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=== 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 support@atomictorch.com

Fixes:
- 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: https://wiki.atomictorch.com/CryoFall/Server/Setup#Server_update.2Fupgrade_to_new_version

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-r31-1.31.8.2" in the dropdown menu.


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Bug reports / Re: Translations / wording issues
« Last post by Grey DeMonstr on November 30, 2021, 03:01:47 am »
Ok, makes sense, thanks.
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Bug reports / Re: Translations / wording issues
« Last post by ai_enabled 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.

Regards!
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Bug reports / Re: Translations / wording issues
« Last post by Grey DeMonstr on November 28, 2021, 12:18:47 pm »
Never have a thought you game is opensourced :) Then should I simply create pull requests in case of localization issues? :)

Your translation approach is kinda interesting, will think about it. Now it makes much more sense.
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Mods / Re: [Client+Server] Hardcore Desert - Pragmium King
« Last post by Mars on November 27, 2021, 09:42:14 pm »
1.57.1
Fixing robot not filling generators or furnace when power is off
Fixing robot not returning item in an almost full crate
Princess immune to meteor explostion
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Mods / Re: [Client+Server] Hardcore Desert - Pragmium King
« Last post by Mars on November 27, 2021, 08:16:09 pm »
Hey, I just used the mpk from github and restarted my server with it and robots seem to work.  Did you try to change their run timers?   Robots still need some work though.

edit: I found a couple issues, I will make a fix
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Mods / Re: [Client+Server] Hardcore Desert - Pragmium King
« Last post by LinkesAuge on November 27, 2021, 05:13:03 am »
Heya, wanted to give some feedback.

Firstly, awesome mod and appreciate the work you put into this.

Secondly, I had issues with the 1.56.2 and 1.57.0 versions in regards to Robots not working (they didn't do anything). I got the 1.56.2 robots to work by using the github files and repacking them but the mpk you provided for some reason didn't seem to work.
I have now the same issue in 1.57.0 with robots not working but using your github files didn't seem to do the trick this time. Maybe I'm overlooking something but might want to look into it, for now I'm going to use the 1.56.2 github version.
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Mods / Re: [Client+Server] Hardcore Desert - Pragmium King
« Last post by Mars on November 27, 2021, 12:11:13 am »
1.57.0
Hide mob level at night
Electricity T1 + S.H.I.E.L.D.
RateShieldProtectionDuration, default shield duration to 6 days
Completionist data for Pragmium King, Mutant infestation, Crash site, Mutant migration
Princess immune to pragmium explosion
Fixed robot not going to cracking plant empty canister input
Robot won't load an electricity consumer with power off
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Bug reports / Re: Translations / wording issues
« Last post by ai_enabled 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.

Regards!
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Bug reports / Re: Translations / wording issues
« Last post by Grey DeMonstr on November 26, 2021, 02:04:25 pm »
Thanks, will send as soon as meet something next time.

PS Error messages from the server side can be translated. The simpliest (though not the best way in perspective) is to change server reply api, so it will contain not only error text but also some error code. When the next client update is released, it can utilize error code to display the localized message. More stable and supportable way is to make server code translatable. In this case the client can send own locale to the server in the request header (or once when the session is established).
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