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News and Updates / CryoFall - Patch notes v0.25.x (Balance Update)
« Last post by ai_enabled on Today at 11:19:01 am »
The "Balance Update" is ready for testing! Originally we wanted to release a huge update and call it "Factions Update" but it ended up taking too much time to implement everything considering the scope of changes and that patching of A24 took a lot of our time. So, rather than making you wait longer, we decided to split it into two parts and release all of the balancing changes and some of the new content right now in A25 "Balance Update" (which will NOT require the servers wipe when we release it) and all of the remaining big features later in A26 "Factions Update".

=== CryoFall v0.25.1 (A25 Experimental) ===

New features:
    - Added "Extras" menu which now contains major update history of the game and the update art as well as game credits.

Vehicles:
    - New light mech (now will be called Skipper, the old mech will now be called Manul and it's a medium mech).

Creatures:
    - Completely new tropical boar graphics (to make it easier to see which is which).
    - Creatures will react with aggression and flee sounds now.
   
New structures:
    - Electric cooking stove.
    - Projector tower.
    - Mineral processing plant (to refine ores).
   
New items:
    - Super heavy armor.
    - Refined ores—copper and iron ore concentrates (produced by new mineral processing plant).

Balance changes:
    - Significant changes to technology trees. Especially in T3 and T4.
    - Some small changes to food recipes to make them more logical.
    - Changed A.P.A.R.T. suit to be more useful, it now offers a great defense against heat and psi, making it a good choice for volcano exploration and against energy weapons.
    - Salt charge is now automatically unlocked when unlocking buckshot. No need to spend unnecessary LP.
    - Blank 10mm ammo is now automatically unlocked when unlocking 10mm standard ammo. No need to spend unnecessary LP.
    - Changed crafting time of many recipes (made them faster to craft).
    - Solar panels are now much cheaper to craft!
    - Hygroscopic granules are now much cheaper to craft (they no longer require any pragmium).
    - All ammo in the game is now about 30-40% cheaper to make.
    - The "Learning" skill is now advanced twice as fast, meaning it will be much easier to gain LP in the mid-to-late game.
    - Organic value from cucumbers reduced 5->3, because everyone was planting them to create fertilizer.
    - Tools (axe, pickaxe, toolbox) are made twice cheaper. No reason to farm resources just to craft them, right?
    - Water now boils faster (twice as fast).
    - Brick wall now uses copper instead of iron.
    - Many crafting stations, manufacturers and other structures are now much cheaper.
    - Armored safe has slightly less durability now (35k->30k).
    - Anti-mutation medicine is now cheaper.
    - Tinker table repair efficiency is now higher (even at skill level zero).
    - Canned food and drinks are now unspoilable. Now there is a bit more meaning in having them.
    - Roasted coffee beans now stack up to 100 and don't spoil at all. It was annoying before, right? :-)
    - Anti-heat gel is now unlocked in T3, while Peredozin is now moved to T4. Essentially switching places.
    - Leather and fur are now considered "organic" and can be placed into the mulch box if you don't want them.
    - Brick walls (T3) and above cannot be damaged by melee weapons now. Only by explosives.
    - Hoverboards now use less energy.
    - Significant changes to many technology trees.
    - Vehicles and vehicle components are now cheaper to craft.
    - Changes to medicine. Now you can craft pharmaceutical chemicals at T3 and many recipes are made cheaper.
    - Crafting prices for implants have been changed to represent their usefulness.
    - "Sand from stone" recipe is moved into the new mineral processing plant. Previously it didn't make much sense that you can craft it at a workbench :-)
    - Bone armor is now significantly cheaper.
    - Miner helmet (T2) recipe doesn't require electronic components now.
    - Oilpods give slightly more berries now.

Quests changes:
    - Quest "Mastering technologies—part two" reward increased to 250 LP until we find a better solution in the future major updates.
    - Quest "Craft and equip better armor" now clearly stating that you need to equip any better armor, not only a wooden set.
    - Quest "Craft ranged weapon" now requiring crafting either musket or flintlock pistol.
    - Quest "Plant any seeds" will not consider saplings as seeds.
    - Most quests that are requiring to collect items will not reduce the counter when an item is lost (such as when used for crafting).
    - Other minor changes regarding the certain quest requirements.
   
Other changes:       
    - Implemented aggression and flee sound for creatures.
    - Land claim will trigger raidblock on hit even if it has 0 HP.
    - Mech's pilot will receive the mech's explosion damage (about 30-70% of HP depending on the equipped armor).
    - Increased building restriction distance to other players and creatures (10 tiles).
    - Tech tree: added a checkbox "Do not ask me again" for the dialog "Do you want to research <tech name>?"
    - New added status effect (in the bottom left corner) will play a quick animation to ensure it will be noticed.
    - Oil refinery will stop if any of the output liquids (gasoline or mineral oil) are reaching full capacity.
    - Now it's possible to plant bombs directly over the oil/Li deposits.
    - Icons for light structures (such as oil and electrical lamps) now using a sprite for their active (lighting) state.
    - Updated Geothermal spring graphics.
    - Access list in land claims, doors and safes is now sorted alphabetically.
    - Reduced land claim decay delay for demo version players (not depends on the tier of the land claim).
    - Changed hit sound by wooden armor as players were confused (it was the same sound as hitting a tree).
    - Server description now could be edited by the server operator right from the game (Current Game menu).
    - Updated FMOD Sound System to v2.00.07 which fixes certain issues related to audio playback.
    - Added option to configure the tooltips delay.
   
World changes:
(please note, the current experimental server does not yet include the new map)
    - Reworked many areas to be more balanced and feel better overall.
    - Reworked areas around different POI (points of interest) to prevent them from being walled in by land claims or abused in other ways.
    - Expanded desert area.
    - Added more places on the map suitable for large (3*3 or 4*4) bases.
    - Expanded west part of the map.
    - Many other small changes all around.
   
Fixes:
    - Fixed an issue when it was possible to interact with a container through a closed door in a certain position.
    - Fixed a random rare issue with a watering can desync when refilling it from bottles (cannot refill a watering can until reconnect).
    - Cannot start gathering/looting action if the previous action is not completed.
   
Important:
    - Currently, this update is available in the experimental branch (How to connect). Feel free to give it a try!
    - This update will NOT require a server wipe.
    - When deployed on a server of the previous version (A24), the technology tree will be reset and the spent learning points will be refunded by the game server.
    - Community server owners can choose whether to update or not (previous game client version will still be provided via Steam Client "betas").   

And finally, please consider leaving a review for the game on Steam if you haven't done so yet! :)
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Game discussion / Re: A25 Experimental is now live!
« Last post by ai_enabled on Yesterday at 04:34:24 am »
@gaara, all servers will be updated to A25 without the wipe.

The Experimental A25 PvE server will be wiped and destroyed as we've noted in the server welcome message and also in the post above ("The experimental server will be live for about 2 weeks").
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Game discussion / Re: A25 Experimental is now live!
« Last post by gaara on Yesterday at 04:22:28 am »
europe pve  24  will change to 25 with no wipe or experimental 25 will be europe 25 with no wipe ?
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Game discussion / Re: A25 Experimental is now live!
« Last post by ai_enabled on January 21, 2020, 01:42:23 pm »
Please note that certain mods are not yet support A25 so you may need to disable them (just make a backup of ModsConfig.xml and delete the original file).
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Game discussion / A25 Experimental is now live!
« Last post by ai_enabled on January 21, 2020, 08:02:10 am »
The "Balance Update" is ready for testing! Originally we wanted to release a huge update and call it "Factions Update" but it ended up taking too much time to implement everything considering the scope of changes and that patching of A24 took a lot of our time. So, rather than making you wait longer, we decided to split it into two parts and release all of the balancing changes and some of the new content right now in A25 "Balance Update" (which will NOT require the servers wipe when we release it) and all of the remaining big features later in A26 "Factions Update".

The detailed patch notes will be posted on the official Forums soon. We will update this post to include the link.

To test the update we've deployed an experimental PvE server (with normal x1 rates as it's important to verify the progression speed). We're not providing an experimental PvP server this time. The experimental server will be live for about 2 weeks.

How to connect:
To join you need to manually set CryoFall Steam branch to "experimental-a25". To access it please right click on CryoFall in Steam Client, choose Properties, then open the BETAS tab, and select the "experimental-a25" from the dropdown menu. After the game is updated—launch it and find the A25 Experimental server in the featured servers list.

Please give the game a try on the experimental server and let us know what you think!
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Help section / This is a wrong Mod
« Last post by a531552862 on January 20, 2020, 11:20:31 pm »
I know it's a bad mod, but I don't know what's wrong, I just want to implement a new game Scenery. Please help me if you can.Thank you very much.


https://drive.google.com/file/d/10v_9-Zhjn5zIC1e4Tm2qDOz0KP6_FLCp/view?usp=sharing
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Ideas and suggestions / Re: On the occupation of landclaim
« Last post by ai_enabled on January 19, 2020, 08:56:35 am »
It's not possible to have more than 3 land claims per player on the official servers (including China PvE). But some players are circumventing this limit by using multiple accounts (such as demo accounts).
We will consider changes to resolve this issue for the future updates.
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Ideas and suggestions / Re: On the occupation of landclaim
« Last post by 8525745 on January 19, 2020, 06:57:34 am »
I didn't write that sign
Freedom of speech is everyone's right
But he should not use bugs to harass players
You should watch out for bug
Should a normal player have dozens of bases?
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Ideas and suggestions / Re: Penalty for wrong clothing
« Last post by ai_enabled on January 19, 2020, 06:26:12 am »
Hello!
Thank you for your suggestion.
We're considering implementing an artic biome and climate system.

Regards!
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Ideas and suggestions / Penalty for wrong clothing
« Last post by QuantumVortexX on January 19, 2020, 02:19:26 am »
I suggest a penalty/debuff for clothing that does not fit the biome.

  • you should not go into the desert with Fur clothing
  • and not strive with with Cloth Armor into the cold north

The penalty could be
  • more thirst when overheated
  • slower movement or reduced aiming ability when not well protected from cold
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