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CryoFall - Patch notes v1.30.x (A30 Keinite Update / R30 Release)

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=== CryoFall v0.30.6.1 (Keinite Update) ===

Major features
   - Origin selection system (4 origins). Origin system provides certain small buffs to your character. You can choose one of the origins for your character when you first join a server (for A29 version savegames you can select the origin when join a server after the update)
   - Vehicle naming—set a custom name to your vehicle to easily distinguish it from other vehicles that you own!
Pragmium reactor
   - You can now research (in T5) and build the new Pragmium power plant. It is intended as an end-game power source for massive bases and can provide immense amounts of power. However, it is completely unsuitable for smaller bases with small energy storage and impermanent power draw as it has lengthy startup-shutdown cycle requiring long term planning and preparation to fully utilize this massive amount of power it provides
   - Reactor components: fuel rod (empty and filled variants), deflector, flux exchanger, diffuser, moderator, broken reactor part
   - Various reactor components affect how it runs by changing things like fuel-lifetime, power output, psi-emissions, etc

Creature balance & A.I.
   - Improved A.I. for all creatures—they now react to your actions towards other creatures. If you are hunting a chicken and there's a wolf nearby it might be interested in some of that sweet loot as well and decide to hunt YOU down ;)
   - Most animals made much more ferocious to offer a greater challenge. Especially in the desert and boreal region
   - Pragmium beetle attack range increased slightly, as it was too easy to kite them previously without taking damage at all
   - Some stronger mobs now have a slightly higher chance to break bones (previously the chance was too low, so it rarely ever happened)
   - Some stronger mobs now also have a chance to inflict a large open wound on the player (new status effect)
   - Keinite is the new end-game exotic material. It is primarily used to create exotic weapons as well as implants (they no longer require pragmium)
   - Keinite collector (extractor) device can be used to extract low-grade keinite from some native creatures
   - Low-grade keinite can be refined in the chemical lab into pure high-grade keinite
   - New Toxin filtration implant—especially useful now with the introduction of exotic weapons
   - All implants no longer require pragmium and instead require keinite
   - Slightly increased power output from ATP energy extractor implant
Weapons & combat
   - Exotic weapons introduced into the game
   - New weapons: Swarm launcher, Toxin proliferator
   - New ammo: keinite based ammo pack      
   - Helium grenades are boosted slightly (damage and armor penetration) to make them more useful given their slightly higher price
   - Frag grenade has improved explosion visual effect and was rebalanced with a more reasonable radius and slightly higher damage to make it more useful in fights
   - Laser sight is cheaper to craft

PvP and raiding
   - Restored PvP damage multiplier from x0.4 to x0.5 (same as it was before A29)—a bit shorter fights makes it easier to win when outnumbered (less chance for opponents to regroup and heal) and provides better PvP balance overall
   - Sentry turrets made significantly cheaper to build and their parameters are rebalanced for more interesting engagements   
   - Destroying any structure (not only wall or door) will activate/extend the raid block. Exceptions: fence wall, floor, decorations
   - S.H.I.E.L.D. activation will no longer reset when the bomb is exploded—a structure (such as a wall) must be destroyed in order to reset the activation
   - To prevent the abuse of the raid block mechanic, raid block for primitive bombs will last 5 minutes instead of 10 minutes

   - Now faction level upgrades can be done in small increments rather than having to pay the entire LP amount at once. Any of the players in the faction can donate small amounts of LP towards the next level upgrade
   - Faction upgrades are much more expensive for higher levels now
   - Complete rework of the Leaderboard system. There are new sources of faction score as well as detailed description for each for complete clarity and transparency. But more importantly, the score now cannot be manipulated by inviting or kicking players
   - New "Wealth score" leaderboard metric—some decorative structures now have score points value assigned to them so you can build them to increase your faction's score. In PvP, you can reduce your opponent's faction score by raiding their base and tearing down such structures
   - PvP: New "Resource domination score" leaderboard metric—it's awarded for captured oil/Li deposits every hour
   - Faction leave cooldown: When leaving a faction, you can join another faction or create a new faction after just 6 hours now, but you cannot return to the faction that you left earlier than 24 hours
   - New faction access rights now you can set up more permissions for faction members (vehicle access management and PvP S.H.I.E.L.D. management)   
   - PvP: New raiding notifications for ally bases, including bases of your faction's members that didn't transfer their bases to faction ownership. Map marks are also added   
   - New dialogs when transferring the base and vehicles to faction ownership
   - Notification when your faction has moved up or down in the leaderboard ranking (displayed only when the faction has at least 200 faction score)
   - Faction window was redesigned to include all the faction-related info
   - Changed faction number limit defaults: 10 for private faction, 100 for public faction (the change doesn't affect existing official PvE servers where the private faction limit will be kept at 25 until the next wipe; Global PvP will keep using 20 limit for private factions)

   - Mutated boar
   - Mutated wolf
   - Mutated hyena
   - Mutated creatures drop a new mineral—keinite, but it requires a keinite extractor to get. You can also get high-grade Keinite from the event creatures such as Floaters, Thumpers, Sand Tyrant, etc

   - Introduced boss spawn delay in PvE (20 minutes) to give players enough time to arrive and prepare for the event
   - The boss will despawn instantly after the event timer is expired
   - Killing boss minions (especially Thumper) will count much higher towards the boss score, so playing a support role now provides a proper reward when the boss is defeated
   - Boss minions will despawn when too far away from the boss. Also, a teleportation effect is displayed when the boss and its minions are spawned/despawned   
   - Learning points for boss victory are provided proportionally to the number of the allocated loot (which is proportional to the amount of total damage dealt to the boss and its minions)
   - Several events were rebalanced to make them more useful now (e.g. Sand Tyrant boss and both migration events are a good source of keinite)
   - Cactus drink now gives more water and food
   - Coffee cup now gives more water and provides the Energy rush status effect for a longer duration

Technology groups
   - New "Exotic weapons" tech group (T5)
   - Changed T4 and T5 electricity-related technology groups to accommodate newly introduced tech in T5
   - Moved canning from T5 to T4
   - Moved some individual tech nodes around for better progression and balance

Status effects
   - Heavy laceration (a new status effect that can be inflicted by strong creatures)
   - Status effects such as Toxins and Bleeding were made much more damaging to creatures but will expire much faster (so you don't have to wait for minutes until your prey is dead from such effects)
   - Minor improvements to the map (generally just small fixes of geometry and props, nothing breaking this time)
Visual changes
   - A lot of existing items, world objects, minerals, characters, plants, props, etc. have been updated with new visuals to make them fit better with our current visual style and to bring their quality to our current standard
   - New cliffs visuals
   - Adjusted item icon plate positions for crates and fridges to make them visible when placed behind the walls   
   - Negative stat modifiers (by status effects and character origin) will appear in red color
Containers & input/output
   - Bioreactor now has 4 slots instead of 1
   - Gasoline generator now has two slots for input and output allowing you to put more canisters inside
   - Water pump and cistern have more input and output slots
   - Canisters are now crafted in batches of 5 (yes!) and they are much cheaper
   - Increased barrel and cistern speed when adding/removing liquids
   - Power grid efficiency penalty decreased from 5% to 2% per extra land claim in the base
   - Medkit and Stimpack provide slightly more healing now
   - Solar panels no longer require pragmium. So they are much more accessible making them a very good mid-to-late-game choice for energy production. Optical components also no longer require pragmium. But as compensation for making solar panels much more accessible, their durability decreased from approximately ~7 days to ~5 days (real-world time)
   - Armored safe layout changed to require two vertical tiles
   - Floor tiles are now roughly 5 times cheaper to build
   - PvE: Relocating floor with toolbox will reduce its durability only slightly
   - Optical components no longer require pragmium to craft
   - Hunter tools are cheaper to craft
   - Pragmium sensor is cheaper to craft
   - Medical station is cheaper to build
   - Metal armor recipe is now simplified, it does not require flux powder separately now, but instead of iron it requires steel   
   - Increased deconstruction speed with a crowbar   
   - Added weapon ready delay when entering a mech to make it consistent with regular weapon change (doesn't apply to hoverboards as the weapon is not changed when entering it)
   - Reworked door access editor to make option "opens to everyone" separate from other options
   - Improved client console autocomplete
   - Added unlocked structures number to Construction menu
   - New broken gate prop
   - Existing props improved
   - New external wall type added in certain radtowns

   - When you send drones to mine a mineral or cut a tree, they automatically reserve space in your inventory to prevent a situation where there is no more space for them to return
   - Improved crafting amount selector—after entering the number just press Enter key to start crafting it   
   - Added outline when selecting a structure for relocation
   - Added outline for construction site when mouse over   
   - Various minor visual improvements
   - When dropping an item on the ground by pointing on a tile too far away or that has obstacles, the item will be dropped in the closest available tile to the character
Server rates config improvements
   - By a popular request—added new server rate setting "ItemStackSizeMultiplier"—multiplier to adjust the item stack size (useful for high rates servers but will inevitably affect power generation balance as well as PvP balance and other aspects of the game)
   - New "WorldEventDelayMultiplier" allows adjusting when certain world events (like boss spawn) should start on the server after the world creation/wipe
   - Confusing "PvE" setting was replaced with "PvP" setting (to make your server PvP just set it to 1)   
Technical changes
   - Replaced outdated ambient occlusion option with an optimized approach. The previous option barely affected the game visuals and we found a more optimized approach to achieve similar results   
   - Added proper error message for missing KB3063858 in Windows 7 (.NET 5 dependency)   
   - Game executable files now signed with the code signing certificate from Sectigo to prevent false-positive detection by antivirus software
   - Updated NoesisGUI to v3.0.11

   - PvP: it was not possible to plant a bomb near some structures (e.g. above the destroyed wall/door)   
   - When respawn menu appeared while the chat menu is opened, it was not possible to respawn
   - Biomaterial collector: if there is not enough space in the inventory, the collected biomaterial vial was lost
   - Fixed slugs description which incorrectly stated that they had high stopping power
   - Dropping items on the ground sometimes fired the active weapon/used the active item from the hotbar
   - Other various small fixes

   - This update is compatible with the savegames from the with previous (A29) version savegames (no wipe is necessary)
   - Community server owners can choose whether to update (server update guide) or not (we're providing legacy A29 client version in Steam Client -> CryoFall Game properties -> BETAS tab)
   - Some mods are not updated by their authors for this version. Feel free to contact mod authors to ask them to update their mods

And finally, please consider leaving an honest review for the game on Steam if you haven't done so yet. Thank you for playing CryoFall and always supporting us!

=== CryoFall v0.30.6.2 (A30 Patch #1) ===

The first patch for A30 is released now! Thanks everyone for your feedback!

Official PvE servers:
- As now more PvE players can participate in the boss event thanks to the preparation delay that was introduced in A30, we've increased the Pragmium Queen boss loot and HP by 40% and Sand Tyrant boss loot and HP by 20%. However, the following few official servers are NOT affected and have reduced boss difficulty (due to lower online number): Asia PvE, South America PvE, Oceania PvE

Patch notes:

- AI: Creatures will stop chasing you after a while even if you've aggroed them. They will also not start chasing you from far away when you come back
- Achievements allowed for featured modded servers (such as CryoSmall/CryoFive servers with custom maps)
- PvE: Ground items (such as wood/stone piles and loot crates) will be locked temporarily for the player that has first interacted with them (other players cannot gather them for some short time)
- PvE: Killed creatures are locked for the player that has killed them (other players cannot loot them for some time)
- Reduced memory consumption of the local server (this is an experimental feature offering singleplayer experience)

- PvP: Destroying a blueprint should not incur a raid block
- PvP: Сannot manage shield on a personal land claim when the player is a member of a faction and don't have shield management permission
- Auto light time for floor lamps was not correct
- Editor: it was possible to overlap roads over each other
- Buttons in the respawn menu are not wide enough for certain languages

If you're hosting a community server it's recommended to install this update.

For our PvP players, some clarifications regarding the raid block and S.H.I.E.L.D. mechanic changes in A30 Update:

1. In A29 destroying walls and doors (with melee weapons or grenade launcher) activated raid block.
In A30 the raid block can be incurred by destroying not only walls and doors but most structures—except floor, fence wall, decorations, blueprints, etc very weak structures that are often placed outside the base.
E.g. destroying a wall, door, workbench, furnace, etc structures will incur raid block but destroying a banner or fence will not incur raid block.

2. In A29 raid block can be triggered by hitting a land claim (when you're not the owner of the land claim).
No changes regarding this in A30.

3. In A29 raid block can be triggered by exploding the bomb within the land claim area.
No changes regarding this in A30.

4. In A29 primitive bomb provided 10 minutes raid block on explosion within the land claim area.
In A30 it was shortened to 5 minutes to prevent the abuse of the mechanic. For modern (T4) and resonance (T5) bombs it's still 10 minutes.

5. In A29 incurring raid block disrupted the S.H.I.E.L.D. activation for the base.
We've noticed this mechanic was sometimes used to prevent players from going offline safely (by using primitive bombs and exploding them every 10 minutes somewhere within the land claim area, without actually destroying anything). To prevent the abuse, the following change was implemented:
It's no longer enough to raid block the land claim area to disrupt the shield activation—now a structure must be destroyed completely to reset the shield activation. (Not every structure will cancel the shield activation—refer to the list above from point #1.)

We hope these changes will make good sense to you and prevent abuse of the raid block mechanic (in order to prevent players from establishing S.H.I.E.L.D. when they need to go offline).

=== CryoFall v1.30.6.3 (R30 Release) ===

The game is officially out of Early Access now!
There were only a few minor fixes and changes with this final build.

Patch notes:

- Greatly optimized performance when many trading stations enter view (no hiccups!)
- Added "/faction.browse" console command for server operators

- It was not possible to mine rocks and cut stones with drones when these objects are located too close to a road
- Teleportation when using a pragmium heart had incorrect visuals
- Incorrect deconstruction/relocation outline for structures when using reduced texture quality setting

If you're hosting a community server it's recommended to install this update though A30 servers are compatible with R30 client.


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