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Messages - Lurler

#46
=== CryoFall v0.27.x (Total Overhaul Update) ===

Major new features
   - Fishing
   - Electricity 2.0 system
   - S.H.I.E.L.D. system (PvP offline base protection)
   - Structures relocation
   - Massive inventory menu changes
   - Pragmium sensor
   - Item tooltip system
   - Mining drones
   - New character customization options
   - PvE tagging / object claiming
   - Tier 5 technologies are finally added into the game
   - New vehicle
   - New skills
   - Lots of new Steam achievements (more than 30 now!)
   - Full DirectX 10 support

   
Fishing
   - You can now build fishing rods and different types of bait and go fishing!
   - Different water bodies have different types of fish (e.g. lake fish is different from saltwater fish)
   - Different fish have different preferences for bait
   - The game will keep track of your records for size and length, so you can compete and improve your results
   - Fish can be turned into the fish fillet and used for various new cooking recipes
   - There are a total of 15 different fish species to catch!

Mining drones
   - When reaching Tier 3 you can now get access to industrial drones
   - After making "drone remote control" you can now control several drones and use them for mining
   - Drones can be used to quickly mine minerals or for collecting wood
   - This new feature is strongly recommended to all players as it eliminated grind at later levels of the game and enables you to successfully progress past Tier 3
   - Same as with pickaxes you can also obtain gold and gems when mining minerals with drones (depending on the Prospecting skill level). Also, you will receive learning points while drones are mining, and your Prospecting and Lumbering skills will increase the drones mining speed (same as with the axes/pickaxes)

S.H.I.E.L.D. system
   - S.H.I.E.L.D. system now allows you to protect your base while you are offline
   - S.H.I.E.L.D. can be recharged with electricity from the base electricity grid and enabled before you go offline
   - While under S.H.I.E.L.D. protection the base cannot be attacked or damaged in any way
   - Please note: S.H.I.E.L.D. system only applies to PvP servers (as it's not needed on PvE servers)
   
Structure relocation
   - You can now move any structure you've built previously around your base. You don't have to deconstruct it and build again
   - To move structures you can simply use your existing toolbox.
   - Some structures such as walls are immovable (for obvious reasons)
   
Inventory menu changes
   - Leg armor merged together with body armor into a single unified "armor" slot
   - Now you can equip up to 3 implants at the same time
   - Removed "Electricity" damage type from the game and inventory screen (as it was not being used)
   - Added "Explosives" damage type (and defense stats to armor)
   
Pragmium
   - New Pragmium SensorΓÇöyou can now use this sensor to actively search for large pragmium spires at long range. It works similarly to sonar, but instead of sound uses a psionic field to locate pragmium at large distances. This should make your pragmium hunting much less dependent on luck and more interesting!
   - Rebalanced pragmium placement in the wasteland to be better suited for the new way of searching with sensor
   - Increased pragmium spawn on the volcano

Item tooltip system
   - Armor, weapons, ammoΓÇöwill now display their detailed stats (e.g. damage, protection, etc.)
   - All consumables (including food and medical items) will now have effects listed in their tooltips
   - New hint system has been added to item tooltips. There are dozens of various hints to make you better understand how to use certain items
   - "Spoiled in" duration is now displayed in the item tooltip (the time is automatically recalculated when food is placed in a fridge)

Electricity 2.0 system
   - Each consumer/producer building now has activation (startup) and deactivation (shutdown) thresholds which can be configured
   - Thresholds are configured per building (in the existing UI block that is responsible for power on/off toggle)
   - You can now set up your energy system exactly how you want and ensure that your important structures will have priority when it comes to energy
   - Structures will now automatically turn on and off based on your configuration
   - In practical terms, all of the above means that your fridges will always have enough electricity now (given you've properly set up your grid with enough energy storage)

Electricity balance
   - Reduced electricity consumption for long-running structures such as fridges and lights
   - Bioreactor is now slightly more efficient, it can also be crafted without electronic components now, making it more accessible to T2 players
   - Building requirements for practically all electrical structures have been reduced making them more accessible
   - Recharging station now has 1:1 conversion of EU when charging
   - Oil cracking plant can be used to turn extra mineral oil into gasoline for increased energy yield
   
New character customization options
   - You can now change skin tone and hair color of your character
   - Character creation menu has been improved to make it easier to use and more clear
   - Some minor changes to character appearance (e.g. replacing one of the T-shirts, etc.)
   
PvE tagging / object claiming
   - Temporary tagging of objects and items on PvE servers have been added
   - When you interact with any object on PvE server it will be tagged for your exclusive use (or your party use)
   - This will prevent other players from stealing your loot, minerals, etc.
   - Boss event reward now also uses this system and loot is distributed fairly and locked for specific players or player parties. The game will rank players according to their contribution in the boss battle. Players that didn't actively participate in battle will be unable to steal loot earned by other players

DirectX 10 support
   - Now you can run CryoFall on the GPUs supporting DirectX 10 (Shader Model 4.0) or higher. The game no longer requires DX11 and you can run the game even on some old GPUs from 2007 as long as they have at least 512 MB of RAM (for better FPS you may need to reduce the graphics settings, especially the texture quality level)
   
Weapon balance
   - Completely reworked energy weapons (including their crafting recipes)
   - Energy pistol now functions similarly to the old energy rifle, while new laser rifle now fills the role of a long-range sniper rifle and also inflicts Dazed status effect
   - Plasma rifle has been buffed slightly
   - Flintlock pistol reloading is slightly longer now
   - Crafting recipe of almost all weapons is made cheaper
   - Formulated gunpowder (blue) is now much faster and cheaper to craft
   - Ammo which uses black powder is now slightly cheaper to craft

(end of part 1, part 2 below)
#47
Ideas and suggestions / Re: Pragmium Sensor
July 10, 2020, 10:11:16 PM
It's basically just a game of "warmer - colder" that parents play with their children. The closer you are the faster you receive the signal back! :)
#48
Ideas and suggestions / Re: Excess LP
July 09, 2020, 01:03:11 AM
Yeah, we definitely plan to have some way to convert excess LP to something useful, but not any time soon unfortunately, as we have to work on some other tasks first.
#49
Ideas and suggestions / Re: NE volcano
July 09, 2020, 01:01:36 AM
Yeah, it is one of the things in our plans to rebalance before full release of the update. It's something we will definitely work on shortly.
#50
Thanks for your feedback.
I will check to see if it's current balance fit with the game in its current state and if needed make adjustments.
#51
Ideas and suggestions / Re: more animals!
July 09, 2020, 12:57:33 AM
We have two new monsters in the works and after that - even more than that.
We are definitely planning to expand the numbers of different creatures you can encounter in the game!
#52
Game discussion / Re: A27 Gold
July 07, 2020, 07:47:58 AM
We have reduced gold requirements for several recipes, notably High Tech Components to make gold more accessible.
But we are still evaluating the balance. So any feedback is definitely appreciated.
#53
Game discussion / Re: A27 energy weopons
July 07, 2020, 03:54:04 AM
Yes, basically now laser pistol is the old laser rifle, that's correct :) But the balance is obviously changed.
The new rifle, however also has its role and that is - higher range, damage and armor penetration. It doesn't have as high DPS, but it has its uses.

Yes, HT components are now easier to craft, it requires less gold. And with the meteorite event (from previous version) the gold is also a bit more accessible. Other recipes have also been change. So in general I'd say HT components are at least twice as easy to get.

#54
Game discussion / Re: Cement
July 04, 2020, 10:34:40 PM
You would be happy to know that we DIDN'T EVEN TOUCH the cement! :)
Literally not even a bit.

We simply changed the numbers from 5->1 for one "unit" of cement and other values accordingly. Plus changed the stack size. So, the only change to cement was is that the stack size has now doubled and cement won't take as much space in the inventory anymore. That's the only change.

If it's still not clear what we did let me give you an example. In the past some structure required 50 cement to build, now it requires 10 (5 times less), same for making the cement (you got 5, now you get 1). So, we didn't change anything (AT ALL), but stack size :)


As for energy weapons and components - you shouldn't forget that the game has been rebalanced, so judging it based on previous values of things won't give you correct estimations of how expensive something is. Not only HT components are now much cheaper to craft, but even the resources needed to craft them are much more easily obtained now. Plus energy weapons are cheaper in general now, more in line with other weapons (when ammo is taken into account). So if anything, they are now EASIER to craft then before.

Don't look at numbers blindly, please try to actually play the game and see how it feels ;)
Because there are a lot of factors contributing to the game balance.
#55
Game discussion / Re: Fishing
July 04, 2020, 10:28:39 PM
Thank you Ultum and Caninicus for your continued feedback. We are still testing things in experimental and we might be open to change the balance a bit. Including the crafting of the first bait for fishing. But let's just see how it plays for a bit longer and gather a bit more feedback.
#56
Game discussion / Re: Fishing
June 30, 2020, 11:51:47 PM
Actually it's very easy to get the first bait. You can just kill crawlers on the mountains and get the meat from there. There are also other very easy monsters where you can get that meat from. So far we haven't really heard anyone having difficulties accessing it. Plus, currently everyone is rushing the fishing to try it out so it feels more difficult when it actually is, if you just play the game normally :)

Thanks for your feedback either way!
#57
Ideas and suggestions / Re: Skills discovered
June 30, 2020, 11:48:00 PM
Frankly I'm not sure if this is such a good idea. You would have 10 different skills that are unknown immediately when you start the game.
I think current discovery system works quite well.

But maybe you can make a mockup of how you want the system to look?
#58
Ideas and suggestions / Re: Tier 4 farming
June 26, 2020, 04:03:32 AM
That is an interesting idea. We will discuss it with the team :)
#59
Ideas and suggestions / Re: Mech (new funcions)
May 18, 2020, 11:47:47 PM
We have an interesting idea for a completely new way to farm resources. I don't know if we will be able to introduce it in the next update but it's definitely coming.

I'm sure you will like it.

After that we can reevaluate this idea with mechs again if need it still there.
#60
Thank you for the ideas.

I was actually also thinking about either force field or power armor or something similar, but we can't quite find the best approach to this yet. Currently there is just no way to balance this properly. It will either be too overpowered or too useless :)

I guess we need to add a few other things first to make combat more complex and not reliant of raw firepower first.