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Topics - Lurler

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1
News and Updates / CryoFall - Patch notes v0.15.x (Explosive 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: https://discord.gg/pRMGjRz
   - Forums: http://forums.atomictorch.com/ (this forum)
   - Reddit: https://www.reddit.com/r/cryofall/
   - Twitter list: https://twitter.com/Lurlerrr/lists/atomictorch-studio
   - Official website: http://cryofall.com/
   - Development blog: https://atomictorch.com/

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.).

Changes:
   - 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.

Fixes:
   - 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.


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

Fixes:
   - 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).


=== CryoFall v0.15.4 ===
Changes:
   - Walls, doors and land claims are all generally 2X stronger then before. Certain other structures have also been adjusted slightly.
   - Price to craft explosives have been increased to be 2X more expensive (with other slight adjustments).
   - Blast radius for advanced explosives (bomb) have been reduced.

Fixes:
   - Fixed bug: it was possible to place explosives through the door.
   - Fixed bug: it was possible to build structures in the top right corner of the lithium deposit.
   - Fixed bug: if number of players in a land claim or door was too large it broke the UI formatting.
   - Fixed bug: infinite "Game cannot compile" dialog message boxes spamming with editing scripts.

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


=== CryoFall v0.15.5 ===
Changes:
   - Maces rebalanced: dazed special effect duration increased to 3 seconds, chance increased to 6% and 7% for Copper and Iron maces resoectively. Attack animation/interval now 33% slower.
   - Improved player (re)spawn algorithm to ensure the better spawn position (less probability that a player will respawn in a non-claimed walled up area).
   - Players won't respawn in the bed if the area around it is claimed by another player.
   - Bear loot adjusted to be more consistent (thanks @Evil Mammoth).
   - When attacking any structure with fists it will deal zero damage (thanks @Djekke).
   - Physics de-stuck algorithm implemented to ensure characters won't be stuck in another physics body.

Fixes:
   - Berry pie recipe requiring 5 ingredients but Oven has only 4 ingredient slots (thanks @BobTheFish).
   - Special effects (such as bleeding and dazed) were not applied to creatures.
   - Rare issue when player's character couldn't move after the respawn in bed.
   - Loot sometimes not dropping from a dead player (thanks @z00nk).
   - Sound volume option was not working properly (even with volume set to zero player could hear all the sounds as usually; thanks @APXEOLOG).
   - Crafting queue displaying an "empty" recipe on reconnection (thanks @Evil Mammoth and @Daitallica).
   - Barely noticeable color banding ("16-bit color") in night around the light sources.
   - Live recompile crash in certain conditions (thanks @Djekke).   
   - High CPU usage after long server uptime which required regular server reboot.
   - Stumps and fallen trees were playing "falling tree" sound on destroy.
   - (Steam version) the game will ignore screenshot key (F12) to ensure there is no conflict with Steam Client screenshot feature. It's still possible to rebind the screenshot key to another key and use in-game screenshot feature (thanks @Kane Hart).
   - Problem when opening an interaction window (RMB click) and item stack is under the just opened window - sometimes item was taken automatically in the hand (thanks @Evil Mammoth).
   - Fixed bug when the bottom right corner of the map was uncovered for the dead players (unfortunately the fix will apply only to the new characters).


=== CryoFall v0.15.6 ===
New:
    - The game server runtime is ready and we're planning to release it very soon as we finish the documentation.

Changes:
    - Now mining and woodcutting experience is added proportionally to the structure points of the object (for example, regular iron mineral will give 120 XP total as it has 1000 structure points, but sand pile will give only 30 XP total as it has 250 structure points).
    - Door auto mode will not consider offline players.
    - Post-effects checkbox is removed from the Debug tools overlay (it will be available in the Editor game version only). Please don't use the developer mode (unless you're a modder and require the debug experience).

Fixes:
    - Meat & Mushrooms stew recipe requiring 6 ingredient slots but Oven has only 4 ingredient slots (thanks @Sarai0989).
    - Major performance drop with the land claims visualization (very noticeable when building/destroying on the EU server).
    - Properly restore the time continuum after loading the server snapshot/savegame (bug with the incorrectly long plant growth time after server restarts after a patch, also bug with the berries growth duration).
    - Items desync: when a manufacturing output item is moved from the output slot while its count is incremented on the server side (thanks @Daitallica).   
    - Exploit introduced in the 0.15.5 when players were able to push each other through the walls.
    - When disconnecting from the game server during the world map loading in background, it spammed errors in the console.
    - Object owners list UI: adding a new user right after construction of certain objects (e.g. door or land claim) led to an issue when the creators username displayed twice in the owners list.

2
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: https://discord.gg/pRMGjRz
   - Forums: http://forums.atomictorch.com/ (this forum)
   - Reddit: https://www.reddit.com/r/cryofall/
   - Twitter list: https://twitter.com/Lurlerrr/lists/atomictorch-studio
   - Official website: http://cryofall.com/
   - Development blog: https://atomictorch.com/

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.

Changes:
   - 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.

Fixes:
   - 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.

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

3
News and Updates / CryoFall - Patch notes v0.13.x
« on: May 31, 2018, 04:34:49 am »
New CryoFall update is finally live now!

We are also 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: https://discord.gg/pRMGjRz
   - Forums: http://forums.atomictorch.com/ (this forum)
   - Reddit: https://www.reddit.com/r/cryofall/
   - Twitter list: https://twitter.com/Lurlerrr/lists/atomictorch-studio
   - Official website: http://cryofall.com/
   - Development blog: https://atomictorch.com/

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

=== CryoFall v0.13.0 ===

Major new features:
   - New quest system!
   - Number of starting quests that will teach new players basics of the game and provide general guidance early on, we will be expanding this system with each subsequent update further
   - Items can now be used directly from inventory (drag and drop it on your character or simply Alt+Click on it)
   - New strength boost medicine and character effects
   - New structure: Evaporation fridge
   - New items: industrial chemicals, new bottles with water (salty and stale), etc.
   - New props and decorations for ruined towns
   - New equipment: respirator
   - Help button in inventory (listing of all the item shortcuts)
   - Interaction tooltips/hints are added to world objects
   - Many new technologies
   - Trees now drop saplings that can be planted
   - New water type (lake)
   - You can now fill bottles from water bodies (lakes and sea)
   - Added survey when exiting the game (please leave your feedback if you have extra 5 minutes)

Changes:
   - Map size expanded (specifically desert and northern area)
   - Map now includes more points for oil and lithium extraction
   - New points of interest to explore on the map
   - Each radtown now has an individual sign to denote which type of facility it was (and consequently what loot you can expect)
   - Radtowns radiation levels rebalanced (there are three distinct tiers of radiation danger depending on the facility type)
   - AI can now move and attack up/down slopes
   - Screenshot now includes game version
   - You can now move even with any menu open
   - Door blueprints are now "open" by default so you can move through them
   - You can no longer punch trees (you could, but no damage applied and the game will tell you to use an axe)
   - Significant balance changes, especially to crafting (some recipes are also cheaper)
   - Improved performance across the board, especially asset streaming which decreases the micro freezes on asset loading
   - Improved server performance so you should experience smooth gameplay even if there are hundreds of players.
   - Credits updated and now includes the list of used technologies.

Fixes:
   - Fixed exploit with weapon range. We will see how it plays and make further changes if necessary
   - Fixed issue with some animals that couldn't be killed
   - Fixed annoying head bobbing during the melee attack animation
   - Fixed console not opening in non-US keyboard layouts
   - Fixed new options not applying when an updated version of the game is launched
        - Fixed incorrect door orientation detection when building a door near an another door.
   - Number of other fixes and improvements

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

4
Game discussion / Balancing food, freshness and fridges.
« on: May 16, 2018, 10:30:12 pm »
Question to everyone.

I saw many of you say in the game chat that fridges aren't particularly useful and that food still rots.
Well, that's to be expected as adding food that never spoils is bad for game balance. Especially considering that it's already quite easy to obtain food and water.

But still, I would like to better balance this system.

Currently food is separated into 4 categories:
- Perishable (1h)
- Normal (3h)
- NonPerishable (8h)
- Preserved (2d)

I will probably bump it to 1.5h, 4h, 8h and 2.5d to make it slightly more convenient.

Now, about fridges. They slow down freshness decrease by 10 times. I think it is quite a substantial increase.
But if you log our and login the next day and  your food has rotted away in the fridge I can see how fridge can feel a bit useless. But increasing it further, more than 10x would introduce disbalance.

Anyway, before I make final changes I'd like to hear what you think. Maybe there's a better way to fix it?

5
Now that we have finally launched CryoFall publicly we would like to see as many people play it as possible!

And so far feedback seems to be quite positive.

There is one issue, however. There aren't many videos about the game and it is actually a problem. Usually we use those let's play videos to investigate typical play sessions and adjust the game to make it easier to understand, easier to use and generally better. But without those videos we simply have no source of this information.

So, if it's at all possible - please consider recording a video with you just playing CryoFall and commenting your experience. There is not better way to improve the game than this!

And thank you guys for your support! :)

6
News and Updates / CryoFall - Patch notes v0.12.x
« on: May 09, 2018, 03:35:28 am »
Largest CryoFall update is finally live now!
With this we feel the game is ready to fully enter public alpha and ready for large number of people to join and try the game!
We will be starting with promotional activities this month, which means there should be more players now.

We are also looking forward to your YouTube videos and specifically let's plays as they allow us to examine just HOW exactly you play and make adjustments to the game based on that knowledge. So, even if you have a tiny channel with a few subscribers it will still be useful to us!

Don't forget to join and follow our social channels:
   - Discord server: https://discord.gg/pRMGjRz
   - Forums: http://forums.atomictorch.com/ (this forum)
   - Reddit: https://www.reddit.com/r/cryofall/
   - Twitter list: https://twitter.com/Lurlerrr/lists/atomictorch-studio

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

=== CryoFall v0.12.0 ===

Major new features:
   - Completely new terrain system (with all new visuals).
   - Complete reworking of the biome system along with new biomes: wasteland, meadows, ruins, etc.
   - New metal armor set (in "medieval" style).
   - Huge number of new technologies and technology groups. A lot of existing technologies have been reworked.
   - New static objects: signs, large chests, etc.
   - Fridges to store perishable food for longer.
   - Commerce system. Now anyone can build their own stores (trading stations) to sell or buy items.
   - Item durability and food freshness system.
   - Inventory sorting (with middle mouse button).

Other new features:
   - New water shader with water distortions, transparency and shore waves.
   - New character status effects.
   - New lighting systems that blends several light sources correctly and realistically.
   - Proper handling of multiple displays.
   - Significant game improvements to performance across the board.
   - Local chat messages. Now they will be displayed over your character head as speech bubbles. You can start your messages with "!" to use it. Such as "!Local message, yeah"
   - New sounds and sound events.
   - New map icons and improved icon scaling for larger maps.
   - Added credits to the game ;)
   - Capture screenshot feature (F12 by default).
   - New game options.
   - Multitude of other small additions.
   - Added help notifications to explain new players that they can learn new technologies in technology menu.

Changes:
   - Most of the components are made craftable, although the primary way to obtain them is still looting from ruins.
   - All vegetation in the game have been passed through color-correction to adjust it to the new terrain system. We will still be revisiting it later, though.
   - Complete rebalancing of gold and currency. Gold now has wider use, but it is also not as rare as before.
   - Bushes and other gatherables are now more common on meadows and slightly less common in the forest. It makes foraging a bit more interesting and less random.
   - Now all technology groups have their own icons. Individual tech nodes are still using generic graphic, though, as we want to continue working on them for the time being before commiting to their final form.
   - New players are spawned with a torch to make it easier if they join the server at night.
   - Increased light radius for all light sources to make them more useful.
   - Significant improvements to UI: better tooltips, improved menus, better scaling, value interpolation for progress bars, etc.
   - Changed how drying cabinet works. Now it is possible to manually select the recipe.
   - Improvements to map editor (not available publicly yet ;) ).
   - Mobs will now regenerate their HP.
   - Complete rebalancing of the LP systems and skill experience progression.
   - Improved spawning algorithm (now distribution takes object density into account).
   - VSync now uses native display refresh rate (especially useful if your display uses refresh rate higher than 60hz).
   - Other changes and balance improvements.

Fixes:
   - Fixed fists/weapons draw order.
   - Fixed all memory leaks.
   - Fixed interaction system to use universal interaction range.
   - Multitude of other fixes across the board.

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

7
News and Updates / CryoFall Alpha Launch!
« on: March 22, 2018, 03:54:39 am »

8
News and Updates / CryoFall - Patch notes v0.10.x
« on: March 14, 2018, 04:36:26 am »
New CryoFall update!
We are continuing to address all of the small issues and also adding new features that are necessary for the wider release.
We will still keep the game low profile for now. There are still a few things we would like to add before making any kind of promotions.

=== CryoFall v0.10.0 ===

New features:
- All players will now have their own T-shirt. It will be randomly chosen from the set of possible variants when you join a new server
- If you die now you will see your dropped loot location on the map and you will be notified if someone steals it
- Social tab now includes a list of currently online players (but it is still work in progress)
- All held items are now properly visualized (so you can see a burning torch held by another player's character, etc)
- Game map now displays coordinates where your cursor is pointed

Changed:
- Land claim protection range increased substantially, now it actually makes it possible to protect your base from other players right away
- Stuff cannot be spawned on the edge of water now
- Dead character bodies are now removed from the world after 10 seconds
- Improved interpolation algorithm (to ensure less lag), added debug display for interpolation-induced lag
- Increased mineral density in the forest
- Changed balance of axes, now they are always better at chopping wood than any other type of melee or ranged weapons (who chops trees with a mace or a shotgun anyway?)
- Floor tiles are now cheaper
- Increased mobs spawn rate slightly
- Rebalanced LP gain from farming (much less than before; thanks to @ninekorn for his feedback!)
- Rebalanced LP gain from building (building walls is not the best way to gain LP anymore!)
- When you deconstruct your land claim there is no waiting period anymore
- A lot of other small balance changes
- Updated MonoGame and NoesisGUI to their latest versions

Fixed:
- Fixed "unable to launch" issue when disk cache for UI/XAML assets was purged by Windows (we don't cache it now and stream them directly)
- Fixed oil pump not shutting off when necessary
- Fixed issue with character input (firing, moving) not being reset for offline characters
- Fixed map not being centered on the player after connecting to the game
- Fixed tooltip position/size being incorrect in certain circumstances
- Fixed campfire rendering order
- Fixed fallen tree rendering to match physics
- Fixed toggle between fullscreen and windowed mode - the previous window size will be restored
- Fixed fullscreen toggle - the game resolution now matches screen resolution

Imporant:
- The world has been wiped. Enjoy the fresh start!

9
News and Updates / VoidExpanse - Patch notes v2.1.x
« on: March 06, 2018, 02:55:17 am »
VoidExpanse v2.1 is here!

=== VoidExpanse v2.1.0 ===

New features & changes:
   * New game option - static camera (the camera won't follow the mouse cursor, as you guys asked us to add!)
   * Reduced "Big party!" achievement requirement changed to 4 players online (was 10)
   * Better algorithm for selecting the default video settings
   * Better detection of HiDPI/Retina screens and automatic selection of the according option to improve rendering on such screens
   * Modding: can create devices to interact with space objects (such as debris)
   * Modding: added multiple new scripting API methods

Fixed:
   * Fixed (Pariahs' Bane expansion) Pariahs ship was appearing in the store on stations of other fractions
   * Fixed local game server connection dropping issue (on a low spec PCs)
   * Fixed scripting API npc.GetSystemAsteroidsByDista nceToNPC() not working properly
   * Fixed scripting API generator.RemoveAsteroid() not working properly
   * Fixed crashes due to OGG loading
   * Fixed Render texture creation issue
   * Fixed chat in 4K scaled incorrectly
   * Improved savegame writing reliability (should help with random corruption issues)
   * Fixed typos in Russian translation (thanks to Белослав)

Extra notes:
   * Saves ARE compatible with the previous versions!
   * Important! It is necessary to update BOTH clients for users and servers for server hosters.


=== New scripting API methods for modding===
(game scope)
bool game.IsProjectileExistsInSyst em(int system_id, int projectile_id);
bool game.IsAsteroidExists(int asteroid_id);
bool game.IsShipExists(int ship_id);

(NPC scope)
crate_id[] npc.GetSystemCrateContainersB yDistanceToNPC(int npc_id, int limit);
void npc.SetHiddenInStation(int npc_id, bool is_hidden);

(player scope)
void player.StartDialogue(string player_name, string npc_tag_unique_id);

(items scope)
int items.GetShipStationStorageCo ntainerId(int ship_id, int station_id);

(ship scope)
{x,y} ship.GetVelocity(ship_id)
bool ship.IsGoingForward(ship_id)
bool ship.IsGoingBackward(ship_id)
bool ship.IsInCruiseMode(ship_id)
bool ship.IsRotatingLeft(ship_id)
bool ship.IsRotatingRight(ship_id)
bool ship.IsStrafingLeft(ship_id)
bool ship.IsStrafingRight(ship_id)

10
Game discussion / CryoFall - Development Roadmap (Public Trello board)
« on: October 25, 2017, 03:44:18 am »


We would like to share our roadmap for CryoFall!

With this game we would like to make all of our ideas, planned features and information about what is currently in progress public. You can also vote on things you'd most like to see in the game sooner. With your input we will have better idea of what's important for you. Obviously it will go hand in hand with discussions here on the forum. So you can create topics about any of the planned features to discuss them in greater details or offer your opinions.

You can find the roadmap here: https://trello.com/b/B5ckffAW/cryofall-development-roadmap

And if you'd like to participate in discussions in realtime you can always join our discord server: https://discord.gg/pRMGjRz

11
Game discussion / CryoFall - Visual effects research (VFX)
« on: September 04, 2017, 09:28:24 pm »
So, as I already mentioned in our blog ( https://atomictorch.com/ ) we are currently finishing all the remaining tasks to make the game publicly available for everyone to try. And the most important thing remaining is the visual effects system which we haven't finished yet.

Now, the reason I created this post is because I want to hear your opinion on the matter as well.

So, here's what we want to have in the game in terms of VFX.

* Ambient occlusion / Shadow maps - Is a system to create shadows and make otherwise simple 2d visuals look like there's more depth. We plan to add shadow maps for all game objects so the game engine knows what shape the shadow has to be. Plus use a shader that will create artificial shadow/light scattering around the edges and add additional darkness around objects where it makes sense.

* Tone mapping / Color grading - will be used in conjunction with day/night cycle to create more realistic visuals. For example more blue-ish colors at night and red-ish at dawn and dusk.

* Vignetting - This is quite simple and cool effect which we would like to use for certain events such as taking damage and such. You know, when you are hit the edges of the screen glow red.

* Chromatic aberrations - Usually I don't like this effect in games because it's used in completely uncalled ways, but when the situation makes sense, I think it looks quite cool. We will most likely use it for psi fields (to distort the visuals).

* Neon glow - This one is also quite simple and there are a lot of interesting situations where effect such as that would be cool.

* Bloom - Now, this is one of the most useless effect in AAA titles that I've ever seen. And it just makes the game look like junk. But why? Well, the reason is very simple - there's just TOO MUCH of it in a typical game. Still, if added just a tiny bit it makes otherwise bland image look more vivid! So, everything is good in moderation!

* Grain + monochrome - This is the "standard" way to display radiation effect and we won't be reinventing the wheel here :)

Well, that's more or less it.

But what do you think?

12
General Discussions / Anyone using discord?
« on: August 07, 2017, 09:35:18 pm »
Anyone is using discord on regular basis?
We are considering creating a server so we can join with you guys and have the possibility to talk in real time.

13
Game discussion / CryoFall - Closed Alpha Test 2
« on: June 18, 2017, 09:31:01 pm »


It's been quite a while since our last test. Last time the information we were able to gather proved invaluable and given how much the game has progressed in these several months we feel that we need to repeat it.

So, with that post I'd like to announce our second closed alpha test for CryoFall.

As before, each of these milestones is a huge step for us towards completion of the project! :)

The aim of this test is to:
* Get general feedback about all new additions into the game.
* Specific feedback about new important mechanics such as skills and tech tree.
* Possible general suggestions about future additions and roadmap for new features.
* Also to identify and fix any possible bugs that might be present.

Please note that:
* For now we can only provide a build for Windows, because other builds are still in development and will not be available until the actual release.
* The game is not even in alpha. It is still an early development build, so many of the basic features are still missing.
* You will need an Internet connection to play the game as CryoFall is designed for a multiplayer experience.


How to participate?
1) If you have already taken part in previous test - you are already set! Just download a new client when the test is live and join the server. No need to do anything extra. We will announce it here, so, please ensure you're subscribed to notifications from this topic - press "NOTIFY" button at the top of this page.
2) If you are new - you will need to apply to be a part of alpha testers team. Please fill in the form below and post in this thread.
You will be provided with an activation code for the alpha test of the game. To activate the access code you have to have an account on the AtomicTorch site. If you still don’t have one, create it here: https://atomictorch.com/Account/Register.

Either way, please read this guide just in case: http://forums.atomictorch.com/index.php?topic=913.0

Application Form
Location - Country and city or at least a general region where you are (mostly to understand your ping)
Hardware and OS - General information about your rig and system
Internet connection - Type and speed of your connection
How much time can you dedicate - Just how much time can you spend on that and when are you usually free, your time zone (e.g. everyday on late evenings PST)


Example of a filled form
Location: USA, LA
Hardware and OS: HP Envy 17 laptop (8GB ram, 2 GB video), Windows 10
Internet connection: ADSL, 8Mb
How much time can you dedicate: Couple of hours every evening, my local time is GMT -10.


We are hoping to see you in the game!

And again - please also read this topic with all the necessary information on installation and participation explained in more details!

14
Game discussion / CryoFall - new screenshots & news
« on: March 30, 2017, 09:32:08 pm »


I decided to create a new topic for this, as the old ones have somewhat outdated information, so rather than adding a ton of disclaimers and corrections everywhere, here's a new topic!

But if you still would like to read other topics with the old info - you can find them here:
About CryoFall in general and some images - http://forums.atomictorch.com/index.php?topic=884.0
Art and screenshots - http://forums.atomictorch.com/index.php?topic=886.0

15


VoidExpanse 2.0.x Update patch notes.

Detailed list of changes:
* Added crafting system. You can use the ore you mined or purchased to produce "components". Generally if you have high level of manufacturing it is more profitable to sell components, than raw ore. Some times you can even make profits by purchasing the ore (if it's sold for cheap) and selling the components back. You can find manufacturing terminals on certain station types (for example mining station).
* Added manufacturing skills: basic manufacturing, advanced manufacturing, expert manufacturing, optimized production, optimized resource use.
* Added components (which you craft from ore): electronic, composites, control, mechanical, power and structural.
* Added 3 tiers of Station defense turrets that differ in defenses and offenses, offering better protection against pirates.
* Added station management function. You can talk to any station commander in order to enter the management menu. Currently you can spend "components" in order to upgrade station defenses (turrets).
* Improved scripts of different in-game features such as active ship devices, NPC patrols and much more.
* Improved galaxy generation.
* New character class: Industrialist that starts with several manufacturing skills.
* Improved droplists with more variety.
* A lot of bugfixes all throughout the game, including quests. We addressed everything that was reported or that we were able to identify ourselves.
* Added expansion menu to the main menu. With your help we can add more expansions and not just Pariahs' Bane ;)
* Improved voice handling. Now instead of specifying each and every voice file it is simply enough to specify a folder. Though file names must correspond to the voice events.
* It is now possible to set up unique computer voice for each ship. Currently we use this functionality in the expansion to add unique voice for the capital ship - Revenant.
* Improved networking! All thanks to shared codebase with CryoFall. Now it's top notch!
* Improved the ability to connect to a server inside the same sub-network where you are. Before it might not have been possible due to NAT configuration of certain networks. But now the game will know the internal IP-address of the server and try to connect to it instead of "punching-through from outside".
* Improved connection and synchronization speed. Incorporated special algorythms of dynamic stabilisation of connection (again, thanks to CryoFall!). Now if you have unstable ping that goes up and down or big packet loss you will still be able to play reasonably well.
* Added new methods to Scripting-API: topic.EnableMonospaced & topic.DisableMonospaced() which could be very useful for stylistic purposes during dialogues with NPC, such as when the player uses a terminal.
* You can now provide a host name for your public game server (see <public_server_host_name> in SettingsServer.xml), by doing that people will see the host name in server list, rather than IP-address.
* Fixed a bug that stopped music playing after Alt+Tab and did not resume upon returning back to the game.
* Fixed text rendering: "Click on the map to add a new <cut>" (the text was cutting midway, now it's displayed properly).
* Fixed issue when NPC ship was firing homing/guided weapons while not locked on the target.
* Fixed a bug with server console commands processing (important for save & quit console commands).


The update to the game is released now! In preparation for the release of VoidExpanse: Pariahs' Bane expansion on the 7th of this month!




Pariahs' Bane expansion overview:
Since this is a new release, rather than a patch I won't go into details, as otherwise I would have to literally list everything that exists withing this Expansion. But I still want to give a general overview of what this expansion is about, so I will name several important features below.

* New playable faction - Pariahs with their own star system, new station, new characters, new quests and everything.
* Completely new storyline that is about twice as long as any given storyline in the original game. This storyline runs in parallel to the original story, so you are completely free to choose what to do first. This time we also tried to approach quests a bit differently to make it a bit more interesting. There are more unexpected encounters, more humor and quirky characters. It also has quite an interesting twist at the end! I really hope you will like this!
* New ships, new items, new stuff in general. But speaking of ships - we heard you and we added our first capital ship to the game!
* New music from the same great composer who created tracks for the original game!
* And more!


What is the focus of this Expansion in general? This is of course the new storyline! The Expansion adds quite a bit of new content, but our main focus from the very beginning was to create a new complete and self-contained story with a unique and unexpected ending!

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