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Eco News

Update 9.7.8 released!

Hey Citizens,
we have just released Update 9.7.8, addressing several issues with mod support:

[h3]Civics:[/h3]
  • Fixed: Contracts would sometimes not pay the intended person, but someone totally unrelated.
  • Fixed: Contracts showed a button label that is only intended to be visible for developers.


[h3]Server:[/h3]
  • Improved: Mod files exceeding 32 MB are now supported.
  • Fixed: Large data transfers for mod downloads could make the server unresponsive and increase the time needed for players joining massively.
  • Fixed: Joining players' mod downloads could lead to lags for all other players on the server.
  • Fixed: An issue that could lead to players joining a server only seeing a black screen, being unable to play.


[h3]Miscellaneous:[/h3]
  • Fixed: A cause for random crashes that some players experienced.

Road Map to Update 10

Hello Eco Citizens,
with 9.7 performance updates almost complete (one more big update for this version to come), the majority of the team is working on the long awaited ECO 10! We’re going to be doing little quality of life updates along the way, but have a deadline set of April 3rd for the start of public playtest for Update 10.

We’re going to be demoing the features as we build up to this launch with live streams, here’s the schedule, with each livestream from various Eco devs typically happening on Fridays at 21:00 CET / noon Pacific Time. You can watch the demos on Twitch, YouTube, Facebook or directly here on our Steam store page. We’ve put together a calendar you can sync with if you’d like to keep track of these, click here.

[h2]Schedule:[/h2]
[h3]Twitch Election Plugin – February 3rd[/h3]

We’re building a custom plugin for twitch that will let users cast votes in a streamer’s elections and view and interact in other ways with the game. Streamers are a huge part of the Eco community and we want to make some really interesting ways for them to interact with their audience and blend the barrier between creator and audience.

[h3]Avatars with Facial Animation via Webcam – February 17th[/h3]

We’ve got brand new upgraded avatars coming into the game, with much more expressive and customizable faces, hair, and clothes. On top of that we’ve got lip-syncing based on your microphone and facial animation based on your webcam (both optional of course). This means that as your avatar is giving a speech or interacting with others you’ll see the actual facial expression the real human player is making applied on your avatar. With the depth of role-playing we’re seeing in Eco and the potential for live events like town halls, campaign speeches, etc, we’re expecting this feature to add a ton of depth to your characters identity and how you connect with others.

[h3]Boats Demo – March 3rd[/h3]

The long awaited boats feature will be at last shipped in 10! We’ll be demoing all the new boats in the game, from row boats to industrial barges, and how they work. We’ll also show the other systems that support boats like new dock blocks, new placement systems, new swimming systems, etc.

[h3]User Pictures Demo – March 10th[/h3]

We’re adding the ability to take pictures of what you see in game, and then use that on the sign, as icons for your avatar, and much more. This will further connect our new avatar feature, allowing you to take a picture of your avatar and use that for your presentation to users in chat as well. It’ll also be a part of the new culture system we’re building, you’ll be able to make a museum of pictures from other players around the globe to create culture points for the new settlement system.

[h3]Render to Horizon Lodding Demo – March 17th [/h3]

With our performance upgrades for 9.7, the stage is introduce lods to render the landscape all the way out to the horizon, at 60fps on recommended hardware. You’ll be able to see the curvature of the world clearly, see distant cities and mountains, and really get a feeling for the scope of the world that’s being shared with everyone in it.

[h3]Settlements Demo – March 24th[/h3]

The new Settlements system will allow the creation of towns, countries, and federations. Towns contain multiple citizens, Countries contain multiple towns, and Federations (think United Nations) contain multiple countries. Each has their own overlapping governments, complete with laws, taxes, treasuries, etc. Each casts ‘influence’ based on their culture (another new system) where their laws apply. The property system will be completely transformed too, based on population rather than skill upgrades. This is going to be a giant change to the feel of the game and looking forward to community tests and feedback! We’re also keeping support for the old style without settlements, which players can disable in the server if they like.

These are the major feature demos, but on the other Fridays we’ll have livestreams showing other features, and a chance for feedback from players.

We’re all super excited to get this version of Eco out to you all, its going to be like a new game. We got a ton of work to do still, so back to it! See you soon.

- John K, CEO Strange Loop

Update 9.7.7 released!

Hey Citizens,
we have just released Update 9.7.7, please find the changelog below:

[h3]Civics:[/h3]
  • Fixed: A failed attempt to overthrow the constitution would nontheless lead to all laws on the server being removed and the web ui no longer displaying prior elections to some players.
  • Fixed: After a failed vote to ratify a constitution in some circumstances it was not possible to try to ratify another one.
  • Fixed: In specific circumstances it was possible to change demographics instantly without having permissions to do so.


[h3]Server[/h3]
  • Fixed: In some cases migration of a world from Update 9.1 could fail.
  • Fixed: Migration of a world from Update 9.5 could fail due to "ghost" districts that were not part of any district map.
  • Fixed: When placing unavailable technical items that can only be spawned by admins (accidentially), the server would crash and no longer boot. (These items are going to be removed from the list of spawnable items)
  • Fixed: An issue with LiteDB that could lead to corruption of the statistics database.


[h3]Miscellaneous[/h3]
  • Fixed: Some trees frequently had their cut logs being hard to target as their hitbox was offset.
  • Removed: Holiday theme for spruces, storage boxes and elks.

Update 9.7.6 released!

Hey Citizens,
we have just released Update 9.7.6 addressing a few issues that were reported with our last release:

[h3]UI[/h3]
  • Fixed: Some map icons didn't show their tooltips for some players.


[h3]World Objects[/h3]
  • Fixed: On migrated worlds some tree branches were displayed wrongly or missing.


[h3]Miscellaneous[/h3]
  • Fixed: In specific circumstances the tutorial could lead to a server crash.
  • Fixed: A very rare issue that could cause an invalid state in the savegame, leading to the server becoming unresponsible whenever someone tried to mine.

Performance Update 9.7.5 released! Happy Holidays!

Dear Eco Citizens,
we are happy to announce that Update 9.7.5, the second part of our 9.7 Performance Update series is now available. Thanks to our wonderful community, especially all players helping us with performance diagnostics and testing this release on official server White Tiger, we are confident that we were able to address most causes for FPS drops over time in Eco.

Starting with this update you should no longer need to restart the game after longer play sessions to restore your FPS. Naturally, our playtests cannot test every single possible hardware and settings configuration, so your feedback will be key going forward to fix any potentially remaining issues.

There will be a third update in the series expanding on the improvements already made in the new year and we'll soon be ready for more news on Update 10 as well. For now, all that is left for us to say is a big thank you from the whole Strange Loop Games team for your support during this year - we wish you and your families happy holidays and a healthy new year 2023!



[h3]Optimization - Client[/h3]
  • Fixed: Transforms update time (those updates happen for every position, rotation and scale change) increased over time and led to reduction of FPS during play sessions.
  • Fixed: Rendering time for minimap objects increased over time due to leaking graphics command buffers, which also led to reduction of FPS over time.
  • Improved: All trees were rewritten to optimize creation and rendering performance, got mesh based LOD (Level of Detail) and now use static meshes for rendering instead of animated skinned meshes, decreasing the rendering and chunk loading time.
  • Improved: In some cases repeating errors getting written to the log files in very high amounts could decrease performance, error logging has been limited so that this doesnt happen while preserving our ability to investigate and address them.


[h3]Optimization - Server[/h3]
  • Improved: Stockpiles were generating too many block updates, trying to set blocks of stockpiles that didn't change.
  • Improved: Introduced caching to some of the initially sent views, notably reduces lag when players join a server and the loading time for those players.
  • Improved: Client updates are now faster, objects that aren't visible to the player are no longer checked as often.
  • Improved: The network thread in some circumstances got overloaded, we moved some heavy work to a different thread, this notably reduces the amount of server lag (disconnect symbols) especially on bigger servers.
  • Improved: Sped up calculations for predators by searching for potential prey from their own collection, instead of a collection that contains all physical objects.


[h3]Civics[/h3]
  • Fixed: It was no longer possible to create civics before a constitution was passed and hence there was no way to pass a constitution with additional civics as a multi-election right from the start.
  • Fixed: Default demographics could be edited ingame.
  • Fixed: Laws would sometimes show a "Ignoring Trigger as that would result in a recursive law" message despite the law not being recursive and the action completing successfully.
  • Fixed: Hands were no longer available as a tool for civic triggers.
  • Fixed: Civics showed options related to an unreleased feature.
  • Fixed: Contracts no longer showed their description on the contract board.


[h3]UI[/h3]
  • Fixed: The skid steer could highlight itself as interactable when mounted.
  • Fixed: The improved highlighting for selected items during avatar creation didn't apply to all parts of the avatar.
  • Fixed: The claim highlights did not display white borders between deeds anymore.
  • Fixed: The claim highlights in some cases displayed a color that is different from the set one.
  • Fixed: The tooltip for "Citizen" didn't work correctly.
  • Fixed: The title of work orders in their tooltips could change to a generic name.
  • Fixed: The tooltip for titles displayed "Wages Source Bank Account" in the wrong color.
  • Fixed: The position of a player joining the server on the map could be displayed at 0,0 instead of the correct coordinates.
  • Fixed: The map UI could break, leading to the player only moving the icon layer when trying to move the whole map.
  • Fixed: Empty slots in the "public crafting stations" tab of the economy viewer wrongly showed a empty tooltip.
  • Fixed: The tooltip for an election ratifying a constitution didn't update the players eligibility to vote until a server restart.
  • Fixed: Depending on world size, the icons displayed on the minimap could be too big.


[h3]World Objects[/h3]
  • Fixed: Framed Glass windows that weren't connected to a different block had no collision.
  • Fixed: Redwood signs used the texture of saguaro wood.
  • Fixed: Shadow placement of glass with glass refraction setting turned on showed only a bright white block instead of the glass block.


[h3]Ecopedia[/h3]
  • Fixed: Ecopedia showed hidden items that are unavailable.
  • Fixed: Links in Ecopedia lost their color that hints at them being clickable.


[h3]Balance[/h3]
  • Changed: Copper plates now require a machinist table nearby to craft.


[h3]Miscellaneous[/h3]
  • Added: Holiday theme for spruces, storage boxes and elks.
  • Improved: Animal collision with players has temporarily been disabled until their AI is reworked.
  • Fixed: The message when hitting the shell of a tortoise with an arrow claimed it bounced off, dealing no damage despite it dealing reduced damage.
  • Fixed: Claim highlights on worlds with some specific sizes, such as 120x120, were showing misaligned. (This might need a new world to take effect)
  • Fixed: After reloading a chunk, fish could hover above blocks where players built structures over water.
  • Fixed: The candle in the starter camp disappeared when sleeping - but it's flame did not.
  • Fixed: The player avatar held their empty hands up in third person view after the player ate something.
  • Fixed: Multiple visual issues with animal movement when the player has high latency.
  • Fixed: Adding labour to crafting projects was sometimes not possible without restarting the project due to the players skills not being properly detected.
  • Fixed: Players could be locked in vehicles and on mountable objects by loosing authorization while mounted.


[h3]Server & Configs[/h3]
  • Added: The commands dealing with profiling, administrators, bans, whitelist and mutes can now be executed via RCON.
  • Added: A new system to automatically kick idle players always or just when the server capacity is occupied to a set percentage and someone tries to join. Idle players will receive a popup warning when they reached the set idle time threshold. Admins are exempt from idle kick.
  • Fixed: A rarely occuring issue that could lead to crashes and objects being removed at server start.


Difficulty.eco.template
  • Added: "SkillbookCraftCost" config variable, taking the values "Normal" and "Expensive" - the latter making the recipes for skillbooks harder, which was priorily part of the "EndgameCraftCost" setting.


Network.eco.template
  • Removed: The setting "MaxConnections" was removed as it was replaced by "DefaultSlots".


Users.eco.template
  • Added: "RequiredOccupancyBeforeAFKKick" config variable, taking a value between 0 and 100 to determine how full the server needs to be (when a maximum amount of slots is set) in percent for kicks for idling to be executed. If 0, idle players will always be kicked - that is also the default.
  • Added: "TimeRequiredForAFKMinutes" config variable, taking any value in minutes to determine how long a player needs to be inactive to be kicked. The default is 0, which disables the feature.
  • Changed: The setting "UsersWithReserverSlotsAtQueue" was renamed to "UsersWithReservedSlotsAtQueue" due to a typo.