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=== CryoFall v1.30.7.3 (R30 Patch #2) ===

While we're working on the next major update (that will bring more endgame content and proper single-player experience/integrated local server besides plenty of other improvements and content), we also wanted to make many fixes and quality of life improvements available immediately to you with this patch.

Patch notes:

- PvE: Large circle barrier will appear during the event preparation timer (20 minutes). It will prevent players from getting closer to the boss spawn area (this way it's no longer possible to camp the boss spawn). Players and vehicles that are located inside this barrier during the event announcement will be automatically despawned to prevent them from getting stuck there
- Drone control: Improved target selection—you no longer need to point precisely on the object that you wish to mine
- Greatly improved the servers list loading speed and reliability. It will also immediately prioritize the selected tab to load (e.g., when a modded servers list is selected, its entries are loaded first instead of waiting for other tabs to finish loading). The server Refresh button is also always available now
- PvE: When a mech is destroyed (such as during the boss battle), its dropped remains (cargo, weapons) will be object-locked to the last pilot and its party (other players will be unable to take these items)
- Medical cooldown notification displays a list of actions that are not available during the cooldown
- Updated UI library NoesisGUI and network library LiteNetLib to the latest versions (fixes and optimizations)

- Pragmium power plant: Increased the power output of each pragmium fuel rod from 8 to 10 EU/s
- Changed how the server items drop rate applied to gemstones, gold, etc. Increasing the server rate will increase the probability of obtaining such items instead of increasing the output amount. For instance, playing with x5 items rate will provide a single gemstone 5 times more often (in the previous version it provided x5 gemstones but as rare as with the default drop rate)
- PvP: Increased structure relocation distance (in PvE it's already much larger)
- Farm plots cannot be placed under other structures
- Local server: Removed PvE boss event preparation timer as it's useful only for multiplayer PvE servers
- In faction-owned land claims, only players with the land claim management permission will be able to complete the structure blueprints

Server settings:
- Added console command to kick/ban the whole faction (useful for servers like CryoSmall and CryoFive)
- Access lists (whitelist/blacklist) now moved to the SettingsServer.xml file to provide persistence between the savegames
- Introduced separate item droplist rate for Space debris and Meteorite: DropListItemsCountMultiplier. ObjectMeteorite, DropListItemsCountMultiplier. ObjectSpaceDebris
- LandClaimsPerLevel server rate limit reworked to remove the lower limit of at least 1 land claim per faction level
- Limited the default max door owners number to 5

- Switching to a protected PvP server ("no-mods") while having any UI active mods sometimes resulted in broken UI
- PvE: Base guests can access doorbells and toilets (no permission required!)
- PvP: Faction-owned land claim continues to show "under attack" status after the raid is over
- PvP: Turrets were able to attack players on hoverboards that are behind a wall below
- Japanese translation: Remaining status effect duration didn't fit under the status effect icon
- Leaving a mech while firing its weapon sometimes resulted in firing the new weapon from the hotbar (it was visible only for other players)
- Fixed various crashes when scrolling the servers list

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 BETAS tab, and choose "legacy-r30-v0.30.6.8" in the dropdown menu.

Mods / Re: [Client] Hide quests panel mod
« on: June 22, 2021, 06:22:43 am »
This mod is no longer useful as since January 2021 (A29 Update) we've added "Hide quests panel" option to the options menu.


Ideas and suggestions / Re: Pushing mods to clients via the servers
« on: June 17, 2021, 08:28:02 am »
Yes. Either this, or distributing mods over third party services (e.g. Steam Workshop or Nexus).


Help section / Re: GPU Crash when having status effect blurs
« on: June 13, 2021, 01:47:49 am »
We have no reports of similar issue. It sounds like a GPU driver issue.
Either way please send us the log files to investigate it.

Please contact us by email at and attach the game log files.
The logs file location is usually "<your documents>/AtomicTorchStudio/CryoFall/Logs" but if the game cannot access it, the logs are stored in "C:/Users/<your profile name>/AppData/Local/AtomicTorchStudio/CryoFall/Logs"


Ideas and suggestions / Re: Feedback from 500 new players
« on: June 03, 2021, 10:10:01 am »

Thank you for providing your feedback!

Balancing the PvP gameplay is very tough. We've worked on this over years and there are as many opinions regarding this as there are players...For the latest wipe (27th May) we've changed the server rates on the official PvP servers to make the game less grindy and allow players to develop and recover faster if they lose their equipment or get raided. Have you played this wipe or you didn't return?

Alas, there is no community CryoSmall/CryoFive servers for the Asia region that may provide small teams gameplay. But from our experience watching Global Clan Wars server over the years, often small teams were able to counter larger teams—a lot depends on the positioning during the combat and whether you're effectively using AoE damage weapons (grenade launchers and mech artillery cannon).

Regarding the teleport system, we never heard any complaints regarding it before. Teleportation requires healing and it's not something that you can do unlimitedly due to accumulating medical overdose effect quickly (besides that, healing itself is costly and/or time-consuming and so makes you vulnerable after teleporting).

What would be your suggestions? What can we actually do to make the game better, in your opinion? Are you certain the proposed changes will not break the balance? E.g. we definitely don't want to make bombs much more accessible as it will allow even easier raiding of smaller bases (and lead defeated players to leave the game earlier).


Bug reports / Re: Hoverboard bag
« on: June 03, 2021, 07:21:49 am »
in PvE, the vehicles are automatically put into the garage after some time when abandoned in the world. You can also always obtain it there even if you dropped it somewhere.

Ideas and suggestions / Re: Queen and sand tyrant pre event shield?
« on: June 01, 2021, 01:04:09 pm »
Ok, changing the difficulty back to default (about 20-25% lower difficulty).
Enjoy the game!


Ideas and suggestions / Re: Queen and sand tyrant pre event shield?
« on: May 31, 2021, 01:48:31 pm »
Indeed. Right now we're ready to manually change the boss difficulty. Just let us know the server name.

Ideas and suggestions / Re: Queen and sand tyrant pre event shield?
« on: May 29, 2021, 05:05:59 pm »
We're working on a different approach for PvE servers.
Imagine a large circle location of the inner battle area (the dark-tinted biome) that cannot be passed through until the event starts. Any players and vehicles that are inside this area before the event is announced will be respawned automatically (but usually there are no players). This barrier area will be active until the event preparation timer expires.
I'm not sure yet whether the barrier will actually work (as we have custom physics/collision engine that was never tested with such large colliders), but if it does, we can deploy it in a small patch for the current version.


Ideas and suggestions / Re: Queen and Sand Tyrant party
« on: May 26, 2021, 10:46:31 am »

That would be nice to have to coordinate a big party of random players. Either way, we cannot bring feature like this anytime soon.
We're working on a small patch to prevent players from "camping" the boss spawn and planning to deliver it ASAP.
After the patch, we will see how the boss event goes and whether there is an actual need for additional improvements.


Modding info / Re: How to disable mod on non server in mod service?
« on: May 26, 2021, 10:43:02 am »
I see. That's an unsual approach, but I understand that some players may like the idea.

If your server doesn't require a client mod to join it, you can certainly enable "<no_client_mods>" server setting that will prevent clients from using any mods when joining your server.


Modding info / Re: How to disable mod on non server in mod service?
« on: May 26, 2021, 06:48:59 am »
Thank you for your reply.
If your server doesn't require a client mod to join and play on it, you can enable the option I've mentioned above ("<no_client_mods>" setting). It will prohibit all client modifications but the server still can have unpacked Core.cpk or server mods.

But some players use automatic collection
Do you mean the "automaton" mod? On an x10 server? I wonder who actually needs this as the inventory gets filled up very quickly and players never need THAT many twigs, stones, grass, etc.
Again, we don't actually see any harm with this mod as it can't do anything that players cannot do themselves by clicking quickly in the game. It's a convenience mod. But I realize that some players may disagree with me, or simply prefer to have peace of mind that no other players are using any mods on their server.

So do you want to add the server and client mod matching
We're not planning to implement this as it will be trivial to hack and will also make the client overall prone to hacking. Our current security approach (when the server forbids client modifications) works in a different way and ensures that the client is running 100% original code without any modifications. There are layers of protection and validation to ensure this. By design, it's not compatible with the idea of supporting any client modifications.


Modding info / Re: How to disable mod on non server in mod service?
« on: May 25, 2021, 05:45:18 am »

Please let us know what kind of mod the players are using. As the game server is designed in such a way that prevents clients from actually hacking the game. Players can automate picking up resources and few other actions with automaton mod but it's not harmful as this mod cannot do anything that players cannot do themselves without it. It's just a convenience mod.

If you wish to forbid usage of any mods by the connected clients, we have a special server setting for this it's generally used on PvP servers only to give players peace of mind that their opponents cannot have any advantage through client modifications.


Modding info / Re: How to ignore the terrain movement?
« on: May 24, 2021, 11:31:52 am »

It's not trivial. Technically, you can remove the physical collider, e.g. for hoverboard (in the base class for all hoverboards) we define physics this way
However, it will allow passing through any obstacles (including walls).
Making it pass only through terrain/cliffs is not possible as it will require a much more complex physical collider approach for the whole game (not only for the vehicle) and will cause other problems as well (e.g. when a player wants to dismount the vehicle in the middle of a cliff or over water).


Help section / Re: I have trouble becoming op on my server.
« on: May 22, 2021, 07:22:03 am »
As an alternative approach, please type directly into the server's console window:
Code: [Select]
opAdd YourNickname(substitute YourNickname with your actual in-game name as you see in the bottom-right corner of the main menu)

Press Enter key to submit the command. After that, you will have full operator access and can use all the OP console commands.


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