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News and Updates / CryoFall - Patch notes v0.15.x (Explosives Update)
« on: August 06, 2018, 01:47:38 am »
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 v0.15.2 ===

Major new features:
   - New boreal forest biome with all new vegetation, monsters and resources!
   - Explosives! For now we have added bombs specifically designed for raiding, but we will introduce more explosives (and new wall types) in the next update.
   - Ambient sound system (game environment now feels much more alive!).
   - New monsters: bear, pangolin, crawler, hyena
   - New skills: learning, crafting
   - New loading and splash screens. Looks much better, right? ;)
   - New weapons and related items: .300 heavy rifle, machinegun and .300 ammo.
   - New structure: fermenting barrel to produce alcohol.
   - New sound effects for new and existing game content and features.
   - New night vision helmet with green night vision effect.
   - Completely new visuals for all trees, bushes and mushrooms in the temperate biome.
   - Hammers have been replaced with toolboxes. Now it makes a bit more sense :)
   - New droplist system - now you can be sure that loot in radtowns will be more consistent.
   - New structure: bed.
   - New bricks floor (brick wall will come later too).
   - New coal mineral node that can be found in boreal biome.
   - New tech groups: offense 3, offense 4 and recreation.
   - New glow in the dark mushrooms (don't eat them ;) ).
   - New frame limit option: screen refresh rate.
   - FMOD integration - much better sound engine which will also allow us to use DSP effects in the future (such as echo, reverberation in caves, etc.).

   - Significant balance changes to many aspects of the game.
   - World object spawning now uses local density which drastically improves spawn consistency and ensure no resources will be depleted even if they're mined regularly.
   - Respawn algorithm for players have been significantly improved. Also the spawn areas are modified to ensure a more randomized initial spawn.
   - Quests menu will now have visual indication to show when a quest is completed or unlocked.
   - Quests now track certain actions even if you haven't received the quest yet. Meaning that you won't have to do certain things twice.
   - Walls have been rebalanced to accommodate introduction of explosives into the game.
   - Rebalanced all tools: now better tools offer much higher efficiency when mining/cutting, while skill effect have been reduced accordingly.
   - Improved terrain decals system.
   - Land claim areas now are always visible/highlighted in the structure placement mode.
   - Dropped items after dying will now lose 10% of durability, rather than 30%.
   - Much improved performance and overall gameplay smoothness.
   - Ranged weapon attack vector precision improved.
   - Game builds now use CPK and MPK format for game data (same as in our previous games) which improves loading and installation time significantly.
   - Improved torch/lamp character animations. Also the torch fire position is properly animated.
   - Fullscreen mode is now used by default.
   - Radiation sound effect have been made quieter so it doesn't overpower everything else.
   - Improved inventory shortcuts (e.g. when Shift-click moving items between containers you will never have an item moving to an unexpected destination such as your hotbar).
   - Texture preloading. This ensures that certain visual effects won't be rendered with frameskipping (e.g. muzzle flash & explosions).
   - Added a few minutes pause between the music tracks, and a slow fade-in fade-out effects - so it will be not so intrusive.
   - Wolves and boars were nerfed a bit to make them easier to avoid/kill by the new players.
   - Randomized tree scale (+-15%) to add more variety into the forests.
   - Loot piles and crates now have no free item slots (as you're not supposed to place anything inside them)
   - Now seeds only can be placed in tiles nearby the character.
   - Updated credits.
   - Multitude of other improvements.

   - Fixed many typos and incorrect text in descriptions.
   - Fixed FPS counter.
   - Fixed campfire and other objects consuming fuel even if their output stacks are full (don't waste the fuel!).
   - Fixed "Use mulch" quest requirement cannot be finished.
   - Fixed AI creatures zig-zag movement.
   - Fixed cannot input ! char on AZERTY (same key as /? in QWERTY)
   - Other small fixes.

   - The world has been wiped. Enjoy a fresh start!

=== CryoFall v0.15.3 ===
   - Move animation speeds adjusted for several creatures.
   - Shadows adjusted for several creatures.

   - Moved the Toxin recipe from Laboratory to Medical lab (as it should have been).
   - Equipped armor will now only lose 10% of durability on death (previously it was set to 90% by mistake).
   - Invisible player's corpses will no longer create a problem for construction (thanks @p0ki for reporting).

No wipe!

Modding info / Re: Dynamic adding of NPCs and other objects
« on: July 29, 2018, 10:53:53 pm »
Yes, it is possible to create NPC and other things even later. As I mentioned in another topic - this is precisely how Pariahs' Bane expansion works.
You can just copy the relevant code you need from there.

This looks quite cool actually, but I imagine it doesn't really add anything to the game, or does it? :)
But either way, awesome!

Help section / Re: Void Expanse Tutorials right in here!
« on: July 10, 2018, 04:19:34 am »
I only checked the Pariah's Bane expansion scripts when I was searching for special functions with Notepad++ but never read the scripts fully. I will probably do a supplement tutorial on how to use that and where to put the variables after I study the Pariah's Bane Expansion scripts!
I just checked and there are basically just 2 scripts in the expansion:
They are quire self expanatory I think. One of them generates all new content that the expansion provides, new systems, stations, npcs, etc.

Help section / Re: Void Expanse Tutorials right in here!
« on: July 09, 2018, 09:51:23 pm »
PS: Another question, is there any way to spawn NPCs after the world has been generated? Or do you really need to do it as the world is created?
Yes, there is a way, and that is precisely what Pariah's Bane expansion does :)

Help section / Re: Void Expanse Tutorials right in here!
« on: July 08, 2018, 11:11:10 pm »
Awesome video, thank you. I'm sure many people would find it useful!

Though there is much easier way to add NPCs :)
And that's the way it is done in Pariahs Bane expansion. You don't really need to override any scripts of the original game, you can just use a hook to a specific function and add your NPC generation code there.
Plus if you override any scripts it means you can't use other mods together with this one at the same time as there would be conflict between different overrides.
But oh, well :)

Modding info / Re: Building new quests
« on: July 01, 2018, 10:42:38 pm »
Another question: What is the meaning of $p0003 and similar, that is used as parameters in function calls? Is it variables created on the fly? How do I select the correct name on my "next" one?
These are localization placeholders.
You don't need to use that if you are making the mod only in english, you can just write simple text like "qwe qwe text text" rather than using localization variables.

What steps do I need to make to make a new character show up at a station, to have him give me a quest?
The easiest way is to look how characters are spawned in Pariahs Bane expansion (it is a separate function there). You need to create a character and then add that characters to a specific station.

Mods / Re: Looking for more quests
« on: June 28, 2018, 09:52:08 pm »
Well, there is anything much we can do now, but if you enjoy the game you could leave a review :)

Mods / Re: Looking for more quests
« on: June 28, 2018, 09:18:23 pm »
Thank you, already did  :). Loved the story, and I'm hungry for more :)
Glad to hear that :)
If we ever able to move the game back into blue rating (70+) I will personally see to it that we make another expansion :)

Modding info / Re: Building new quests
« on: June 28, 2018, 09:16:29 pm »
Thank you for wanting to help. Is there anyobdy out there who may help me explaining where I can find the code that is included by:

These are namespaces offered by the game API. You can find the specific functions in each API on the wiki. But it has not been updated in quite a while, so it is probably better to see in the game what functions are available and their correct signatures :)

Mods / Re: Looking for more quests
« on: June 28, 2018, 02:43:19 am »
But I am really still looking for new quests to add. Do you have any other mods to recommend along those lines?

Well, in that case I have to recommend you also grab "Pariahs Bane" expansion for VoidExpanse :)
It adds a completely new storyline (with a lot of other goodies too). The storyline there is several times longer than any in the vanilla game as this expansion focuses specifically on that.

You can grab it either in our store:
Or on steam:

Modding info / Re: Building new quests
« on: June 28, 2018, 02:40:35 am »
I wish I could help you, but unfortunately there doesn't seem to be any tutorials specifically for creating quests.

I think your realistic options is to either just use existing quests as a reference and see how certain things are implemented in each one or get in touch with some of the people who made mods previously.
For example:;u=141;u=666

Also, have you looked in this section of the forums? There could be something of use there.

I'm sorry that I'm not much help...

Modding info / Re: Building new quests
« on: June 27, 2018, 09:35:11 pm »
Actually making quests are extremely easy. Essentially it is just one script file with everything associated with the quest.
You make that script, pack it into a mod and boom. It appears in the game.
There are a few small nuaces of course, for example if you want to use quest variables that are saved in the game, but it is not much more difficult than just adding one more file with their specification.
The easiest way is to look at existing quests as you did and try to start with something small. For example add a new topic to an existing NPC and have them say some phrases.
Once that's working you can expand into proper quests.

You can find modding information here:

There are quite a few useful articles such as:

Mods / Re: Looking for more quests
« on: June 27, 2018, 09:29:48 pm »
I don't think there are modpacks but there are quite a few individual mods available for the game. You could probably just go through the most popular ones and choose which to add. Please make sure that mods are properly updated by their authors or developed specifically for the latest version of the game as otherwise they can brake the game if mod authors didn't do some things correctly :)

News and Updates / CryoFall - Patch notes v0.14.x
« on: June 22, 2018, 04:40:30 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 v0.14.0 ===

Major new features:
   - Completely new quest line with more than 30 quests.
   - New items: miner helmet (with light! Tier 2 Defense tech) and yellow construction hat.
   - New industrial crate that can be found in industrial ruins.
   - New types of quests.

   - Rebalanced a lot of technologies, especially tier 1 & 2.
   - Significant rebalancing of almost all weapons and ammo in the game (both stats and crafting costs).
   - Some food rebalancing.
   - Updated quest menu, now shows number of quests available and completed.
   - Improved client movement and lag interpolation & prediction in connection with stamina (no more pullback when you're running and your energy depleted).
   - Lamps in auto mode will now only use fuel when there are players nearby (and they're online).
   - Rebalanced certain enemies, especially Scorpion. It now has substantial armor and it's better to use armor piercing rounds or heavy slugs against it.
   - Improvements to certain notifications, error messages and other popup windows with information.

   - Fixed lamp/flashlight recharging bug when the fuel/battery amount didn't changed on the client side.
   - Fixed random nausea when drinking pure water.
   - Fixed incorrect amounts in item notifications under certain circumstances.
   - Other small fixes & improvements.

   - The world has been wiped. Enjoy a fresh start!

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