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Genre: Simulator, Strategy, Indie

Medieval Engineers

Update 0.6 - Now With Mechanical Blocks


Hello, Engineers! We have been preparing another major update for you - and this one is huge! It’s full of features like a new planet with new biomes to explore, new resources to mine, new tools to build faster, and mechanical blocks to enhance crafting! You get all of that along with research quests so you can discover more advanced blocks while building and improved character animations so your engineer looks good exploring the world!

https://www.youtube.com/watch?v=rynpc__ajLo
Full list of new features and fixes: http://news.medievalengineers.com/0_6_release/update_0_6
Marek's blog post: http://blog.marekrosa.org/2017/11/medieval-engineers-mechanical-blocks.html
Modding changes in 0.6: https://forum.keenswh.com/threads/0-6-modding-changes.7398242/

Coming in 0.6: Mechanical Blocks!



Hello, Engineers!
Today we want to share our mechanical blocks! This is our #1 feature for 0.6 and it's a very long time in coming. The mechanics system has been planned since the inception of Medieval Engineers and we even feature the first block concepts on our main menu. Without further ado we present the Mechanical Blocks!



Don't mill wheat and saw timbers by hand any longer. Build machines that will do the work with greater speed and efficiency. Start with a windmill to provide power and use joints and shafts to connect things together. There is a small selection of crafting blocks available right now. Don’t worry, we are planning to continue adding new crafting blocks to expand the mechanical systems with your feedback and suggestions in mind.

More info at http://www.medievalengineers.com/coming-in-0-6-mechanical-blocks/
Purchase your copy at http://news.medievalengineers.com/06_prerelease/buysteam

Coming in 0.6: New Resources!


The planetary changes don’t stop with just the scenery. There are additional resources carefully woven into the biomes by our elite team of designers. These include new ores such as tin, copper, silver, and gold that you can discover and mine. You can smelt new types of metal ingots to use or process into alloys. Tools and weapons vary in efficiency and durability based on the metals used to craft them. There is also a new clay material that you can use to craft items like pottery, roof tiles and kilns. With these resources the game finally has the depth and complexity you’ve been asking for, and I think you’ll love it.

For more info, go to http://www.medievalengineers.com/coming-soon-in-0-6-new-planet-biomes-and-new-resources/

Purchase your copy at http://news.medievalengineers.com/06_prerelease/buysteam

Coming in 0.6: Improved Experience!

Hello, Engineers!
Enjoy the refined look and feel of new character animations. Run, jump and explore the world with movement that is more natural and animations that are more responsive. Enjoy better performance of player characters in multiplayer. Delight in improved performance from better GPU utilization. No more idling graphics cards! Experience streamlined voxel performance by seeing changes from mining and terraforming instantly. Get into the game faster with reduced planet loading times!

https://youtu.be/KDfHqKlAsDA

The quest system has been whipped into shape by adding starting conditions, failure conditions, multiple prerequisite conditions, location finding, and control over what is unlocked to build with. All of these have been put to use in the new research system that allows unlocking knowledge through building and crafting in the game. It's a more immersive approach that allows for a natural progression during gameplay and adds a little adventure into your engineer’s progression!



http://www.medievalengineers.com/coming-soon-in-our-0-6-major-update-improved-experience-and-research-quests/

Purchase your copy at http://news.medievalengineers.com/06_prerelease/buysteam

Update 0.5.23 - Knock Knock!



Hello, Engineers! This week another small update as we start to double-down on getting our next major polished and ready to go. We noticed that the majority of doors are shared with the whole house, and only a few are set to private, so we flipped the default state; now all doors are shared with the house by default, and you will have to uncheck it only for the few private doors! We also fixed a crash on DS when a player would be banned while in a house by themselves.

We're going to double-down on polishing the 0.6 major release now; we will be paying less attention to weekly releases for a while. We are very close to having it in a presentable state where we are confident we can start talking about, and showing, what we've been preparing for you guys! Please hang in there just a little bit longer. :)

https://www.youtube.com/watch?v=DuFMrjZPxW8
Full list of new features and fixes: https://forums.keenswh.com/threads/update-0-5-23-knock-knock.7397667/

Update 0.5.22 - Security!



Hello, Engineers! For today's update we've focused on solving some security holes in the game that allowed people to play the game as if they had admin powers. Also, we're looking at the gameplay behind the Ore Crusher block, and are looking for your feedback regarding this style of crafting. Finally, we would like to remind you that in order to be eligible as a challenger in the castle siege challenge, you have to submit the video on the forum for all to see.

https://www.youtube.com/watch?v=SwhKzu4rNe0
Full list of new features and fixes: http://news.medievalengineers.com/update_0_522

Update 0.5.21 - Hot Buns



Hello, Engineers! This week we are adding the oven.
The oven is a more advanced crafting station that replaces your campfire, once you unlock Gourmet Cooking. It can cook all the same meals as the campfire, but it also crafts the more advanced meals that the campfire cannot prepare. It cooks twice as fast, so it's sure to be a great improvement for your kitchen!

https://www.youtube.com/watch?v=1_mZb68XWN8
Full list of new features and fixes: http://news.medievalengineers.com/update_0_5_21

Update 0.5.20 - Bugfix Bonanza



Hello, Engineers! It's a bugfix bonanza today, as we work diligently on the next major update. We're not quite there yet, so please hang on until we have our surprises in a presentable state! One of our favorite fixes this week involves the synchronization of the visual inventories. They now update as you build nearby, without having to open their inventories to check. Also, the signpost's editing screen is now moved to the right so you can see the signpost while editing it.

https://www.youtube.com/watch?v=MFnFyW8pKDw
Full list of new features and fixes: http://news.medievalengineers.com/update_0_5_20

Update 0.5.19 - A Crate Update



Hello, Engineers! This week we got a neat new storage block for you guys to use, that showcases the power of the entity component system! This new crate has a dynamic inventory constraint, permitting only 1 item type at a time, and it will dynamically update the crate's front side to show you the contents, so if you want to know just how many skulls you have, now you can!

https://www.youtube.com/watch?v=KCTapO5B63o
Full list of new features and fixes: http://news.medievalengineers.com/update_0_5_19

Update 0.5.18 - Block.IsVisible = true;

Hello, Engineers! We finally resolved the invisible blocks issue, it was a gnarly bug deep in the Medieval Engineers specific rendering code in our engine. We also improved the target detection of small grids on large grids, and thin shapes such as signposts are now more accessible. Several minor GUI fixes were made to the mod loading screen, and finally, you are able to destroy stone claimblocks with weapons again, which was accidentally prevented by an oversight last week.

https://www.youtube.com/watch?v=JfPDxuqBmk0
Full list of new features and fixes: http://news.medievalengineers.com/updat_0_5_18