Eco

Eco Dev Tracker




28 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
All our translations are provided by the community, you can participiate here: https://crowdin.com/project/eco-by-strange-loop-games
Comment

Originally posted by Warbeast0811

I'd like to point out that you let customers buy multiple copies of the game right from your own store.

For friends. They can only be gifted to other e-mails.
Using the licenses in a ToS and rule-abiding way is up to the user, not us.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Recycling is a planned feature for a later feature update.
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    SLG-Dennis on Steam Forums - Thread - Direct
But that is the case, if you hover over the settings in the client it will give a description for them and the Server UI also has a description for them. The config files itself cannot contain descriptions, to make it easier the config variables are mostly named in a self-explaining way. Everything you are asking for is already there.
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    SLG-Dennis on Steam Forums - Thread - Direct
Also make sure you have not selected a beta, but 'none' in properties for the game.
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Originally posted by DonaIdTrurnp

Headshot damage for untrained hunters was dropped to +50%, I cannot confirm that the talent was changed.

The changelog is a bit misleading there, it's the bonus damage that was reduced. The base damage of headshots was also reduced.

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    SLG-Dennis on Steam Forums - Thread - Direct
The cost of the specialties and the gain rate of skill points, which seems pretty obvious to me, especially given the descriptions in client and server ui. I'm glad you found a description fitting better than the one in the Server UI for you on Discord though. Just keep in mind that the wiki is a community wiki, so everyone can add information they think is understood better :)
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    SLG-Dennis on Steam Forums - Thread - Direct
While Steam itself does not allow to set games to not automatically update (and that's nothing we can do, they would need to), we do offer older versions as branches, so you can simply lock your game (and revert) to an older version via the betas menu when right clicking Eco and choosing properties.

Aside of that, feel free to send us the logs of the issue you have to [email protected].

https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world
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    SLG-Dennis on Steam Forums - Thread - Direct
That's only the case for housing objects.
Post


Dear Eco Citizens,
it's been a while but after two months of extensive playtesting with our community - thank you so much, everyone - Update 9.5 is ready to be released. Next to countless bugfixes and balance changes we have several content additions to the game for builders and decorators and lots of improvements for the focus of this update, the user experience. Let's get into the major changes right away.

New Store UI In Update 9.5 we gave the store a completely redesigned UI that splits the items for sale and the items wanted on two sides with a detail panel for the currently selected item in the middle. The appearance of items has been changed into a much nicer card form that displays the most relevant information about it at a glance. On the bottom of the store, you will find the shopping cart that shows an overview of the... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

27 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
They multiply the base value for cost of specialties and gain rate by the amount you enter. 1.5x cost means you need more XP to get a specialty, 1.5x gain means you gain more XP. Honestly I think those are pretty self explaining.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
SpecialtyCostMultiplier controls the cost of XP for specialties.
SkillGainMultiplier controls the amount of XP you get.

25 Apr

Comment

Originally posted by Buckaru

I can somewhat see your point of view, and am definitely not arguing for it to be allowed on servers that prohibit it.

Since I’m not competitive, I’d never even think of it as ‘cheating’. For me, these kinds of things are just a chill way to amuse myself off in my own little corner, while still being able to go see what other people have accomplished over in their corner.

I’ll leave the serious servers to the serious people. You guys can have it, I already have a job.

Oh, don't get me wrong - I specifically avoided saying 'you', but 'one'. The problem is that as soon as other people are involved on a server - even just a few, there guaranteed is someone that does play competetive or would not like other people to have an unfair advantage, they probably also cannot 'balance odds out' themselves, as they don't have the money for it. What is 'amusement' for you, might be a severe hit to their gameplay that they expect to be on common, fair grounds without shenanigans. Hence for me it's the same as cheating - do happily in your single player and co-op games where everyone knows, but as soon as public servers come into play, don't do it. (Other than if everyone is fine with it)

The hermit living on it's own just liking to have a bit of interaction with others, but mostly playing for themselves without any ambitions for any of the made up 'winning conditions' by other players does exist, but they're extremely rare. The typical case of multi-ac...

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Comment

Originally posted by Buckaru

That seems…. extreme and not at all on par with bigotry and toxicity in my book. But they’re your servers, so they’re your rules.

I’ll just seek out more casual servers so as not to upset anyone. And yes, I will check the server rules before hand.

The effects (and in nearly all cases the intention) are the same - one is trying to get an unfair advantage over others and is doing so by methods the developer (in this case we) did not intend, basically introducing "Pay to Win". That is exactly what cheating is, no toxicity or bigotry is involved in day-to-day cheating, only unsocial behaviour. Most cheaters you don't even notice, as they have no desire to brag with their results, they're just trying to get that edge over everyone else.

In the end the goal of these rules is to provide a fair playing field (and as such a protection of everyone else, not a punishment of the single one), so the punishment is tied to the effects and the intention, not the moral wrongdoing which definitely is not on the level of cheating. The effects - in opposite to most griefing - extend to many players on the server though, especially if such methods are used to 'win a meteor race' or 'government-' or 'market domination' - don't forget you...

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It is the most severe rule violation on all official servers after typical -ism violations, leading to an instant ban for all involved accounts. Most of the bigger private servers I know aren't dealing much different with that, but especially smaller servers or unadministrated ones don't seem to care a lot.

I personally dislike it heavily, given the advantages it gives that have already been explained by other people here - in the end I'd check the rules of the server you are intending to join and / or ask an admin there and go with the individual rules of the community you actually want to play with. For me, it's the same as cheating and always warrants a permanent ban.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We have added several easy sliders to customize different values in the game in 9.5, but "Harvest Rate" is not one of the options we'll offer as we feel that is not really working for Eco. You can already change the recipe costs, though.

22 Apr


20 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We have had a full cycle with lots of server performance profiling and optimization and several notable improvements to garbage collection on the client, so I hope your experience in 9.5 will be better. In general it would help, if people with such issues would join our playtests, as only there we have the realistic chance to get profiling dumps from the affected players directly, as by now the amount of people with issues even on playtest has decreased a lot and the performance issues are no longer as widespread and obvious as they certainly were before.

Playtest for 9.5 will unfortunately end in the next two weeks and 9.5 is now locked down, but given the good experiences we had to use live data and optimization on this playtest, we will certainly repeat that for 9.6