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Steam News14 February 20197y ago

Update 0.7.1 - Major Overhaul of Audio, Visuals, & Blocks

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!

Full notes

Full Medieval Engineers update

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What changed

1 fix4 additions0 changes0 removals
  • Performance
  • Gameplay
  • Server
addedHello, 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.).
addedUpdated 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! ;)
fixedGrids: 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.).
addedMULTIPLAYER 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!
addedWorld Chunking World chunking is a new system that unloads objects that are

Medieval Engineers changes

addedHello, 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.).
addedUpdated 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! ;)
fixedGrids: 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.).
addedMULTIPLAYER 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!
addedWorld Chunking World chunking is a new system that unloads objects that are

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

Source

Steam News / 14 February 2019

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