Medieval Engineers - Drui


Medieval Engineers: Community Edition Update 0.7.3, hotfix 1 has been released!
The update contains bug fixes, server and inventory improvements, and better modding support.

You can find the full changelog here.

Community Edition Install Instructions: 
  1. Head to your Steam Library and right-click on Medieval Engineers.
  2. Select "Properties"
  3. From the menu popup, select "BETAS"
  4. You should now see the option to "Select the beta you would like to opt into:"
  5. From this menu, select Community Edition.


Q: How do I get updates?
A: Once you have opted into the Community Edition build, Medieval Engineers will continue to update normally, just like any game in your Steam Library.

Q: Does the Community Edition have its own website?
A:
You can find Community Edition resources here: Medieval Engineers: Community Edition Website

Q: Where do I report a bug?
A:
You can report bugs with Community Edition here: Medieval Engineers: Community Edition Support Portal

Community Edition Resources
Medieval Engineers - Drui


Almost exactly two years ago (March 17, 2020), Medieval Engineers left early access and Keen Software House announced the decision to end the development of Medieval Engineers and release the game out of Early Access. 

The reason for this decision was simple. We needed to restructure our teams and focus on Space Engineers development. This was the best possible choice for the future of Keen Software House and the future of our flagship title Space Engineers. While we stand by this choice, it left our Medieval Engineers community wanting something more, and that never sat well with us. 

Immediately following the release of Medieval Engineers from early access we spoke with a number of community members who felt the title still had more to offer. We were inspired by the passion and dedication Medieval Engineers fans poured into the game and by the vision our community has for the project. 

“Just release the source code.”

This, and a host of similar voices, pushed us to do more, to provide a better solution and to continue what many felt was incomplete. 

So, we did.



Thanks to the patience of our volunteers and the investment of resources from Keen Software House we have created a framework for continued, community-led, development.

Our long-term goal, and the goal of our volunteer developers, is to continue expanding the modding possibilities of Medieval Engineers while also ensuring that the Community Edition stays stable. 

Medieval Engineers: Community Edition will not see major changes to gameplay or changes that are not in the spirit of the original Medieval Engineers design. Instead, improvements, bug fixes, and quality of life changes will be the major focus. Additional features are not currently being considered, but are also not outside the realm of possibility.

For more detailed info, continue to our blog post.



Community Edition Install Instructions: 
  1. Head to your Steam Library and right-click on Medieval Engineers.
  2. Select "Properties"
  3. From the menu popup, select "BETAS"
  4. You should now see the option to "Select the beta you would like to opt into:"
  5. From this menu, select Community Edition.


Q: How do I get updates?
A: Once you have opted into the Community Edition build, Medieval Engineers will continue to update normally, just like any game in your Steam Library.

Q: Does the Community Edition have its own website?
A:
You can find Community Edition resources here: Medieval Engineers: Community Edition Website

Q: Where do I report a bug?
A:
You can report bugs with Community Edition here: Medieval Engineers: Community Edition Support Portal

Community Edition Resources
Medieval Engineers - Kienata
The time has come.🥳

Medieval Engineers “Community Edition” Live Stream!🤓

Thursday, April 7th, 5 - pm UTC

🛰️Twitch: https://www.twitch.tv/keencommunitynetwork

🛰️YouTube: https://www.youtube.com/channel/UCChcFgm67v5tBdRbeBgC8XA
Medieval Engineers - Blitzzz333


Hello, Engineers!

Today’s post is about the status of Medieval Engineers.

Coming back to where it all began, Medieval Engineers was our fourth project. We kicked it off at the beginning of 2014 and we announced the project in January 2015. We established a dedicated team, working in parallel to the Space Engineers team.

Medieval Engineers was quickly presented with the Czech Game of the Year 2014
Technical Contribution Award, mainly due to its volumetric environment and structural integrity.



Our goal was to create a game inspired by real medieval technology and the way people built architectural works and mechanical equipment using it. The game brought three major upgrades to our VRAGE engine: structural integrity, natural landscapes, and physics based rendering and it also gave us an opportunity to experiment with many things.



We haven’t released a major update since February 2019. The reason for this decision was that we changed the focus of the Keen Software House team. We have restructured the team, focused on moving Space Engineers out of Early Access, then on the development of Space Engineers for Xbox One, and the continual support and upgrades for Space Engineers.

We re-evaluated the Medieval Engineers project and, looking at the numbers, we have decided to end development on this title and release the game out of Early Access.

Today, we are releasing an update, which will address some critical game bugs. For example, world chunking issues. We want to stabilize the game and get it to a more playable state.

What will you find in this update? This release fixes a problem with grids disappearing from the world, as well as several game crashes you experienced during gameplay.

With this release, we are reducing the price to $9.99USD, or your regional Steam equivalent. Over the coming weeks, everyone who owns the base version of Medieval Engineers will receive the Deluxe version, for free.

FAQ

Q: Why are you releasing this update now?

A: We were planning this update for quite a long time, but as we restructured our team, we simply did not find the right time to put it all together for the release.

Q: Are you coming back to Medieval Engineers? In other words, should we expect more updates in the upcoming months?
A: We have decided to focus on one project at a time. Our immediate focus is Space Engineers for PC and our upcoming release of Space Engineers for Xbox. We do not currently plan further major updates for Medieval Engineers. Medieval Engineers has been a great project for us.

Q: So what is happening with the game?
A: I feel that the Medieval Engineers fulfilled all the plans we had at the beginning. I understand that some players may feel that the game has a greater, unrealized, potential. For us, Medieval Engineers is a successful project which helped to shape our games and our team.

Q: I am not happy that you stopped developing Medieval Engineers
A: For us, Medieval Engineers is a complete project. We are sorry that we cannot continue development. Do not hesitate to reach out to us at support@keenswh.com.

Our team continues to work on our priorities, which is Space Engineers, and more immediately, the Xbox One release. We would like for us to keep game development fun, motivational, and challenging. Focusing on a single project ensures that we provide the best game possible.

I would like to thank all of our team members who worked on Medieval Engineers. It was a great journey and we all learned a lot from it!

If you want to let me know your feedback please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.

Thank you for reading!

Best,
Marek Rosa

CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

Medieval Engineers - Blitzzz333


We’d like to share an update with you all on the development of Medieval Engineers as well as a message from Tim ‘Deepflame’ Toxopeus Project Lead Medieval Engineers:
https://forums.keenswh.com/threads/so-long-and-thanks-for-all-the-fish.7403155/

ːsteamhappyː
Medieval Engineers - Drui


Hello, Engineers!
We’re thrilled to announce that the 0.7 update has arrived and it’s filled to the brim with tons of exciting new features and enhancements! Whether you’re looking for updated block visuals, new blueprint building in survival, improvements to multiplayer or modding tools, there are plenty of fantastic new additions to experience in Medieval Engineers!

We are extremely proud of the work that has gone into the design of 0.7. The models -- and many aspects of building in the game -- have been redesigned from the ground up. Today we unveil this, and leave 0.6 behind. We recognize that with such a huge change, there will still be bugs, errors, imbalances. But given that Medieval Engineers is still in Early Access, we wanted you to jump in, see how it works, and help find the things that don't work right. If it ever becomes too much, you can switch back to the stable 0.6 branch as always!

https://www.youtube.com/watch?v=z1L-kyrjEOg
WHAT HAVE WE UPDATED?

Block Visuals:
We have remodeled and retextured almost everything when it comes to blocks. You’ll notice that there are no longer any hard edges. We have introduced parallax shading to bring more depth to the blocks without increasing the triangle count, ensuring the performance does not degrade. Additionally, we re-added some old blocks that got lost (wall with double-window with a pillar, etc.).



Updated Trees:
The trees in Medieval Engineers also got a makeover. There are new pines, new spruces, and oak trees!
Tree cutting has also been tweaked, so go check out those new oaks and don’t forget to yell timber when you cut them down! ;)



Female Engineer:
The female engineer is looking better than ever, as we’ve incorporated some of the features from the Space Engineers female engineer. Likewise, her body proportions look much more realistic.




Grids:
The grids in Medieval Engineers have received a lot of updates, as we overhauled the entire grid codebase, removed multiblocks, optimized adding and removing blocks (grid splits and merges) on very large grids, simplified many systems, fixed small grids not sticking to large grids, improved block placement along with structural integrity and stabilized physical constraints (ropes, catch blocks, etc.).



MULTIPLAYER
We have upgraded the multiplayer behavior, especially with regards to the grids, to ensure they are sent over the network quicker, and fully connected, to prevent grid desynchronization, ropes getting cut, and other horrible scenarios that would cause clients to freak out. Serialization is now much faster in multiplayer. There is also better entity grouping to ensure grids load in together, which combined with lots of minor fixes, should significantly improve bandwidth.

WHAT’S NEW?

Blueprint Building to Survival:
With the simple click of a button and a few swings with your trusty mallet, players can now add large buildings, such as castles to a survival world, as well as small constructions, including catapults, which are ready for action! Plus ropes and connections are now saved in blueprints. Blueprints now automatically store, and display, which mods are required, so you can always see what you may be missing when you place a blueprint. It also checks for research, shows you the resources needed to build it, and provides an easy way to check your progress. You can now work together with your friends in building your town!




World Chunking
World chunking is a new system that unloads objects that are very far from players. By doing this, we managed to vastly accelerate world loads, particularly for really large worlds. Dedicated servers should also see a reduction in memory usage. On top of this, it removed the need for abandoned grid decay, abandoned grids are usually not loaded into the scene, and thus do not consume any performance anymore. You can go explore servers and discover all kinds of ruins and structures left behind by people!

This vastly accelerates world loads, saves and unloads entities that have no players nearby, thereby reducing memory usage and performance loading. It also removes the need for abandoned grid decay; abandoned grids no longer take up any performance.

WHAT HAVE WE OVERHAULED?

GUI:
Be sure to check out the new main menu, blueprints screen, crafting screen and medieval master screen. Every other aspect of GUI has been retouched to fit this new style for the game. It’s not only visual, every screen also had careful thought put into it about what we want to show, in order to improve the flow of user interaction.



Audio:
Medieval Engineers has never sounded so good! Lots of places that were missing sound now have sounds. We also improved the sound quality in many instances, and we added effects and filters, such as reverb and low-pass filters.


NEW ENGINE FEATURES:
Under “the hood” of Medieval Engineers, there are rendering Performance improvements and GPU particles. There are also better visuals for sunsets and sunrises, and improved logging behavior to help us catch more bugs.



FOR MODDERS
For our amazing community of modders, we have a nice list of new tools for you:
-Crafting system refactored to support world chunking and more, see this guide for more info:
https://docs.google.com/document/d/1SmAHtGy1YwGOt6XF9SOSooIimcZQnFt4aamiZA-RK5U/edit#
-ModAPI dialogs
-Dynamic environment system access
-Added support for underground and inside checks to environment rules
-Programmable animation layers (thanks to Equinox)
-Navigation mesh session component (thanks to Equinox)
-Seedbags now support seeding on non-farming voxels and can plant non-farmable items.

While we are working out the kinks in 0.7, it may be worth creating 0.6-based copies of your mod so servers that want to remain on 0.6 for a while longer are able to continue playing without too much disruption.

OTHER NOTEWORTHY FEATURES

Last, but certainly not least, we have a voxel hand that obeys landscaping stakes. This was a highly requested feature from the community to fix trouble spots when landscaping.
We hope you enjoy all of these new additions to Medieval Engineers, as we know that we’ll enjoy seeing what you create with them. :)

Thanks for reading!
Keen Software House team
Feb 4, 2019
Medieval Engineers - Blitzzz333


Hello, Engineers!

We’re excited to announce that there will be a public test on Tuesday, February 5th, beginning at 3 pm UTC and running until Monday, February 11th, 10 am UTC!

Some of the new features include:

-Updated block visuals
-Updated trees
-Improved female engineer
-Grid updates
-World chunking
-GUI revision
-Enhanced audio
-New blueprint building in survival
-Voxel hand that obeys landscaping stakes
-Improvements to multiplayer
-Improvements to modding tools

We encourage everyone to try out all of the new features. Players will be able to submit their feedback on all of these features via: https://support.keenswh.com/medievalengineers.

Instructions to access test/how to change branches:

1. Select the game from your library, right click and select properties.
A dialog box with a number of tabs will appear, you’re looking for one that says "publictest”.

Please note: You may have to restart Steam in order to access the build.

Thanks for reading and see you all online this Tuesday!ːsteamhappyː
Medieval Engineers - Drui


2018 was a very productive year for Medieval Engineers. Just as with Space Engineers, Medieval Engineers also switched to the major update approach. We started the year with the introduction of the log walls, and performance improvements through better handling of parallel logic. We also introduced a pretty major feature for the modding community: the ability to make mods have a list of dependencies! This has made the modding community more tight-knit as they started to work together on higher quality mods.
...
Continue reading:
https://blog.marekrosa.org/2019/01/year-2018-in-review-plans-for-2019.html
Medieval Engineers - Drui


Hello, Engineers!
Another year has flown by. 2018 has seen lots of improvements to the game, from the optimizations to player characters, allowing dozens of players on a single server, to a major combat overhaul, and some major improvements to the modding interfaces, allowing for fantastic mods like the Water mod and the Rails mod, it sure has been a ride.
Today we’re adding the banners of the first and second place winners, WarNexxus and Ivan Cornelius, and re-enabling the Christmas Tree crafting recipe. You will be able to decorate your buildings with your own Christmas tree again!

Internally, we continue to work on 0.7, as well as celebrating the holidays with our friends and family, here in Prague, or for those of us who are going home, in their home countries.
Enjoy the update, and happy holidays from the Medieval Engineers development team, and all of the people working at Keen Software House! We will see you again next year!

Full list of features and improvements: https://forum.keenswh.com/threads/7402244
Medieval Engineers - Blitzzz333


Qualifiers:

https://www.youtube.com/watch?v=8pQP9BrxWWA

World Championship:

https://www.youtube.com/watch?v=apBIwTAAr14

So, if you weren’t able to watch our first official combat tournament on the Keen Community Network or you would like to re-watch all of the exciting action, we’ve got you covered!

If any of you have feedback regarding what we did well for this tournament or have suggestions on how we could improve, please let us know in the comments down below or message us via:

https://support.keenswh.com/medievalengineers

Thanks in advance for this feedback, which is very valuable to us because we may be planning another combat tournament.ːsteamhappyː


...

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