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View Full Version : Medieval Engineers - sandbox, engineering, construction, manteinance, surviva


Axios2006
13-01-2015, 15:23
http://www.medievalengineers.com/uploads/2/1/9/6/21961362/1421073099.png
http://cdn.akamai.steamstatic.com/steam/apps/333950/header.jpg

Steam Early Access: 19 Febbraio 2015

Prezzo €19,99 Sconto del 25% per 2 settimane dal rilascio dell'early access per chi già possiede Space Engineers.

18,99 € su Humble Store (https://www.humblebundle.com/store/p/medievalengineers_storefront)

€24,99 Deluxe edition (include la official sound track)

Directx 11 obbligatorie!

Dai creatori di Space Engineers, Medieval Engineers: costruite castelli, macchine da assedio, cercate risorse in mappe procedurali open world, con fisica realistica e voxel engine.

>>> Medieval Engineers - Alpha Tutorial 02/2015 (http://youtu.be/e4-eBJaa6mY) <<<

>>> Castle Siege trailer (https://youtu.be/uaI7I2R7qFs) <<<

>>> Update ogni Martedì tra le 15:00 e le 24:00 ora italiana. <<<

Trailer: http://www.youtube.com/watch?v=GJBYsv3sGAI
Destruction, Structural Damage: https://www.youtube.com/watch?v=brSJlgPn0ZM
Lush Woodlands & Mountain Top Castles: https://www.youtube.com/watch?v=ihbVtFB4iQs
Building, Blocks inside blocks: https://www.youtube.com/watch?v=2aCn806Up18
Understanding The Basics, Building Blocks: http://youtu.be/WUaVYhw_Z1w
Medieval Engineers: My First Castle: http://youtu.be/87z58s74qFI
Medieval Engineers - Mine Carts, Supply And Logistics (https://www.youtube.com/watch?v=OkShd3g3GxI)
Medieval Engineers - Cable Car, Monorail Prototype (https://www.youtube.com/watch?v=J9fGv9fXsWs)

Medieval Engineers: How to use Ropes, Catch Blocks, Rope Springs & Wheels - The Basics (https://www.youtube.com/watch?v=wpD_AZHn7oQ)

Features


Game modes
- Creative - unlimited resources, instant building, invulnerability, levitation
- Survival - this mode is a work-in-progress and only death/respawn, slow construction and no-levitation are implemented.
To be added: resource management and inventory; material harvesting and processing; tools using



Single-player
Multi-player – will be added later
First-person & Third-person



Voxel hand – shape the terrain and its material (right now only creative mode voxel hand is implemented)



Block types

- Small: 0.25 meter (25 centimeters)
- Large: 2.5 meters
- Dynamic: can be used to construct carriages and machinery that is supposed to be moved around
- Static: immovable and connected to earth; if a heavy load breaks its structural integrity it cracks and unsupported parts become dynamic


Building blocks: stone walls (various shapes - from blocky to rounded), wooden walls and flooring, roofs (ceramic, thatched, hay), mechanical blocks (rotors, transmissions, transitions), power source blocks (wind and manual human labor), stored energy blocks (torsion spring), leverages, weights, swings, ropes, wooden beams of various length and shape, torches and other sources of artificial light, flags … More will be added in future!
Realistic physics – structural integrity, destructible objects (everything: from blocks to terrain), real proportions, volume, mass, storage capacity, integrity



Steam Workshop – share your creations with the Community
Modding - world files, 3D models, textures, shaders, API (scripting in-game objects in C#)
32-bit & 64-bit – 64-bit version expands the amount of objects and blocks (almost unlimited) and terrain
World management – generate new worlds, “save as” to multiple copies, auto-save every 5 minutes (can be turned on/off), edit world settings


MORE TO BE ADDED LATER!

Requisiti di sistema

MINIMUM:
OS: Windows Vista SP2 32-Bit (with KB971512 System Update)
Processor: Intel Core 2 Quad Q6600 @ 2.4 GHz, AMD Athlon II X4 620 @ 2.6 GHz or better
Memory: 3 GB RAM
Graphics: AMD Radeon HD 5830 / NVIDIA GeForce GTS 450 with at least 1024 MB VRAM or better
DirectX: Version 11
Hard Drive: 5 GB available space
Additional Notes: No internet connection required to play the game

RECOMMENDED:
OS: Windows 7 SP1 64-Bit
Processor: Core i5-680 @ 3.6GHz, Phenom II X4 810 or better
Memory: 8 GB RAM
Graphics: AMD Radeon HD 7870 / NVIDIA Geforce GTX 660 with 3 GB VRAM or better
DirectX: Version 11
Hard Drive: 5 GB available space

Links

Sito ufficiale: http://www.medievalengineers.com

Steam: http://store.steampowered.com/app/333950/

Blog dei Developer: http://blog.marekrosa.org/2015/01/medieval-engineers_22.html

Alpha 001 Blocchi disponibili:
http://i.imgur.com/v1xn9mgl.jpg (http://i.imgur.com/v1xn9mg.jpg)

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Axios2006
13-01-2015, 15:23
Immagini

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/5073495.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/5073495_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/2120950.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/2120950_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/4930003.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/4930003_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/7289964.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/7289964_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/6910534.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/6910534_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/6986406.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/6986406_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/2408053.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/2408053_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/7359868.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/7359868_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/924206.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/924206_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/1194160.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/1194160_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/425183.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/425183_orig.jpg)

http://www.medievalengineers.com/uploads/2/1/9/6/21961362/7503069.jpg (http://www.medievalengineers.com/uploads/2/1/9/6/21961362/7503069_orig.jpg)

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Axios2006
13-01-2015, 15:25
Informazioni varie

Medieval Engineers is a sandbox game about engineering, construction and the maintenance of architectural work and mechanical equipment using medieval technology. Players build cities, castles and fortifications; construct mechanical devices and engines; and perform landscaping and underground mining.

Medieval Engineers utilizes a realistic volumetric-based physics engine with a focus on structural integrity: all game objects can be assembled, disassembled, damaged or destroyed, and the object’s mass and structure influences its integrity. The game comes with creative mode and an early prototype of survival mode.

Medieval Engineers is the second “engineering” game developed by Keen Software House. The first one was Space Engineers, which sold over 1 million copies in its first year and is still a bestseller.
Picture
VISION

In 2002, Marek Rosa got the idea of making a physics-based sandbox game where players construct static and dynamic structures in a grid-like environment, with realistic physics and realistic volumetricity.

The inspiration for this idea came from his childhood, where he regularly played with the popular construction toys LEGO and LEGO TECHNIC.

Back then technology wasn’t ready for a full-scale approach, so the first phase of his “master plan” focused only on dynamic voxel terrain. This resulted in our first title, “Miner Wars 2081”.

The second phase started a year and a half before Medieval Engineers and materialized as our second title “Space Engineers” (Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future).

It is now time for the third phase, and we are proud to present Medieval Engineers.

Medieval Engineers is inspired by real medieval technology and the way people built architectural works and mechanical equipment using medieval technology. Medieval Engineers strives to follow the laws of physics and history and doesn't use any technologies that were not available in the 5th to 15th centuries.

Medieval Engineers concentrates on construction aspects, but can be played as an action game too. We expect players to avoid engaging in direct man-to-man combat and instead use their creativity and engineering skills to build war machines and fortifications. Medieval Engineers shouldn’t be about troops; it should be about the machinery you build.
STATE OF THE GAME

Medieval Engineers is in its alpha stage of development and will be available soon on Steam Early Access.

This means that the game is still under development and will be improved on a regular basis - through updates that add and polish features and content, optimizations and bug fixes. Like us on Facebook, follow us on Twitter and you will be notified on all updates.

Medieval Engineers will remain in development until we gather enough feedback from the community. We need to see how people play our game and what do they want us to focus on. Community feedback is expected and will direct our future decisions.

We have decided to only talk about features that are actually present in the game (either fully finished or work-in-progress). We won’t speak about planned features, our ideas, future dates, road map, etc.

More details about the decisions that led to this project and its development can be found on Marek’s blog: http://blog.marekrosa.org/2015/01/medieval-engineers_22.html

Everything in the game is subject to change.
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DEVELOPMENT

Medieval Engineers is the second title fully utilizing VRAGE 2.0, an in-house game engine developed by Keen Software House. VRAGE stands for “volumetric rage” and/or “voxel rage”. More info: www.keenswh.com/vrage.html

"Medieval Engineers" uses Havok®. ©Copyright 1999-2008 Havok.com, Inc (and its Licensors). All Rights Reserved.

See www.havok.com for details.

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Axios2006
13-01-2015, 22:28
WHO ARE MEDIEVAL ENGINEERS

A medieval engineer is an inventor and professional practitioner who use scientific knowledge, mathematics, physics, astronomy, metallurgy, materials science, structural analysis, manufacturing, craftsmanship and ingenuity to solve the practical problems involved in constructing buildings and mechanical systems.

Medieval engineers design materials, structures and systems while considering the limitations imposed by practicality, safety, ethicality and cost. Medieval engineers perceive their mission as the transformation of raw materials in to something that has a designed purpose.

Medieval engineers take their inspiration from the technology and innovations of the ancient Greeks and Romans, and consider themselves to be their disciples.

Practical solutions:

engineering, construction and maintenance of architectural and mechanical works: fortifications, castles, cathedrals, protection walls; defense, siege and assault machinery (military technology such as catapults, trebuchets, traps); construction machinery such as cranes and pulleys, transportation carriages and machines
underground mining (mostly near a construction site), wood harvesting, digging and land reclamation works
industry - metallurgy, metal manufacture, automats
measuring devices of all kinds
maintaining lines of transportation and communication (fire signals and beacon networks)
industrial and scientific research, development and exploration


Fields of interest:

architecture
construction management
construction engineering
chemical engineering
civil engineering
materials engineering
mechanical engineering
urban planning
military engineering


War has been eternal since the dawn of man, so medieval engineering has also been used for military applications. Such tasks typically include construction and demolition under combat conditions.

Military engineers use the practices and techniques of camouflage, reconnaissance, and communication, and develop methods to enhance the survivability of allied troops. They are also responsible for construction rigging, the use of explosives and carrying out demolitions, camouflage erection, war machine construction and design, field fortification construction, artillery outpost construction, obstacle clearance, obstacle construction, assault of fortifications, the use of assault engines and machinery in obstacle crossings, expedient outposts construction (military and trading), general construction, route reconnaissance, and communication installation. They are also responsible for the logistics that support military operations.

Medieval engineers are in a high demand and are extremely valued by rulers and military leaders. They take pride in their ability to get the job done right—no matter how big, how complex or how remote.

The word "engineer" derives from the Latin root ingeniare ("to contrive, devise") and ingenium ("cleverness").
— Encyclopedia of the Brethren of Purity and Loyal Friends, 1415 --

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Axios2006
13-01-2015, 22:28
Riservato 1


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Il contenuto di questo post è rilasciato con licenza Creative Commons Attribution-Noncommercial-Share Alike 2.5 (http://creativecommons.org/licenses/by-nc-sa/2.5/it/)

Axios2006
13-01-2015, 22:30
Riservato 2

Axios2006
13-01-2015, 22:30
Riservato 3

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IL_mante
13-01-2015, 23:53
dalle immagini pare abbiano copiato lo stile grafico di stronghold, le costruzioni sono uguali :fagiano:

chiaramente iscritto :D

~Blissard~
15-01-2015, 08:14
Che figata! Per i miei gusti anche meglio degli ingegneri spaziali :asd:

Iscritto!

Axios2006
19-01-2015, 16:25
Intervista ai Developers sui contenuti del gioco: http://forums.keenswh.com/post/developer-interview-transcript-7253120


Appena ho tempo incorporo le informazioni nel thread.

Axios2006
28-01-2015, 23:52
Steam Early Access 19 Febbraio 2015

http://store.steampowered.com/app/333950/

AuxPlinsky
30-01-2015, 08:07
cioè questi signori non hanno ancora finito space engineers e già chiedono soldi per altro?
o sono cosi tanti da poter gestire due progetti ?
mah

Axios2006
30-01-2015, 09:02
cioè questi signori non hanno ancora finito space engineers e già chiedono soldi per altro?
o sono cosi tanti da poter gestire due progetti ?
mah

"We started to hire new people so that we would have the resources to develop both games in parallel without sacrificing any of them. The size of our team is nearing 40 people and we are still growing. There are separate teams for Space Engineers, Medieval Engineers and our secret AI project."

http://blog.marekrosa.org/2015/01/medieval-engineers_22.html

Senza contare che, sempre nel blog linkato sopra, spiegano che i 2 progetti traggono beneficio l'un l'altro. Ad esempio il tool per il terraforming degli asteroidi di space engineers rilasciato ieri, deriva dal team di sviluppo di medieval.

Che poi il team di sviluppo fosse già sostanzioso era evidente dal fatto che è più di un anno che rilasciano aggiornamenti ogni 7 gg esatti, senza mai saltare una scadenza anche il giorno di Natale e di Capodanno.

wrathchild
30-01-2015, 09:06
Bè però da quanto ne so Space Engineers è molto apprezzato.

Inoltre Space Engineers e questo nuovo Medieval Engineers credo condividano moltissimo codice (sembra quasi una full mod).

Criticate i Sim City meglio :rolleyes:

Vastator
30-01-2015, 09:11
http://i.ytimg.com/vi/59MOAJ94cAg/hqdefault.jpg

likes it.:asd:

Ignifugo
30-01-2015, 09:55
Davvero molto interessante, per me anche più dello space che mi ha comunque tanto divertito:D

Vargdangrím
30-01-2015, 16:23
Space Engineers merita molto, lo sto giocando da un pò, ma diciamo che anche se si può passare le ore a costruire, manca un pò di cooperazione e pvp, quel divertimento in più che può avere Medieval. Sembra che non uscirà subito con il multiplayer, purtroppo, quindi forse aspetterò per prenderlo. Ma se riescono a fare un buon sistema di farming e una parte survival con animali-sete-fame, può diventare un gran bel gioco, quello che Rust non è, visto che ci saranno castelli completamente distruttibili, con catapulte e assedi. Non voglio ovviamente ridurlo all'ennesimo survival, ma credo che in questo modo possa dare il suo meglio. Senza contare il completo supporto al modding, su SE c'è bella roba sul workshop, immagino anche su ME non mancherà :O

Axios2006
30-01-2015, 20:45
Integrità strutturale: https://www.youtube.com/watch?v=CpS5XGjb3jg

Ignifugo
01-02-2015, 14:28
ho letto su steam che ci dovrebbero essere degli NPC e degli attacchi random per ora effettuati da barbari. A quello che ho capito inizialmente ci saranno solo barbari perché saranno disponibili solo macchine d'assedio elementari. Più avanti potrbbero introdurre nemici più evoluti! Molto carina come cosa!

Axios2006
02-02-2015, 22:01
Building, Blocks inside blocks: https://www.youtube.com/watch?v=2aCn806Up18

Axios2006
04-02-2015, 09:49
Medieval Engineers - Understanding The Basics, Building Blocks: http://youtu.be/WUaVYhw_Z1w

Axios2006
07-02-2015, 09:48
Medieval Engineers, Random Roof Village: http://youtu.be/1b8pB0ugd30

Axios2006
07-02-2015, 17:22
Medieval Engineers: First Impressions: http://youtu.be/L3nZhztxrx4

Axios2006
08-02-2015, 11:51
Medieval Engineers: My First Castle: http://youtu.be/87z58s74qFI

Axios2006
09-02-2015, 09:59
Medieval Engineers: Mechanical contraptions showcase #1: http://youtu.be/jl83cOtHzAY

Axios2006
09-02-2015, 22:54
Dear Engineers!

We have good news for you!

Medieval Engineers is going to be available for purchase during a 24-hour pre-launch window. This is your chance to get the game before it officially launches on Steam! Early access to the early access!

When? Starting this Wednesday, February 11th at 14:00 CET (8 AM EST).

Where? Only at our eshop: https://shop.keenswh.com. You will be able to activate the game on Steam through a link which will be available upon purchasing.

Duration? The sale will last for 24 hours, but you can keep playing as long as you want

Why? The game seems to be stable and playable and we want to make you a bit happier by letting you play it sooner. It’s also an opportunity to test-run the game thoroughly before the official launch. We already did this with Space Engineers and it was fun for everyone.

Can I play the game even after the 24-hour window ends? Yes of course. The time limit is only for the purchase, not for the gameplay.

Important note: Medieval Engineers will come with 25% two-week discount period for everyone who owns Space Engineers. However, during the 24-hour pre-launch window the discount will apply only for those who purchased Space Engineers through our eshop (we would love to be more helpful here, but unfortunately our eshop has no information about your Steam purchases).

Price: Medieval Engineers will come in two packages:

$19.99 for the basic game

$24.99 for the Deluxe edition (includes the official sound track)

And of course, there is going to be a bundle for “Space Engineers + Medieval Engineers” and a Four-pack.

Axios2006
10-02-2015, 22:21
Medieval Engineers - Castle Tour, Exploring A Fortress: http://youtu.be/3OsviLJBlcw

Axios2006
11-02-2015, 18:51
Update 01.001.006
Fixes
- fixed help screen and G screen unavailable after pressing F1
- fixed startup issues on 64-bit windows due to missing redists

Update 01.001.007
Fixes
- possible fix for XML serializer startup crash
- unsupported GPUs are correctly detected
- compiled shaders are now stored in userdata (instead of program files)

Update 01.001.008
- GPU info stored in the logs for us

Update 01.001.009
- fixed cannot launch the game because of serialization issue

Axios2006
11-02-2015, 19:18
Alpha 001 Blocchi disponibili:
http://i.imgur.com/v1xn9mgl.jpg (http://i.imgur.com/v1xn9mg.jpg)

Axios2006
11-02-2015, 21:15
Medieval Engineers, The Default Worlds, and Basic Building +UI: http://youtu.be/e3jzrwr7IQU

Axios2006
12-02-2015, 16:15
Update 02.002.003

Fixes
- tweaked destruction damage and structural integrity
- possible fix for black/purple/frozen/lagging main menu screen
- improved building of small blocks
- added more sounds into ModdingSDK
- fixed some crashes in destruction
- fixed crash in structural integrity
- fixed crash in mwm builder
- fixed mods not working
- fixed rope drum
- fixed roof destruction

Axios2006
14-02-2015, 12:48
Medieval Engineers - Building a Mountain Castle Progress Report #1 (https://www.youtube.com/watch?v=HRRi_4SS49A)

Darrosquall
15-02-2015, 22:35
mi iscrivo pure qua, anche se sono indeciso se prenderlo o meno onestamente, per via del fatto che a space engineers ho giocato pochissimo finora e non mi ha pienamente convinto come tipologia di gioco :D

Axios2006
15-02-2015, 23:14
mi iscrivo pure qua, anche se sono indeciso se prenderlo o meno onestamente, per via del fatto che a space engineers ho giocato pochissimo finora e non mi ha pienamente convinto come tipologia di gioco :D

Non so cosa cerchi esattamente nel gioco, comunque, se cerchi un gioco medievale più "action": Besiege https://www.youtube.com/watch?v=5yrKecW8JJ8 :read:

Axios2006
16-02-2015, 22:32
Medieval Engineers - Mine Carts, Supply And Logistics (https://www.youtube.com/watch?v=OkShd3g3GxI)

Medieval Engineers - Cable Car, Monorail Prototype (https://www.youtube.com/watch?v=J9fGv9fXsWs)

Axios2006
18-02-2015, 15:16
Medieval Engineers: How to use Ropes, Catch Blocks, Rope Springs & Wheels - The Basics (https://www.youtube.com/watch?v=wpD_AZHn7oQ)

Axios2006
19-02-2015, 12:56
Update 02.004.008

New Blocks:
- King Statue
- Bonfire
- Fire Bucket
- Torch Stand
- Flag 10x10
- Stone Pillar Square
- Stone Pillar Round
- Wooden Barrel
- Wooden Chest
- Wooden Bed
- Wooden Table
- Wooden Chair
- Projectile Thrower with 10x mass

Features
- structural integrity view ('N' button)
- fractured pieces are now disappearing transparently
- improved building/pasting of small blocks
- updated help screen
- improved copy+paste
- changed default controls (freelook + zooming in 3rd person collided with compound blocks control scheme)
- small blocks now correctly fall down

Fixes
- fixed performance issues when structural integrity was turned ON
- fixed crashes and memory leaks in destruction
- fixed various other crashes
- fixed roof models and it's destruction geometry
- fixed blocks losing physics
- fixed collision models, walking through doorways
- fixed various rope crashes
- fixed large dynamic block without collision
- fixed missing textures
- fixed plane building

gigisfan
19-02-2015, 19:19
Sarei quasi tentato di dargli 19 euro :)

Axios2006
20-02-2015, 07:45
>>> Medieval Engineers - Alpha Tutorial 02/2015 (http://youtu.be/Z0tKMdGdWeI) <<<

Gorilla90
20-02-2015, 11:07
Ma axios tu ce l'hai già sto gioco?? Caspita sembra davvero bello!!

Inviato dal mio LT22i con Tapatalk 4

Axios2006
20-02-2015, 11:39
Ma axios tu ce l'hai già sto gioco?? Caspita sembra davvero bello!!

Inviato dal mio LT22i con Tapatalk 4

Preso ieri circa 3 secondi dopo la release. :asd:

Sporadici crash nel settare le impostazioni ma editando il file di configurazione col bloc notes si risolve. Già li stanno risolvendo.

Col pc in firma e tutti i settaggi al minimo, 60 fps nelle mappe piccole, 30 nelle grandi.

Tieni conto che la mia gtx 460 è appena un pelo sopra i requisiti minimi.

Il gioco sarà ottimizzato. E credimi, sanno il fatto loro: in Space Engineers, ad ottobre 2014 una scena x, occupava 1,8 gb di ram. 6 patch dopo a parità di pc e settings, solo 600 mb.

Ci sarà una patch ogni martedì.

Gorilla90
20-02-2015, 13:39
Il bello non era riferito allla grafica ma al gioco in se..ciò che promette di fare è davvero fantastico,aggiungici che mi piace l'ambientazione medievale e di solito faccio gdr medievali..sai la curiosità di costruire un trabucco..spettacolo!!!

Inviato dal mio LT22i con Tapatalk 4

Axios2006
20-02-2015, 15:08
Il bello non era riferito allla grafica ma al gioco in se..ciò che promette di fare è davvero fantastico,aggiungici che mi piace l'ambientazione medievale e di solito faccio gdr medievali..sai la curiosità di costruire un trabucco..spettacolo!!!

Inviato dal mio LT22i con Tapatalk 4

Dai un'occhiata pure a Besiege. ;)

Axios2006
20-02-2015, 19:04
Update 02.004.017
- fixed disappearing menu when changing quality or texture quality

Update 02.004.018
- fixed crash occurring during start-up or first few seconds in main menu

Update 02.004.024
Warning: Quickload (F5) will break some constructions in your map if you did not save that map before (freshly started map).
Also we know about the long loading times and we are working on ways to reduce them.
We are sorry, thank you for your patience and understanding!

- new world settings: Max moving fracture pieces (default setting = 400)
- improved destruction performance
- fixed lost collision
- fixed fractured pieces floating in air after reload
- fixed crash in ropes
- fixed crash in toolbar

Gorilla90
21-02-2015, 17:41
Preso e in download!! Purtroppo quando si parla di castelli medioevo e macchine da guerra non resisto..:D:D:D:D

killeragosta90
22-02-2015, 14:16
Preso e in download!! Purtroppo quando si parla di castelli medioevo e macchine da guerra non resisto..:D:D:D:D

Oddio...idem! Sono due generi completamente diversi ma passo giornate davanti a chivalry quando posso, amo il medioevo...

Indeciso sull'acquisto, ma molto tentato....magari aspetto un attimino...

IL_mante
22-02-2015, 14:29
Credo ci sia un'alta possibilità di freeweekend come hanno fatto e stanno di nuovo facendo per space engineers io aspetterei momenti come questo per valutare il gioco e nel caso acquistarlo (visto lo sconto)

Inviato da Nexus 7

Axios2006
22-02-2015, 15:04
Credo ci sia un'alta possibilità di freeweekend come hanno fatto e stanno di nuovo facendo per space engineers io aspetterei momenti come questo per valutare il gioco e nel caso acquistarlo (visto lo sconto)

Inviato da Nexus 7

Da quel che ho sentito sul forum ufficiale, il free weekend per medieval è sicuro. Solo che la data è ancora distante. Sebbene il gioco è in lavorazione da due anni, è molto indietro rispetto a space. Quindi aspetteranno diversi mesi prima di darlo in free weekend.

Darrosquall
22-02-2015, 22:55
ma c'è il "combattimento", si può giocare anche come fosse mount and blade?

Axios2006
22-02-2015, 23:09
ma c'è il "combattimento", si può giocare anche come fosse mount and blade?

Penso proprio di no.

Ci saranno barbari controllati dalla IA, multiplayer pvp con catapulte, trabucchi ed altre macchine da assedio.

Presumibilmente aggiungeranno armi da mischia. Forse (e sottolineo forse) archi o balestre.

Non è incentrato sul combattimento. Almeno non nel corpo a corpo.

E' come Space Engineers: solo un fucile d'assalto come arma personale.

Gorilla90
23-02-2015, 10:18
Siete riusciti a costruire un ponte levatoio??

Inviato dal mio LT22i con Tapatalk 4

Axios2006
23-02-2015, 10:57
Siete riusciti a costruire un ponte levatoio??

Inviato dal mio LT22i con Tapatalk 4

Io ancora non riesco a raccapezzarmi con i blocchi meccanici in legno. Devo però dire che non mi ci sto applicando molto. Probabilmente le prossime patch potrebbero anche richiedere una nuova partita. L'ho preso ora più che altro per lo sconto e per supportare i devs.

Gorilla90
23-02-2015, 13:04
In, effetti mancano le pulegge,è i giunti..però è bello dai,io mi sto sbizzarrendo bel costruire un castello

Inviato dal mio LT22i con Tapatalk 4

Axios2006
24-02-2015, 22:09
Update 02.005 – Barbarians!

Summary
Barbarians have been added into the game! This is the first A.I. prototype and is still work-in-progress. Barbarians will wander around the map seeking for King Statues to destroy. Currently, since there is only creative mode, the player cannot be killed by them, so barbarians will just follow the character around the map. When they're close to a King Statue - which is automatically spawned in the world or can be placed by player - they will destroy it; they will also destroy any building that is blocking their way. Barbarians can be killed by setting traps; for example when a tower falls on them, when they fall from a cliff, when a catapult ball hits them, etc. We've also added a few more types of catch blocks and round timber blocks. The new catch blocks should be more user-friendly because it was hard to attach something on them until now; there is also a variant which can be safely attached on walls.

Warning: This is first A.I. prototype and still work in progress! The purpose of this update is to introduce barbarians and see how players will behave with them and also to have fun. We will keep improving AI during the upcoming updates.

You can read more details about Barbarians in Marek’s newest block-post: http://blog.marekrosa.org/2015/02/barbarians-have-arrived-in-medieval_24.html

https://www.youtube.com/watch?v=8ocWrV4Fk9w

Features
- barbarians + King Statues spawning (world settings to enable barbarians, default is OFF)
- barbarian spawning tool added
- added new types of 'catch' blocks - attaching blocks to catch blocks should be much more convenient now
- round timber blocks

Barbarians behavior:
- The pathfinding is currently not used for the Barbarians, so they will walk towards their target in a straight line
- Barbarians will wander around the map, seeking for King Statues to destroy
- If you kill a barbarian, he will re-spawn in 10 seconds when the barbarians are enabled in the world settings
- The first barbarian will spawn only after some time (10 minutes) and the others will follow in 3-5 minute intervals
- The maximum number of barbarians is currently 6 per map
- Barbarians would follow the player till 5m distance and then they stop (they will attack the player in the future, now you can lead them to traps, etc.)

Fixes
- fixed steam overlay issues
- fixed crash in copy-paste
- fixed crash in destruction
- fixed crash while attaching beams
- fixed adding blueprint to a world causing damage to the pasted grid
- fixed rope ending mount-points
- fixed large dynamic grid collisions
- fixed models without textures and missing texts in menu after changing graphic presets
- fixed issues with destruction objects sunken in voxel
- improved structural integrity when a big object collides with terrain
- fixed small grid built on large grid becoming dynamic after destroying some parts of the grid
- fixed creating extra collisions while pasting an object
- fixed crash when changing graphical settings
- fixed missing collisions and destructions for more blocks
- fixed debris preventing the falling
- fixed wrong collision model for stone wall round door

Known issues, working on a fix
- Startup crash, crash in main menu after a few seconds – you can try this possible workaround for now: http://forums.keenswh.com/post?id=7310031

Axios2006
24-02-2015, 22:10
Barbarians have arrived in Medieval Engineers!

Today we have released our first official "Tuesday" update for Medieval Engineers, and it brings you Barbarians.

Barbarians are the first prototype of artificial intelligence (AI) in our engineering games. Please don’t confuse this with our other super-secret AI project - that’s a completely different thing and it’s being developed by a different team and we will announce it later this year.

From the change log: This is our first A.I. prototype and is still a work-in-progress. Barbarians will wander around the map seeking King Statues to destroy. Currently, since only creative mode is available, the player cannot be killed by them, so barbarians will just follow the character around the map. When they're close to a King Statue - which is automatically spawned in the world or can be placed by the player - they will destroy it; they will also destroy any building that is blocking their way. Barbarians can be killed by setting traps; for example when a tower falls on them, when they fall from a cliff, or when a catapult ball hits them, etc. We've also added a few more types of catch blocks and round timber blocks. The new catch blocks should be more user-friendly as until now it was hard to attach something to them; there is also a variant which can be safely attached to walls.

The barbarian’s AI in its current state isn't very complex, they just have a basic level of behavior; the path-finding still doesn't recognize complex paths (e.g. it completely avoids compound blocks because they are geometrically much harder to describe than the regular blocks); and the path-finding doesn't search over long distances as that would stress out our terrain LOD algorithm (which would require calculating the highest LOD levels over the entire map). These are some of the things we will be solving in the next couple of weeks.

Space Engineers will receive an AI system later. The reason for this is that the environment in Space Engineers is much more complex. It’s probably the most AI unfriendly environment you can imagine (completely dynamic; gravity vector can change at any time and location; the AI is supposed to use a jet-pack as well as walking; the AI should be able to navigate through ship corridors then jump onto another ship, pilot it, etc.). I am not promising this all will get implemented; I am just trying to illustrate the difficulties involved.

The actual development of Medieval Engineers at the moment is focusing mostly on stabilizing hard-ware (HW) compatibility issues. Unfortunately the first version wasn't 100% flawless even after we tested it on all possible HW configurations, hired a dedicated testing facility to test it on even more configurations and then let players to “beta-test” it during 24-hour pre-launch window).

Once the things above are solved, we will jump right on to the two most important areas: multi-player and survival mode for Medieval Engineers.

BTW, the simple version of survival mode will be released sooner than full survival mode and it will include: death/re-spawn, slow construction, and no-levitation. Full survival will add: resource management and inventory, material harvesting and processing, and tools using.

More details about today’s update: http://forums.keenswh.com/post?id=7310951

It’s really great to see all the stuff that people have already created in Medieval Engineers:
Screenshots: http://steamcommunity.com/app/333950/screenshots/
Worlds: http://steamcommunity.com/app/333950/workshop/

Axios2006
03-03-2015, 21:46
Update 02.006 - First form of Survival mode, settings panel, tearable rope

Summary
In this week’s update, we are introducing the first form of the Survival mode. The initial feature of the survival mode is character’s death. Your character can now die by falling down from heights, by something hitting him hard or by something falling on him. The character can also die when the barbarians bit him.

Additionally, we have added a new settings panel which is available in Creative mode; it can be activated by pressing 'K' and you can switch night mode or remove block fractures.

Moreover, we have added a bunch of new blocks. The most interesting one is 'rope hook' which will automatically detach a rope on certain angles that can be configured by the player. Another interesting item is the tearable rope; this is a type of rope that gets broken when something comes in touch with it (barbarian leg, block, tree, etc.). It is ideal for building more sophisticated traps. There are also a few new slope blocks and battlements.

Lastly, ropes can now be found in 'Character Tools' - can be attached by pressing the primary action (left mouse) on highlight. The default rope is still available by pressing 'T' on highlight in Creative mode.

https://www.youtube.com/watch?v=xIYgF7Ao-90

Features
- character’s death (available only in survival mode through world settings)
- settings panel in Creative mode('K' button)
- night switch
- fire and torches are now emitting light
- removing fractures (K-screen)
- rope release hook (point to it, press 'K' to adjust angle)
- tearable rope, basic rope added as a tool
- added slope blocks, 30 degrees, 60 degrees
- added slope battlement blocks, 45 degrees, 30 degrees
- added round battlement block (small radius)
- improved barbarians’ appearance

Fixes
- fixed tooltips in custom world and edit world settings
- fixed placing static ball on the catapult disables rope movement
- fixed barbarians’ performance issues
- fixed startup crash
- fixed control hints for voxel hands
- improved roof structural integrity
- fixed roof mount points
- fixed king's statue turned red when placed on a platform
- fixed tooltips in custom world and edit world settings
- fixed cannot scroll with ctrl+mouse wheel in blueprint menu
- fixed switching toolbars while G screen is open
- fixed camera issues in 3rd person
- fixed camera shaking annoyingly when using turn wheel

Axios2006
10-03-2015, 21:13
Update 02.007 – Hand tools (torch, hammer, mace), daylight settings

Summary
New character tools have been added in the game. Your character can now handle the torch, the hammer and the mace - hammer and mace can be used as a tool for destroying blocks or as a weapon for killing the barbarians.

Also, daylight and fog settings are available in Gameplay options. You can change the sun angle, light intensity, fog density, etc.

Lastly, we have added several new blocks (stairs corners, slope corners, arch ceilings) and modding tools for AI and destruction. Modders will be able to create destructible models. The AI modding tool will display a behavior tree in real time. Modders will be able to modify this tree at runtime and save it. You can find more info in this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=405741035

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

Features
- daylight settings (sun angle, light intensity, fog density)
- new hand tools: torch, hammer and mace
- new blocks: stairs corners, slope corners, arch ceilings
- AI modding tool
- destruction modding tool

Fixes
- improved structural integrity of roofs
- fixed placing small/large grid
- fixed physics issues with rope torsion spring
- fixed thumbnails on blueprints and worlds not working correctly
- fixed tooltip on rotor
- fixed voxel in the air on quickstart map

Axios2006
17-03-2015, 22:11
Update 02.008 – Pickaxe, Day/night cycle, Rag-doll, Pathfinding

Summary
Pickaxe has been added in the game. It can be used for mining the stone (more options for stone mining and deploying the mined materials will follow in the upcoming weeks). Also, day/night cycle is now available. You can set the length of the day and night. The change between day and night is smoother. Additionally, we have improved the character's and barbarians’ animations after death (known as rag-doll). Pathfinding for AI has been implemented - it would help barbarians to navigate in more complex environments. Lastly, we've also added several new blocks and fixed a lot of issues with structural integrity and lights.

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

Features
- pickaxe & stone mining
- day/night cycle (accessible in K menu)
- rag-doll animation for barbarians and character
- pathfinding (for AI)

New blocks
- stone wall centered window and door
- stone battlement triangle
- wood support
- wood tower
- wall torch
- new flags and banners

Fixed
- fixed issues with support structures making SI worse
- fixed wooden floors break near battlements
- fixed barbarian attack animation
- fixed crash with barbarians “attack here” button
- fixed issue when lots of lights in one place cause pixelization and flickering
- light sources optimization (torches, fireplaces...)

sonmiananxa
19-03-2015, 09:58
Axios mi stai costringendo a spendere 19€ :D

Axios2006
19-03-2015, 10:48
Axios mi stai costringendo a spendere 19€ :D

Io posto solo info e qualche opinione.... Se poi avete la scimmia sulla spalla mica è colpa mia...... :asd:

Ps: Besiege lo hai già visto?

sonmiananxa
19-03-2015, 11:36
Io posto solo info e qualche opinione.... Se poi avete la scimmia sulla spalla mica è colpa mia...... :asd:

Ps: Besiege lo hai già visto?

Si, ho visto anche quello. Ma sto resistendo.

Non avevo calcolato il "fattore Axios" :D

Axios2006
19-03-2015, 12:11
Si, ho visto anche quello. Ma sto resistendo.

Non avevo calcolato il "fattore Axios" :D

https://youtu.be/5yrKecW8JJ8

https://youtu.be/4g89Yf9bI5M

sonmiananxa
19-03-2015, 15:09
https://youtu.be/5yrKecW8JJ8

https://youtu.be/4g89Yf9bI5M

So giò che se lo acquisto ci perdo le ore :D

Axios2006
24-03-2015, 21:28
Update 02.009 – Manipulation tool, Peasants

Summary
The object manipulation tool has been added in Medieval Engineers. This tool can be used for moving, and throwing dynamic objects (a dynamic object is anything that is not attached to the ground or on a grid that is attached to the ground – for example a stone that is on the ground is a dynamic object and can be manipulated while a stone that is part of a building is a static object, thus it can’t be moved). The character is able to pick up objects that weigh less than 180 kg and throw them, but objects that are heavier than 180 kg can only be pulled/pushed.

Additionally, we added a new type of AI character, “peasants”. This is a prototype version and is still work-in-progress. Their purpose for now is to collect stones and other objects and move them to their spawn point. Also, the behavior tool can now support multiple behaviors (barbarians and peasants) – see the guide for more info: http://steamcommunity.com/sharedfiles/filedetails/?id=405741035.

Lastly, there is a chance of fogs during the morning hours. Also, we implemented the feet IK algorithm, which means that the character’s legs will adapt to the terrain.

https://youtu.be/vKknTzxVv98

Features
- manipulation tool (pick up or push objects. Objects heavier than 180 kg can only be pulled/pushed)
- peasants (AI character able to pick up stones and move them to his spawn position. The maximum number of peasant bots in a world is set to 3 for now. The maximum number of barbarians is 4)
- AI behavior tool supporting multiple behaviors (barbarians and peasants)
- occasional morning fog
- feet IK algorithm (character's legs can adapt to the terrain)

New blocks
- Round roof 1x1x1

Fixes
- fixed stretched textures on spiral stairwell
- fixed crash when you place a slope battlement as compound block with stairs
- fixed wall torch issue having too sharp light sphere
- day/night duration slider has an ability to be set by ctrl + left click
- fixed missing textures on hay roofs
- fixed rag-doll animation of broken limbs
- fixed character's receiving damage animation
- fixed flashing screen when setting the daylight

Axios2006
02-04-2015, 10:08
Update 02.010 – Logging, Storage containers

Summary
Logging is now available in Medieval Engineers. Players can cut trees to produce timber and scrap wood (these features will be more useful at the later versions of survival mode eg. for lighting fire).

Additionally, storage containers have been added. Currently there are three different types –small and big wooden chest and wooden barrel. Players can store items according to the volume capacity and size of each container by using the manipulation tool - point to the highlighted area on the container and press "T". Also, the option to change the player’s color and model has been moved to "K" button.

Lastly, axe has been added - it can be used as a weapon or as a logging tool if pointed towards a tree or a fallen log (L_MOUSE = attack/logging, R_MOUSE = block/crafting).

https://www.youtube.com/watch?v=spA_OjUjKY4

Features
- logging: cutting trees and wood processing
- storage containers (wooden chests and barrel)

New blocks
- axe
- large wooden chest
- logs
- scrap wood

Fixes
- fixed statue has wrong mount points
- fixed barbarians could not attack statue
- fixed scenarios starting at night

Axios2006
08-04-2015, 18:46
Update 02.011 – Animal AI (deer), New types of roof tops

Summary
The first animal AI has been added into the game and it is a deer! Please note that this is the first work-in-progress prototype which means that the deer’s animations and behavior are not complete - currently they can react when they are under threat. Players can enable them through the world options. The maximum number that can be added in one world is currently four (this will be increased in the future) and they can spawn only in places where there is a big forest.

Also, players are now able to use the manipulation tool when crouching and there are new types of roof tops available.

Lastly, we have improved the tools that can support simple modding and modding for simple compound blocks (one cube objects). We have also created an example mod that can help modders (mirror.keenswh.com/KEEN SWH Double Window - example mod.7z).

https://youtu.be/5btWYubhIUM

Features
- animal AI (deer)
- added manipulation when crouching
- improved modding support

New blocks
- new types of roof tops

Fixes
- putting a container into another container is now disabled
- fixed destroying trees by bumping to them in high speed flying
- fixed dampening slowing objects and projectiles too much
- fixed day/night ratio settings in scenario menu
- fixed crash to the desktop with dead deer stuck in trees
- fixed static small grid becomes dynamic after deleting one block
- fixed modded block load and textures

Modding Guide
How to use Medieval Engineers ModSDK for exporting models: http://steamcommunity.com/sharedfiles/filedetails/?id=421310207

EDIT 04/08/2015: Update 02.011.009
- fixed barbarian rotating when attacking the player
- fixed deer animations

Axios2006
15-04-2015, 21:18
Update 02.012 - Peasant Miner, Diagonal blocks

Summary:
We are introducing the first version of a Miner AI peasant (work in progress). If you place him near a mountain or other stony terrain, he will automatically mine stones for you. The selection of blocks was expanded with new diagonal variants and we added a few small changes here and there (new sounds, AI improvements, ragdoll).

https://youtu.be/_c823SK9VGU

Features:
- peasant miner
- diagonal blocks
- new sounds
- deers now react to other NPCs
- improved barbarian behavior
- deer's ragdoll added
- added report bug link in the main menu

New blocks:
- Stone Block Slope Diagonal
- Stone Battlement Center Diagonal
- Stone Battlement Side Diagonal
- Stone Platform Diagonal

Fixes:
- fixed corruption of worlds (it should be possible to load the corrupted worlds now)
- fixed timbers turning 90 degrees when damaged
- fixed barbarian spazzing/pathfinding issues
- fixed K screen hint multiplying on your screen
- fixed large stone pillars appearing on borders of large world scenarios

Axios2006
23-04-2015, 18:32
Update 02.013 – Round walls, Stone wall slope/top

Summary
We've added more variants for round walls to expand your options for building your dream castles. You can also use now the large round wooden floor block that was already in the game. Lastly, we added the stone wall slope and top blocks that can be used for filling the gaps under the roof tops.

https://youtu.be/PYsCY5CT8Ek

Features
- round walls
- stone wall slope/top

New blocks
- Stone Block Round Large
- Stone Wall Round Large
- Stone Wall Round Large Door
- Stone Wall Round Large Door Offset
- Stone Wall Round Large Window
- Stone Battlement Round Large Side
- Stone Wall Slope
- Stone Wall Top

Fixes
- fixed screen going black after auto-saves
- fixed time not flowing if you set day duration to 24h

Axios2006
05-05-2015, 22:17
Update 02.015 - Multiplayer, Dedicated servers

Summary:
Multiplayer has been added to Medieval Engineers! You will now be able to play together with your friends and either cooperate on constructing medieval castles or entire cities that you will have to defend from barbarian raids, or form groups and fight against each other. The initial multiplayer version supports all the features that are currently in the game, in both Creative and Survival modes. It is based on our current multiplayer from Space Engineers and it is not the new multiplayer layer - based on Raknet - that we have been working on lately (we still need more time to work on this new version).

Note: the number of AI bots that can be in a multiplayer world is limited per server. New AI bots will spawn in the world only after the dead bots despawn (it will require approx. 30 secs for a dead bot to despawn).

We have also enabled the option to host multiplayer games on dedicated servers so you can have a more fluid multiplayer experience.
For more details about the multiplayer and the next steps in the game’s development, read Marek’s latest blog post: http://blog.marekrosa.org/2015/05/medieval-engineers-multiplayer_5.html

https://youtu.be/aMXrPs2Os7k

Features:
- multiplayer mode
- dedicated server support (dedicated server can be found at: \Steam\steamapps\common\MedievalEngineers\DedicatedServer or DedicatedServer64)
- dedicated server configuration dialog was improved to be more user friendly (added several new features to maintain config files)
- added blocking ability to all tools (default: RMB)
- increased peasant health for better AI survivability
- added switching your nametag visible/hidden to "O" key
- new sounds: ambient sounds in the background, tool collisions, impacts

Fixes:
- fixed wrong collisions on wooden inverted roof
- fixed crash when you used manipulation tool on item connected by rope
- fixed crash when you switched model to deer while a holding tool

Axios2006
12-05-2015, 21:34
Update 02.016 - Xbox controller support

Summary:
Xbox controller support has been added to the game! You will now have the option to play the game by using a Xbox controller. There is currently one default button layout for testing purposes, but please do not hesitate to give us your feedback and info regarding the layouts you wish to see in the game; (the same addition will be introduced to Space Engineers in the near future and it is related to the development of the Xbox One version). Another additions are the modding guide and mod example for multi-block objects, peasant sounds, tree roots and more destruction performance optimizations. There has also been various improvements to the stability of the multiplayer mode based on the community feedback.

https://youtu.be/rDDCrRIhpko

Features:
- Xbox controller support
- added more peasant sounds
- more destruction performance optimizations
- added tree roots
- Official Guide: Modding guide for multi-block objects: http://steamcommunity.com/sharedfiles/filedetails/?id=441647604
- Example mod - BattlementTurret: http://steamcommunity.com/sharedfiles/filedetails/?id=441524101

Fixes:
- fixed server killing clients when other clients were connecting due to large sim speed difference
- fixed ropes connecting between multiple clients on DS when T button was used for connection
- fixed crash with RopesInit on DS
- fixed crash with transition blocks if made public
- fixed small grid disconnecting from large grid when damaged
- fixed particle effects being generated in the forest during every destruction for no reason
- fixed ME and SE servers mixed in the joins screen, LAN tab
- fixed mouse wheel would both switch between models and adjust distance of dynamic object
- fixed possibility to trap barbarians in a plain of stone cubes

http://forums.keenswh.com/threads/update-02-016-xbox-controller-support.7359743

Axios2006
19-05-2015, 21:34
Update 02.017 - Peasant commands, woodcutter

Summary
We are introducing a new command system for peasants. You can now assign different roles to the friendly AI bots (servants) and convert them to specialized peasants (woodcutter, miner, porter). Then you can mark the areas where you want them to take action. This way you can better manage how you gather your resources. For example you can spawn a number of servant bots that will follow you around, go to the location where you want and assign to some of them to mine a specific area. Then assign the rest to collect the mined stones and gather them to a designated spot.

Warning: the maximum number of bots has been divided between controllable bots per player (peasants) and uncontrollable bots per map (animals, barbarians). But be advised that over 20 bots in one map can cause performance issues for now. This feature is still work-in-progress, so more options will be added and performance will be much better in the future.

https://youtu.be/Odt9Y3Tk4ps

Features
- peasants' command system
- servant peasant (follows player around, waiting for commands)
- woodcutter peasant (cuts trees)
- projectile thrower removed from survival mode
- peasant names

Fixes
- only admins can edit gameplay options in the survival mode
- tweaked collisions and mountpoints on some blocks
- fixed particle effects of mining and impacts not showing on client
- fixed invisible collision model in place of the parts that got stored in the container
- fixed SE game values showing in the ME join screen
- fixed clipping through large rounded stone block
- fixed crash during load at addBreakableBody
- fixed memory leak during turning structural integrity view on/off
- fixed admin actions on the dedicated server (banning, etc.)

Axios2006
26-05-2015, 18:27
Update 02.018 - Block damage system, new rope drum

Summary
In this update we are introducing a block damage system to Medieval Engineers. You should no longer be able to destroy a stone wall with just one hammer/tool hit. We also added damage decals so you can easily see which blocks have been damaged.
Additionally, this patch contains a new lockable rope drum block for catapults so you will no longer need to reattach the rope after each firing. It can also be useful for gates (opening/closing) or pulley systems (such as elevators). The rope's minimum/maximum length can be manually set.

https://www.youtube.com/watch?v=ltu16zj9pR8

Features
- block damage system
- new block: lockable rope drum

Fixes
- tweaked eye-light adaptation settings
- fixed missing textures on modded blocks (you have make some changes mentioned in textures guide and then republish the mod to get the textures again)
- fixed small grid blocks staying in the air even after supporting large grid falls
- fixed lock catch block missing the lock
- fixed a workaround that allowed pasting of containers without weight of the things inside
- fixed mount points on wooden wall slope and wooden wall top
- fixed black row in upper left corner

Axios2006
09-06-2015, 23:05
Update 02.020 - Castle Siege

Summary
We are introducing the Castle Siege mode! This is the first work-in-progress version of a new mode that will grow and expand as the game does. The mode has been created to introduce a fast-paced proving ground for your castle designs. You can play as an attacker or defender and either defend your castle from opponents’ raids or lead the attack to capture the castle. The maximum number of players that can be in the game is 6 at the moment, but this will increase later in the future.

Quick Guide
Defenders
- defenders spawn next to their castle at the start of the siege and have to run inside the castle, close the gates behind them and secure the area.
- Goal: defend your King statue for the set amount of time (default 30 minutes) or destroy the attackers’ respawn points (beds)
- your statue loses components with every defender’s death (30 respawns will destroy even undamaged statue)
- Castle Siege Map: Defender can always use the official map. If you want your own, or to tweak the official one, click on new world, custom world, select battlemap castle (the last scenario as of now), load it in creative and make the changes you want. Each object will add to the point count of the map. You can look at the count by pressing “l” and then selecting the checkbox Show construction count.
Attackers
- Goal: destroy the defenders King statue in time and do not lose all your spawn points (beds)
- Siege equipment: Each attacker leader selects blueprints he wants available for the battle in the "Plan Attack" button. Every blueprint has a point value. Attacker can only select blueprints up to this maximum point value set for attackers by the server.
- after the battle starts, the attacker leader has a short amount of time to place all your blueprints; if you forget to place some in the time limit, you won't have another chance.
NOTE: every blueprint made after 02_020 will be usable in battles. If you want your older creations to be usable, just place them in a creative world, copy them to a clipboard, select their name on the blueprint screen and press replace with clipboard.

Medieval Engineers dev blog post: Castle siege, Survival, Clans: http://blog.marekrosa.org/2015/06/guest-post-by-ondrej-petrzilka-medieval.html
Castle Siege map creation guide: http://steamcommunity.com/sharedfiles/filedetails/?id=458121318

Please send us your feedback about gameplay additions, balance suggestions and anything else you may feel that can be added to make Castle Siege even more fun! Thank you for your help and support.

https://youtu.be/oDxDpN1-w80

Features
- Castle Siege mode

Fixes
- fixed ropes synchronization on projectiles equipped from containers
- fixed switched impact sounds switch when wooden stairs were placed aside to the stone cube blocks
- fixed unbalanced strength of host
- improved mobility of an engineer
- fixed small grids with ropes exploding when you erase/add blocks
- fixed issue where clients were not able to push small grids (carts and trebuchets) as well as server

Axios2006
09-06-2015, 23:06
Medieval Engineers: Castle siege, Survival, Clans (http://blog.marekrosa.org/2015/06/guest-post-by-ondrej-petrzilka-medieval.html)

Blog sulle prossime aggiunte a ME:

- survival
- cibo
- forza
- stagioni
- risorse

vincenzomary
10-06-2015, 06:44
Costruire un castello, e poi? Scusate ma non capisco l'inglese. Prevedono una traduzione? Grazie.

Inviato dal mio Nexus 5 utilizzando Tapatalk

Axios2006
10-06-2015, 08:16
Costruire un castello, e poi? Scusate ma non capisco l'inglese. Prevedono una traduzione? Grazie.

Inviato dal mio Nexus 5 utilizzando Tapatalk

Traduzione in futuro via workshop.

Costruzione castello, gestione castello: coltivazioni, allevamento bovini, creazione oggetti.

Assedi o da parte della ia o in multilayer.

vincenzomary
10-06-2015, 12:17
Ma è un gestionale? Mi scuso se la tipologia non l'ho azzeccata. Si deve combattere contro un altro "castello"? Grazie ancora.

Inviato dal mio Nexus 5 utilizzando Tapatalk

Axios2006
10-06-2015, 12:24
Ma è un gestionale? Mi scuso se la tipologia non l'ho azzeccata. Si deve combattere contro un altro "castello"? Grazie ancora.

Inviato dal mio Nexus 5 utilizzando Tapatalk

Ehm.... fino a 2 giorni fa era un costruttore di acstelli ed armi da assedio per combattere contro la ia o in multiplayer ma max 32 persone.

Dopo il blog di ieri pare ci sarà una deriva alla Banished ma dubito il gioco possa supportare più di 64 personaggi.

Tieni conto che andranno abbattuti gli alberi uno ad uno, tolti i rami, ridotti in tronchi.....

È un survival con specializzazione sulle costruzioni.

vincenzomary
10-06-2015, 12:28
Ok, grazie, seguo.

Inviato dal mio Nexus 5 utilizzando Tapatalk

Axios2006
16-06-2015, 22:36
Update 02.021 - Survival Building

Summary
In this update we are introducing a construction system for survival mode. From now on, you will need to mine rocks and cut trees in order to gain raw resources for building. You will also need to carry the resources close to the construction site by using carts or your hands. While building, the resources will be taken from the character's surrounding (the current radius is 7m – or 3 large blocks). We have plans to include using contents of nearby chests or barrels in the future.
You place a block and build it with a hammer by using the Right Mouse Button - for placing a block you need the bottom resource in the resource list. In case you want to deconstruct a block back into the building material, use the new deconstruction tool (RMB) - but keep in mind that it can take a long time to deconstruct a huge stone block.
The first batch of construction models for blocks was released for now - more will be added into the G screen in the future updates.
We have also increased the amount of stones spawned when mining with a pickaxe.

https://youtu.be/sMWAGRc4-8c

Features
- survival building
- added deconstruction tool
- construction models for the first batch of blocks
- inventory weight
- spawning more stones when mining
- added sounds for connecting ropes

Fixes
- temporary fix for Intel HD graphics
- fixed countdown for clients on Castle Siege

Axios2006
22-06-2015, 14:58
>>> Castle Siege trailer (https://youtu.be/uaI7I2R7qFs) <<<

Axios2006
23-06-2015, 22:55
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

Axios2006
30-06-2015, 19:24
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

Axios2006
07-07-2015, 20:36
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

PCNP87
07-07-2015, 21:30
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?

Axios2006
07-07-2015, 21:52
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),

PCNP87
07-07-2015, 21:57
già... thanks per le infos

Axios2006
07-07-2015, 23:04
già... thanks per le infos

Prego. :)

Axios2006
14-07-2015, 19:23
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

Axios2006
22-07-2015, 12:06
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

Axios2006
28-07-2015, 19:21
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

Axios2006
04-08-2015, 23:28
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

Axios2006
13-08-2015, 23:11
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

Axios2006
18-08-2015, 22:27
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/stabilization-period-for-medieval_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

AuxPlinsky
16-04-2017, 07:47
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

Axios2006
16-04-2017, 08:31
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'.

AuxPlinsky
17-04-2017, 07:27
quindi sostanzialmente un survival con focus sulla costruzione di castelli quindi con maggiori opzioni di crafting e costruzione possiamo dire?

Axios2006
17-04-2017, 09:54
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.