I am running tests on the terrain generator today. One user has encountered a terrain generation error.
So this new error seems to be very rare, and will only effect larger planets most likely, and then only if your max terrain size is set higher than 14 or so.
You can avoid this by limiting your max terrain size to something around 14 or lower, but you may still encounter it.
I have created an automated script in my build of the game that generates terrains automatically, and lets me know when these errors are encountered. So far it looks like it can detect the errors successfully.
If I can detect them, that means I can prevent them from loading in-game. Once the script detects such an error, it will flag it, and restart the terrain generator. This kind of thing already happens, and sometimes you might see the loading bar jump back when you are landing on a planet for the first time.
Basically, that means the terrain generator cannot successfully build that terrain, so it starts a new one. Its a bit inefficient, but it gets the job done, or so I thought!
Anyway, once I have a little more confidence that this new script is actually working, I will update the game. I am hoping to have somehting by tonight, but maybe by the end of the weekend if I can't do it sooner.
I am running tests on the terrain generator today. One user has encountered a terrain generation error.
So this new error seems to be very rare, and will only effect larger planets most likely, and then only if your max terrain size is set higher than 14 or so.
You can avoid this by limiting your max terrain size to something around 14 or lower, but you may still encounter it.
I have created an automated script in my build of the game that generates terrains automatically, and lets me know when these errors are encountered. So far it looks like it can detect the errors successfully.
If I can detect them, that means I can prevent them from loading in-game. Once the script detects such an error, it will flag it, and restart the terrain generator. This kind of thing already happens, and sometimes you might see the loading bar jump back when you are landing on a planet for the first time.
Basically, that means the terrain generator cannot successfully build that terrain, so it starts a new one. Its a bit inefficient, but it gets the job done, or so I thought!
Anyway, once I have a little more confidence that this new script is actually working, I will update the game. I am hoping to have somehting by tonight, but maybe by the end of the weekend if I can't do it sooner.
Our final alpha build before our Steam Early Access launch is now out! That makes this the last opportunity to pick up Alpha build and get the early rewards.
Alpha rewards: Meteor chunk, top-hat and goggles, and Alpha backer chat icon.
Alpha is available here: strangeloopgames.com/eco. (Note: Multi-packs come with game keys that *will* gift alpha rewards, even if gifted after Beta)
Next up: Beta. At long last after 3 years, our next release is STEAM, February 6th.
This build marks our feature-lockoff, and from here on out its polish and bug fixes. Here’s what’s in the final alpha build, 6.4:
Single Player Mode
Added initial support for playing on local worlds. Initially this is a PC only feature, we will be looking at adding support for this on OSX and Linux in the future.
You can create and load worlds locally, and play without needing to setup your own server - it does most of the legwork for you. Added a ‘Continue’ option, which will remember the last server you joined or world you loaded. One click gets you back into the game!
Avatar Improvements and updated Water
Player avatars now have more accurate foot placement and new animations including running, jumping and swimming. Torches can now be seen when carried by other players Water is much more splashy
Rotatable Stairs and Popup Control Help
Added a Controls popup that tells you how to interact with things in the world when you look at them for 1 second. Shows what each mouse button and ‘E’ key do.
Skills Revision
Introduced the concept of ‘Specialties’, which are branches of the skill tree that require research Restructured the skill tree to place all Specialties at the root Reorganized the skills window to be easier to navigate Simplified skill costs
Tutorial
New improved tutorial to simplify introduction to Eco.
Improved hammer functionality
You can now rotate some blocks with Q/R, such as stairs Fixed some issues with selection of blocks when wielding a hammer
Improved the end game win sequence.
Changed the way the Laser works: it now destroys the meteor 30 seconds after activating. Since this removes the 9 hour charging time, it instead requires double power. Animated the lasers to turn to their target Made the meteor easier to spot, fixed issues where the meteor was impossible to see.
Terrain blending added
Different terrain materials now blend into nearby other materials in a more stylized way. This removes most hard edges from bordering block types, such as soil next to grass, or sand next to stone. Improved the way that the air pollution, ground pollution, and soil moisture world layers spread Changed the units of the AirPollutionSource and AirPollutionSpread world layers from tons of pollution per 16 square meters to tons of pollution per square meter. Made /help sort and categorize the displayed chat commands.
Character Controller
We’ve replaced the character controller: Character no longer slips and slides around walls in confined spaces. The new controller is more responsive, should feel better when moving around in precarious situations like building the walls and roofs of buildings. Character climbs stairs without requiring jumping. Character no longer slides off of steep slopes, like roofs.
Bugs Fixed
Fixed bug where laws and government were not saved when hitting save in the server GUI
Added /dumpcarried command
Fixed room requirements for the Repair Station
Reduced stutter due to garbage collection
Added admin commands /setreputation and /setreputationrelative
Fixes phantom items in inventory
Fix bug where the Cause & Effect API would fail when inspecting layer relationships in an area that isn't aligned with the world origin
Fix some number formatting issues in Cause & Effect
Fixes a lot of issues when holding logs with shovel, or rubble with pickaxe, etc.
Fixes some items not appearing in store selection window, including coal and certain seeds.
If world layers changed dirt in stockpiles to other types, such as grass or desert sand, the stockpile used to lose the dirt item associated with it. Fixes that.
Fixed a server crash when claiming property with a deed crafted at a workbench
Removed Stone Roof (migrated to mortared stone roof in a previous release)
Fixes some server crashes related to crafting projects
Fixed problems with tooltips that were too tall for the screen
Fixed problems with tooltips closing even while still being hovered over
Added tooltips to items showing which skill gives that item, if any
Fixed not being able to walk after opening the advanced settings in the escape menu.
Fixed protection on fuel supplies that prevents unauthorized players from removing fuel from them
Fixed rubble placement against walls
Fixed occasional crashes when performing trades
We’re pulling out all the stops to make this a great launch, and having your support has been amazing so far. Looking forward to continued support of the game into Beta and beyond, lots more places we want to take it.
Our final alpha build before our Steam Early Access launch is now out! That makes this the last opportunity to pick up Alpha build and get the early rewards.
Alpha rewards: Meteor chunk, top-hat and goggles, and Alpha backer chat icon.
Alpha is available here: strangeloopgames.com/eco. (Note: Multi-packs come with game keys that *will* gift alpha rewards, even if gifted after Beta)
Next up: Beta. At long last after 3 years, our next release is STEAM, February 6th.
This build marks our feature-lockoff, and from here on out its polish and bug fixes. Here’s what’s in the final alpha build, 6.4:
Single Player Mode
Added initial support for playing on local worlds. Initially this is a PC only feature, we will be looking at adding support for this on OSX and Linux in the future.
You can create and load worlds locally, and play without needing to setup your own server - it does most of the legwork for you. Added a ‘Continue’ option, which will remember the last server you joined or world you loaded. One click gets you back into the game!
Avatar Improvements and updated Water
Player avatars now have more accurate foot placement and new animations including running, jumping and swimming. Torches can now be seen when carried by other players Water is much more splashy
Rotatable Stairs and Popup Control Help
Added a Controls popup that tells you how to interact with things in the world when you look at them for 1 second. Shows what each mouse button and ‘E’ key do.
Skills Revision
Introduced the concept of ‘Specialties’, which are branches of the skill tree that require research Restructured the skill tree to place all Specialties at the root Reorganized the skills window to be easier to navigate Simplified skill costs
Tutorial
New improved tutorial to simplify introduction to Eco.
Improved hammer functionality
You can now rotate some blocks with Q/R, such as stairs Fixed some issues with selection of blocks when wielding a hammer
Improved the end game win sequence.
Changed the way the Laser works: it now destroys the meteor 30 seconds after activating. Since this removes the 9 hour charging time, it instead requires double power. Animated the lasers to turn to their target Made the meteor easier to spot, fixed issues where the meteor was impossible to see.
Terrain blending added
Different terrain materials now blend into nearby other materials in a more stylized way. This removes most hard edges from bordering block types, such as soil next to grass, or sand next to stone. Improved the way that the air pollution, ground pollution, and soil moisture world layers spread Changed the units of the AirPollutionSource and AirPollutionSpread world layers from tons of pollution per 16 square meters to tons of pollution per square meter. Made /help sort and categorize the displayed chat commands.
Character Controller
We’ve replaced the character controller: Character no longer slips and slides around walls in confined spaces. The new controller is more responsive, should feel better when moving around in precarious situations like building the walls and roofs of buildings. Character climbs stairs without requiring jumping. Character no longer slides off of steep slopes, like roofs.
Bugs Fixed
Fixed bug where laws and government were not saved when hitting save in the server GUI
Added /dumpcarried command
Fixed room requirements for the Repair Station
Reduced stutter due to garbage collection
Added admin commands /setreputation and /setreputationrelative
Fixes phantom items in inventory
Fix bug where the Cause & Effect API would fail when inspecting layer relationships in an area that isn't aligned with the world origin
Fix some number formatting issues in Cause & Effect
Fixes a lot of issues when holding logs with shovel, or rubble with pickaxe, etc.
Fixes some items not appearing in store selection window, including coal and certain seeds.
If world layers changed dirt in stockpiles to other types, such as grass or desert sand, the stockpile used to lose the dirt item associated with it. Fixes that.
Fixed a server crash when claiming property with a deed crafted at a workbench
Removed Stone Roof (migrated to mortared stone roof in a previous release)
Fixes some server crashes related to crafting projects
Fixed problems with tooltips that were too tall for the screen
Fixed problems with tooltips closing even while still being hovered over
Added tooltips to items showing which skill gives that item, if any
Fixed not being able to walk after opening the advanced settings in the escape menu.
Fixed protection on fuel supplies that prevents unauthorized players from removing fuel from them
Fixed rubble placement against walls
Fixed occasional crashes when performing trades
We’re pulling out all the stops to make this a great launch, and having your support has been amazing so far. Looking forward to continued support of the game into Beta and beyond, lots more places we want to take it.
More improvements on spell effectiveness and balance, including a much improved success chance for the Hold spell.
Some creatures other than wizards can now use potions from their inventory.
You'll now have a minimum of one library slot unlock available on trial completion, so you can go mad with reverse-engineering all the things if you want to.
And a pass on all trials to fix some issues with doors starting open that should be closed.
More improvements on spell effectiveness and balance, including a much improved success chance for the Hold spell.
Some creatures other than wizards can now use potions from their inventory.
You'll now have a minimum of one library slot unlock available on trial completion, so you can go mad with reverse-engineering all the things if you want to.
And a pass on all trials to fix some issues with doors starting open that should be closed.
Head over to our website and link your accounts here.
Claim your free Twitch Prime loot starting January 11:
Navigate to the top right of Twitch and look for a white crown icon labeled "Prime Loot." Scroll until you find the Primal Prowler and Twitch Prime King bundle, and claim your loot.
I have been working all day to get support working for all the major VR platforms, and I am happy to say that it looks like we are there! I just uploaded the newest build and everyone should start seeing it immediately. Please let me know if you experience any major issues. I will continue to update through the weekend.
Thank you to everyone who has purchased a copy so far!
I have been working all day to get support working for all the major VR platforms, and I am happy to say that it looks like we are there! I just uploaded the newest build and everyone should start seeing it immediately. Please let me know if you experience any major issues. I will continue to update through the weekend.
Thank you to everyone who has purchased a copy so far!
-Renamed the Emberdeep zone to "Crypt" to fit with its new theming -Added support for lighting between rooms in random dungeons -Added several new rooms to the random dungeon generator -Fixed crash bug when a Piranha flees from no target -Decreased the amount of new spawns that occur after a party wipe