Their banners will be added to Medieval Engineers.
Congratulations to the winners and thank you to everyone who participated in the contest.
Cheers!😎
Announcing the Medieval Engineers Banner Contest!
August 3rd, 2018 - August 13th, 2018
As preparation for our next release we’ve decided that it’s time again to kick off the next banner contest! The last time we ran this contest we were amazed by the amount of interesting banner designs we received from players, and now we want to give you guys another chance to get your own banner designs immortalized into the game!
For contest details, please see here:
https://blog.marekrosa.org/2018/08/medieval-engineers-banner-contest.html
Have fun and good luck!
Update 0.6.3 Patch 4 - Minor Update
Hello, Engineers!
With the EU's new GDPR (General Data Protection Regulation) we had to implement some changes of our own as well. Primarily, this revolves around the crash log reporting, as the game isn't tracking any personal data otherwise, so we updated our crash reporting screen to make it clear what exactly the log contains, what we do with it, as well as give it a nice graphical overhaul.
The updated Privacy Policy can be found here: http://mirror.keenswh.com/policy/KSWH_Privacy_Policy.pdf
In addition to that, we fixed a crash, tweaked some animations, and updated some texts. We also addressed an issue where the map would open and close repeatedly; we found out that it was caused by Barbarians trying to read the treasure map in their loot.
Enjoy the update!
Full list of new features and fixes: http://news.medievalengineers.com/update_0_6_3/patch_4
Update 0.6.3 Patch 3 - Minor Update
Hello, Engineers!
This update we focused on some of the problems occasionally experienced in the multiplayer. We identified some scenarios that were causing grids to behave erratically on clients, even though they were behaving smoothly on the server. Now their synchronization is much better. We also improved Watchdog's logging by removing barbarians and reporting trespassers.
We also resolved an issue that sometimes prevented the game from downloading updates for mods correctly, the area highlight when building now changes color to match diplomatic status and some localization was updated. Finally, we tweaked a bunch of animations to be less stiff and we've fixed the hand crank so that if you look away while you're cranking it it will continue cranking as long as you hold the use key and don't walk away too far.
Enjoy the update!
Full list of new features and fixes: http://news.medievalengineers.com/update_0_6_3/patch_3
Update 0.6.3 Patch 2 - Minor Update
Hello, Engineers!
In this update we've resolved a memory leak that was causing memory consumption over long hours of uninterrupted play to climb steadily higher, eventually causing system performance deterioration. We also addressed the most common crashes over the past two weeks, and we will continue to monitor the game's stability after this update.
We updated the compounding settings of the pillars, they now behave consistently and how they used to. Consuming fruit juice and tea now returns you an empty jar for re-use. When interacting with other players their names now show up in the notification, and we improved the combat hit calculations to be more accurate.
For the server admins we've introduced Watchdog. Watchdog simply monitors player activity and writes it to a separate log file. It logs when players are entering other people's claimed areas, it logs when damage is dealt, and it logs diplomatic status changes. This will allow admins to track down griefers with greater accuracy. Server administrators looking for specific information can contact us with suggestions at either medieval@keenswh.com, leave a message in this topic, or write to Deepflame directly on Discord, and we will take it into consideration.
Finally, for the modders there were lots of little changes, have a read over at the modding changes list to see what was changed. The most important part is that your custom models should now LOD correctly.
Enjoy the update!
Full list of new features and fixes: http://news.medievalengineers.com/update_0_6_3/patch_2
Also, are you ready for another castle siege? Today we're going to assault another castle again and this time we decided to mix up the teams a little! Have you always wanted to fight side-by-side with the developers of Medieval Engineers? Now's your chance! Tune in Tuesday the 24th at 19:00 CET and join us at https://www.twitch.tv/keencommunitynetwork while we attempt to bring down the walls of another keep!
https://www.twitch.tv/keencommunitynetwork
https://www.facebook.com/events/182021509110554/
Update 0.6.3 Patch 1 - Minor Update
Hello, Engineers! Last week we released 0.6.3 and the new stat system has been met with a lot of enthusiasm! We see you have been enjoying the vigor system's boost to your mining and building speeds to create your castles faster than ever before!
We have been monitoring the stability of the game and noticed several crashes started to occur at a significant rate. We have identified the cause, and fixed it with today's update. We also updated the compounding shape of the small round wall, it was preventing the machicolations to compound correctly with them. Additionally, the raw food penalty to vigor was updated to apply immediately.
We have also summarized the changes from the hotfixes over the last week. We are aware that not everyone reads the hotfixes' changes after we release them, so for your convenience we have included them into this update post as well.
Finally, we've received some reports of people having incorrect behaviour when respawning, often times getting respawned at the safe area rather than their selected respawn point. We have added some additional logging to the server to try and figure out the cause. If any server admins are willing to help out, please send us your server logs after people report spawning in the wrong location. Every log helps!
Full list of new features and fixes: http://news.medievalengineers.com/update_0_6_3/patch_1
Update 0.6.3 - A Player Reborn
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.
Full list of new features and fixes: https://forums.keenswh.com/threads/update-0-6-3-a-player-reborn.7400643/
Update 0.6.2 Patch 8 - Minor Update
Hello, Engineers! This will be the final update to 0.6.2, now we will focus on polishing 0.6.3 to ensure its quality is as high as possible. In this patch we improved the speed at which inventory items transfer between inventories when you bulk-move large amounts of items, the respawn camera is now positioned correctly on your claimed respawn bed, and we solved an issue that prevented you from respawning when alt+tabbing in the respawn screen. Additionally, we have even further improved the performance with the fracture pieces, they should no longer freeze the game when a building just started collapsing. Switching toolheads in the mechanical crafting blocks will now return the resources that were being used, putting it in line with the other crafting processes at this time.
Enjoy the update, and see you with 0.6.3!
Full list of new features and fixes: http://news.medievalengineers.com/update_0_6_2/patch_8
Update 0.6.2 Patch 7 - Minor Update
Hello, Engineers! This week we've optimized the memory use when buildings are collapsing, which also helps the performance on servers a little bit for small destruction cases. We tackled many of the edge cases causing foliage to 'blink', these were caused by minor slowdowns causing them to skip a frame, this made the foliage disappear for one frame which looked like they were blinking. We also enabled Structural Integrity view in Creative Multiplayer, and we updated the advanced weapons quest, it now has a proper notification and also accepts iron and steel crossbows. Finally, on the modding side of things, we have repaired the parallel interface in the ModAPI, so you modders out there can write code that runs parallel too.
Full list of new features and fixes: http://news.medievalengineers.com/update_0_6_2/patch7
Update 0.6.2 Patch 6 - Minor Update
Hello, Engineers! Another week, another update! This week we've implemented some code to prevent the grid coordinate system from getting into a corrupted state when deconstructing blocks that cause a building to split in half. This fix applies retroactively, and should fix some issues with the placement of larger blocks like battlements on walls. Additionally, we implemented a nice error message when joining someone's private game. The load world screen now opens again, even when you do not have any saves, so that you can load worlds from the workshop. Renaming worlds correctly updates the directory, and vsync now saves the setting from the display settings.
Enjoy the update!
Full list of new features and fixes: http://news.medievalengineers.com/update_0_6_2/patch_6