Recent Posts

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91
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« Last post by ai_enabled on November 27, 2018, 05:48:20 am »
=== CryoFall v0.17.6 (patch) ===

New features:
   - Server welcome message (need to be set in the server config). It will be displayed on the first connection to the server and on subsequent connections if the message has changed (it won't be displayed otherwise). You can also open the server welcome message from "Current game" menu (press Escape key).

Changes:
   - Server description and welcome message now support formatting (tags - br, b, *) and hyperlinks (any link starting with http:// or https:// is automatically converted to a clickable hyperlink).
   - Items container "Match up" will automatically consolidate item stacks in the upper container.
   - Items container "Match up" will not move items from hotbar anymore.
   - Oil pump and Lithium salt extractor will not decay now when placed in "public access areas" (two abandoned bases without radiation).
   - Expanded `spectator` console command, so now any player can be made a spectator by server operator.
      
Fixed:
   - Fixed issue with not being possible to cancel certain crafting recipes.
92
Ideas and suggestions / Powered Armor
« Last post by Warbot on November 25, 2018, 08:53:40 am »
Yea, the good old "power armor" (actually powered armor) as it became popular with WH40K or the good old Fallout 1 and 2.

Now... what would it add to the game, how to design it, and what can it do...?

First, I'd go for a simpler version that serves mostly a non-combat role,
a powered exo-skeleton like this:
- occupies 2/3 amor slots (chest and legs)
- needs a power source like a power bank
- slow if not powered
- when powered, increases strength (for mining/chopping/melee)
- when powered, can lift up a chest and carry it on the back
- if not powered, and carrying a chest, it gets a harsh movement penalty
- provides only medium protection
- semi-high-end
- quite expensive


Actual powered armor:
I thought about it, like, make it 3 parts or 1?
It needs a power source, usually contained in the chest part and therefore the other parts would not work on their own,
but then again we have powerbanks...
Then again, it should provide serious environmental protection, above hazmat probably or at least on par with it,
and then you should not be able to use ...like...the helmet alone and get the full protection as it would have no seal without the other parts.

Well, I'd go for one item occupying 3 slots like hazmat and apart suit, the only question is, should it contain a power source or need a powerbank?
And what other bonuses should it have? I'd say a strength bonus like the exo-skeleton, but what else?

Also, killing someone who wears such a power armor, it should have a high chance or breaking, thereby turning into 3 parts of "broken power armor",
that resemble the look, just damaged, and provide lower combat protection, pretty much no environmental protection and a slightly lower strength bonus.

But most importantly, what role should it fill?
Simply being a all-in-wonder super expensive "super" armor for the highest tech tier?
I'm actually not sure about that, ... it could be balanced via weapons like this:
- as suggested in another post, making melee more viable in endgame through certain weapons, dual-wielding and shields (sort-of-riot-shield-like things)...
- should also include hand-held shockers, this could be part of a new category of weapons that deal electric damage (tasers, hand-held shockers, and more advanced weapons to come)
- these could be highly effective against metal based and "high tech armor" and for instance have a chance of disabling them (effectively stunning the target for some time)

But after all, I guess that needs a bit more thought for the details, I just wanted to put it here already. ;)
93
Bug reports / Re: 1.7.5.5
« Last post by gobias on November 24, 2018, 06:54:32 pm »
The same bug is happening again. I dont know if anyone else has mentioned it. it was fixed but reappeared later yesterday.
94
Mods / Re: Automaton Mod
« Last post by Djekke on November 24, 2018, 06:37:02 am »
Would it be possible to automatically gather water at the beaches when an empty bottle is equipped?
Yes, I think that it would be relatively easy to add. But I'm not sure when next version would be ready, I hope it will be soon.
95
Mods / Re: Automaton Mod
« Last post by gobias on November 23, 2018, 03:28:53 pm »
Would it be possible to automatically gather water at the beaches when an empty bottle is equipped?
96
Bug reports / Re: 1.7.5.5
« Last post by gobias on November 23, 2018, 10:01:25 am »
thanks! You guys/gals make a great game! I appreciate the effort and dedication.
97
Bug reports / Re: 1.7.5.5
« Last post by ai_enabled on November 23, 2018, 09:39:02 am »
Hi,
should be fixed with the latest update (v0.17.5.6).

Regards!
98
Bug reports / 1.7.5.5
« Last post by gobias on November 23, 2018, 08:21:32 am »
With the new patch, my base was altered slightly. I used to have farm plots to where my tobacco plants are now in my stone floor. It's like my base got pushed down 1 cell or something. the floors are there where my walls used to sit


edit:
I can actually plant where it shows stone floors. My garden plots were in those spots before the update.
99
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« Last post by Lurler 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)

Changes:
   - 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:
   - 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
100
Game discussion / Re: animals
« Last post by gobias on November 20, 2018, 09:19:29 am »
all the animals made my base laggy so i think i'll stick with just a pet turtle.
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