SLG-Dennis

SLG-Dennis



28 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Inspektor: Make it cost some more and plant a tree in Amazonas dudes, that would be also some positive publicity..make a sale or 2 like some ppl mentioned.

That is already happening. 50% of the value of credit purchases will be given back to community and charity. We start with the server owner and charity getting a share. In the next months that will be expanded with modders whose mods are used on a server and influencers playing there and finally with the settlements that the purchaser is in. This can be seen in the publicly available playtest version you can already try out and the streams of the last months that showed it. The release notes for Update 11 will detail the whole functionality of the Mar... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Nightwalker: Like the backend and UI of an online marketplace? New systems to monitor servers and protect the paid assets?

It is already established that new game mechanics have been developed to accommodate the use of microtransactions.

Limited resources used up that didn't go into leaving Early Access.

Yes, of course. But those were done in conjunction with a full rewrite that was necessary anyway to provide better stability after the complaints around Update 10 in the future and to enable offline play (it's all the same services) - and they also save tons of running costs of the old inefficient systems as well. We can now handle server reports for any cases easily and were able to ma... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
Canning is one of multiple ideas we plan and work on, but not included in the goals for final release, but Updates thereafter. It hence neither requires art nor development resources at this time.

What I actually said is that the art team has higher capacity than the development one has and can work on each asset detached from related development processes that are naturally dependant on multiple work parts. The assets get plugged in once the development work finished. Programmers also regularly have to revisit finished work to fix issues, investigate complex individual problems (checking a performance dump from a player is done by a developer), offer technical answers for players and adjust implementations for new features, while the art team has no bigger continuous maintenance work to lift, but of course we sometimes do touchups on older textures and similar things. We hence have multiple assets for features coming later already made. I understand your reasoning for w... Read more
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Trading cosmetic materials and objects from the marketplace in stores and contracts is by default disabled, same for being able to build with or place them when you don't own them. Admins can optionally enable it on their own servers at their discretion.

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    SLG-Dennis on Steam Forums - Thread - Direct
As I mentioned in the parallel thread the only way for us to identify and fix such issues is by affected players providing the necessary data: https://steamcommunity.com/app/382310/discussions/0/4367998343679556088/

Same instructions as posted there apply, just reach out to that mail or join the discord an DM me there. You'll need to play on the playtest build and provide the data listed in that thread.
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by kuhhnt: Basically same specs. 5950X, 3090 FTW3, 64gb ram. Installed on NVME SSD. Running at 3840x1600 instead, hardware capped max frame rate at 120fps. I get anywhere from 20mins, to an hour or so, before the game starts taking a massive dump. Today specifically, noticed at launch, ~5-6gb ram use. When the slowdowns were happening, ~8-10gb of ram being used. Weirdly, and repeatably, the frame drops are most prominent when I turn to face east. Facing west, it'll shoot up to the 120fps cap, turn south, and it drops to 65fps, turn north, and it was ~45fps, turn east, and it tanked to 12fps.

See my prior post in this thread. We currently have the Update 11 playtest running (branch so_playtest inste... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by ₦Ø₮ⱤɆⱠ₳ӾɆD: and their latest butchered roadmap.
https://play.eco/updates/operations

There is a misunderstanding here I want to clear up: The roadmap is still identical to the one before - but the active hover feature doesn't work anymore code-wise since we had to make changes to accomodate the completely new backend services that allow us to support offline play and are a feature of this Update. We are working on a new website for the new services... Read more

27 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Yes, via the dressing table. Clothing options are tied to game progression and professions.
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    SLG-Dennis on Steam Forums - Thread - Direct
The game worlds are saved in the Storage folder (Path: /Steam/steamapps/common/Eco/Eco_Data/Server/), your configs in the Configs folder at the same place. That's all you need to copy to continue the world as it was.

26 Jul

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Hello Eco Citizens,
our next release date has been set: Eco 11 will launch August 15th!

We’ve been hard at work on the road to Eco 1.0 and exiting Early Access, and this is a big step there. Feature list will be:

Adobe Blockset A new tier-1 blockset (pushing Hewn Logs/Mortared Stone to tier 2) that’s much easier to build, giving a faster start to the game.


Painting You can now mix paints and paint your constructions with a variety of tools.



Culture for Architecture We’ve added a new source for culture: Architecture! Creative and beautiful buildings can now earn culture and will give housin... Read more
Post
Hello Eco Citizens,
our next release date has been set: Eco 11 will launch August 15th!

We’ve been hard at work on the road to Eco 1.0 and exiting Early Access, and this is a big step there. Feature list will be:

Adobe Blockset A new tier-1 blockset (pushing Hewn Logs/Mortared Stone to tier 2) that’s much easier to build, giving a faster start to the game.


Painting You can now mix paints and paint your constructions with a variety of tools.



Culture for Architecture We’ve added a new source for culture: Architecture! Creative and beautiful buildings can now earn culture and will give housing benefits o... Read more

20 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
They need to join the settlement at its foundation or be annexed into it.

18 Jul

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Originally posted by DarkMukke

In the official WhiteCheetah speedrun, Trooper found a trick that when you stand on a boat and fish, and spin circles fast, the line would automatically get closer to you and you could just pickup the fish from the water ( if you caught one ) no need to reel anything in. I wonder if that still works.

Good to know.

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Nice job, might want to put that somewhere on the wiki when it's final, so it's easier to find.


17 Jul

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Yes, three options:

  1. You get claim stakes and papers from a town, country or federation to use within it.
  2. You get homestead support papers from a town, country or federation to use outside of them.
  3. If you're playing a local game, you can set the difficulty to the default recommended "No Collaboration" and will receive claim stakes (usable outside of settlements) and claim papers (usable in- and outside of settlements) when reading skill scrolls, like in Update 9.

12 Jul


10 Jul

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Originally posted by SomePerson225

Its always good to leave the option for players, even if its a legacy setting

Unfortunately not, as those two systems are very different and could require massive maintenance amount to keep both working over longer timeframes - for a system that is not used by any notable amount of players anymore and is simply outdated, as Eco has developed further. As such it became legacy and once problems with it appear, those simply might no longer be addressed when that wouldn't make any sense resource wise and the system removed when the issues become too much or the old system inhibits ability to develop other things.

Options always increase complexity in development and tax development and qa resources, hence decisions for settings need to take into account the debt created through these. We'd always rather use our resources for development of our roadmap than trying to figure out why something doesn't work in a discontinued old system that barely anyone uses and noone in the team actively works with anymore.

In the end this is not just a small setti...

Read more

09 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Since Update 10 building in deep ocean is no longer possible, you can change that via setting in Difficulty.eco: "AllowDeepOceanBuilding": true,
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The options that config variable takes are:

  • None — No logging and no notification is given.
  • LogFile — Log to file.
  • LogFileAndNotifyAdmins — Log to file and notifies the all admins connected to the server.
  • LogFileAndNotifyEveryone — Log to file and notifies the all users connected to the server.