Hello, Engineers! This week we are bringing you arrowslits! The arrowslits will allow you to defend your lands from the safety of your castle! We also added some minor improvements to various menus, such as a search bar on the load worlds screen, the ability to add/remove servers to favorites, and finally, the ability for admins to manage inactive houses. Finally, for the modders among you, we're introducing a set of XSD files. These files should allow you to more easily create your own definitions.
Hello, Engineers! This week we're focusing hard on polishing the 0.5 update with a lot of bugfixes. We made large stones a little easier to get, the rope tool is more easy to use, the wooden door no longer requires iron, and we solved some more crashes. We also introduced some new elements to ModAPI and added a tag for ropes.
Hello, Engineers! Here it is at long last! The next major update for Medieval Engineers! In this update we are focusing on making the game more enjoyable to play. We have created new animations for picking things up and placing ropes. Picking up items is also accompanied by a small particle effect. We rewrote how every tool works, making it a more consistent experience, and providing more immediate feedback to the player. By improving the font, the menus become more readable and we improved the flow on most of the GUI making it a lot easier to work with. All of the key bindings have been redesigned and you are now able to configure the game in any way you want! All of this is made easier by contextual hints and action icons that make playing more intuitive than ever.
Finally, we are introducing the new shovel tool, providing a fun and easy way to modify voxels in exciting ways! The shovel tools allow engineers to dig up dirt and then put it back down anywhere they want. Using landscaping stakes, engineers can rope off an area of ground and use the shovel to level the ground in that area.
We continue to smash through barriers to modding by allowing modders to create their own entity components. This means that modders will be able to program behaviors for anything in the world in exactly the same way we do. Not only does this make total conversion mods possible but it means the sky is the limit for creating new content, new behaviors, and completely new features! Finally, lots of small optimizations to help improve the performance of the game!
As always; we leave the last version of 0.4, 0.4.20, as a historical branch, forever available as a separate branch. This will be your fail-safe way to update your older saves for the newer version of the game.
Hello, Engineers! We bring you a short preview of the modding changes coming in 0.5. One of the new features soon available to modders will be creating your own entity components. Along with the proper MP integration, you will now be able to develop exactly the same way we are. Additionally, we're introducing a mod metadata system, through which initially you can specify which game version your mod supports, but it'll enable us in the future to add support for other features such as mod dependencies. Next, we're giving you proper input keybinding integration which will also save to the player config file, and they can edit their keybinds for your custom inputs in the keybinding screen! Another new feature is the tagging of items, this will allow you to create recipes that take any timber as resource, rather than just one specific item. And if you create something that fits a constraint, it will automatically fit into those containers!
Hello, Engineers! This week we're bringing you several small grid stockpile blocks. The log and timber stockpiles now have small grid versions, and they even have mountpoints on the top for crane attachment! Additionally, there is now a small stone/iron ore dedicated stockpile. Don't try to cheat any trades by filling it with stone ores at the bottom! ;) Additionally, we reveal another feature in our upcoming major release: the Shovel! Finally, you will be able to flatten land by digging up soil and then filling it, raising the voxels.
Hello, Engineers! This week we have a two part update! First, we've got the weekly release, and secondly, the first public view on our next update. For the update, we bring you the large stone stockpile. It works the same as the other large block stockpiles, and it takes large stones. We are now preventing the removal of small blocks from owned areas. This prevents other players from removing all of the small blocks from your houses. Additionally, we have fixed a black screen issue for people playing on laptops. In our sneak peak, we show you the work that has been done on the GUI, with our new font and several redesigned screens.
Hello Engineers! A smaller-than-usual update this week, as we are now dedicating our full attention to polishing our next major release. This week we add the visual inventory system to the simple table, it now shows you the items in there. Additionally, we fixed a bug where grids were not merging correctly, sometimes causing ghost grids on the server.
Hello, Engineers! We hope you enjoyed our April fools joke. The super axe has been shelved for posterity, and we're back to our usual schedule. This week we are bringing you machicolations. They were one of the staples of castle defense, and now we're bringing them to Medieval Engineers. In addition to improving the performance on servers, we're also fixing a clang bug with lockable rope drums when playing on Dedicated Servers.
Hello, Engineers! In this update we're announcing that we'll be working 6-day weeks so that we can bring you even more new content and updates. As a result we're now releasing updates on Saturdays! In this first Saturday release we're giving you the new ultimate tool for chopping trees down! We've also introduced many new bugs and removed your favorite features. We hope you enjoy the update :)