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Messages - Lurler

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Ideas and suggestions / Re: Thoughts on turrets
« on: Yesterday at 05:56:16 am »
Thanks for sharing!
As I mentioned in Discord - some are very good points and we will go back to this list when we are adding the turrets into the game :)

News and Updates / CryoFall - Patch notes v0.18.x (Modding Update)
« on: Yesterday at 05:44:12 am »
New CryoFall update is finally live now!

We are looking forward to your YouTube videos and specifically let's plays as well as Twitch streams!

Don't forget to join and follow our social channels and websites:
   - Discord server:
   - Forums: (this forum)
   - Reddit:
   - Twitter list:
   - Official website:
   - Development blog:

Now, without further ado, let's see what's new in this version.

=== CryoFall v0.18.0 (experimental/testing branch) ===

Major new features:
   - Full modding support added - see modding section below (but we will continue working on that to add a few more features)
New content:
   - Environmental Psi and Heat status effects (and corresponding resistance effects)
   - Water Still as a low level alternative to the well
   - Resonance Bomb specifically designed against wall spamming
   - New ammo types: 12ga buck shot, 12ga salt charge, 10mm blank ammo
   - T4 walls and floor (concrete)
   - Laser rapier (energy based melee weapon)
   - Pragmium armor (and new T4 Defense technology group)
   - New monsters: snake (3 versions depending on biome)
   - New decorative objects that can be built by player
   - New character face elements (for both genders)
   - Machine pistol (new automatic weapon for 8mm ammo)
   - New status effect: "well fed" which will be added after eating certain complex dishes such as stew
   - New quests & changes to existing quests
   - New interactive world objects (lava fissures)
   - Multitude of new items: purple gem, new medicines, generic items, etc.
   - New implant: Healing gland (grants improved regeneration)
   - Many new sounds (tropical biome ambients, pragmium source "earthquake", locked container looting, corpse looting, bag open/close, fertilizer application sound, energy impact sounds, etc.)

Changes & improvements:
   - Melee weapons can now use energy if needed (first of such weapons is laser rapier)
   - All technology groups are now separated into "Primary" and "Specialization" to make it clear which are more important
   - Oil and Lithium sources now deplete and respawn in the world. This prevents any single group from controlling them indefinitely. They can also be destroyed with explosives
   - Slightly increased LP gain rate (approx +10%) to make progression in the game faster
   - Most of the empty nodes were removed from technology trees
   - Most weapons & ammo have been rebalanced (including range), but we will continue working on it in the upcoming patches as well
   - Map has been updated and expanded slightly (big new base in the top righ corner)
   - New shortcut: Alt+RMB on item to drop it, Alt+Ctrl+RMB to drop only single item from the stack (we kept Alt+LMB to use/eat an item)
   - Server will now notify you 10 seconds prior to the world snapshot saving
   - Healthbars for damaged buildings and world objects now have enforced visibility for 30 seconds when the object was damaged/repaired recently (not depending on the distance or Alt key holding)
   - Increased nicknames size (to make it easier to read)
   - Added fullscreen post-effects for Pain and Drunk status effects (as well as new Psi/Heat status effects)
   - Improved active interaction progress indicator (hold RMB)
   - Improved sounds and notifications for items dropped to the ground
   - Improved console suggestions/autocomplete UI
Technical improvements:
   - Much faster multithreaded world snapshot saving and much less noticeable saving-induced connection hiccup (usually less than one second)
   - Updated to NoesisGUI 2.2 (performance, stability and UI API improvements)
   - Refactored network library to ensure that the game server can handle hundreds of players online using practically any decent hardware
   - Much faster world map loading (map screen)
   - Faster initial scripts compilation and game launch thanks to optimizations in virtual file system implementation
   - Faster scripts compilation for subsequent compilations by reusing cached data from the previous compilation
   - Server autosave system moved to scripting and fully accessible (not hardcoded in the engine anymore)

   - Gameplay music wasn't playing under certain conditions
   - Tropical boar had no sound effects
   - "Cook any food" quest task was not counted when the item was used directly from the output container of a manufacturer object (such as a campfire)
   - Console command /tp should not perform physics check before teleportation for spectators
   - Incorrect armor sprite location when equipping the armor for the first time
   - Server welcome message should appear only after the loading splash screen is hidden
   - Fixed a bug when a new selected weapon starts firing when it was selected right after another weapon was broken during firing (thanks @Kraker)
Official modding support:
   - CryoFall Modding SDK for Visual Studio 2017 is available at
   - Custom project system SDK is distributed together with the game
   - You can find batch .CPK/.MPK extraction script right next to Core.cpk file. It will help with converting the game into the unpacked version required for modding
   - Debugger/Watches works properly now allowing you to browse game object properties and other information which was previously not available
   - Reflection API usage to make method calls or gather arbitrary type info is strictly forbidden to prevent security exploits. The scripts compiler will ensure these methods could not be called
   - C# dynamic keyword is forbidden to prevent security exploits
   - Mini performance profiler for your scripts (see "ScriptPerformanceMeasurementS ection" api)
   - Added support for async remote procedures returning Task<T>
   - SpriteRenderer API improvements
   - Scripting API improvements regarding Vectors - you can now use C# 7 tuples without the need to specify the exact vector type (it's automatically inferred)

   - This is a public test version of A18. The server which is hosting this version will removed with the full A18 release and all previous game servers will be wiped as usual when we updated to the final A18 release.

Game discussion / Re: Raiding questions.
« on: January 14, 2019, 09:31:02 pm »
1. Dear Devs, is there a vision/concept how raiding should play out in the finished project? What benefits should the player get by doing it?
Frankly, it's not something we can answer definitively :)
We have our rough vision and requirements that we want to fulfill, e.g. we don't want people raiding noobs, instead we want high-level players to engage in fighting over points of control.
But how exactly all is going to work together - no one knows, we just implement incremental changes and react accordingly.
In one of the next updates we are going to add automated turrets which will offer active defenses to your bases. And there are many other changes.

2. In the current state, raiding is not cost-effective, mostly due to the fact, that when you have breached several wall rings, you still need to destroy caches with bombs, one of the most expensive items in the game. Am I missing something here? Is this intended? (I tried pickaxe/axe, but the damage was abysmal, could take years to destroy even wood chests)
When the are other planned parts of defense/attack will be in place we will significantly reduce HP of chests or even make them unlocked again.
As I mentioned - this is iterative process and we will be changing stuff along as we add more.

3. Will the bombs stay that expensive relative to the other items?
Yes. We don't want people attacking everything left and right :)
Our vision is to create a game that is more than just ducking it out between each other. We want many different types of creative cooperation to be possible.

Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 01:24:53 am »
We do have some ideas how to balance travel in a reasonable and interesting manner. For example: for vehicles you will need fuel which would be quite expensive, but offer you the convenience of fast travel as for teleport we are considering only making it possible to teleport completely naked, so if you want to transport resources you would still have to travel normally.

Ideas and suggestions / Re: My Ideas
« on: January 09, 2019, 02:25:02 am »
Thank you for your suggestions! :)
Let me reply to each.

1. At the moment my greatest wish is to reduce the long walking, even more if you plan to make the map even bigger.
I know something like teleporters are planned and I look forward to them. But they may be something of a late-game feature right?
Another idea for this: Something like a bike, which gives running speed 4x.
Yes, as you said - teleportation is planned in the future.
And we do also plan to add some for of vehicles.
But it's not as easy as it seems as the game is in 3/4 2D view which makes rotation very difficult.
So we will introduce such features a bit later.

2. A pump with a higher throughput than the current well, tier 2/3, higher building costs.
Yes, when we add electricity in the game we will also add water pumps to make water acquisition easier.
And in the next update we also added even lower tier of cheap water collector.

3. All shots from firearms should be tracer rounds if technical feasible, so you get instant feedback where you shoot. If they are hitscan, an instant line would be ok.
We are currently experimenting with it.
Hopefully we can add it relatively soon.

4. Recycling (tech and building)
You can put any intermediate product in and it will give you a part of the original ingridients back.
Unfortunately it is not possible as there is no single recipe for each item. Plus it would remove currently quite effective resource sink and would make it a game of hoarding :)
Even if players don't like resource sinks it actually makes for a much better game if you look at a broader picture.

Mods / Re: Infection Mod
« on: January 02, 2019, 05:00:31 am »
Looks great! This would certainly be a good addition either by itself for a more hardcore server or as a part of larger mod pack focused on survival.

Servers / Re: How to configure the local server?
« on: December 17, 2018, 09:31:23 pm »
Would it be possible to make a setup video that shows us how to host a server?
You can join our discord and people there will be happy to help you with configuration. It's not that difficult actually.

Ideas and suggestions / Re: List of ideas.
« on: December 17, 2018, 09:28:44 pm »
I remember writing about not being able to claim someones land and that a lot of people left after they realised this. Looks like it's even worse now - 96 slot safe space storage - are you kidding?
You have to remember that it is still alpha and we are working on other things at the moment.
We have technical requirements that must be fulfilled first, before we go back to working on game features and content again.
A17 was purely content focused. A18 is a technical update (modding, localization).

I'm not trying to mock anyone here, but I read this whole document and realised that everything was written 2 months ago - even suggestions are the same. I really want this game to succeed, but I cannot do anything for it.
Changes take time. And there are essentially just two people working on the code. You can't expect things to magically change overnight.
We are doing our best, but it still takes time. So, please just be patient and all of the things you mentioned will be addressed :)

Ideas and suggestions / Re: List of ideas.
« on: December 16, 2018, 09:57:38 pm »
Dear devs, if you actually consider these ..."solutions" good, I seriously fear for the future of this game.
I will say this - we read all ideas and suggestions very carefully. We might agree with some, while disagreeing with others.
But what's important - we see how people think and what people find important. This is the key. Not what people SAY we should do, but what people report as having to be changed/added/removed.
And then we make our own decisions based on all information we have: our own statistics and mathematical models, player feedback through our own lens of understanding, our long term plants on features and content implemented, etc.
We never implement anything as suggested as-is, but we also never ignore the feedback :)

So, to all: please keep the feedback coming. It's very useful to us in helping understand what's important to the players and seeing if our own assumptions are correct.

Ideas and suggestions / Re: List of ideas.
« on: December 11, 2018, 03:14:02 am »
Thank you for taking time to write such a detailed list of suggestions.
I've read the document several times and I agree that most of these are very on point.
Some of the things we are already planning, such as making the oil and Li deposits respawnable and depletable.
I also made some changes to a few other things such as skills - now the final skill level decreases number of hits needed to mine/chop by one.
I unfortunately can't commend on each individual point you mentioned, but I've added a good few of them in my todo list and implemented some of them already.

Bug reports / Re: Large Fridge
« on: December 09, 2018, 10:06:29 pm »
Hm, okay. That's VERY strange. We will investigate more thoroughly.

Servers / Re: How to configure the local server?
« on: December 09, 2018, 10:05:32 pm »
Server setup guide can be found here

As for changing some game mechanics, it is as @PanBanan said, you can create a simple mod that overrides those values or adds new implementations to certain things.

Bug reports / Re: Large Fridge
« on: December 07, 2018, 03:33:15 am »
Mmmm, are you sure you are using the left mouse button? I just tried and it works fine.

Bug reports / Re: Large Fridge
« on: December 06, 2018, 09:51:07 pm »
Um... what?

« on: December 06, 2018, 09:50:55 pm »
It's sound really stupid to make a turrets that defend your land and then punish more someone who try to raid you... Really stupid idea... It would really kill the game idea of pvp and raid.
Adding active defenses (e.g. turrets) would allow to us to make defensive structures weaker (walls), to make it easier to raid.
You just need to look at the whole picture and make appropriate balance changes to all aspects of raiding, rather than just adding a single feature without changing the rest.

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