Recent Posts

Pages: [1] 2 3 ... 10
1
Ideas and suggestions / Re: Thoughts on turrets
« Last post by Warbot on Yesterday at 10:52:13 am »
Now that I think of it, shooting over walls might be a problem with how things currently work, or not?

Also, how about the targeting? Isn't it required to "aim" at the ground tile something is on? that'd make this a little complicated, especially when a turret is behind a wall and thereby mostly hidden through it, so you had to visually aim at a part of the wall to technically aim at the base tile of the turret...
Is that going to work out? I mean, it shouldn't be too hard to make a client side check and redirect all clicks on a model to the corresponding base tile, right?
2
Ideas and suggestions / Re: Thoughts on turrets
« Last post by Lurler on Yesterday at 05:56:16 am »
Thanks for sharing!
As I mentioned in Discord - some are very good points and we will go back to this list when we are adding the turrets into the game :)
3
News and Updates / CryoFall - Patch notes v0.18.x (Modding Update)
« Last post by Lurler on Yesterday at 05:44:12 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 v0.18.0 (experimental/testing branch) ===

Major new features:
   - Full modding support added - see modding section below (but we will continue working on that to add a few more features)
   
New content:
   - Environmental Psi and Heat status effects (and corresponding resistance effects)
   - Water Still as a low level alternative to the well
   - Resonance Bomb specifically designed against wall spamming
   - New ammo types: 12ga buck shot, 12ga salt charge, 10mm blank ammo
   - T4 walls and floor (concrete)
   - Laser rapier (energy based melee weapon)
   - Pragmium armor (and new T4 Defense technology group)
   - New monsters: snake (3 versions depending on biome)
   - New decorative objects that can be built by player
   - New character face elements (for both genders)
   - Machine pistol (new automatic weapon for 8mm ammo)
   - New status effect: "well fed" which will be added after eating certain complex dishes such as stew
   - New quests & changes to existing quests
   - New interactive world objects (lava fissures)
   - Multitude of new items: purple gem, new medicines, generic items, etc.
   - New implant: Healing gland (grants improved regeneration)
   - Many new sounds (tropical biome ambients, pragmium source "earthquake", locked container looting, corpse looting, bag open/close, fertilizer application sound, energy impact sounds, etc.)

Changes & improvements:
   - Melee weapons can now use energy if needed (first of such weapons is laser rapier)
   - All technology groups are now separated into "Primary" and "Specialization" to make it clear which are more important
   - Oil and Lithium sources now deplete and respawn in the world. This prevents any single group from controlling them indefinitely. They can also be destroyed with explosives
   - Slightly increased LP gain rate (approx +10%) to make progression in the game faster
   - Most of the empty nodes were removed from technology trees
   - Most weapons & ammo have been rebalanced (including range), but we will continue working on it in the upcoming patches as well
   - Map has been updated and expanded slightly (big new base in the top righ corner)
   - New shortcut: Alt+RMB on item to drop it, Alt+Ctrl+RMB to drop only single item from the stack (we kept Alt+LMB to use/eat an item)
   - Server will now notify you 10 seconds prior to the world snapshot saving
   - Healthbars for damaged buildings and world objects now have enforced visibility for 30 seconds when the object was damaged/repaired recently (not depending on the distance or Alt key holding)
   - Increased nicknames size (to make it easier to read)
   - Added fullscreen post-effects for Pain and Drunk status effects (as well as new Psi/Heat status effects)
   - Improved active interaction progress indicator (hold RMB)
   - Improved sounds and notifications for items dropped to the ground
   - Improved console suggestions/autocomplete UI
   
Technical improvements:
   - Much faster multithreaded world snapshot saving and much less noticeable saving-induced connection hiccup (usually less than one second)
   - Updated to NoesisGUI 2.2 (performance, stability and UI API improvements)
   - Refactored network library to ensure that the game server can handle hundreds of players online using practically any decent hardware
   - Much faster world map loading (map screen)
   - Faster initial scripts compilation and game launch thanks to optimizations in virtual file system implementation
   - Faster scripts compilation for subsequent compilations by reusing cached data from the previous compilation
   - Server autosave system moved to scripting and fully accessible (not hardcoded in the engine anymore)

Fixes:
   - Gameplay music wasn't playing under certain conditions
   - Tropical boar had no sound effects
   - "Cook any food" quest task was not counted when the item was used directly from the output container of a manufacturer object (such as a campfire)
   - Console command /tp should not perform physics check before teleportation for spectators
   - Incorrect armor sprite location when equipping the armor for the first time
   - Server welcome message should appear only after the loading splash screen is hidden
   - Fixed a bug when a new selected weapon starts firing when it was selected right after another weapon was broken during firing (thanks @Kraker)
   
Official modding support:
   - CryoFall Modding SDK for Visual Studio 2017 is available at https://marketplace.visualstudio.com/items?itemName=AtomicTorchStudio.cryofall-modding-sdk
   - Custom project system SDK is distributed together with the game
   - You can find batch .CPK/.MPK extraction script right next to Core.cpk file. It will help with converting the game into the unpacked version required for modding
   - Debugger/Watches works properly now allowing you to browse game object properties and other information which was previously not available
   - Reflection API usage to make method calls or gather arbitrary type info is strictly forbidden to prevent security exploits. The scripts compiler will ensure these methods could not be called
   - C# dynamic keyword is forbidden to prevent security exploits
   - Mini performance profiler for your scripts (see "ScriptPerformanceMeasurementS ection" api)
   - Added support for async remote procedures returning Task<T>
   - SpriteRenderer API improvements
   - Scripting API improvements regarding Vectors - you can now use C# 7 tuples without the need to specify the exact vector type (it's automatically inferred)
   

Important:
   - This is a public test version of A18. The server which is hosting this version will removed with the full A18 release and all previous game servers will be wiped as usual when we updated to the final A18 release.
4
Ideas and suggestions / Thoughts on turrets
« Last post by Warbot on Yesterday at 03:55:00 am »
As requested ;)

I'd imagine it like this:
- turrets come on a tall platform, so it is clear they can work (= shoot) over walls and also be attacked over walls, too
- obviously, you'd need 2 tiles space in between walls to be able to reach turrets (of a 1 by 1 tile footprint), or an unreasonably larger amount of doors for little added value (there would be a hole where the turret was, when it's destroy, which is required to advance into your base)
- idea: make turrets require 2 by 2 tiles due to their base/tower they stand on, so you effectively need 3 tiles space in between walls => problem solved, mostly
- turrets would need to be attacked from a distance, with firearms, requiring both time (healing) and material (guns, ammo, more ammo, armor) to disable, whereas the material required to disable/destroy it should be at least notably larger than the materials needed to build and maintain (ammo) the turret
- turret range has to be a tiny bit larger than any other firearms to prevent exploiting, you are supposed to take the hits if you want to get in! ;)
- turrets need a bit of free space for targetting stuff (or any other viable explanation) so you can not build another turret within x tiles of another (this distance would be a main value for balancing turrets, and a means to prevent turret spamming)
- as a means to prevent people from simply ignoring turrets and bombing the wall in front of them (and then the turret), they should have spread, which gives them a sort of AE-dmg on long distance (and lower dps), but much higher dps (and less/no AE) on short range, with the simple intention to make it a bad idea to get close to a turret, and instead requiring you to fight it from a distance, a few shots at a time, depnding on the turret and your gear ofc, note that getting closer would usually mean to also get into range of more than 1 turret at once, which further helps to counter this problem, this might need some testing

(the "2 and 3 tiles space in between walls to reach turrets" is meant as a necessity to reach them to refuel and repair)
5
Game discussion / Re: Raiding questions.
« Last post by ratzlaff on January 16, 2019, 06:58:51 am »
Quote
- you'd definitely want to raid (hostile) groups that are a threat to you, or could be, to throw them back on the progression ladder, and gain an advantage for future encounters,
this is probably the most compelling reason to raid, and will likely be the sole true purpose for quite a while to come

I can see the point in this, but raiding them would require you to make a huge investment in the first place, not sure if its worth it in the long run. But this could be viable.

With regard to your other points:

This game, while I enjoy it very much, even in alpha state, is not eve. You cannot just wish for a larger playerbase.
6
Game discussion / Re: Raiding questions.
« Last post by Warbot on January 16, 2019, 04:12:09 am »
2. In the current state, raiding is not cost-effective
Why does everyone expect raiding to be a huge gain?!

You can get a huge gain if you find a poorly defended base with a huge hoarder inside, which isn't that rare I heard... except chests, but that's w.i.p. I guess.

IF you would always make a plus from raiding other people, or even in most cases, just think for a moment what would happen,
now tell me again if it should be cost efficient or not!


...as for the "why raid" question, my "vision" would be one were noobs are simply of no interest to raiding, which might be the case already,
- you'd want to raid to fight for resource nodes (which is going to be nullified with the coming changes due to how it will be totally pointless to invest huge resources to raid a place that holds a resource node that will just vanish shortly, to respawn elsewhere)
- you'd definitely want to raid (hostile) groups that are a threat to you, or could be, to throw them back on the progression ladder, and gain an advantage for future encounters,
this is probably the most compelling reason to raid, and will likely be the sole true purpose for quite a while to come
- you might want to raid for the sake of griefing other players, people do that, and if your group dominates a server and you have plenty of resources, there is little else to do, so ...

I'd like to point out a few more issues, that I have mentioned before, but well, I'll do anyways:
- as of now, there are NO raiding mechanics in place, looking at other games, be it EVE or Salem or many other games, there are a lot of places to "get some inspiration" in that matter...
- due to no raiding mechanics, raiding someone / some group who is offline is beyond simple, which means you need to have a group that covers all time zones to be able to defend, which would require a much larger player base and MUCH larger servers, which does not align with the visions of server size that the devs mentioned so far, this is a critical contradiction and needs to be dealt with (!)
- more crafting, higher lvl pve content requirering higher tech, and vast areas with mid lvl content that just require mid lvl crafting products to do, would be one idea to use as a base for a player driven economy, which could be a basis to generate demand for certain resources available only/mostly through fixed resource nodes, which then could be a basis for meaningful pvp and raiding, this all is a rather complex field, but vastly misaligns with the devs current "vision" of the game, because it would also require much larger servers both in space and player count, whereas fixed resource nodes to fight over would be the thing to do, and the "decaying nodes" that the devs currently envision would make raiding mostly useless,
yes there are problems with fixed nodes in the current game, which come again due to the tiny size of both the map and the player base

To sum it up, this game has the potential to be pretty nice in PvE terms,
but to make a leap into meaningful PvP, there'd need to be a huge change in the direction the devs are currently going,
and by how they envision it, I start to doubt that this is even possible.
7
Game discussion / Re: Raiding questions.
« Last post by Lurler on January 14, 2019, 09:31:02 pm »
1. Dear Devs, is there a vision/concept how raiding should play out in the finished project? What benefits should the player get by doing it?
Frankly, it's not something we can answer definitively :)
We have our rough vision and requirements that we want to fulfill, e.g. we don't want people raiding noobs, instead we want high-level players to engage in fighting over points of control.
But how exactly all is going to work together - no one knows, we just implement incremental changes and react accordingly.
In one of the next updates we are going to add automated turrets which will offer active defenses to your bases. And there are many other changes.

2. In the current state, raiding is not cost-effective, mostly due to the fact, that when you have breached several wall rings, you still need to destroy caches with bombs, one of the most expensive items in the game. Am I missing something here? Is this intended? (I tried pickaxe/axe, but the damage was abysmal, could take years to destroy even wood chests)
When the are other planned parts of defense/attack will be in place we will significantly reduce HP of chests or even make them unlocked again.
As I mentioned - this is iterative process and we will be changing stuff along as we add more.

3. Will the bombs stay that expensive relative to the other items?
Yes. We don't want people attacking everything left and right :)
Our vision is to create a game that is more than just ducking it out between each other. We want many different types of creative cooperation to be possible.
8
Game discussion / Raiding questions.
« Last post by ratzlaff on January 14, 2019, 06:29:02 am »
First, I have limited exp. with raiding, so some of the questions may just be due to my limited knowledge.

1. Dear Devs, is there a vision/concept how raiding should play out in the finished project? What benefits should the player get by doing it?

2. In the current state, raiding is not cost-effective, mostly due to the fact, that when you have breached several wall rings, you still need to destroy caches with bombs, one of the most expensive items in the game. Am I missing something here? Is this intended? (I tried pickaxe/axe, but the damage was abysmal, could take years to destroy even wood chests)

3. Will the bombs stay that expensive relative to the other items?

Thanks!

9
Ideas and suggestions / Re: My Ideas
« Last post by Warbot on January 12, 2019, 08:24:11 am »
- From what the devs wrote, and I am hoping its final, the map will not get much bigger. They will add one or several biomes, but thats it.
- Right now, scouting is a thing. I had to do it, and I got important information that I used later (Trading, Industry, Raid).
- We are not talking about UNLIMITED teleportation, its will probably be a high-tech building and limited like land claims.

Actually something like a mount or a bike would solve the walking problem better.

I heard they are not intending to expand the map much, but I hope they'll rethink that someday,
as is, the map is maybe good for 40-50 people at most, so even if you had just 250 people on one server, you'd need about 10 times the map size to make it playable.
10
Ideas and suggestions / Re: My Ideas
« Last post by ratzlaff on January 11, 2019, 10:03:33 pm »
- From what the devs wrote, and I am hoping its final, the map will not get much bigger. They will add one or several biomes, but thats it.
- Right now, scouting is a thing. I had to do it, and I got important information that I used later (Trading, Industry, Raid).
- We are not talking about UNLIMITED teleportation, its will probably be a high-tech building and limited like land claims.

Actually something like a mount or a bike would solve the walking problem better.
Pages: [1] 2 3 ... 10