Hey Citizens, we have just released Update 9.6.1 that includes some key fixes and polish to new features, as well as a built-in sign for the shop cart to display text to potential customers. It has been great hearing feedback from the community on all the new changes, and we are committed to frequent updates as we work towards our next major release! Note: As part of a migration fix for this update, servers that have been created since the release of Update 9.6 with laws that reference the abandoned demographic will need to revise these laws to make sure the demographic is correctly set to "abandoned" - it is possible that laws that were intended to target abandoned citizens will affect active players otherwise!
Avatar:
- Fixed: The avatar would get stuck with their arms outstretched after dismounting from carts
- Fixed: It was possible to move others avatar by running into them
- Fixed: Tools would sometimes have an incorrect position on the backpack in third person
Graphics:
- Fixed: Plants & foliage could appear to vanish when turning around in an area
- Fixed: Plants would sometimes fail to render and would only show outline when targeted by a tool
- Fixed: Changing the Shadow Quality could break how water appeared
Food:
- Fixed: Bowls and plates would be missing when eating food with the right mouse button
- Fixed: Eating sounds would not play after the first time when using the right mouse button
- Fixed: Rice and Camas Bulb were not displaying properly when held and during eating animations
- Fixed: Charred Heart of Palm was missing in third person view
Vehicles:
- The Shop Cart now has a built-in sign to display text (only one side for now)
- Fixed: Vehicles would tend to teleport themselves into an unreachable location
Misc:
- Fixed: Work Parties that involved tagged ingredients would crash the server upon restart If they were left partially finished
- Fixed: Worlds that migrated to 9.6 which had civics that referenced the Abandoned demographic would have this demographic changed to the Long-Term demographic
- Fixed: Chat Zen mode would sometimes still show the background when hovering the mouse between tabs
- Fixed: Unneeded debug logs removed from the ModKit
[ 2022-09-02 19:01:24 CET ] [ Original post ]
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.
A world-survival game
Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
- Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
- Create a player-run government to make decisions as a group, proposing and voting on laws
- Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
- Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
- Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
- A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.
- Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
- Storage: 2 GB available space
- Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 2 GB available space
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