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Messages - Lurler

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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.

« on: December 05, 2018, 10:44:04 pm »
but if you die on someone elses land claim, maybe some punishment could be in order.
Normally you are never on someone else's land claim as they usually build walls right to the edge. It is not a reliable determining factor.

« on: December 05, 2018, 09:31:41 pm »
It's quite easy to make dying more painfull, for example you are losing some of your skill points. Not technologies. Skillpoints. So despite losing LP and EQ on death you may also lose some experience in skills ;) Also it would be great to add longer respawn, so you can't gear up again so fast and get back to raid'ing.
The problem with that - it would mostly punish noobs. Just imagine you just joined the game and happily strolling around in the forest killing chickens, you just unlocked couple of skills and enjoying the game. Then some a-hole comes along and kills you with a plasma rifle. Then you lose all of your items, skills and LP. Not a particularly happy experience. Hence we don't want to introduce elements that are too punishing. It's already enough that you lose all items.

« on: December 05, 2018, 03:22:21 am »
Yes, this is a bit of complex topic. We have some ideas, but none of them are ideal solutions.
What would you suggest, though?

Help section / Re: CryoFall - General FAQ
« on: December 05, 2018, 03:20:50 am »
Thanks! I updated the post to include additional information. I will add a bit more later, as I didn't answer everything yet. And I'm sure there are more questions too.

« on: December 04, 2018, 11:39:26 pm »
I really like these ideas. We obviously thought about adding mines into the game and in fact we already have sprites for them. So we were planning to add them most likely in A19. But the traps idea is very good! We will most likely add them as a universal system: both traps and mines. Though, we will make them single-use. So you have to plant them again after they have been used and restrict their usage only on your land claim.

As for turrets - that too, we have them in the plans, but it's much more difficult to do because they need to be animated and have their own AI. But we absolutely want to add them later.

Smoke grenades are a great idea as well. Though, we will probably separate that into normal smoke grenades like CS:GO and toxic smoke grenades that will do what you described.

Anyway, really appreciate you taking time to post it! We are certainly going to add all of that! :)

Help section / Re: Where did the servers go?
« on: December 04, 2018, 09:47:13 pm »
Just in case someone else has the same issue - you need to update the client to the latest version as there was protocol change.

News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« on: November 23, 2018, 02:24:45 am »
=== CryoFall v0.17.5 (patch) ===

New features:
   - All floor tiles now offer movement speed boost (same boost for all floor kinds)
   - Added texture/sprite quality setting
   - Added rendering options for low-performance machines (you can downscale rendering area to improve performance)
   - Added automatic VRAM evaluation for newer machines and automatic optimizations
   - Added VRAM usage measurement and a performance advice when it's too high (Windows 10 only)

   - Improved sign text editor (matches precisely the actual sign text layout so it's easier to preview)
   - Improved handling of game servers list (less memory and CPU usage)
   - Improved textures streaming and related memory allocations
   - Significantly improved lighting (light sources) rendering performance
   - Now it is not possible to exploit food quality by starting crafting and then canceling the recipe
   - Fixed rare bug with server desync in case it was inaccessible for a few seconds due to the network issues (Vultr datacenter problems we had in Frankfurt)
   - Fixed ATP energy extractor implant not working under certain circumstances
   - Fixed toolbar item action (which should not be happening) starting even when you hold another item in your mouse

News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« on: November 16, 2018, 08:11:19 am »
=== CryoFall v0.17.4 (patch) ===

New features:
   - Moderation tools (white list, black list, kick, ban, etc.). Currently only server console commands (see /help).

   - Chests in radtowns now take a couple of seconds to open to prevent abuse of the spawned resources there.
   - Adjusted spawn density in radtowns and increased chance for better chests to spawn (generally you will find better loot there now).
   - All cybernetic implants now have doubled lifetime and durability
   - Improved droplist item spawn algorithm in cases when a probability multiplier is used
   - Not fully grown trees will now give much less resources when destroyed
   - Colliders for mineral objects.
   - Double spawn issue on server reboot (trees spawned on top of rocks, etc)
   - Some small zone issues for the world map (will be available in the next major release as the map is already created for the current version)
   - Object deconstruction by another player (there was was playing no sound)
   - Vertical walls prevented construction of doors above them due to physics collision (thanks @Dekasto)
   - Certain other small issues and bugs
   - Issues with looting animals when they are behind other world objects, such as plants (thanks @Kawasoe)
   - Charred ground prevented mineral respawn (thanks @Kawasoe)
   - Fuel being used even if the crafting is stuck due lack of space in the output (thanks @Kawasoe)
   - In-game timer display issues (e.g. briefly displaying 60 minutes rather then switching to next hour)
   - Server players_max_count config is now properly taken into account
   - Split item stacks with food didn't immediately display their freshness level (thanks @Kawasoe)
   - Issue with filled water bottles disappearing if you don't have space in inventory to put them after filling (thanks @General Jeevicus)

Mods / Re: Fast local message
« on: November 15, 2018, 02:50:48 am »
Good job! This looks quite useful! :)

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