Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ai_enabled

Pages: [1] 2 3 ... 82
1
Mods / Re: Show health bar above your character
« on: September 05, 2019, 07:31:27 am »
It also shows the username and active status effects (such as nausea, pain, etc; the same UI element as for other players you see in the game). Neat :-)

2
News and Updates / Re: CryoFall - Patch notes v0.23.x (Electricity Update)
« on: September 05, 2019, 05:06:38 am »
=== CryoFall v0.23.8.6 (post-release hotfix #7) ===
(this is a Client-only hotfix)
   
Changes:
    - Explosion sounds now also include sound cue to determine the explosion direction.
    - A little bit adjusted opacity of HUD elements.

Fixes:
    - Animations for smoothly hiding notifications, crafting queue entries, and completed quest entries.

3
News and Updates / Re: CryoFall - Patch notes v0.23.x (Electricity Update)
« on: September 04, 2019, 01:07:37 pm »
=== CryoFall v0.23.8.2 (post-release hotfix #6) ===

Improvements:
    - Unstuck feature reworked. "Unstuck in: <timer>" will be displayed over the character who has requested unstuck, making it obvious for other players. The unstuck delay is increased to 10 minutes when invoked on other players' base (unless it's under raid block as in that case the unstucking is forbidden). Notification for the unstucking player has a ticking timer now.
    - Shot/hit sound events will be heard on much larger distance thanks to reworked netcode which is responsible for delivering these events.
    - As client now can hear sounds from far distances, we've added visual cues for shot sounds outside the screen bounds. A small animated "sound wave" will be displayed on the screen edge from the direction where the shot is done (it's not necessary means the shot was directed in your side, it's just visualizing a direction to the sound source).
    - Client visual scope system reworked to limit client visibility by the standard bounds (30*17 tiles on max zoom out with 16:9 screen aspect ratio; modifying the client to zoom out the camera is no longer helpful).
    - Better GPU selection in case the game is launched in a system with multiple GPUs.
    - Localization fixes and improvements.
   
Changes:
    - Opened doors will not close if there is any player/creature standing in the door to prevent anyone from getting stuck in a closed door.   
    - Nicknames and healthbars of players are no longer hidden during the night (as it was possible to remove this limitation via mods). We're planning to provide a hiding ability in the future which will be 100% server-side (hidden players will be not sent to other players so it will be not possible to reveal hidden players with a client-side mod).   

Fixes:
    - Oil refinery was keeping consuming electricity even if it's 100% filled with petroleum.       
    - Door was not opening if there was any character/creature on the way (sometimes two players stuck in the door because of this issue). Interactions with other world objects and structures (such as crates) is also possible now through other characters.
    - Fixed laser rapier activation sound when a player with laser rapier entering view or draws/removes this weapon.

Server and client updates are required.
   

4
Game discussion / Re: It’s too difficult to dig a gem
« on: September 01, 2019, 10:58:49 am »
Hello!

Yes, the gems are pretty rare so players are supposed to trade them.
They don't have much use besides making a golden suit and laser rapier—just to demonstrate your wealth. Though laser rapier has pretty high damage (especially against creatures) and fun to wield.

Do you have any particular suggestion about how can we improve this? Thanks!

Regards!

5
=== CryoFall v0.23.7.7 (post-release hotfix #5) ===

Changes:
    - Fridges and freezer electricity consumption decreased x5.   
    - Learning skill levels up at a faster rate (x2) and provides up to +40% LP gain increase now, while woodcutting and crafting LP rate reduced slightly. These changes will smooth out LP progression and especially provide more LP in the later stages of the game (T3-T4).
    - Crafting XP changed in order to provide XP only for time spent to crafting instead of XP per crafted item (crafting multiple small items instead of one big will not provide more XP).
    - Reworked and considerably improved players' loot dropping algorithm which will prevent cases when the loot is dropped through a wall and in other similar cases when fighting inside bases.

Fixes:
    - Pragmium beetle was spawned in water sometimes when the pragmium source was spawned too close to it.
    - Bomb planting speed was actually increased by 50% with "weakened" status effect rather than having a 50% decrease.
    - It was possible to deal damage through a wall in some rare cases due to incorrect wall hitbox initialization on the server.
    - Increased oil/Li deposits and pragmium sources spawn attempts number to prevent possible spawn skip.
    - Improved charred ground effect (no flickering, spawning new effect over the old if necessary).     

The client and server updates are not required but recommended.

6
Bug reports / Re: Steel Gate blocking stone from beeing picked up
« on: August 27, 2019, 02:06:01 pm »
Hello!
I forgot to mention that this issue was fixed in one of the latest patches.
Thanks for reporting!

Regards!

7
Game discussion / Re: Pragmium Refresh time?
« on: August 26, 2019, 08:15:25 am »
Oil and Li always respawn within 2 hours.

8
Game discussion / Re: Pragmium Refresh time?
« on: August 24, 2019, 11:04:38 am »
The game server is ensuring that there are always five large pragmium minerals on every respawn tick (randomly within 6-10 hours).

Regards!

9
Game discussion / Re: Pragmium Refresh time?
« on: August 23, 2019, 09:14:35 am »
Hello!

The respawn in random places in the desert biome. The respawn time is pretty rare—randomly from 6 to 10 hours.
You can also find plenty of pragmium in the volcano (north-east corner of the world).

Regards!

10
=== CryoFall v0.23.7.3 (post-release hotfix #4) ===

Improvements:
    - Server netcode improvements to minimize the negative effects of high network latency fluctuation and jitter for players with bad Internet connection.
    - New server rate: land claims number limit increase (LandClaimsNumberLimitIncrease).
    - New server rate: raid block duration (RaidBlockDurationSeconds).

Changes:
    - Solar panel now produces 1 energy unit per second instead of 0.5.
    - Creatures attack will be more accurate now.
    - Creatures friendly fire disabled.
    - Creatures respawn for pragmium source mineral in a land claim area is disabled.
    - Adjusted positions of healthbars for all creatures.
    - PvE: restricted building a land claim near pragmium source minerals.
    - PvE: trees and plants inside someone else's land claim area cannot be damaged anymore.
    - PvE: looting creatures is allowed in any land claim area.
    - Farming skill experience gained for watering a plant will be proportional to the % of watering added (so if it's already watered, you will not receive much experience when watering it).

Fixes:
    - It was possible to start the building process and run away, the building was still completing as usual.
    - Gates opening and closing in loop when standing near it and there are other objects nearby such as crates.
    - PvE: raid block mechanic was activated on a land claim hit by another player.
    - Crafting speed multiplier rate (CraftingSpeedMultiplier) is exposed to the rates config properly now.
    - Oil pump and Li extractor could be built over certain objects such as grass and corpses.

The client and server updates are required.
If you're hosting a community server, please update it as soon as possible.

11
@XAVIEXIER, I'm glad the information is useful.
BTW, there is a mistake with the original guide. I'm editing it now. Here is the correction:
  • Stone wall — 7 primitive bombs (or 6 primitive bombs+pickaxe/melee weapon), or 3 modern, or 2 modern + 2 primitive.

Regards!

12
Bug reports / Re: Doors leeching electricity
« on: August 16, 2019, 01:11:08 pm »
The hotfix (v0.23.6.4) contained a fix specifically for this issue.
There were no other reports regarding it.

Could you provide more details, please?
1. Is 20 EE/s consumption displayed in the lamp or it's visible only in the power grid stats?
2. Does toggle of the lamp power mode resolve the issue?
3. In the power grid stats, do you notice only excessive power consumption or there is an excessive number of power consumers as well?

Thanks for reporting.

Regards!

13
致中国玩家的重要消息。

我们需要对8月14日在EU1服务器上发生的误解进行澄清。

我们的游戏机制之一出了问题。许多玩家都报告了这件事,引起了我们的注意。

土地占领系统允许在其他玩家的基地周围很容易地放置T1占领(价格只有4块石头和4棵树木,只需不到5分钟的游戏时间即可获得),防止基地的所有者扩大基地。这种土地占领无法破坏,因为摧毁它需要24小时以上,而在此期间很容易将其修复。
遗憾的是,一些玩家开始大规模滥用土地占领系统,将T1占领放置于其他玩家的基地周围。这并非土地占领系统的本意。该系统原本预期的用途仅用于建立基地,游戏本身已经在您完成游戏任务时对此进行了解释。

我们已经通知玩家,将会更改土地占领机制,以防止这种破坏游戏规则的漏洞。同时,我们要求移除这类土地占领。实际上,管理员已经因为拥有基地的玩家的举报,删除了若干这种建在其他玩家基地附近的空白T1占领。T2和非空白的T1占领没有被移除,因此玩家并未因管理员的该行为损失任何东西(除了与4块石头和4棵树等价的极少数可忽略不计的资源外)。

正如承诺,12小时后,我们部署了一个补丁以更改T1土地占领的建造机制,减少其生命值并将摧毁计时器减少到1小时。它解决了这个漏洞,防止了进一步滥用,因为如果玩家本身出现在自己的基地附近,就可以轻易摧毁这些土地占领。游戏管理员将不再移除任何T1占领,玩家可以根据需要建造它们。

我们希望中国玩家能够理解,我们的目的是为每个人提供公平的游戏,包括中国玩家在内。

此外,一些中国玩家抱怨说,我们无权在服务器上调整游戏玩法。这种说法并不正确,请见服务器的欢迎消息,其中明确指出:“遵从服务器管理员的安排。”我们会尽力改进游戏。

我们需要澄清的另一个重要事项是,许多中国玩家报告他们遇到了网络连接不良和连接数量下降的问题,并指责我们故意阻止他们。我们并没有阻止任何人,这个问题是中国到欧洲的网络连接质量导致的。中国互联网服务提供商无法完全保证国际网络连接质量,有时网络情况相当不好。我们对此无法采取任何措施,因为国际网络路由并不是由我们控制的。我们从一些玩家那里听说,在中国使用流量加速器或VPN有助于通过更好的网络路由访问欧洲网络,使连接更稳定,并减少ping,但我们对这些第三方服务没有特别的推荐。

无论如何,我们总是竭尽全力为每个地区的玩家提供最优质的服务。对于中国大陆的玩家,我们提供在北京托管的官方中国服务器,通过与中国电信和中国联通的网络对等互连,确保完美的网络连接。

我们希望误解现已得到澄清,您可以尽情畅享游戏!

14
Bug reports / Re: Doors leeching electricity
« on: August 15, 2019, 02:17:42 pm »
Are you certain the version of the server is v0.23.6.4? Please check the latest server log file, the version is written at the beginning of the file.

15
Bug reports / Re: Doors leeching electricity
« on: August 15, 2019, 02:03:41 pm »
Hello!

There was a bug which resulted in the incorrect calculation of the consumers such as floor lights (the same objects were added several times in the power consumers list). It caused excessive power consumption.
The issue was fixed with this patch http://forums.atomictorch.com/index.php?topic=1393.msg7820#new

Doors actually are not consuming any electricity.

Regards!

Pages: [1] 2 3 ... 82