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Another big thing is that the game is no longer in Early Access. When the game was first released, it came with only a small selection of mods. In the time since, the team has been adding new plugins and doing a lot of development work. The team also received enough feedback to make some changes and fixes to the game. Updating the game to v0.0.3 is going to be a lot like updating any other mod you might have, except that it's a lot more than just downloading a new mod. With this update, you'll be able to download the latest mods and patches, which will make your game as up to date as it can be. However, there will still be some mods that won't work at all, especially if they were customized in the v0.0.1 patch.
The first big addition is the new engine. Going Medieval uses the BepInEx engine, which is derived from the BepIn project that's been open source for a long time. It's free, it's cross-platform, and it supports more than one game (including Minecraft*). The Going Medieval engine is a direct port of the BepIn engine, with a few exceptions, as it was most likely working for the team while making the game already. This means that all of the existing plugins and patches will be compatible with this newest version of Going Medieval.
Going Medieval is still an Early Access game, which means you can expect a lot of development work to continue. We'll be releasing a lot of updates as time goes by, but this one is bigger and more important than usual. We're really excited to show you what we've been working on here, and we hope that you're ready to try it out.
*In Minecraft, mods add different abilities to the game. For example, adding an extra item to craft, or a way to create a new block. Minecraft* is not a game that's designed to be played with mods, though. It's designed to be played by itself, and mods can make the game harder or easier, but they add a level of complexity that could put off a new player. It's something that we hope that the Going Medieval team can help to address in the future.
So, what is its big news? Some of you may have noticed that we've been showing off some of the new features of Medieval Engineers in a series of videos on our YouTube channel . This one covers something else of import:
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One of the drawbacks to this approach was that we needed to recompile every time we made even a small change to the code. This slowed everything else we were doing down and because we couldn't always have someone waiting for the application to finish building. 827ec27edc