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New! Update 0.6.3 Patch 3 - Minor Update

Discussion in 'Change Log' started by Drui, May 15, 2018.

  1. Drui Keen Update Guy Administrator

    Messages:
    1,353
    Hello, Engineers!
    This update we focused on some of the problems occasionally experienced in the multiplayer. We identified some scenarios that were causing grids to behave erratically on clients, even though they were behaving smoothly on the server. Now their synchronization is much better. We also improved Watchdog's logging by removing barbarians and reporting trespassers.

    We also resolved an issue that sometimes prevented the game from downloading updates for mods correctly, the area highlight when building now changes color to match diplomatic status and some localization was updated. Finally, we tweaked a bunch of animations to be less stiff and we've fixed the hand crank so that if you look away while you're cranking it it will continue cranking as long as you hold the use key and don't walk away too far.
    Enjoy the update!

    0.6.3.3_minor_update_thumbnail.jpg

    Multiplayer changes:
    - Grid physics now correctly goes to resting state on clients, improving performance near dynamic grids.
    - Admins can now set max players from within the game while connected to DS.
    - Watchdog now outputs trespassing correctly on dedicated servers.
    - Watchdog no longer observes Barbarians taking damage.
    - Improved synchronization of dynamic grids.
    - Improved synchronization of ropes.

    General changes:
    - The game now correctly detects and downloads updated mods correctly.
    - Projectiles now remain visible as they fly away from siege equipment.
    - Area highlight now changes color when diplomatic changes occur.
    - The hand crank will continue to rotate while holding the use key.
    - Projectiles now create a small dust cloud upon impact.
    - Updated the description on some broken tools.
    - Updated localization on Supply Cart quest.
    - Owned mods are now always available.
    - Updated the old default blueprints.

    Animation changes:
    - Polished animations for walking, mining, cutting trees and plowing.
    - Polished animation for attacking as a female engineer.
    - Polished animation for 2 handed idle and walking.
    - Polished animation for swinging hammers.
    - Polished animation for rope tool.

    Medieval Engineers 0.6.3.9FC328:
    - Fixed an idle animation problem for the female engineer while holding a torch.
    - Fixed a crash in watchdog.
    - Fixed a crash in player name rendering.

    Thanks,
    Keen Software House team
     
    Last edited by a moderator: May 17, 2018 at 18:03
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  2. ibisgrunk Apprentice Engineer

    Messages:
    114
    me me me me me me, and to Ed Frost:

    [​IMG]
     
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  3. CptTwinkie ME Asst. Producer Staff

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    4,221
    I think he forgot that it's Tuesday!
     
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  4. ibisgrunk Apprentice Engineer

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    114
    i'm sending someone over to Ed's house to check on him now... unless he is still in CZ party mode?
     
  5. CanOmer Junior Engineer

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    933
    :tu:
     
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  6. MorshuArtsInc Apprentice Engineer

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    129
    Oooooh! I've been waiting for some of these! The crank thing should be especially useful. How many times have I accidentally taken away parts of my contraptions while cranking the crank just because I didn't look exactly at it... (However, I still think having two separate buttons for using and taking would be the best solution for this and similar issues)
     
  7. Deepflame ME Director Staff

    Messages:
    365
    We don't want to introduce two separate interaction buttons, it adds to the otherwise already large array of key bindings that people have to memorize, it's better to try to keep it simple. :)
     
    • Agree Agree x 1
  8. Petr Beranek Developer Staff

    Messages:
    68
    You could make an option for it, so players can decide for themselves, what is "too much to memorize". ;) :D
    I really hate when i remove important part of something just because I was not aiming precisely enough.
     
  9. Deepflame ME Director Staff

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    365
    Hence why we changed it so this doesn't happen so easily anymore. :p
     
  10. Ed Frost Senior Engineer

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    1,130
    /Shrug
    Forgot it indeed, i need to get my biological calendar fixed >.>
     
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  11. Deepflame ME Director Staff

    Messages:
    365
    Medieval Engineers 0.6.3.9FC328:
    - Fixed an idle animation problem for the female engineer while holding a torch.
    - Fixed a crash in watchdog.
    - Fixed a crash in player name rendering.
     
  12. Ljorius Trainee Engineer

    Messages:
    57
    did you something else change??
    because, today when i checked the map, a lot of places have now trees in the house, in other words, nature has taken back its place but in a weird way. a lot of buildings now have trees inside them, which go through many floors, ceilings etc.
     
  13. Ed Frost Senior Engineer

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    1,130
    Oi... Its tuesday... I think.... Checks calendar yup... It checks out....
    So... That means....
    UPDAAAAAAAAAAAAAAAAAAATEEEEEEEEEEE \O/
     
  14. Deepflame ME Director Staff

    Messages:
    365
    Oh Ed, you haven't been keeping up with the changes.. :p
    We no longer do weekly releases because we're dedicating more time to QA which prevents us from doing releases on a weekly basis. The entire QA checklist is more than a week of work. :)
     
  15. Ed Frost Senior Engineer

    Messages:
    1,130
    >_> demmit.... T_T ill keep shouting it weekly though... <_< since any day it could be update day :D
     
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  16. ibisgrunk Apprentice Engineer

    Messages:
    114
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