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News and Updates / CryoFall - Patch notes v0.17.x (Pragmium Update)
« Last post by Lurler on November 06, 2018, 04:53:51 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:
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   - Forums: (this forum)
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   - Official website:
   - Development blog:

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

=== CryoFall v0.17.1 (experimental/testing branch) ===

Major new features:
   - Device system. You can now craft and equip different devices that will give you some special abilities in certain situations.
   - Energy system for devices. You can now equip powerbanks that will provide power to other devices and energy weapons.
   - Implant system. You can now craft and use different implants that offer your character different abilities or improve certain stats.
   - Digital signs that can display images (later you will be able to draw your custom images too).
   - Cybernetic medical stations - you will be able to install different cybernetic implants here.
   - Pragmium mineral source - new mineral type found in the desert. It is a major part of gameplay in CryoFall now, but we won't spoil how it works - find out for yourself! :)
   - Energy weapon system - now we can add weapons that use energy instead of ammo. With this update we added several laser and plasma weapons you can unlock and craft. More to come!
   - All crates now have the owners list and access settings similar to doors. Fridges too :)
   - Animal corpse looting - spoils won't just spill on the ground now. Hunting skill receives some experience for this action.
   - Technology tree now has icons for all tree nodes making it easier to see each individual technology.
   - New safe item storage inside the land claim structure. It will keep your items safe as long as the land claim is not completely destroyed. The items will be dropped upon destruction to ground and stored there for 24 hours.
   - Blueprint placement continuous mode implemented for walls, floor and farms - hold LMB and move the mouse cursor (or move yourself) to place these blueprints (no need to click every time).
   - Improved defense bars in inventory window to clearly communicate the defense value of the equipped items.
   - Land claim "Upgrade" button tooltip added to let you know about the stats of the upgraded land claim.

New content:
   - Expanded and reworked the world map.
   - Device: Biomaterial collector - allows to collect "biomaterial" from killed creatures.
   - Added special hygroscopic granules that make it unnecessary to water plants when applied to the soil.
   - Several new quests + reworked existing quests.
   - New area in the desert: salt flats.
   - New salt mineral (source of salt but also contains small quantity of lithium salts sometimes).
   - Five cybernetic implants you can craft and install on the new medical station.
   - New tropical trees and fruits (e.g. durian tree).
   - Mining charges - it can be used to quickly mine large area, but requires resources to craft.
   - New alcoholic drink: tequila.
   - Cooking table with half a dozen new recipes such as sandwich or fruit salad.
   - New props (decorations) such as roads and road signs.
   - New skills: Cybernetic affinity.
   - Armored safe - to store your most important valuables.
   - Trash can - to store your most useless items :) . It will dispose of them instantly.
   - New tech groups: energy weapons, cybernetics, industry 4, medicine 3, farming 3, chemistry 3.

   - Structure decay delay increased to 32 hours (was 24 hours) as most players cannot come back to play at exactly the same time.
   - Improved item placement when you try to drop them on the ground. Now it makes a bit more sense as it allows to place an item anywhere inside your interaction radius.
   - Now you can't plant seeds inside rad towns (duh).
   - Construction sites (blueprints) now have only a fraction of durability of fully built structures, especially walls and doors. Make sure you complete them as soon as possible.
   - Fixed healthbar craziness when there many damaged structures on the screen. You will now see them in a radius around your character. But you can still see all if you press "Alt". If you point over a damaged structure it will reveal the healthbar as well.
   - Some players developed a bad habit or kicking every door and wall so a threshold was added to ensure that the healthbar will not appear over structures with >98% durability. If you ever want to reveal these little scratches - the "Alt" key works here too as well as pointing over the damaged structure.
   - Construction site (blueprint) progress bar is now hidden by default. But it is displayed as normal when you're pointing your mouse on it (needless to say, "Alt" key works too).
   - No need to hold right mouse button to interact with world objects - just click it and it will work automatically. To cancel, click again or move your character.
   - Reworked batteries: there are now two types. Both work exactly the same, but give different amounts of energy.
   - Changed prices and recipes for many items.
   - Completely reworked all technology trees.
   - When you die your character will receive "Weakened" status effect - this is mostly to prevent people from abusing respawn mechanic to loot radtowns naked.
   - Many items have been rebalanced or their effects changed.
   - Reworked ammo and weapon balance (e.g. automatic weapons are not so overpowered now).
   - Rebalanced LP gain. Now you will gain slightly more LP in the beginning of the game, but as you advance your skills you will get slightly less LP to account for increased efficiency for each particular action. Plus removed several points of abuse to quickly grind thousands of LP.
   - Bandage now also gives small health regeneration bonus to make it more useful.
   - Removed unused items and objects from the game to reduce the size.
   - Rebalanced most skills and implemented all remaining missing effects.
   - Basic land claims destruction timeout has been increased (especially for the lower tiers, T1 is now 24 hours).
   - "Clear list" button was added to the "favorite" and "recent" server lists.
   - Destroyed weapon will unload remaining ammo as an item, so it isn't wasted (thanks @Djekke).
   - Proper explosion damage propagation algorithm (which allowed us to increase the explosion damage distance).
   - Cigar "high" status effect rebalanced (thanks @Samir).
   - Eating Rustshroom will cause nausea for 5 minutes instead of 10.
   - Now you can't build land claims which will cover/intersect the grace area of another land claim unless you're in the access list of both land claims.
   - Equipped armor destruction on death will deduct 10% durability measured from the max durability value instead of the current durability.
   - Players in creative mode can deconstruct any building anywhere with the crowbar (useful for OP of private servers).
   - Better reporting when there are not enough items to craft the selected recipe for campfire and other manufacturers (previous it was reported as "Input items doesn't match any recipe").
   - Toggle run mode should persist between game sessions (thanks @Samir).   
   - Cascading land claim decay reset implemented - all nearby land claims will be reset from decaying if you're visiting at least one of them and you're in their access list (thanks @Samir).
   - There were no deconstruction sounds, so for now we are reusing construction site sounds.
   - Enabled auto-flipping for some props sprites to increase variety.
   - Using Reflection API in scripting is forbidden now for security reasons (mods should use TypeExtensions as a replacement).
   - Recipes and technologies were refactored to derive their names from items and buildings automatically. This will help with the localization in the future. Some duplicate descriptions for items and buildings have also been improved.
   - Now hand-crafting recipes could define optional list of crafting stations where they should be displayed in the recipes together with the station-only items.
   - Improved console help command to list all the console commands with their detailed descriptions.
   - Adjusted collision boxes for trees (it was hard to hit them with an axe, especially tropical trees).
   - FMOD (Sound System) updated to version 1.10.07.
   - Various performance optimizations and improvements for both client and server.
   - Now no extra permissions from the OS are needed to launch the game (no UAC pop-ups).

   - Spawn areas were incorrectly processed resulting in inconsistent spawn when the required padding between certain objects was ignored.
   - Long-lasting issue with error in console (dev mode) when another player is hitting an object with weapon and this player is not in your scope.
   - Proper movement smoothness for observed players and creatures (movement choppiness was noticeable on servers with the tickrate below 60 FPS).   
   - Game processed keyboard and mouse input in unfocused mode if it was started this way (e.g. Alt-Tabbing right after launching the game).   
   - Item container sorting was executed (and caused client hiccup) even if the items were already in order.   
   - In some rare cases the game was unable to discard/revert the input options changes and stuck in never ending dialog windows loop.
   - Crash when failing to initialize FMOD (Sound System).
   - Stale servers in the servers lists (now Master Server is able to properly handle half-opened TCP connections to detect these dropouts!).

   - This is a public test version of A17. The server hosting this version will destroyed with the full A17 release and all the game servers will be wiped and updated to final A17 release!
Ideas and suggestions / Re: Trading
« Last post by Lurler on October 28, 2018, 09:48:45 pm »
Thank you very much for taking time to write such a detailed answer. This is really valuable to us, as there aren't many people who utilize the trading system to its fullest yet. So, I really appreciate your help!

Based on your feedback we are making some changes to the trading station and economic approach already. Not everything will be ready in the next update though.
Another thing I noticed is that neither you, nor other players who used trading station didn't use shiny coins, only penny coins. But I wonder why? You could probably even setup an exchange station where you can exchange between different coins at an exchange rate you feel comfortable with.
But either way - in the next update we are changing the recipes for both coins slightly to help and make them both more useful in trading.

Are you planning to run a large store again in the next update?
Ideas and suggestions / Re: Logistics
« Last post by Lurler on October 28, 2018, 09:43:15 pm »
Well, you know... implants are somthing inside the body, not outside :)
For that we have devices system. You can equip a device that will perform some action, like in your example - carrying things around.
Transport drone ides isn't a bad one, actually.
As for parcel service - we are planning to introduce dropboxes. Then we will see from there :)
Ideas and suggestions / Re: Logistics
« Last post by Swiur_Yngwi on October 26, 2018, 09:13:23 am »
I did mentioned it earlier on discord when discussed the implants options, but there was no response. Therefore I do it here again.

Implant or structure: tranportation drone. Cannot be destroyed or looted. 4 slots of storage. Route - between two points set by structure or implant (landing base, recharger, etc).

Cryofall Parcel Service (trademark :) ). Structure where u prepare and send a parcel to a dedicated coordinates. Can be done automatically by the game or other players that are willing to earn some money. Service cost will be 5% of the package value, based on the average price of items inside parcel, counted from all TS in service.  Parcel cannot be inspected and looted by the "delivery man", returns to starting point, when "delivery man" gets killed.
Ideas and suggestions / Re: Trading
« Last post by Swiur_Yngwi on October 26, 2018, 08:57:10 am »
At the start I want to emphsise: I was focusing most of my ingame time on trading mechanics. It was my main goal in this server run to test it.
- How often do you need to restock? How many times a day?
I tried to restock the machines twice a day. Like every 12 hours (that also depended on my free time i could spent in the game). Normally it took me two runs for each market: once to see what is missing and second - to deliver goods.
- Is the storage capacity enough?
Well, hard to say. On one hand, it could be bigger -> more goods will be stocked. On the other hand, when TS is destroyed, more goods will be lost too. Sometimes i wished to have more display options (in big machine u can set up up to 6 products). So, yes, 4 slots in storage and 2 in display could be useful.
- In trading stations that buy items - how do you control how many of each items you want to buy?
In the current system it is mostly impossible. Mostly because of its simplicity. The only way I see to control my demand is to set every single needed product/resource in separate machine. And control it by amount of coins in each one.
- How many coins do you typically keep in each trading stations?
Like mentioned before, I tried to leave about 30% of my income in the buying machines. So, when after 12 hours I grabbed like 1500 coins, 500 was reinvested. It could change slightly depending  on my ongoing needs and prices set for buying. Now I don't keep more than a 1000 coins in every buying machine.
- How do you decide how much of each type of goods to stock?
To use storage space to maximum, stack was my main number. But I had always keep in mind that TS can be destroyed and then I lose what is inside. So all resources were in one stack maximum. Usable items, like bandages, cigars, vodka - up to 5 stacks. Ammo - up to 4 stacks maximum. For unitary items, like hazmat suit, armour, weapon - up to 3 units. For low tier unitary units, like leather armour - up to 5 units each type. Very important! U need to leave one slot in storage free - for coins.
- Do you advertise your services in any way?
Yes, I did. I wanted all players to know about my market. So, almost every time i restocked the machines I gave info about that on global chat with coordinates to the place. And it worked pretty good. But of course it would be nice to have a possiblity for more "agressive" marketing, like banners, TV commercials (when eletricity is introduced). And more building options in area of trading would be good too. Like - "welcome" entries, signboards, etc...
- Do you have regulars? If so - do they leave any feedback to you about your trading stations? Have you made any changes based on their feedback?
U mean returning customers? Yes, I did. And that was the most satisfactory part of that test. People were asking for restocking certain products, or giving me the info what is missing at the moment. And I did adjusted prices of few products based on their feedback. After few days of running the market i noticed that when a new player was asking on chat where to find lithium or plastic, sometimes he got answered like: market, coords, cheap. So, the info was spreading around on itself. And in some way I got respected (I am not boasting myself here now, just giving my expressions). Funny moments: One called me "the king of trade" and one hand love to me  ;D

- Would you change anything in the current trading system?
Partially this question is already answered above. Little more storage slots. Little more display slots. More paying options - not only goods for coins, but also goods for goods. Maybe a dedicated landclaim that will make TS area PVE (but still with raiding option). I didn't liked the fact, that when two TS were buildednext to each other, u could freely move between them. That knowledge "costed" me two trading stations. To make them unaccesible from behind to the third party, u need to separate them with wall. And of course statistics.

In one of the future versions we are also going to introduce detailed statistics to make keeping track of your sales easier. Do you have any requests for this or additional features?
Well, I have a master degree in economics and work all my life in trading, so.... some basic statistics could be very helpful. Now i used my memory and a sheet of paper for that. And had no competition - did not have to worry about their prices and stock. More sophisticated solutions will mostly depend on how trading will develop in the future. Options are limitless.
Ideas and suggestions / Re: Save storage
« Last post by Warbot on October 25, 2018, 05:26:54 pm »
I doubt these limitations  make sense.

I am not really convinced of safe storage yet, and would really prefer some actually raiding mechnics (what we have now can hardly be called a raiding mechanic, but that is ok as this is an alpha), but let's see how it all works out first, before throwing balancing at something completely untested.
Ideas and suggestions / Re: Raiding
« Last post by Warbot on October 25, 2018, 05:21:54 pm »
As you also mentioned, you cannot compare this map and whole EVE map - this is a small server which can be easily controlled with 10 people (once they killed all competition) even if you triple its size (what are you gonna do once you killed all competition is a different question). And, for example, whole Serenity server (China) in EVE online was divided between 2 corporations at some point.

No, you can not, by far not compare this with serenity, the chinese have a VERY different approach to EVE, something like that could not happen on tranqulity.

And this is an alpha with a limit of 256 users and a tiny map, once there are proper player numbers and a decent sized map, you hopefully can't control a map with just 10.

But I did not get your point, what do you want to say?
Ideas and suggestions / Save storage
« Last post by Uthred on October 25, 2018, 01:28:53 pm »
I thought a bit about the upcoming save storage here are some suggestions:

Tier1 landclaim 24 Slots
Tier2 12 slots
T3 - 8
T4 - 6
the downgrade starts when the claim research is done to prevent high lvl Players build t1 claims
This would be newcomer friendly and protect them from beeing raided just for fun
It would encourage raiding and PVP at a later lvl

also T3 buildings should only be allowed on T3 Claims - no t1 alt-Claims with brickwalls.
Ideas and suggestions / My experience with raiding.
« Last post by Uthred on October 25, 2018, 01:07:56 pm »
I want to share my experience with raiding. I started around two weeks ago yesterday i could craft my first modern bomb because i could by some Lithium at a trading Stationaslo i crafted 2 primitive bombs.
I went out to look for a target and found 2 guys who started a few days ago they had one wooden Wall around their camp and started with a second layer. Both have been online so i first said "hello" and told them i´ll raid them now :-) they were not amused but what could they do i had a machine gun and they had only some sticks.
So i placed my first primitive bomb at the entrance and boom it made the Wooden door got damaged by around 50%.
One of the guys inside instantly repaired the door bevor i could place the second one.
So i decided to place the modern bomb at their wall behind their smelters and boom the wall was down.
Now i would have been able to kill both and take all their stuff i could have stayed there a while and respawn kill em until they decide to spawn anywhere else. (sidenote: Im not a dick so instead i didnt kill them, left some stuff and left peacfull)

What i learned:
If they had brickwalls i would have been not able to break the wall when they are online because they could have repaired it much faster then i could destroy it. So the only chance to break in is when they are offline.

-there should be a bomb which can blast away each Wall in one boom: primitive for wood, modern for Stone and high-tech for bricks but only when the claimowner is online.
-The bomb should have a 10 minutes timer and the owner should get a message when a bomb gets placed. So he could run to his base and fight with the raider and if he wins he can defuse the bomb.

-If a bomb is placed you should not be able to build anything.

-If the owner is offline the Claim should get a shield which absorbs a huge amount of damage maybe 20 times the damage of a bomb equal to the landclaims Tier.

-shield regeneration should be very slow 20%/24hours
Ideas and suggestions / Re: Raiding
« Last post by Neoxion on October 25, 2018, 05:52:15 am »
As you also mentioned, you cannot compare this map and whole EVE map - this is a small server which can be easily controlled with 10 people (once they killed all competition) even if you triple its size (what are you gonna do once you killed all competition is a different question). And, for example, whole Serenity server (China) in EVE online was divided between 2 corporations at some point.
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