Medieval Dynasty

Medieval Dynasty

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rotating Doors in Multiplayer
We have a lot of bugging doors since last update on client side. 2 Players joined the game both have it. One building is the Sewing shop III and the other is the Workshop III. Also the Food storage was once affected.
Last edited by FriendlyX; 3 May @ 11:49pm
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Showing 1-9 of 9 comments
nobody else has this problem?
*Morri* 7 May @ 3:17pm 
If you mean with rotating doors that the door looks like it's pasted halfway into the wall, then i've seen it reported before. But before the last update.
That was passed down to the devs already.

If that's not what you mean, then a picture or a little video of what they are seeing would be handy.
Bickie 20 May @ 5:02am 
We sometimes get a door spawning in the wrong place, just slightly offset from where it should be making it awkward to get into the building. Usually a food storage building but not always.

Other times there is a constantly squeaking door but usually only 1 person can hear/see it. The building varies but usually a house.

I'm not the host for my group but logging out seems to solve the squeaky door issue sometimes.
Last edited by Bickie; 20 May @ 5:03am
*Morri* 20 May @ 8:47am 
Hopefully fixed in the next update.
Smuggl 28 Jun @ 1:49am 
There are numerous other synchronization issues between host and clients, not just misplaced doors.
This is the reason my wife and I stopped playing MD. :(
Buildings: When someone (host or client) places a building, some blueprint pieces appear in the wrong place for the client, preventing the client from completing the building.
Fences: When someone places a fence, the small markers remain visible to the client, even after the fence is completed or removed.
Management: Only the host sees the correct statistics and messages! The client's display is always(!) incorrect or incomplete. For the client Micromanagement is therefore impossible and frustrating.
Unlocking recipes: When a player unlocks new recipes in the technology tree, this is not displayed correctly for other players. They have to open and close the technology tree several times for it to update.
Transparent NPCs: It often happens that NPCs are transparent to the client. The client has to leave the session and reconnect. Annoying!

When you have a larger settlement, the game becomes choppy and slow for the client at a certain point. The NPCs slide while lying down. or sitting through the village, hanging in the air, etc.

I think the multiplayer mode urgently needs a rework. Away from this invitation code nonsense, which requires many players to make unnecessary detours via the internet, even though they're physically in the same room and connected to the same network. Direct LAN connection is the keyword. Or even better: Dedicated Server.
*Morri* 28 Jun @ 2:29am 
@ Smuggi, some of the ones you mention seems to have been fixed in the update last week according to the patch notes: https://steamhost.cn/steamcommunity_com/ogg/1129580/announcements/detail/605284704070926484
Smuggl 28 Jun @ 8:52am 
@Morri, thanks for the heads up, but we're running the latest update (including file verification), and none of the issues I mentioned have been fixed, obviously. And I did read through the patch notes several times and I don't see any of the issues listed as "fixed" ... so, "seems" might be correct.
*Morri* 28 Jun @ 9:09am 
Originally posted by Smuggl:
@Morri, thanks for the heads up, but we're running the latest update (including file verification), and none of the issues I mentioned have been fixed, obviously. And I did read through the patch notes several times and I don't see any of the issues listed as "fixed" ... so, "seems" might be correct.
Ah, it mentioned issues with fences placed in co-op and modules not being visible, so I was hoping at least those would fix part of your issues. :-(
Will pass it onto the devs.
Smuggl 28 Jun @ 2:33pm 
Originally posted by *Morri*:
Ah, it mentioned issues with fences placed in co-op and modules not being visible, so I was hoping at least those would fix part of your issues. :-(
Will pass it onto the devs.

@Morri, thanks a million, very much appreciated!

The fence related issue mentioned in the Patch Notes refers to quick build mode, which we never use :)
Last edited by Smuggl; 28 Jun @ 2:39pm
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