing http://server_ip_address:remote_api_port/vrageremote/api which will give you the full list of accessible paths. Additionally, each path responds to HTTP OPTIONS requests to tell you what input and output you can expect. The API is based on a Restful principle and communication is done using JSON.

    Save Specific Log Files:
    With the introduction of more save specific log files, we noticed the dedicated server directory would get very cluttered. So we moved the Watchdog and Chat logs to Save/WorldName/Logfiles, where they can be easily found on a per-save basis.

    New Support Community

    We welcome all feedback from our community and that’s why we have decided to launch a new support portal. This is where you can provide feedback and find support for all our games in one place. The portal should be a single destination for all your ideas, issues, and technical support needs. You can find it at: https://support.keenswh.com/

    image7.png

    Thanks for reading!
    Keen Software House team
    Medieval Engineers is still in development. Everything in the game is subject to change.


    Medieval Engineers 0.6.4.A78089
    - Found lost research and restored it.
    - Fixed several crashes caused by various edge cases that you guys found in the first day of playing. :)
    - Updated MyProjectiles whitelisting, and updated the code to fit modern practices. Light refactoring required for modders that wrote code with projectiles.
    - Tweaked combat behavior to resolve some attack direction inaccuracies.
    - Removed duplicate names from toolbar.
    - Deconstructing timbers now returns timbers, rather than a log.

    Medieval Engineers 0.6.4.D983C1:
    - Fixed issue where cutting trees could get you stuck in combat mode on DS.
    - Fixed issue where stone house quest could get stuck on DS.
    - Fixed incorrect shovel collision responses.
    - Fixed a multithreading crash for DS.
    - Various small animation fixes.

    Medieval Engineers 0.6.4.6B800B:
    Last hotfix of the week guys, we wanted to make sure the game was in a good state going into the weekend. :)
    - Fixed issue with collapsing grids after yesterday's hotfix.
    - Fixed some client crashes and one DS crash.
    - Updated some quests that were not in line with the resource rebalance.
    - Some more small animation fixes.
     
    Last edited by a moderator: Aug 31, 2018
    • Like Like x 8
  2. MorshuArtsInc Apprentice Engineer

    Messages:
    157
  3. Grandpa Canuck Trainee Engineer

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    10
    Nice all round update. The Live Stream is entertaining. Combat has needed changes and the changes are appreciated.
    Stick rebalance will help many early on. Think the stones to small stones sounds good, looking forward to the new logistics.

    Well done...I'll be trying to bring my friends back to test this update.
    See ya all around.
     
  4. Silen Apprentice Engineer

    Messages:
    244
    Great update! Finally it's less of a grind, and the combat seems way better.
     
  5. Ivan_Cornelius Apprentice Engineer

    Messages:
    141
    Medieval Engineers Spectator and Dynamic Camera Controls Tutorial
     
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  6. Silen Apprentice Engineer

    Messages:
    244
    Having issues right now connecting to servers. I either get an infinite "Waiting for world data", or the world download never gets past 0%. Tried on multiple servers.
     
  7. Ivan_Cornelius Apprentice Engineer

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    141
    Could be mod related if the server was updated already; I had to remove a mod because it failed to load the world otherwise.
     
  8. Ed Frost Senior Engineer

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    1,152
    Sweet... These are indeed some much appreciated changes. Now i might consider laumching ME again to finish the fortress i was working on with some buddies...

    However... Itd still be appreciated to have a bit more communication on whats happening on the other side.
     
  9. BloodThunder Trainee Engineer

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    28
  10. Cetric Junior Engineer

    Messages:
    680
    Very impressive list indeed. If I were KEEN, I would have TEASED THE HELL OUTTA the new combat system prior to update release and enjoy the infidels sweating! :tu:SHIELDS! :tu: BLOCKING! :tu: And what else hasn't reached my brain under the helmet yet! :D
     
    • Agree Agree x 1
  11. Silen Apprentice Engineer

    Messages:
    244
    Not sure. I've tried on plenty of servers and I get the same thing.

    Edit: Tried on pretty much every server now, even without any mods at all. Download stuck at 0%.
     
  12. MaxIlyich(RUS) Trainee Engineer

    Messages:
    9
    Hi all, not yet testil update but I see that nothing related to the mechanics have not added, a pity( okay mechanics Fans will wait until the next update( This is only my opinion, I do not want to offend anyone )
     
  13. boromir Apprentice Engineer

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    154
    Keen, will there be a Beta marker for the lastest on the 0.6.3 branch or should we use "Last Week's Build" for that?
     
  14. Gardonian Trainee Engineer

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    2
    Keen, I absolutely LOVE this update. Your recent work has made me proud to show this game to all my friends. I am excited to play and build in this world.
    Medieval Engineers Team 10/10. Your game captivates my heart like no other.

    -Can "toggle combat lock" be an option? I suggest ALT key. (It would really help in fights against 2 people.)
    -Can "let movement directions control attack directions" be an option? I suggest a "Gameplay" menu button.
    Please, do this and your game will achieve greatness, it's so very close to perfect!
     
  15. Silentfighter89 Trainee Engineer

    Messages:
    21
    @Gardonian don't you think if they would do that, it would destroy the purpose of the now existing combat system? I like that you have to commit and engage in a combat with an other person and not this stupid hit and run. And as I have seen the switching between targets works quite well.
    What you are describing is a combat system like Skyrim which is not even for single player very great.

    I still have to test the combat myself, but it looks great already.
    Now we just miss some Armor (Makes you slower and loosing stamina faster but more hit points/ armor has to be broken with heavy attacks or club's.)

    And it would be great if they would implement some cows / horses to pull carriages and to saddle the horse. ( Different style's of Horses for pulling (more strength) to riding (more speed).
    I know, that's not the core of the game...still would be nice to see it one day. Especially the pulling of carriages and material ( more strength than a human.) Which would fit the play style very well. But of course as soon as you do that every body want's to ride one and have horse combat. ( So I see why they don't wanna do it. It's opening the Pandora's box of feature creep.
     
  16. Cetric Junior Engineer

    Messages:
    680
    Is this stated somewhere? Unless I see a post, I'll say 'never say never'.
    --- Automerge ---
    Was something changed about flying mode activated by pressing X (by default) in creative? Can't fly.
    In version 0.6.3. it was still where it used to be: http://www.medievalengineerswiki.com/index.php?title=Admin_Controls
     
  17. Deepflame ME Director Staff

    Messages:
    377
    Medieval Engineers 0.6.4.A78089
    - Found lost research and restored it.
    - Fixed several crashes caused by various edge cases that you guys found in the first day of playing. :)
    - Updated MyProjectiles whitelisting, and updated the code to fit modern practices. Light refactoring required for modders that wrote code with projectiles.
    - Tweaked combat behavior to resolve some attack direction inaccuracies.
    - Removed duplicate names from toolbar.
    - Deconstructing timbers now returns timbers, rather than a log.
     
    • Like Like x 1
  18. Cetric Junior Engineer

    Messages:
    680
    OK, I confess my sins. You all may bombard me with virtual onions from a ME meadow, for I was so stupid to have 'survival' switched on while I thought that new world is in 'creative'. That solves my man-made 'problem' about a missing heretic flying ability. :(
     
  19. Gardonian Trainee Engineer

    Messages:
    2
    @Silentfighter89[/USER]
    [QUOTE="don't you think if they would do that, it would destroy the purpose of the now existing combat system? [...] What you are describing is a combat system like Skyrim which is not even for single player very great.[/QUOTE]
    I agree, Skyrim combat would be an uninteresting slugfest. However, the Mount and Blade series used movement direction to dictate attack direction and it worked very well in multiplayer. My whole issue is I get nauseous from motion sickness when they lock my camera. :(
     
  20. MaxIlyich(RUS) Trainee Engineer

    Messages:
    9
    Please add functionality to the chair so that you can sit on it and still have the function to look in different directions and interact with other objects. And please give a round wooden disk and pegs to it that you could do reducer, gear boxes etc without using mods))) I love your game!!!!
     
  21. Deepflame ME Director Staff

    Messages:
    377
    Medieval Engineers 0.6.4.D983C1:
    - Fixed issue where cutting trees could get you stuck in combat mode on DS.
    - Fixed issue where stone house quest could get stuck on DS.
    - Fixed incorrect shovel collision responses.
    - Fixed a multithreading crash for DS.
    - Various small animation fixes.
     
    • Like Like x 3
  22. Silen Apprentice Engineer

    Messages:
    244
    Thanks for the fixes, much appreciated.

    Edit: Also, I was thinking, would it be possible to have cloth physics in ME? Most modern engines seem to support it, and it would look great for banners. There could also be many mod applications for it (such as capes, something I'd do immediately). It's something I'd love to see.
     
    Last edited: Aug 30, 2018
  23. Thales M. Junior Engineer

    Messages:
    971
    After last fixes, some structures in my old save begin collapsing due to structural integrity. I turned it off for now.
     
  24. Wastefield Trainee Engineer

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    7
    I'm sorry to inform you that... Marek's house just collapsed.
    The one with the windmill from safe start, came halfway crashing down when I loaded the new save I had started yesterday.
    I suspect it's the same issue that the poster above me reported?

    I was able to enter the storage room with half of its wall missing, and noticed that the shelf as well as the crates filled with flour sacks were freely accessible... but I didn't steal anything, I promise. ;)
     
  25. CptTwinkie ME Asst. Producer Staff

    Messages:
    4,355
    We know about this issue. One of our designers organized the materials file. Unfortunately there was a duplicate material there. The game was copying one over the other so it was working before but when the order changed it was copying the wrong one over the right one which changed things. We'll have it fixed in the next hotfix patch.
     
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    • Informative Informative x 1
  26. Dale Huntington Trainee Engineer

    Messages:
    4
    Awesome update! Thanks to everyone who worked and still works on my favorite game!
     
    • Agree Agree x 1
  27. MorshuArtsInc Apprentice Engineer

    Messages:
    157
    Phew, good thing I didn't get to play the new update yet. When I get home today, I best start a new world to check things out.
     
  28. Deepflame ME Director Staff

    Messages:
    377
    Medieval Engineers 0.6.4.6B800B:
    Last hotfix of the week guys, we wanted to make sure the game was in a good state going into the weekend. :)
    - Fixed issue with collapsing grids after yesterday's hotfix.
    - Fixed some client crashes and one DS crash.
    - Updated some quests that were not in line with the resource rebalance.
    - Some more small animation fixes.
     
    • Like Like x 1
  29. MorshuArtsInc Apprentice Engineer

    Messages:
    157
    I like that thatch roofs now require a thatch item instead of wheat. Now thatch roofs are actually early game blocks.
     
    • Agree Agree x 1
  30. Wastefield Trainee Engineer

    Messages:
    7
    Using small stones for construction is nice, they did pile up and become rather useless before this... Unfortunately now the same happens with dirt as you can no longer "search through it" to make small stones, only it's worse because dirt could neither be used to pay taxes! I don't know what you got planned to use up all the dirt for something meaningful but I hope there will be something, maybe farming could consume it? Or just bring back "refining" (sifting through it) for small stones, of course with mining being the much more efficient way. Though glass would be cool too. ;)
     
    • Agree Agree x 1