Medieval Engineers - Drui

Hello, Engineers! This will be the final update to 0.6.2, now we will focus on polishing 0.6.3 to ensure its quality is as high as possible. In this patch we improved the speed at which inventory items transfer between inventories when you bulk-move large amounts of items, the respawn camera is now positioned correctly on your claimed respawn bed, and we solved an issue that prevented you from respawning when alt+tabbing in the respawn screen. Additionally, we have even further improved the performance with the fracture pieces, they should no longer freeze the game when a building just started collapsing. Switching toolheads in the mechanical crafting blocks will now return the resources that were being used, putting it in line with the other crafting processes at this time.
Enjoy the update, and see you with 0.6.3!

Full list of new features and fixes:
Medieval Engineers - Drui

Hello, Engineers! This week we've optimized the memory use when buildings are collapsing, which also helps the performance on servers a little bit for small destruction cases. We tackled many of the edge cases causing foliage to 'blink', these were caused by minor slowdowns causing them to skip a frame, this made the foliage disappear for one frame which looked like they were blinking. We also enabled Structural Integrity view in Creative Multiplayer, and we updated the advanced weapons quest, it now has a proper notification and also accepts iron and steel crossbows. Finally, on the modding side of things, we have repaired the parallel interface in the ModAPI, so you modders out there can write code that runs parallel too.

Full list of new features and fixes:
Medieval Engineers - Drui

Hello, Engineers! Another week, another update! This week we've implemented some code to prevent the grid coordinate system from getting into a corrupted state when deconstructing blocks that cause a building to split in half. This fix applies retroactively, and should fix some issues with the placement of larger blocks like battlements on walls. Additionally, we implemented a nice error message when joining someone's private game. The load world screen now opens again, even when you do not have any saves, so that you can load worlds from the workshop. Renaming worlds correctly updates the directory, and vsync now saves the setting from the display settings.
Enjoy the update!

Full list of new features and fixes:
Medieval Engineers - Drui

Hello, Engineers! This week we have only a small changelog as the team is focusing on polishing the 0.6.3 release. The engineer's body now shows the skull icon rather than the lootbag icon on the compass, when you connect a landscaping stake to a projectile we display an error message rather than just failing it without explaining why, we made the server version popup dialogue display the version in a readable format, and we fixed a small mistake in the calculation preventing you from setting your fast travel cooldown to 10 seconds.
Enjoy the update!

Full list of new features and fixes:
Medieval Engineers - Drui

This week we have a nice variety of changes, large grids now have their subparts' physics disabled when they become dynamic to prevent them from flying off, the smelting quest now informs you how to find small stones from dirt, and various under-the-hood fixes to prevent the ghost issue. We tweaked the light colour of the torch light so it is a little less yellow, and we now spawn all of the inventory contents of a block when it is destroyed, rather than just the first one. This includes the resources used for any on-going crafting process when the block is destroyed.

Full list of new features and fixes:
Medieval Engineers - Drui

Hello, Engineers!
The past week we double-downed on solving several issues related to parallel logic. Additionally, we solved the issue with the AI spawning multiple corpses upon death as well as a crash when players starved. We also updated the deluxe banner layers to use the new Steam API and should be accessible again for everyone. We slightly increased the collision shape on the round wall's right door, to make it easier for people to go through this doorway. Finally, we figured out what was causing the permission denied situation when attacking blocks, and you should be able to bash your way into your neighbour's keep once again. But be sure to knock first, it's the polite thing to do.

Full list of new features and fixes:
Medieval Engineers - Drui

Hello, Engineers! In this patch we're enabling mod collection downloading for the dedicated servers. This feature was introduced into the clients on the release of 0.6.2, and now it's there for dedicated servers too. Admins can simply create a mod collection on Steam and then tell their server just to load the mod collection ID. The game will automatically figure out which mods to download, and from then on you can manage your server's mods from the Steam workshop. We also resolved various issues with the player's death handling, such as the corpses not loading correctly and the character getting disconnected from their character on respawn.

Full list of new features and fixes:
Medieval Engineers - Drui

Hello, Engineers! This week we have a small patch with important fixes for you guys. We addressed all the new crashes from the major release. Additionally, the server browser works properly again with the new Steam SDK. We closed a pretty nasty exploit with the crossbow that was allowing people to shoot super fast bolts, now it goes through the server for validation. Finally, we now drop block items one block at a time. This prevents accidental explosions of planks if someone dropped several stacks of planks at once.
Enjoy the update, and see you next week!

Full list of new features and fixes:

The patch note is an underappreciated art form. Among the dry details of damage buffs and bug fixes are occasionally brilliant puns or revelatory details about the absurd complexity of videogames. Dwarf Fortress is the undisputed king of unintentionally hilarious updates ("Cleaned up the bear situation"), but we've also written about some of the all-time greats from Ark: Survival Evolved, Rust, and World of Warcraft.

Absurdity is always with us, though, and the good gods know we've needed every laugh we could find in 2017. To find the very best ones, I dove through the 2017 community updates and patch notes from all kinds of games. Deep, open-world survival games are always good for a laugh. After all, they model systems like pooping and sleeping, and a mention of "shitting the bed" is already 90 percent of a joke.



  • Blood effects have been changed back to the classic mist effect. 


  • Toxic Cargo Pants have been updated to be more consistent 


  • Shooting from a passenger seat should no longer result in hitting a teammate in the backseat. 


  • Old rocks have been removed and replaced with new, varied rock formations.
  • Players should no longer fall out of their parachute. 

7 Days to Die

via reddit user u/nettech09


  • Some general improvements to zombie jumping
  • Fixed: Snakes are fireproof


  • Fixed: Businessman Zombie when killed can have his head dislocated when he falls backwards 
  • Fixed: Vultures can fly underwater
  • Fixed: Bears and wolves walk on water 


  • Fixed: Wrong open sound on eviscerated remains
  • Fixed: Dysentery description does not mention that it is lethal 


  • Added: Moldy Bread is a science crafting item
  • Changed: Fat zombie cops are bigger
  • Changed: Zombie soldiers are less generous with the rocket launchers
  • Fixed: Breaking down a car on the sloped road will create a hole in the world 

Oxygen Not Included


  • Stress vomiting Duplicants infected with Hypothermia should no longer vomit "Hypothermia germs" 


  • Fixed a crash that could occur if a Duplicant died while using a wash basin 


  • Algae distillery has a much longer conversion interval
  • Duplicants no longer use the massage table during red alert 



  • Horse is no longer perceived as a threat when sleeping 

Medieval Engineers

via reddit user u/zacrynix


  • Fixed a crash when you walk on the exact north pole. 


  • The Janitor will now clean up any static grids in the center of the planet. 

PlayerUnknown's Battlegrounds

via reddit user u/beerye 


  • Fixed the issue where the falling speed meter text was showing abnormally in Portuguese 


  • Fixed the issue where player's footstep sound was silenced when player moved diagonally or wore particular shoes 


  • Fixed the issue where while vaulting in FPP, player could look inside own body 

Lone Echo


  • Repeatedly punching the dummies will no longer result in a crash. Swing away. 


via reddit user u/everypostepic 


  • Fixed crash when mimicking bass guitar in the Yellow Tulip.
  • Player can no longer bypass ceiling collision by mantling GLOO. 
  • If the player manages to fully GLOO the greater mimic while it is in mid-lunge toward the player's face, the facegrab animation will no longer play and trap the player. 


  • Superfruit no longer appears shrunken and flat when fully grown.

As I slogged deeper and deeper into the year, dozens of tabs open across three monitors and a laptop, I started to get a little delirious. It was in this moment that I fell in love with the long-suffering community managers and blog writers who compile patch notes. These poor people cry out for help with little quips, "just to see if anyone is still reading this." My friends: I see you, and I love you. 



  • Fixed a few other instances of Client players getting stuck in a wheelie while driving a Rover in Multiplayer games. 


  • Fixed an issue where Rovers would fly into space when loading a save from a rover seat 


  • Fixed a rare crash, that according to engineers was “super weird, and something that should never occur,” involving the game trying to access non-existent Rover wheels.
  • Fixed an issue where items would go on a beautiful journey into space if not collected from an dead Astroneer before a second death occurs. 


via reddit user u/newbzoors 


  • We've fixed an issue that could cause the toilet in the Marrakesh school to behave erratically after 47 kicks it onto Zaydan. This could occasionally result in 47's death. Seriously. 

Total War: Warhammer

via reddit user u/flavahbeast 


  • FIXED an issue with the AI proposing peace right after entering a war with the player
  • FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust
  • FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing…
  • FIXED Spearmen unit in Tor Elithis Rogue army T-Posing
  • Skavenslaves: more salt added to diet; now 25% more delicious 


  • Under-Morking no longer automatically leads to over-Gorking, and vice-versa. The waxing or waning of Morrslieb may affect this. Or it may not. 
Medieval Engineers - Drui

Hello, Engineers and Happy New Year everyone! We hope you all got through the festive weeks with full bellies and happy memories. For us, 2017 was an excellent year, where we saw new peaks in player counts, and lots of exciting new content. To start the new year off with a bang we've prepared a great update for you guys - including Log walls, Mechanical Switch Block, new Steamworks integration, upgraded parallel logic and more!

The list is pretty large, so enjoy reading (And playing!) through all the changes we've prepared for you.

Full list of new features and fixes:

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