Eco

Eco Dev Tracker




23 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Please reach out to [email protected] and attach the full log file and the save game for them to investigate.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
It's now in Difficulty.eco and can directly be configured from the ingame settings menu.

22 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Rocks should behave now.
Post
Hey Citizens,
we have just released Hotfix 11.0.2 to address the following issues:

  • Fixed: Rubble did not behave correctly when mining, teleporting around and becoming invisible.
  • Fixed: The exhaustion bar did not display during the tutorial, making the respective tutorial not completable.
  • Fixed: It was possible to login into servers with accounts that don't own Eco, making the server crash later.
  • Fixed: Players playing with a SLG account couldn't purchase credits ingame, as they weren't correctly redirected to the website.
The ability to link existing SLG accounts with Steam on our website is now available again as well.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can, just set the config values I noted at the end of my last post, they can be used independently of the collaboration preset - the preset just sets these values. You can set it to the values you like and it works with enabled settlements and just not using them.

The settlement system also can already be turned off in Features.eco, but that is a legacy mode that we don't recommend to use, anything that could be done before can with settlements in some way. Settlements replace the old system and all new additions to Eco will revolve around it, as such depending on maintainability of the setting it may be removed in the future, as it is simply outdated.

Note that settlements can only be disabled for new worlds and switching the setting is not possible without corrupting and losing the world in the process, if the setting is removed in a future update the world may also be lost. If you are about to create a world you want to keep long-term, for example in sing... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
What you're talking about is already the case since Update 10. To get additional claim stakes you need to form a town and distribute the stakes and papers it gets depending on the amount of members to its citizens.

If you play on NoCollaboration preset you can also receive claim stakes and papers usable outside of settlements just like In Update 9 by reading skill scrolls. You can also configure that manually in Difficulty.eco if you like:

"ClaimStakesGrantedUponSkillscrollConsumed": 1.0,
"ClaimPapersGrantedUponSkillscrollConsumed": 5.0,
Comment

Originally posted by SirFoomy

According to the description, SkillCostMultiplier doesn't fit my needs. I'm playing alone and thus want to get faster stars, in order to learn a diversity of professions faster.

I have to admit, I don't really understand SkillCostMultiplier. How can a specialty cost less than one star?

It's just two different approaches.

The SkillGainMultiplier increases or lowers the XP rate you have to get the necessary XP towards the next star.
The SkillCostMultiplier increases or lowers the XP necessary to the next star.

There hence is not a lot of difference between the two, just that they work opposite ways - both make you gain stars faster or slower depending on your settings.

The advantage of SkillCostMultiplier is that it can be used for much more fine grained balance, as the SkillGainMultiplier also affects housing and food xp automatically, not just the base rate - a change there hence has multiplicative effects due to the systems increasing XP also being affected.

If i remember correctly, SkillGainMultiplier also wasn't used in the presets before Update 11, but SpecialtyCostMultiplier which is the old name for SkillCostMultiplier. So technically, nothing changed - we just don't want to display the average user two things that effec...

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Comment

We use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.


21 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
And that's when school french shows! :) Feel free to translate it to them in french :)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
I learned french in school, but it's been a long while - thankfully there is translators all around nowadays, but I won't annoy you with trying to write in french, no worries :)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Yes, you need to place it, create a constitution, pass it via vote and then found the settlement. The achievement should already trigger after the vote, iirc.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That is intended for balance reasons only and will be removed once replacement features are in.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The system is not a specialty refund, that is why it is called "Abandon Specialty". It works in conjunction with the settings for a maximum amount of specialties and professions you can have.

The main use for it is servers that wish to limit the maximum specialties any player can have at a given time to ensure that other players can participate as well. Given players tend to drop out more into the server time, a situation can occur where a critical profession is missing for gameplay and players were unable to take them and had to wait on stars. The abandonment feature allows a player to drop one specialty to take a different one with the stars they already accumulated, filling the market vacuum. It needs to be configured around that.

An example:
The server has a 4 star specialty limit, and uses a default medium collaboration approach. In week 3 you already have your 4 stars used and due to still gaining experience have two left over. Your engineer left. Thro... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Sefin: Who told you guys (devs), this was a good thing to implement? I specifically look for servers now with this turned completely OFF. I'm genuinely curious who thought that implementing a feature that prevented players from making stuff in a crafting game was a good idea?

A large amount of especially newer players and such with less time. It's actually the main reason why people don't stick around in Eco - being unable to keep up with other players that have more time to invest into the game.

The system is fully intended so that people with more time get matched onto servers with more time and the other way round. You can set your playtimes and personal exhaustion preference in the game s... Read more
Comment

Originally posted by rrrrobi

So to confirm, the intention behind this change is to push for more collaboration within a town in regards to power generation.
By requiring a public plot to be set up for power to the town.
However unless i'm missing something a town would need to set up multiple public power plots just the get the power distributed around the town as Mechanical power doesn't spread too far and doesn't have power poles like electrical power does.

I don't hate this, infact i do quite like the notion of pushing towards more collaboration.
But if i may offer an opinion, many builders like incorporating waterwheels/windmills into their builds and are able to create truely special creations, would it not be better to allow 1 per plot, or have these specific objects have an variable effect on the value ie,
1st - +2
2nd - flat 0
3rd - -2(each windmill for example)

to the point 1 windmill/waterwheel would be a bonus, any more and you are reducing your outdoor ...

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I wouldn't interpret too much into it into a specific direction of what we may have wanted, the main goal is making players think about something and make decisions, doing so as community can often solve a problem in a good way, though. That's the point of Eco as a framework.

The system interlinks with settlement mechanics, as will many future coming systems do, that's the gameplay Eco revolves around now at its core - and the idea isn't for those to be simple government dummies with use for hostile activity that not everyone enjoys, but becoming main parts of the gameplay, also affecting it directly and being used for positive activity - something that everyone will naturally try to get going in some way immediately, as it benefits their gameplay.

The general idea is linked with the architecture score - incentivizing players to separate their production operations and their residental ones, keeping the latter nice and decorative. It's not about beauty, but taking s...

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Comment
    SLG-Dennis on Steam Forums - Thread - Direct
All achievements should be unlockable, a constitution can be created by founding a settlement.
Comment

Originally posted by CourageousChronicler

but that is the situation that you force on servers that only allow one deed.

No, servers are responsible for their rules themselves.

Comment

Originally posted by CourageousChronicler

But some servers don't allow multiple deeds. In cases such as this, your only option is to leave your windmill/waterwheel on unclaimed property.

It is upon the administrators of their servers to modify the game systems to fit the restrictions they impose, we obviously can't take into account every possible rule some server may have. A limitation to just one deed is not intended by us.


20 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Glad to hear, happy playing!