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Messages - Lurler

#61
Mods / Re: [Client+Server] [WIP] Outer Rim
April 26, 2020, 11:01:39 PM
Nice!
Looking forward to see how this mod develops overtime! :)
#62
=== CryoFall v0.26.8.1 ===

New features:
   - Implemented server moderator system for community servers: players with moderator role can mute/ban/kick, use the spectator mode (including interacting with the world objects), and teleport.
   - Added new shortcut Ctrl+F5 to force reload the scripts and UI (might be very useful when editing UI for mods).

Boss-related changes:
   - Boss will spawn beetles soon after players approach it.
   - Boss HP regen will work only if it didn't receive significant damage for a while.
   - Boss HP and HP regeneration speed are increased, as well as the reward (number of the loot piles).
   - Decreased the boss damage multiplier to mechs x2 -> x1.75.
   - The boss jumping attack will add Dazed status effect (unless player is in a mech).
   - Boss resistance to kinetic (firearms) and cold damage (helium grenade) increased a bit.
   - Introduced server rate to configure boss event start delay since the server creation/wipe ("BossEventDelayHoursPragmiumQueen", by default it's 48 hours for PvE servers, for PvP servers timegating T3 specialized).
   - Introduced server rate to configure boss difficulty ("BossDifficultyPragmiumQueen", it's configured according to the number of the players necessary to defeat the boss with a reasonable effort; the default value is 5, min value is 1, max is 10).

Other changes:
   - Imported final A26 localization (including Steam Achievements).
   - Updated English profanity filter with much larger black and whitelists now (thanks to @Avakyn for working on it!).
   - Adjusted physics collider and hitboxes for electric stove.
   - Tinker table: the ammo loaded in one of the guns placed for repair will no longer disappear when
   repairing.
   - Increased Fast healing (from Stimpack) status effect healing rate (the total amount of HP is the same but it's applied much more often and evenly over the effect's duration).
   - Increased update rate for Psi, Heat, and a few other status effects (just to increase the accuracy of these effects).
   - Added a proper dialog window when KB2533623 for Windows 7 is required to launch the game.

Fixes:
   - Fixed boss death animation sound.
   - Fixed boss-type pragmium beetles spawning in volcanoes.
   - Fixed an issue with creatures' healthbars flickering when they're becoming visible on the edge of the screen (related to UI library bug).
   - Fixed a random issue with mech UI remaining on screen when dismounting a mech.
   - Fixed an issue mech UI remaining on the screen when a mech weapon is destroyed due to full durability loss.
   - Fixed an issue with a grenade launcher when it was possible to damage objects a level below when firing from higher ground (same as with other ranged weapons, it's not possible to damage anything or anyone on a lower height unless the firing is done through the slope).
   - Fixed an issue with night vision suddenly activating when opening inventory when the player wearing Super heavy armor and riding a mech.
#63
There's a lot of good points in this post for sure. I'm sorry if I can't reply to each one, but I pretty much agree with 90% of the mentioned.

I specifically want to reply regarding the combat. There are a lot of changes planned in the future specifically to make combat less dependent on gear and more dependent on skill and tactics.

Some of the changes planned:
- auto turrets to protect your base (which also means we can make walls weaker and allow for more interesting raids)
- tactical tools such as smoke, flashbang, molotov, etc.
- new land claim mechanics (and possibly offline protection as ai_enabled mentioned above)
- clan system to allow people to join together in large clans, but not like before where large clans were dominating the server, but quite the opposite, it would allow solo players to join in clans AGAINST large zergs
- and many other such changes which should completely change how the combat feels

There are a lot of things planned! :)
#64
And then it will go boom :)

I suggested the same idea, but ai_enabled said it's not great :) And... I do kinda agree with him.
#65
Thank you everyone for your detailed opinions on the matter.

But I do honestly believe there is no problem with the balance here. Only that it might not be immediately clear that you need to use twigs to get more ash.

My reply in discord regarding this matter was:
Quote
Guys, okay, let me explain something.
In reality when you make charcoal you DONT burn logs. You heat them to convert chemicals aside from carbon into gas which is released and you left with charcoal (carbon). There is no ash produced at all, because you don't burn logs.
Sure, the game might not be super realistic but that's the idea we follow.
Now, regarding ash - if you use twigs as suggested above - you will have more ash than you can ever able to use. I'm being serious here. Just collect twigs when you are out and use them to power your furnaces, cook food, etc. etc. and in literally an hour of doing that you will have hundreds of ash.
I'm sorry if this reply is not what you expect. But there is honestly no shortage of ash, you just have to approach this correctly (by using twigs) and you will have as much ash as you need.

I hope this more or less answers the question.

We will try to communicate it some way that using twigs is great for ash.
#66
Bug reports / Re: Free for all building
April 02, 2020, 02:42:55 AM
Quote from: Karsthans on April 01, 2020, 04:30:59 PM
Hi, well it was blueprint for a reason :D was meant to be temporary and easy to remove :'( anyway thanks for reply.
You can always use a crowbar to remove any of the structures on your landclaim.
#67
Yes, as a matter of fact we have already reworked that for the upcoming A26 version :)
The quest line and quest information have been significantly reworked to make all of that more clear and to help new players choose better place for their base.
I hope you can join the game after the A26 update and try all of the new features that it adds!
#68
It's coming soon. We will announce it on our discord when it's ready :)
#69
We are definitely planning to implement different weather effects, temperature and such. Though, it is a very major feature, so I honestly don't know when we can do that :)

As for trade changes - this again is something we definitely want to improve. We want to completely change not only how trading stations work, but even complete approach to trading. Once that's in we can also discuss other ideas, including those you mentioned.
As for trading channel - we have already added it in the game for A26 update :)
#70
Nice! :)
I'm sure some people might enjoy it for their community server. And it doesn't even break the balance.
#71
Quote from: Thorn on February 13, 2020, 08:17:37 AM
Map marker: If i could place a temporary map marker on a location i would like to go or allow my teammates to head to (waypoints would be nice)
Yes, this is planned eventually when we rework the map menu.

Quote from: Thorn on February 13, 2020, 08:17:37 AM
Hotkey for discarding items
Actually there is already one ;)
Just open the inventory and press "help" or "shortcuts" and there's a bunch of different shortcuts, including to discard an item.

Quote from: Thorn on February 13, 2020, 08:17:37 AM
Containers being labelled
Yes, this is also planned.

Quote from: Thorn on February 13, 2020, 08:17:37 AM
Faster travel on roads: Could imagine a lot more interesting pvp encounters being orchestrated.
Roads provide +10% speed bonus (or was it 15%? :) )

There's a bunch of other things we are planning to add.
Please take a look at our roadmap:
https://trello.com/b/B5ckffAW/cryofall-development-roadmap
#72
Quote from: gaara on February 12, 2020, 07:52:08 AM
make option in menu to change crosshair/pointer color
That might be a good idea in the future for sure. But for the moment we would like to focus on content, which would make a difference in the game.
But after other things are done - sure :)

Quote from: gaara on February 12, 2020, 07:52:08 AM
maybe new 'pragmium reactor core' fueled generator?
We are thinking of other type of reactor, maybe adding it together with the interior locations update.

Quote from: gaara on February 12, 2020, 07:52:08 AM
blank and salt ammo still crap..
Well, they are not intended to be the ammunition used in combat :)
They are there just for fun. And you don't need to spend LP to unlock them. You are essentially getting them for free together with other tech.

Quote from: gaara on February 12, 2020, 07:52:08 AM
plasma pistol and plasma rifle  to expensive (High-Tech Components)   to low effectiveness
They have their uses. They don't use ammo and are very convenient in certain situations.

Quote from: gaara on February 12, 2020, 07:52:08 AM
solar generator.... why solar panels decoy so fast ?.. for me its useless
They are actually quite cheap, in fact super cheap for the amount of energy you get.
You are just paying their price in a single lump investment upfront, compared to other generators where you have to constantly keep feeding them fuel.
#73
Mods / Re: Improving mod announcement template
February 10, 2020, 02:15:08 AM
Yes! We are definitely planning to make installation of mods easier and also  completely change the whole process.
Ideally installing mods should be a single click!
But there's just too must other things we must complete first. But we will definitely go back to mods and eventually rework it to make it easier.
Please, just give us a little bit of time and we will get there! :)
#74
Game discussion / Re: Refinery changes
February 03, 2020, 05:47:10 AM
It is in T4 chemistry if I'm not mistaken.
#75
Game discussion / Re: Sand from Stone
February 03, 2020, 04:45:34 AM
Quote from: dex.gamer on February 02, 2020, 11:38:24 AM
I am very sad that what once was a T3(?) ability is now a T4 one (and I am not T4 yet). My easy sand from stone was ripped away from me, in lieu of making more sense in a higher tiered skill.
Well, yes. Having that recipe in mineral processing plant just makes more sense than crafting it on a workbench.
Plus we actually reduced sand requirements for practically all recipes and completely removed from other.
Same goes for glass (which use sand) - most recipes now require much-much less of it.
The balance is much better overall now.