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=== CryoFall v1.32.2.1 (Customization Update) ===

New features:
    - Added item skin support, skins browser, and skin crafting preview. There are dozens of free and purchasable skins available in this update. Please read more about the skins system in our Steam announcement.
    - Personal statistics such as the number of mined minerals, harvested plants, deaths, PvP kills, K/D (Kill-Death Ratio), etc is available now. To access it open the inventory menu, there is a button near your character's model.
    - The clan tag is displayed near the player name in chat (both in messages and in the private chat title).

Content changes:   
    - New structure Compost tumbler—a new electricity-powered alternative to a mulch box. Creates fertilizer from organic matter much faster.
    - Added a new generic "gemstones" item (instead of many different kinds of gemstones) to make gems more accessible and crafting of items that require gems easier. It will also make it viable to receive Steam Achievement that requires crafting a full set of golden armor.
    - Removed unused items: Luger (now 8mm Revolver takes its place as it has greatly improved stats), Steppen Hawk Gold and Plasma pistol (as they were practically never used), and Safety helmet (which was a completely useless drop from radtowns and 99% of people didn't even know it existed).
Balance changes:
    - All weapons are now crafted much faster (some are up to x3 faster). Now you don't have to wait for 5 minutes for each.
    - Increased psi and radiation protection for Super Heavy armor. Also reduced the movement penalty from -10% to -5% (but you still cannot run while wearing it).
    - Pragmium suit now adds a +25% melee damage bonus and requires less pragmium to craft.
    - Artillery shells now deal slightly higher damage to structures (600 -> 800).
    - PvP Faction Leaderboard: Captured oil/Li deposits will provide x3 more points towards the Resource Domination score.
    - PvP: All bombs are made a tiny bit cheaper. Walls have been made significantly cheaper in the last update, so this should bring the balance back. Additionally, we want players to engage in active defense of their base, as well as strategically use turrets at weak points. But anyway, the price change is VERY minimal, basically just a few percent difference overall.
    - PvP: Turrets are made slightly weaker (~10%) to compensate for their cheap construction costs. Also some other slight adjustments to the balance.
    - Ash stack size increased 100 -> 250.
    - It is now easier to advance Heavy weapons skill. You will get more EXP from using heavy weapons (grenade launchers).
    - Hunter's tools now give bigger looting speed bonus (30% -> 50%).
    - Slightly increased raw keinite drop from some monsters. Also increased keinite drop from migration events.
    - Adjusted loot from bosses slightly (reduced gold for Queen and increased iron concentrate for Tyrant).
    - Changed crossbow balance. Now it has substantially higher damage, but a slightly shorter range to compensate. So, it could be a decent early game weapon, but you will want to quickly switch to something else.
    - Changed 8mm Revolver balance (increased ammo capacity and faster reloading) making it similar to the (now removed) Luger.
    - Increased ash yield from Oniflower (5->10). It should be easier to farm now.
    - Increased experience gain for Melee combat and Foraging skills.
    - Increased organic value for items looted from monsters (e.g. skin, bones, etc.).
    - Bottle crafting made faster (10s->5s).
    - Neural enhancer recipe changed to include keinite.
    - Bioreactor efficiency improved significantly. Organic use decreased from 0.1/s to 0.05/s (i.e. doubling efficiency), also electricity generation increased from 2 EU to 3 EU further boosting efficiency by 50%.
    - Increased duration before food will spoil. This especially changed the food that was spoiling relatively quickly. The duration is increased by 20-25% on average.

    - Increased texture resolution of item icons when using reduced "Sprite resolution" setting (in video options).
    - Improved trading station UI to make it clear which item you will sell (you need to select the item and move it in the "sell" slot; you can select an item of particular durability/freshness/skin to sell now).
    - Introduced customizable item durability/freshness requirement for trading station. You can configure it to not purchase items with low durability/freshness if you wish so.
    - Improved tech node display: Added a plus sign (+) to hint when the tech node offers more than a single item recipe/structure/perk/vehicle.
    - Helmets that have glasses were made semi-transparent, making the character's face visible.
    - Decay info tab is no longer displayed when the server has no active decay (such as a local server or private server with disabled structures decay).

Technical & modding:
    - It's possible to expand the game with new skins by making a client+server mod. Use "IsModSkin => true" property override in your skin class (please reach us in official Discord for more details on how to do so).
    - Weapon muzzle flash placement changed. Now it's very simple to configure–just measure the offset (in pixels) to the weapon's muzzle from the bottom left corner of its sprite. You can override the muzzle flash offset for your skin by overriding a single property ("MuzzleFlashTextureOffset"). If you've previously created a mod with weapons you will need to reconfigure the muzzle flash offset.

    - Incorrect restricted areas rendering when placing a land claim (sometimes buffer area didn't appear in red color even though it should).
    - Incorrect female character rendering ("hunchback"-like appearance in some cases) was fixed.
    - Helmet rendering improved to avoid cases when the character's beard was visible through the helmet (e.g. when wearing a Military helmet).
    - Fixed various mistakes and typos in translations.

    - This update is compatible with the savegames from the previous (R30/R31) versions (you can upgrade your server to the new version and continue playing)
    - Community server owners can choose whether to update (server update guide) or not (we're providing legacy R31 client version in Steam Client -> CryoFall Game properties -> BETAS tab)
    - Some mods may be not updated by their authors to support this version. You can contact the mod authors to ask them to update their mods.

Ideas and suggestions / Re: Sprinklers - annoying
« on: December 05, 2021, 07:21:12 am »

Thank you for your feedback (and for registering here!).

Of course it would be best if they would only water crops that needed watering
This is already done in some form: the sprinkler scans around to check if there are plants that are not spoiled and have their water level below 100%. If there are no such plants, watering will be skipped (no water/electricity consumed). Even when you manually press the button it will not spend water/electricity if there are no valid plants nearby.

However, it doesn't check for plants that have harvest. We will check and improve if necessary.

Right now I have to leave them powered off, then power them on, click 'sprinkle now', then power them off again.
I don't think having a button to water only once is a good idea. The presence of such a button will create confusion and make players approach it wrong. Our intention is to provide convenience and reduce micromanagement.

Please note that in the latest patch (released just a day ago, before you posted this topic) we've made that sprinkler consumers 3 times less water. It will last (when filled with water completely full) for 5+ days even when it will be watering every hour plants around it.

Regarding their size causing problems for you when walking around—if you can, please share a link on a screenshot. We will check and consider adjusting the collision bounds.


=== CryoFall v1.31.9.2 (R31 Patch #8) ===

Event changes:
- Boss event duration shortened to 30 minutes (plus 20 minutes preparation timer on multiplayer servers only).
- Improved boss minions placement. Their spawn is properly randomized now.

PvP changes:
- Reworked loot from space debris event. We've increased the amount of T3-T5 ammo, added laser rifle and a few other items, mech components, and even bombs (very rare!). But most importantly, now you will obtain items of the actual technology tier or close to it instead of some random rubbish. E.g. when Tier 5 timegate is unlocked on the server the weapons and armor that you will obtain from space debris will be T4+. If Tier 3 timegate is unlocked you find only T3 weapons/armor, in T4 you will find only T4 weapons/armor.
- The game will forbid disassembling items on the Tinker table during raidblock (same as using Trash can is not allowed).
- Newbie-protected players are no longer able to interact with anything inside other player's land claims (the problem was that when they were able to sneak inside the base they took stuff from crates, furnaces, etc and once killed they will just drop the loot on the ground and nobody can pick it up as it's protected by Newbie Protection system).
- The boss will not spawn immediately after the event is announced. 20 minutes timer will start giving you time to prepare for the event. This is an experimental change: Please try and let us know—we're awaiting players' feedback to consider whether this change will stay.

Misc changes:
- Sprinkler: Reduced water consumption 3 times (single sprinkler will last for 5+ real-time days when filled to its full capacity and watering plants around it every hour).
- When you have a retina implant, the night vision from Nemesis mech and Super Heavy Armor will not activate automatically. Also, Nemesis mech will not activate night vision when you're mounting it during the daytime.
- Weapons for Nemesis mech will use Vehicle skill instead of Exotic weapons skill (other mech weapons were already using Vehicle skill).
- Building skill: Reduced amount of experience gained by building and deconstructing wooden walls (it was too easy to raise the skill level this way).
- Tinker Table: The amount of Maintenance skill experience gained by disassembling an item will be proportional to the amount of disassembled item compared to the amount from this item's recipe. E.g. if you disassemble 1 ammo that is usually crafted as 20 pieces, you will gain only 1/20th of skill experience.

Technical changes:
- Optimized texture loading (less frame stuttering when walking in large bases on weaker GPUs).
- The game will no longer use LocalAppData for its data (such as savegames) when the primary data folder exists (the primary location is: Documents/AtomicTorchStudio/CryoFall). IMPORTANT: If you're suddenly missing your local server's savegames, perhaps you have both game folders on your PC—one in %LocalAppData%/AtomicTorchStudio/CryoFall and another in your Documents folder (this may happen if the game was denied access to Documents folder and used %LocalAppData% instead). If this is the case, please transfer the contents of %LocalAppData%/AtomicTorchStudio/CryoFall folder to Documents/AtomicTorchStudio/CryoFall folder. For further assistance please reach us in official Discord or over email

- When another player character is launched on a rocket the body remained visible.
- When repairing a pragmium reactor part on Tinker table a broken part appeared in the place of the second input slot.
- Fixed formatting issues in Portuguese-Brazil translation.
- If the savegame is corrupted the savegames list was unable to load. The issue is fixed now. The game will also clearly designate corrupted savegame files in the saves list and explain how to recover to the latest backup version. Please note: we're certain that savegame corruption cannot happen under normal circumstances, if you experience such an issue please check your disk with ScanDisk and CrystalDiskInfo or any other HDD SMART tool.

If you're hosting a community server, you need to install this patch to allow the updated client to connect. Please follow this guide to update your server:

If you cannot connect to a community server because it's not updated, you can switch to the previous client version in Steam Client. Click with the right mouse button on the game in your Steam library, open Properties, select the BETAS tab, and choose "legacy-r31-" in the dropdown menu.

Bug reports / Re: Translations / wording issues
« on: November 28, 2021, 12:43:03 pm »
The localization is sourced from a private Crowdin project which is managed by our publisher and has professional translation team for each language. The pull request to CryoFall GitHub repository is not the appropriate way to fix the translation issues. We need to manually provide the translation mistakes report and suggested changes to Crowdin project and (once everything is verified) import the localization files into the game repository.


Bug reports / Re: Translations / wording issues
« on: November 26, 2021, 02:17:48 pm »
Regarding the error message. We've quite a complex and probably unique system regarding localization. The whole game code (Github repo is compiled right on the client-side and the localized strings are simply injected in place of the original text. So technically the code doesn't work with any localization management, everything is already localized to the user's language on the compilation stage. It both saves performance and makes programming a bit easier (localization is always a pain).
Unfortunately, this approach doesn't allow us to have anything else besides a single language (of course, English) on the server's side.
Reworking everything to assign IDs manually would be Sisyphean labor as we have hundreds of string entries that can be passed as errors. We have some ideas how we can rework this and both have proper server-side logging and client-side localization of incoming errors but so far it's unlikely that we will have time to work on this fairly rare corner case. And as this issue is usually related to the construction tasks only when you place something in batches (like wall blueprints and floor) we will probably just find a simple workaround only for this case. We've already done this in some cases by reworking remote methods to provide an enum value instead of the raw string in the result.


Bug reports / Re: Translations / wording issues
« on: November 26, 2021, 09:48:54 am »

I see either untranslated strings (mostly error messages when placing objects / working with plants / etc)
This happens when the server sends an error message. All messages from the server are always in English due to how it's implemented. Usually, the client performs the same check and shows a proper error message, but sometimes it sends a command (e.g. "place a floor there") that is not valid on the server by the time it arrives there (e.g. you've moved the cursor around and there is a repeated command to place a floor at the same tile). So you see this non-localized error message.

It there any way to contribute to the project translations?
Feel free to send me a PM with your findings (the screenshots are not necessary but may help to figure out where exactly the text is displayed). Over the years, a significant number of typos and mistakes were fixed thanks to the community feedback!


Mods / Re: [Client] CNEI
« on: November 17, 2021, 10:57:00 am »
@Dicade, yes, you need to create this folder in this case.

Mods / Re: [Client] CNEI
« on: November 17, 2021, 10:50:52 am »
@Dicade, perhaps the game has no access to this folder for some reason (though apparently it has no problem writing log files to a neighbor folder).
As an alternative, the game can read mod files placed in this folder (according to the log):
Code: [Select]
D:\Steam\steamapps\common\CryoFall\ModsTry placing the mods here and see if the "Mods catalog initialized. Available files" line is followed by the mod names now.

Mods / Re: [Client] CNEI
« on: November 17, 2021, 10:43:14 am »
@Dicade, ok, for some odd reason the game cannot see anything in "C:\Users\kindo\Documents\AtomicTorchStudio\CryoFall\Mods"
I would suggest trying with some other client mods to see if you can make them work. For example, try this one

Mods / Re: [Client] CNEI
« on: November 17, 2021, 10:32:10 am »
@Dicade, check the log file again, does "Mods catalog initialized. Available files" line contains the CNEI mod listed there? If no, please ensure that you've placed "CNEI.mpk" in "Documents\AtomicTorchStudio\CryoFall\Mods" (ensure that the file name spelling is correct).

=== CryoFall v1.31.8.7 (R31 Patch #7 / Client Hotfix) ===

- The discrete GPU will be detected and selected automatically when available. We've verified that it works properly with NVIDIA GPUs. Looking for feedback from AMD Radeon users.
- Improved compatibility with ZIP-compressed mods.

This is a client-only patch. No server update is necessary and no new server distributive is provided.

Help section / Re: Problems making server available on Public Server List
« on: November 15, 2021, 12:34:19 pm »
I'm sorry for the late reply. I've just tried connecting to your server. It works fine, see my chat message!
So other players are certainly able to reach your server now.


Help section / Re: Problems making server available on Public Server List
« on: November 14, 2021, 01:39:47 pm »
Does this issue occur with another PC outside of your LAN?
What's the name of the game server? I can try connecting to it.

Help section / Re: Problems making server available on Public Server List
« on: November 14, 2021, 06:12:19 am »
This is an odd error. Please check the router/modem manual.
Both the internal and external ports should be 6000 (UDP) by default and point to your local IP address. You can change the port used by the game server by editing SettingsServer.xml file to try a different one but it must be always the same for internal and external ports configured in the port forwarding rule.
Even if the rule is configured properly it is unlikely that you will be able to connect to your server from the client running on the same PC via community servers list. You need to ask someone from outside your local network to attempt the connection.


Help section / Re: Problems making server available on Public Server List
« on: November 12, 2021, 08:34:29 pm »
Have you tried accessing it from another PC? The one outside your local network.
Connecting to the game server hosted on the same PC over internet sometimes doesn't work (depends on the router, some will not allow loopback connections). But other players over internet should be able to access it (assuming port forwarding rule is properly configured and applied; router reboot is often required to apply the changes).


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