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Old 22-06-2015, 14:58   #81
Axios2006
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>>> Castle Siege trailer <<<
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Old 23-06-2015, 22:55   #82
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Update 02.022 – Food gathering, More survival building blocks

Summary
Today we are introducing edible elements into Medieval Engineers. You will be able to gather plants and mushrooms that grow in the forest. Bushes and herbs bear fruits that will regrow over time after a harvest. Mushrooms and roots are harvested once and they may respawn in a different place. This is the first iteration of the growth and harvest system which will be part of Survival mode. There are no hunger/survival elements yet, but the gathering is important preparation for things to come. More features and options will be added in the upcoming updates.
Additionally, we have added more construction models for blocks used in survival building. We have improved the manipulation tool – it doesn’t do any damage on contact, it can’t kill bots or characters, and it won't push grids with bigger force anymore. Lastly, we have improved the projectile reloading which makes the process faster and easier – you can place the projectile on the catapult by aiming at the bucket and just pressing the "T" button.

How to collect food:
1. find a plant
2. pull up from the ground by using the T button
3. the item will spawn on the ground
4. then you can eat it by using the T button or carry it by using the manipulation tool and store it for later

https://youtu.be/9_nq9JUc1SA

Features
- more construction models for blocks (survival building)
- gathering (mushrooms, berries, roots and herbs)
- growing flora (new items appear in the forests after some period of time)
- manipulation tool improvements
- better projectile placement (using "T" button)

Fixes
- bots now can be killed
- fixed branches not counting as construction material
- fixed dynamic large grid becoming invisible on DS during construction
- fixed timbers built on static grid had 0% integrity
- fixed blocking instead of building when character was still moving
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Old 30-06-2015, 19:24   #83
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Update 02.023: Inventory system

Summary
Inventory system was added in this update. Players now have the ability to store items from the containers inside the player's inventory and see the full content of the storage containers. Additionally, we have added more construction models for blocks used in survival building, including the first batch of roof tiles. Also, players can't build on top of unfinished models anymore. Stay tuned for more survival features in future updates!

https://youtu.be/0TPLwdswS1E

Features
- inventory system ("I" button)
- more construction models for blocks (survival building)
- added confirmation screen before exiting the lobby in castle siege

Fixes
- fixed player can't build on unfinished construction models anymore
- fixed problematic placing blueprints close to each other
- fixed better detection of timbers and large stones
- fixed texture on generated object GeneratedWoodSideCornerIn_Mir
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Old 07-07-2015, 20:36   #84
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Update 02.024 - Character stats (health, stamina, food)

Summary
Character stats – health, stamina, food - have been added to Medieval Engineers. This is one more of the main survival features that we are introducing to the game. Your character will now be affected by health, stamina and food. The character’s health will regenerate slowly through time; you can speed up the regeneration by eating (mushrooms, etc.). Eating will also replenish your stamina and food. When the food bar gets to 0, the character will start losing health. The stamina will decline according to the player's actions (for example cutting wood) and will increase when the character is resting (standing, walking or crouching). Character's stamina is also affected by the total weight of his inventory or when he's manipulating with some heavy object while moving. Additionally, we have added more construction models for blocks used in survival building.

https://youtu.be/sGG6cZieoSw

Features
- character stats (health, stamina, food)
- adding objects to your inventory from the ground
- more construction models for blocks

Fixes
- fixed possibility to fast place grids on a spoon, including the grid spoon is built on
- fixed looped desync with bigger destructions on dedicated servers
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Old 07-07-2015, 21:30   #85
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a livello di prestazione come andiamo se si aumenta il la distanza del campo visivo?

nelle ultime release di space engineer ho notato un netto miglioramento nelle prestazioni, in me si incomincia a muovere qualcosa sul rendimento oltre che sui bug?
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Old 07-07-2015, 21:52   #86
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Originariamente inviato da PCNP87 Guarda i messaggi
a livello di prestazione come andiamo se si aumenta il la distanza del campo visivo?

nelle ultime release di space engineer ho notato un netto miglioramento nelle prestazioni, in me si incomincia a muovere qualcosa sul rendimento oltre che sui bug?
Non al momento.

La priorità è alle nuove meccaniche di gioco.

SE lo gioco alla grande. ME arranco e non di poco.

D'altronde SE ha impiegato 2 anni per arrivare dove è...

ME è ancora un "lattante" (nel senso buono),
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Old 07-07-2015, 21:57   #87
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già... thanks per le infos
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Old 07-07-2015, 23:04   #88
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già... thanks per le infos
Prego.
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Old 14-07-2015, 19:23   #89
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Update 02.025 - Castle Siege dedicated server

Summary
In this week’s update we are adding the option to run castle siege battles on dedicated servers. Each time a castle siege session ends, the lobby will restart again so you can battle over and over! Additionally, the survival stats and numbers have been rebalanced based on our community’s feedback. We have also added a new batch of construction models for blocks used in survival building. Lastly, we have switched the hammer buttons while building/deconstructing (left mouse button for building, right mouse button for deconstructing).

https://youtu.be/zlb8LU-Jysw

Features
- Castle Siege dedicated server support
- more construction models for blocks (survival building)
- switched hammer buttons (LMB = building, RMB = deconstructing)
- mark showing where the stats will grow after eating something

Fixes
- fixed another issue with duplicating objects in inventory system
- fixed stats balance - now it takes much longer before player's starving starts
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Old 22-07-2015, 12:06   #90
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Update 02.026 - Respawn carts

Summary
Today we are introducing new respawn options for the Survival mode. From now on, all players will spawn with a respawn cart that contains a bed and containers with a few food supplies to start with. When your character dies, he will spawn in a bed you own. You can set ownership of your beds (if you set ownership as "nobody, then no one can spawn there). Every player can set more than one beds as a respawn point. When the last bed is destroyed, the player will randomly spawn in the world with a new respawn cart. Unfortunately already built beds can’t serve as spawn points; you will have to build them again after updating the game to the 02.026 version. Additionally, we have updated the character status bars so a line will indicate the change. For example, after your character eats something, there will be a visible change on your “food” bar. Also, we have re-balanced the stamina consumption when you are building or fighting. Lastly, we have added more construction models for blocks used in survival building.

https://youtu.be/4iJ6qRpyehs

Features
- respawn carts
- ownership of the respawning cart ("K" button)
- updating character status
- more construction models for blocks (survival building)

Fixes

- fixed character lingering in a turning animation even after he left turning wheel
- fixed generated blocks being capable of holding large castles - generated blocks added to structural integrity
- fixed AI command flags disappearing from a toolbar after reload
- fixed food eaten directly from barrels not replenishing stats
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Old 28-07-2015, 19:21   #91
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Update 02.027: Crossbow

Summary
The crossbow has been added to the game. This is the first iteration and many improvements will be added in later updates (eg. dropping the bolt, a better quiver system (stacking) etc). At this point you can add crossbows and quivers with bolts only in a Creative world. To use the crossbow in Castle Siege mode, you will need to add it into chests of the attacking blueprints and defenders into their castle. In Survival, characters do not start with a crossbow in their inventory. To insert them, use the new shift + F10 command that opens a screen for inserting items into a world. This gives you more control over the world creation since you can easily insert things like food supplies or herbs for healing. The range of the crossbow is 50m and can cause damage only to characters or animals - small or large grids are not damaged at all. The damage of one bolt is 60 HP so two shots are required to kill a character. The crossbow is reloaded automatically after every shot and it requires a 5 sec cool-down to reload a new bolt. The player must have bolt quivers in his inventory to be able to shoot with the crossbow. Each quiver can contain maximum 10 bolts and every character can carry up to 100 bolt quivers (1000 bolts). A number will indicate how many bolts are available in the character’s inventory when the crossbow is placed on the toolbar. Note: the character can’t shoot with the crossbow while sprinting.
Additionally, we have applied some changes to the stamina regeneration. Working now consumes as much stamina as you regenerate. The basic stamina regeneration is much higher than before, and you can now regenerate a small amount of stamina even during basic running. Also, well fed characters (more than 70% on the food bar) can regenerate the first 15% of their stamina much faster for an extra cost of food and fighting now costs 3 times more stamina.
Lastly, we have improved the survival building feature. Now you can build with materials stored in your inventory or in nearby containers.

https://www.youtube.com/watch?v=F_vNh3S_Sog

Features
- crossbow
- inserting items into a world (creative mode only, shift+F10)
- stamina re-balance
- using materials from nearby inventories (survival building)
- updated official castle siege scenario + siege blueprints (crossbows, food)

Fixes
- fixed issue when equipped tools remained in your hand after they were put away from inventory
- fixed issue with "Inventory full" message appearing on server host even when it wasn't him accessing the inventory
- fixed multiplying of items put in inventories with manipulation tool in multiplayer
- fixed elevation and azimuth getting back to default after changes
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Old 04-08-2015, 23:28   #92
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Update 02.028 - Barbarian waves, Sword

Summary
Barbarian waves have been added to the game (survival mode). Barbarians will now attack you in waves during the night. On the first night, there will be one barbarian who will attack, on the second, two barbarians and so on. The maximum number of attacking barbarians is currently ten, so after the 10th wave the amount of barbarians will remain ten. Also, barbarians can now be looted. After a barbarian is killed, his inventory is dropped on the ground where players can pick it up. The inventory can include food, tools or weapons (note: the bag will disappear from the world after some time, so pick up everything that you need immediately and don’t leave it for later). Moreover, barbarians are now able to use the crossbow, so beware! We have also implemented the sword to the game. It works the same way as the other melee weapons, but it causes more damage to your opponent (you can kill someone with 3 hits). Lastly, we have changed the food consumption. Now you will get starving damage 20 minutes after you run out of food.

https://youtu.be/Pa3hldonts4

Features
- barbarian waves
- sword
- looting barbarians
- barbarian crossbowman
- new sounds for weapon/tool blocking/interaction
- rebalanced food consumption and tools' stats
- adjustment to respawn cart (less food, more tools)

Fixes
- optimization of server performance caused by large number of cubegrids in a world
- improved manipulation tool on dedicated servers
- fixed crash when player equipped with a tool changed model to the deer
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Old 13-08-2015, 23:11   #93
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Update 02.029 - Improved barbarian AI, Weapon particle effects

Summary
Barbarian behavior has been improved. They now choose their targets, attacking the player when possible or destroying wood to escape instead of trying to get through stone. When barbarians attack, they will shout as they come near to the player. Sometimes the barbarians will spawn in groups instead of one at a time. They can also attack while they are running. Additionally, we have added particle effects for weapons and tools including blood, splinters and sparks. Moreover, new roof blocks have been added for survival building - the wooden roof, hay roof and their variants (corner, inverted corner). Also if you kill a deer you can get meat from it. Lastly, players will start from now on with 55 food points when they respawn in the game.

https://youtu.be/W7obruAmh_M

Features
- improved barbarian AI
- weapon particle effects
- barbarians spawn in groups
- barbarians attack while running
- new roof blocks (survival building)
- killing deer provides meat

Fixes
- fixed desync on barbarian's loot bags in multiplayer
- fixed issue with barbarian loot disappearing after load
- fixed crash when dead player opened G screen
- fixed sounds of blocking while fighting with barbarians
- fixed crash when fighting barbarians
- fixed player running and blocking at the same time
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Old 18-08-2015, 22:27   #94
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Update 02.030 - Bugfixes, Drag tools from inventory to toolbar

Summary
This week, we added the option to move tools to the toolbar from the inventory screen. This will make it faster to pick up weapons in combat and easier to equip tools from chests and barrels. Additionally, animations have been optimized and related bugs have been fixed. Using Alt + Tab while in menus no longer hides the menu.
Lastly, we would like to inform you that starting from this week, we have decided to move into a temporary feature freeze period and focus exclusively on finishing existing features and fixing bugs. The weekly updates will continue, but they’ll be focused on stabilization rather than on new features. The stabilization period will allow us to fix issues that appeared after recent features were implemented and improve the overall gameplay. The community’s support has been very helpful in identifying various issues and suggesting improvements. We thank you for this! More info about the stabilization period can be found on Marek’s latest blog post: http://blog.marekrosa.org/2015/08/st...dieval_18.html

https://youtu.be/75jQZViDZJE

Feature
- drag tools from inventory to toolbar
- optimizations of animations

Fixes
- fixed sliding animation when attacking while moving
- fixed stiff ragdoll for corpse
- fixed dead bodies desync
- fixed issue with selecting castle siege map after alt-tab
- fixed issue with inventory screen after alt-tab
- fixed crash when trying to spawn items inside voxels
- fixed rotor could not be used with block on top of it
- fixed axe deconstructing buildings
- fixed cannot pick root from respawn cart on DS
- fixed castle siege throws you always to attackers
- fixed crash when killed in inventory
- fixed manipulation tool not working correctly with chests in multiplayer
- fixed manipulation tool making things disappear
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Old 16-04-2017, 07:47   #95
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ciao a tutti
a distanza di quasi due anni dall'ultimo post qua mi chiedo a che punto è il gioco

qualcuno mi puo' riassumere in due parole cosa è possibile fare oggi e che modalità di gioco sono attualmente presenti?
grazie in anticipo
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Old 16-04-2017, 08:31   #96
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ciao a tutti
a distanza di quasi due anni dall'ultimo post qua mi chiedo a che punto è il gioco

qualcuno mi puo' riassumere in due parole cosa è possibile fare oggi e che modalità di gioco sono attualmente presenti?
grazie in anticipo
Qui un rapido riassunto:

http://www.medievalengineers.com/news/

Notevolmente migliorato, survival mode, stoccaggio materiali, crafting, multiplayer, nuove meccaniche di gioco, tonnellate di nuovi oggetti in game.

Non ho piu' aggiornato settimanalmente dato che nessuno postava alcunche'.
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Old 17-04-2017, 07:27   #97
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quindi sostanzialmente un survival con focus sulla costruzione di castelli quindi con maggiori opzioni di crafting e costruzione possiamo dire?
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Old 17-04-2017, 09:54   #98
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quindi sostanzialmente un survival con focus sulla costruzione di castelli quindi con maggiori opzioni di crafting e costruzione possiamo dire?
Diciamo un gioco di costruzione castelli con qualche meccanica survival.

Meglio se guardi qualche video su yt.
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