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Maintenance Update 11.1.3 released!
[ 2024-12-04 12:52:02 CET ] [ Original post ]
Hey Citizens, we have just released Maintenance Update 11.1.3 with the following changes:
Civics:
- Fixed: Using a federation claim stake within a child settlement and setting the deed to cultural would wrongly prompt a warning about the deed not being attached to the settlement foundation.
- Fixed: Contracts containing specific types of clauses could be edited by unauthorized citizens.
- Fixed: The law trigger "Place or Pick Up Object" would trigger the set effects multiple times instead of once.
- Fixed: Rents using dynamic value for their calculation didn't function and always charged 0.
- Fixed: The law action "Ignore Auth" wasn't working when the target to ignore auth for was wood pulp.
- Fixed: The law trigger "Receive Government Funds" watched for users of an account instead of its managers.
- Fixed: Contracts requiring tools to be put somewhere or be transported didn't function.
- Fixed: When deleting a draft settlement, the treasury would not be deleted or moved to the parent settlement but become orphaned instead, visible to everyone with a treasury access.
- Fixed: When a law that contains "Ignore Auth" was present, players could also take out claims from the foundation, no matter if the law covered that case or not.
- Fixed: Leaving citizenship of a town in draft led to an RPC error.
Interaction:
- Improved: All benches and couches can now be used by multiple players.
- Fixed: Moving a picture or painting to a different inventory slot would turn it into a generic, unusable item.
- Fixed: The consolidate button would merge claim papers and stakes from different settlements together.
- Fixed: Annexation didn't consider items stored in vehicles and presented an error when the required amount of items wasn't present in a storage object.
- Fixed: Automatic storage linking didn't work when the deed owner is a title.
- Fixed: After every interaction with a vehicle, for a short moment the text "%WornParts%" flickered up.
Gameplay:
- Fixed: Objects with broken parts would have their parts repaired after being sold in a store.
- Fixed: Crafting projects consumed part durability in worktables even when paused.
- Fixed: When the tutorial was already completed on a server and a new server was joined, the tutorial did start again but could not be completed.
Miscellaneous:
- Improved: Vines will now spread more consistent.
- Fixed: When reconnecting one's avatar could sometimes display the inside of the face and show (partly) invisible for other players or show other oddities.
- Fixed: The "Game Speed" world setting option "Very Fast" set the "SkillCostMultiplier" to 2.5 instead of 0.25 and the option "Very Slow" set it to 1.25 instead of 2. This was wrong and lead to a extremely slower skill gain in the first case and a much faster skill gain the second. If you use either, please press ESC -> World Settings when playing on your world and change the setting to different one and back again to apply the correct values.
- Fixed: Sitting on an object where another player also sits and then standing up again would disable the exhaustion timer until reconnection to the server.
- Fixed: Marketplace items could be built without being limited by blueprint amount in offline mode.
- Fixed: The capitol object only available when settlements are disabled wouldn't uncover after ratification of the constitution.
- Fixed: An issue that can lead window shutters to be moved into the block they are supposed to cover.
UI:
- Improved: The "Annexation Details" in the popup showing after an annexation now sums up multiple payments of the same items to display them only once.
- Fixed: Clicking on the icon of an recipe did not select it.
- Fixed: The amount of users having a specific specialty would sometimes not display in the skills menu.
- Fixed: The notification appearing when one of the player's properties has a higher housing value than the current residence didn't correctly display the "Change Residency" button.
- Fixed: The message appearing when an election cannot be started due to invalid elements in the civic to be passed wrongly showed the invalid elements twice.
Server:
- Changed: The server now uses .NET Core 8, most .dll mods will need to be recompiled.
- Improved: The linux installation script now supports Alpine 3.17 - 3.19, Debian 12 and Ubuntu 24.04.
- Improved: The linux installation script now supports RHEL 8 and 9 based operating systems. (Thanks to @Oreloth)
- Fixed: Christmas skins weren't displayed when the holiday was active - also updated the Holiday.eco template to cover the christmas holiday dates for the next few years.
[ 2024-12-04 12:52:02 CET ] [ Original post ]
Eco
Strange Loop Games
Developer
Strange Loop Games
Publisher
2018-02-06
Release
Game News Posts:
193
🎹🖱️Keyboard + Mouse
Very Positive
(10235 reviews)
The Game includes VR Support
Enter the world of Eco, where you must team-up to build civilization and prevent a disaster, using resources from a fully simulated ecosystem, where your every action affects the lives of countless species.
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.
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.
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.
MINIMAL SETUP
- 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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