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Topics - ai_enabled

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1
News and Updates / CryoFall - Patch notes v0.30.x (Keinite Update)
« on: April 16, 2021, 04:45:13 am »
=== 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
   - 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
   
Implants
   - 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

Factions
   - 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)

Creatures
   - 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

2
News and Updates / CryoFall - Patch notes v0.29.x (Factions Update)
« on: January 19, 2021, 04:39:59 pm »
=== CryoFall v0.29.11.5 (Factions Update) ===

These patch notes are including all the changes that were made during the experimental version testing.

Factions
   - Faction system added into the game
   - Players can create private and public factions, configure roles, and access permissions
   - Each faction has an emblem (created by combining several preset layers and colors)
   - Private factions participate in Leaderboard. The server gathers and calculates various metrics to determine the total score for each private faction
   - Players can join a private faction through invitation or by submitting an application. Public factions could be joined freely.
   - Land claims can now be transferred into faction ownership. It's the intended way of providing ownership over land claim to more than 5 players (owner lists proved impossible to manage for a larger number of players)
   - On PvP servers, faction officers can declare wars and propose peace treaties
   - An event log keeps track of faction activity and notifications (such as when the faction base is raided).
   - Leaving a faction causes 24 hours cooldown when you cannot join other factions.
   - In PvP, the public faction keeps track of each member's standing and will automatically remove members that have low standing (due to killing faction members or allies).

Creatures
   - Psi grove
   - Spitter
   - Thumper
   - Sand Tyrant (boss)

Items
   - Plaster cast
   - Revenge vest (equipment)
   - Cigarettes (off-world brand)
   - Coin purse
   - Stun baton (shocks opponents upon hit)
   - Vehicle repair kit (to be used on the go)
   - Fuel sack (will be extracted from a killed monster), can be turned into gasoline by crafting
   - Tyrant heart (new boss drop)
   - Teleport location data (usable item to reveal a new teleport location)

Events
   - Sand Tyrant boss event
   - Blue glider fishing event
   - Psi grove infestation event
   - Thumper migration
   - Space drop event now includes more unique items which cannot be crafted in the game (such as stun baton, off-world brand cigarettes, etc)

Quests
   - New quest related to alien teleports
   - New hunting quest (for all new monster types)
   - Changes to existing quests (some quests have been expanded and improved)

Weapons, armor & combat
   - New Fence wall (blocks movement, but can be shot through)
   - Medical cooldown (after medicine application) no longer prevents you from running
   - Changed ready time and reload made faster for a single grenade launcher
   - New world projectile for artillery cannon (previously it used grenade art)
   - Night vision helmet stats have been updated to be more in line with their counterparts in the same tier. They can now be used as a proper alternative to regular helmets
   
PvP-related changes
   - Introduced automated sentry turrets. There are 3 types of turrets: light (uses 10mm ammo), heavy (.300 ammo), and energy that uses electricity from the power grid. Players can now build automated turrets to protect their base. Turrets will automatically attack hostile players and trespassers (if configured to do so by the turret owner).   
   - Reduced damage by 20% to extend combat duration and provide more tactical opportunities to retreat, find cover, and heal
   - Added visualization for bomb planting by other players
   - Restricted simultaneous placement of bombs at the same location
   - Bombs damage to characters is greatly increased (except the mining bomb)
   - Reduced vehicle and drone explosion damage range
   - World events rate and area number per event adjusted to ensure more PvP encounters
   - Players under Newbie Protection no longer receive the "Weakened" status effect (even when killed by an NPC)

World
   - Alien biome
   - Alien teleport points all around the map (an ancient alien structure that allows players to teleport around the map)
   - New loot piles to find all around the map (wood, minerals, and stone)
   - Significant changes to topology all around the map
   - Most radtowns are now directly connected to the roads
   - Most of the existing radtowns have been significantly reworked to make them more interesting (including new areas and new props)
   - New large area in the center of the map as well as a new area in the desert northeast
   - You can now find coal in tropical mountains (so you don't have to venture north into the boreal forest), but rubber trees will now be available only in temperate biome. This way tropics are a bit more balanced in terms of resources while still giving you enough reasons to explore the map a bit more, even if you decide to settle in the tropics
   - New secret island which can only be accessed in a certain way ;)

Status effects
   - Overeating (applied if you exceed 150% of your normal stomach capacity)
   - Added detailed information to many of the status effects to make their effects clearer

Mining & resources balance
   - Significantly increased mining charges radius/area to make their use a more viable mining strategy now. Especially considering there are also mining drones now. Mining charges are now also cheaper to craft
   - Mineral processing plant now gives twice as much sand from any ore or stone processed

Food, farming and cooking
   - New items: Potato (raw), Potato seeds, Yellow flower, Yellow flower seeds
   - New food: Cooking oil, French fries, Baked potato with meat
   - Coffee beans are now roasted in batches of 5 instead of 10, so you don't have to collect as much at one time
   - Food nutrition data (i.e. how much food/water/energy it gives) is added to the food item tooltip
   - Moved Sprinkler from T4 into T3 to make it more accessible early on
   - Seeds crafting is twice as fast now. So you don't have to spend as much time crafting them if you have a large farm
   - Pickled cucumbers now remove the Drunk status effect. Though, only a little bit :)
   - Seeds are more plentiful now and can be found from grass more often
   - Cooking oil is now used in some of the older recipes. Those recipes (such as grilled carrots) received a boost to their food values and special effects

Fishing
   - New fish types: Crappie, Koi, Black Goby, Yellowfin Tuna, Blue glider (pragmium based fish, only found during special events)
   - Changed fishing bait balance. Now it's much easier to make basic bait (insects), but more difficult to make advanced bait (cut bait and boilies)

Interactive world objects
   - Ruin gates
   - Ruin gates button

Decorations
   - Faction banner with individual faction emblem (can be build if you are part of any faction)
   - Checkers (pawns + queen, both orange and black). For people to play checkers
   - Door bells (2 types, interactive!)
   - Bedside table
   - Hat and coat hanger
   - TV (interactive, you can turn it on!)
   - Barbell bench
   - Presents
   
Technology groups
   - Decorations 3


3
News and Updates / CryoFall - Patch notes v0.28.x (Justice Update)
« on: October 03, 2020, 09:15:02 am »
=== CryoFall v0.28.x (Justice Update) ===

New features
   - Reworked welcome message window. Now it has several separate blocks such as server welcome message, game mode description (PvP/PvE/modded), and scheduled wipe information. Server administrators can easily configure this information with the new built-in editors directly in the game.
   - Server description message (in the server browser) now includes the next wipe date if it's configured for a particular server.
   - The online players list could now be hidden (it's a server setting). This way for PvP servers it will be much harder to determine the moment when a player group is outnumbered so it could be raided easily. This new setting is now enabled on all the official PvP servers (and some featured PvP servers).
   
Improvements
   - Status effects with known duration now display the remaining duration instead of their intensity (or in addition to it). This way certain status effects that have fixed effects, but could have different durations will be more clear (e.g. you will know when a particular buff will run out).
   - Minimap now has a small diamond icon showing your current position.
   - World map now displays the name of the biome under the mouse cursor. So you can point at anything and you will know what biome it is.
   - When using empty bottle over a water tile the whole stack of the empty bottle will be filled in one go, making gathering water this way much faster (works for fresh and salt water).
   - Food tooltips now include a mark for items you have never tried/eaten (so you don't need to jump between the inventory and Completionist menu to check what food or drinks you have not tried yet).
   - Quest "Build a permanent base" now includes a task requiring to relocate any structure.
   - Improved some quests to make them less annoying if you are doing it for N-th time and especially if you are playing in a group.
   - Now you can browse any tech group even if you didn't yet reach its pre-requisites. It makes it easier to plan your technology progression ahead and is especially useful on competitive PvP servers.
   - Steam Achievements are disabled when playing on modded servers as some of them provided all the achievements without the player's consent or direct actions.
   - In the server browser all servers are now sorted by ping by default and ping is measured only once now to prevent constant reshuffling of the list (you can still measure the ping again by pressing "Refresh" for the selected server or using "Refresh all").

Balance
   - Changed recipes for different implants making them more accessible. Especially implants that are not part of the "meta" in PvP. Biomaterial collector is now also cheaper to craft.
   - Heavy duty batteries require less lithium to craft.
   - Many structures (buildings) are made cheaper to make progression smoother.
   - "Well rested" status effect now provides two times more bonus learning points and also increases LP/XP gain from x2.0 to x2.5.
   - Recoil/fire spread pattern for automatic weapons is now random (within the configured angle) and is completely independent from the client. Any attempts to compensate for the weapon spread with will only make the overall fire accuracy worse. This change makes client side mods that compensate recoil useless making the game more fair.

PvE-related changes
   - PvE: now you can build oil pumps and lithium extractors in any biomes that permit land claim placement.
   - PvE: players cannot block each other (passing through) preventing pushing and blocking problems. The same applies to vehicles so mechs (with or without the pilot) cannot be used to block passage to the boss or a mining area.
   - PvE: creatures (except the boss) cannot damage vehicles without pilots. This way it's no longer possible to lure a creature to destroy a vehicle by standing between it and a vehicle.
   - PvE: it's possible to take vehicles that have "Docked" status from other vehicle assembly bays (previously it was required to go to that particular VAB where it's docked).
   - PvE: Destroyed vehicles will drop their content tagged for its owner so other players cannot steal it.

PvP-related changes
   - PvP: upgrading land claims from Tier 2 to Tier 3/4 will no longer change S.H.I.E.L.D. recharging cost.
   - PvP: improved detection of the enclosed base in PvP to prohibit usage of S.H.I.E.L.D. on it. This is required to prevent the abuse of shield with such a base layout (see http://atomictorch.com/Files/Images/CryoFall_A27-ShieldAbuse-Fix-Patch5.png and https://atomictorch.com/Files/Images/CryoFall_A28-ShieldAbuse-Fix-HoneycombLayout.jpg ). We've implemented a new algorithm that detects any such case (before A28 a honeycomb layout was still possible).
   
Medical system
   - Almost all medical items now have a usage cooldown period. This prevents it from being abused with automated macro (mods) or spammed in combat. Now you have to carefully think if you actually need to use a particular medical item.
   - While you have "medical cooldown" you cannot sprint, use your weapons or use other medical items.
   - Some items have been rebalanced with this new system in mind to make them more useful. Such as anti-toxin medicine is now more potent, etc.
   - This new system also makes previously unused items more useful now. For example hemostatic medicine is not only more potent than bandages, but it is also faster to use (shorter cooldown).
   - Toxin from pink mushrooms recipe moved to T2 from T3.

Weapons balance
   - Some balancing changes to weapons based on recent feedback. Even arrows are more useful now as they deal slightly higher damage and could be a useful alternative to early firearms.
   - All pistols are much faster to draw now (i.e. you can start shooting almost instantly when switching to pistols). This gives you a chance to quickly switch to your pistol if your primary weapon is out of ammo.
   - All T3-T5 ammo (10mm, 12ga, .300, 50SH, grenades, etc.) made cheaper to be closer in line with lower tier ammo (T1-T2) which was made cheaper last version.

Bombs balance
   - Rebalanced bombs. Or rather not really... we simply changed their damage to 1/2 AND changed their price to 1/2. Which effectively means we didn't change anything! However it now takes slightly longer for attackers to raid (though it will still be the very SAME EXACT AMOUNT of resources). This just increases granularity for this item type and makes combat more interesting.
   - Explosives (material, not bombs) stack size increased from 100 to 250 for convenience sake.

Items
   - Laser sight - you can equip it into your device slot and use it with any weapon helping you aim and also showing the range of the weapon you are currently holding.

Technical improvements
   - Decay-related structures removal refactored to prevent CPU spikes and ensure 100% smooth gameplay (especially noticeable on densely populated PvE servers).
   - Updated NoesisGUI to v3.0.6 (various fixes and improvements).
   
Security changes
   - Implemented several layers of protection against modifications and executable tampering with various integrity checks. The engine part is completely obfuscated and critical sections of code are virtualized to enhance security.
   - Implemented secure client mode when it must use a vanilla executable and Core without any client modifications. The game server could be configured to require the client to switch into this mode and permit a connection only with the secure "no client modifications" clients.
   - Implemented network traffic encryption for the game servers that permit only secure "no client modifications" clients to prevent tampering.
   - Implemented network rate limits for remote commands. Each remote method now has its own customized call rate that cannot be exceeded normally. The client will automatically stay within the rate. The only way the limit could be exceeded is through client modification. The server will detect such cases to kick the client temporarily and warn for the rate limit violation.
   
Server administration and settings improvements
   - Improved formatting of the ServerSettings.xml file to make it easier to read and edit.
   - Added new server configuration setting to prohibit usage of client modifications and require secure client connection ("<no_client_mods>" in SettingsServer.xml).
   - The online players list could be hidden now by the server administrator—configurable in ServerRates.config (PvP.IsOnlinePlayersListHidden, disabled by default).
   - Added server scheduled wipe date editor. Now it's possible to specify the next wipe date. It will be displayed in the welcome message and the server's description. It's automatically translated and converted to the player's time zone for max convenience.
   - Now it's possible to specify the kick reason when using the kick console command. The syntax is as follows: /kick playerName timeInMinutes "kick message in quotes"
   - Server rate settings PvpIsFullLootEnabled and PvpTimeGating renamed to PvP.IsFullLootEnabled and PvP.TimeGating respectively.
   - Added support for [color] bb tag. E.g.
Code: [Select]
[color=#FF0000]colors[/color]will make the text red.
   
Fixes
   - Fixed an issue when Steam Achievements were not granted properly in some rare cases. (Unfortunately, if you have already started playing on a server before the A28 Update, some achievements may still be not tracked properly—get ready for A29 to have that resolved)
   - Fixed various issues with weapon fire sequences. Such as the inability to fire the last round of a particular ammo type, or when the game reported that the player doesn't have ammo to reload, or when the server reloaded the weapon before firing all the shots the client has requested. Also, it's much more reliable now in bad network conditions (high ping and packet loss).
   - It's no longer possible to place structures on a higher/lower ground than the current player location.
   - Slightly increased Pragmium Queen ranged attack range as it was possible to attack her with the artillery cannon without getting attacked back.
   - Sometimes Pragmium Queen was unable to deal melee damage to the player.
   - Started game server allowed network connections before the spawn scripts have been completed. It was especially confusing on freshly-wiped servers as some players started in a completely empty area.
   - Inviting an offline player into the party displayed an error message "your party is full". A proper error message will be displayed now.
   
Important:
   - When the update is released all official PvP servers will be wiped as usual. Additionally, CryoSmall and CryoFive will be wiped as well, which we confirmed with the server owner.
   - However, this time thankfully there is no need to wipe PvE servers, so PvE servers will NOT be wiped.
   - Community server owners can choose whether to update/wipe or not.

4
Game discussion / Server item drop roll algorithm improvement
« on: July 28, 2020, 10:42:07 am »
I've researched and made something interesting regarding the random roll algorithm for rare items (seeds, gold, gems).

First, vanilla version (A27 prior to patch) for an item with 1/1000th drop chance:


As you can see, the problem with it is that it's quite...random. While on average you can obtain an item with 1/1000th drop change with 1000 attempts, it may require any number of attempts from 1 to over 10000. Which is in no way fun especially when you're playing solo or on a local server and cannot trade with other players.
You may find it mildly interesting: with this (old) roll algorithm number of lucky players (those that obtained a gem (1/1000th probability) with less than 50 attempts) was 5%. Same as the number of really unlucky (that obtained a gem only after 3000+ attempts) — yes, also 5%. It's really not good! But that's what most games are using...

A new feedback-augmented roll algorithm:

How does it work? Basically, it increases your chance a bit with every failed attempt (for an item with 1/1000th probability the roll formula is 1/(2000-#attemptNumber)).
And the end result is a completely flat distribution chart. The chance to obtain an item that has 1/1000th drop rate is still 1/1000th in average but it will require no more than 1999 attempts in any circumstances, and it's random—but with flat distribution instead of a bell curve! The number of attempts is evenly distributed while the average and a median number of attempts necessary are precisely around 1000 attempts (on a large sampling number) for an item with 1/1000th drop probability.

What does it mean? The new algorithm will ensure that you can obtain even the rarest items in a reasonable time, while on average it will require as many attempts as we intended. It will be much more consistent, with less lucky streaks but also without infinite bad luck that followed every player from time to time!

In the server patch (that is already deployed on all the PvE servers) it applies to various rare items: seeds from grass (1/50th chance), gold nuggets (1/100th chance), and gemstones (1/1000th). The challenge was to elegantly integrate this in the game, and ensure that the number of attempts made is properly stored in the world savegame and restored on the world load after the server restart—but we've made it. Enjoy the game!

Regards!

P. S. If you want to play with this simulation model yourself here is the link on the source code of the sample app https://github.com/aienabled/RandomDistributionTest (requires Visual Studio 2019 with desktop development setup for WPF apps).
There is also a sample written in JavaScript https://gist.github.com/Jimbly/9364e1bd50877357c74d8ff5d3631ac1 from the community member @Jimbly that wanted to verify the formula. It doesn't draw a chart but it demonstrates the flat distribution if you run it with a JS editor.

UPD. I've made two JSFiddle samples based on the code from @Jimbly but advanced further to demonstrate the regular random approach and the described above my feedback-augmented roll aglorithm. There are no graphs but if you open the console you can read the output.

5
Game discussion / A27 Experimental is now live!
« on: June 30, 2020, 10:43:50 am »
A27 Experimental is now live!

The Total Overhaul Update is ready for testing! It is the most anticipated and the most important update to the game yet which completely changes how it plays from the very first second to the very end of the newly introduced Tier 5.

Some of the key additions and changes include: _Tier 5, fishing (!), S.H.I.E.L.D. system, structure relocation, Electricity 2.0, mining drones (!),  advanced item tooltips (weapons, armor, medicine, etc.), new mech and mech weapons, oil cracking, new and improved quests, pragmium sensor, neural recombinator, tons of new items and structures, and much more._

As usual, the detailed patch notes will be available on our forums in a few days (we will notify everyone in discord and post a link).

To test the update we've deployed two experimental servers (PvE and PvP, with PvE hosted in the USA and PvP hosted in Europe). You can choose either of the two to test the game. The servers will be live for about 2 weeks.

How to connect:
To join you need to manually set CryoFall Steam branch to "experimental-a27". To access it please right click on CryoFall in Steam Client, choose Properties, then open the BETAS tab, and select the "experimental-a27" from the dropdown menu. After the game is updated—launch it and find the A27 Experimental server in the featured servers list.

Please note that certain mods don't yet support A27 and the game will disable them automatically.

We really need your feedback this time. This update will determine the future of the entire project. So, please give the experimental a go and let us know what you think about all of the changes and all of the new content. Share your thoughts here in discord.

6
Help section / CryoFall FAQs
« on: May 26, 2020, 08:15:12 am »

7
=== CryoFall v0.26.x (A26 Experimental) ===

New major features & changes:
   - Boss battles.
   - World events (see the list below).
   - The all-new Completionist menu to keep track of all things you have discovered in the world and the things you tried so far (while earning your extra LP).
   - Steam achievements (about two dozens for now, but we will keep adding more in future updates).
   - Clan tags (as we are still working on a proper clan system, in the meantime you can add clan tags to your parties to differentiate players this way).
   - Reworked chat with emojis support (similar to those in Discord), new Trade channel, new Report/Block feature.
   - "Well rested" status effect which gives a bonus to those players who can't play the game 24/7 and helps them to stay competitive with more active players. Basically, it's a daily bonus which provides a small buff to the gained LP and skill XP.
   - Storage chests tags (you can set icons on your chests to indicate what's inside).
   - Minimap.
   - New character faces, hairstyles and bodies (all of them have been redrawn to be of higher quality and with more details).
   - Mechs made available in PvE (will prove handy in boss battles).

PvP-only major features and changes:
(for the details please read the announcement in Steam)
   - Time-gating for T3 and T4 technologies temporarily restricting research of advanced tech for a specified time after the wipe. Configured in ServerRates.config
   - Oil and Li extractors can now be built inside bases on PvP servers providing a reliable alternative source of these resources (similar to how it works in PvE but with a distance restriction between the extractors, and lower efficiency/slow extraction).
   - Player loot system change: the vanilla version of the game will no longer drop players' equipment on death (armor and devices such as power banks are saved but take a slight durability penalty instead). This is an experimental change and we will analyze its effect on gameplay and player retention. Configured in ServerRates.config

World events:   
   - Boss battle (Pragmium Queen).
   - Meteorites crash.
   - Falling space debris (aka "spacedrop").
   - Native creature migration.

New creatures:
   - Pragmium Queen (boss).
   - Floater (new monster used in events).
   
New weapons and ammo:
   - Bolt action rifle (T2).
   - Light rifle (T3).
   - Crossbow (can be crafted without using workbenches, T1).
   - Stone tipped arrow.
   - Iron tipped arrow.
   - Grenade launcher (single shot, T3).
   - Multiple grenade launcher (5-shot, T4).
   - HE grenade ("HE" stands for "high explosives").
   - Incendiary grenade.
   - Freeze grenade.
   
Other changes to weapons & combat in general:
   - Plasma rifles are made significantly cheaper, also their damage is slightly increased since not all plasma particles hit the target due to spread, thus making the damage lower. With these changes now plasma is super powerful at close range but quickly loses its efficiency as distance increases.
   - Damage for (shotgun) pellets/buckshot is slightly increased to counteract spread. Still, this type of ammo is designed purely for close range.
   - Certain creatures now have ranged attacks. For now only a few but we will see how it plays and possibly add more enemies with ranged attacks in the future versions.   

New non-combat items:
   - Pragmium hatchet.
   - Pragmium heart (can be obtained from Pragmium Queen).
   - Blue herbs (can be gathered in the swamp biome).
   
Medicine:
   - Substantial balance improvements to crafting of medical items.
   - Hemostatic medicine is more effective now.
   - Painkiller is now crafted from just red herbs making it more accessible.
   - Stimpack is now crafted with blue herbs which only grows in the swamps adding more value to this area of the map.
   
Vehicles:
   - Battle mechs rebalanced slightly to better distinguish their roles. Skipper—light, fast, maneuverable. Manul—heavy and slow, but well armored.
   
Food & Farming:
   - Planted flowers now won't wither in just 1.5 days like other plants, since flowers are supposed to be a decoration they will last for 5 days (real-world time) before withering.
   - Fridges rebalanced—small fridge (T2) doesn't require electronic components now (only using regular wire instead). Large fridge is now made more efficient (10x -> 12x food lifetime).
   - Meat jerky is now much faster to craft (in the drying cabinet) as previously part of the meat was rotten by the end of the process, not anymore.

Technology:   
   - New technology groups: Decorations (T2) and Decorations 2 (T3).
   - T3 and T4 research LP costs reduced.
   - Significant changes to existing groups—many of the tech nodes are moved around for better progression and balance.
   - Oil refinery moved from Xenogeology to Industry 3, the Xenogeology group is now purely for resource acquisition.
   - All technological trees related to weapons have been changed significantly.
   - All components are now crafted in batches of 10. Also, the price has been adjusted to make them cheaper overall (this is especially important for T3 and T4 reducing grind by a lot).
   
Industry:
   - Mineral processing plant is now 3 times faster (30s -> 10s for ore processing), which means you won't have to build so many of them. At the same time, electricity consumption has increased slightly from 2 to 4. Overall the efficiency has increased by about 33%.
   - Flux powder is now crafted in batches of 5 with adjusted crafting time. Overall it is now more than 2 times faster to craft.
   - Mining explosives are now cheaper to craft (gunpowder 100 -> 50).
   - Many recipes related to chemistry have been made significantly cheaper to make later technologies in T3 and T4 easier to access.
   - Copper is more useful now—some recipes have been changed to replace iron/steel with copper to give it a bit more use.
   - Rebalanced extraction speed of petroleum oil, extraction speed of lithium salts, processing speed of oil refinery, and engine generator power output.
   
Skills:
   - "Conventional weapons" and "Melee weapons" skills are now easier to advance (you will gain levels faster and get more LP).
   - Planting a resonance bomb will now correctly provide x2 XP for "Heavy weapons" skill (same as planting a modern bomb).
   - Planting mining explosives will provide some "Heavy weapons" skill experience.
   - "Heavy weapons" skill was reworked to provide different bonuses and made available in PvE. You can advance it by using new grenade launchers, mech weapons, and explosives (including mining explosives).
   - Reduced damage bonus for all ranged weapons skills from +10% to +5% maximum, to level the playing field between new players and and those with a lot of playtime.
   - Removed +5% bonus of the last level for survival skill, now the effects are directly proportional to its level.

New player built decorations:
   - Piano.
   - Incense shrine.
   - Bear skin rug.
   - Toilet.
   - Sofa.
   - Table.
   - Bookshelf.
   - More banners (3 variants).
   - Large vase (3 variants).
   - Folding screen.
   - Coin pile (2 variants).
   - Throne.
   - Bathtub.

[see part 2 below]

8
Ideas and suggestions / Regarding base roofs (and fog of war)
« on: February 24, 2020, 08:14:31 am »
First, thanks to @Avakyn for editing this text to make it clear and concise.

Roofs for bases (PvP servers)
At first, we wanted to introduce them and thought about it for more than three months before discarding the idea and starting looking for other solutions. Unfortunately, hiding the base completely, including walls, will make the game completely unbalanced for everyone playing PvP.

Here is why:
Currently, the raiding cost is predictable because the base layout is visible. The raiding outcome (the loot) is unpredictable so there is some risk. If we add the roofs, the raiding cost will also become unpredictable.

The result is raiding is such a high risk that most players will prefer to craft a lot more bombs so they are prepared to ensure they can get into every room (costing much more time to set up a raid) instead of making calculated strikes. This will favor large groups of players who have a larger number of resources and can afford the risk of wasting bombs.

Example
You're a solo player, crafting even a dozen of C4 is hard for you. Currently, you can calculate the number of bombs you need and make a perfect strike. But let's add roofs. You've crafted a reasonable amount of bombs and go to raid and get nothing from it because you did not have enough bombs to destroy that last wall preventing your access to the loot.

There is no way to ensure your bombs will not be wasted. You will raid a few times and quickly conclude that often you get absolutely nothing (as you have not enough bombs). So to make a profit, in the long run, you need to raid much more often—but you cannot craft so many bombs as you're a solo player.

In the end, smaller groups and solo players cannot profit from raiding over time as the risk-reward ratio is too large. Imagine a large group; wasting a few bombs for them is not a problem, so they will raid often and less affected by the random outcome of the raid.
 
Bottomline
Small range risk-reward for raiding (as now) is balanceable and easy to predict. But large range risk-reward for raiding (as with roofs if we add them) is not balanceable, and the first victims of such change would be smaller players and groups. Yes, you would feel more protection with roofs (nobody disputing this). However, the result is that your own raiding capabilities are crippled.

Raids become a lottery with a very high range of risk-reward, where a loss is that you don't get any loot at all. Unlike the current system (without roofs) when you at least could get access to the crates (if you've calculated the number of bombs correctly, which is straightforward as soon as you learn how much bombs the wall worth).

However, that's not the end of the idea. See my next post.

9
Mods / [Client] Magic Carpet (hoverboard art change)
« on: February 13, 2020, 10:39:28 am »
This simple mod will replace hoverboards art with magic carpets!
No other changes. Just for fun :-)



Mod type: Client-side mod.

Latest version: 0.0.1

Supported game version: 0.25.+

Download latest version: here

Changelog:
0.0.1 (13 February 2020)
Public release.

How to install mod:
  • If you are using a Steam version:
    Here is guide for you.
  • If you are using a launcher:
    Open mod file "MagicCarpet.mpk" with launcher. Press 'Yes' to overwrite (if you updating mod). Press yes to activate. Done. Enjoy!
    (Yep, now it's that easy)
  • If you run game client directly:
    Place mod file "MagicCarpet.mpk" in your "Data" -> "Mods" folder. Then go back in "Data" folder and open "ModsConfig.xml"
File "ModsConfig.xml" looks like this:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
</mods>
Add following line to enable this mod.
Code: [Select]
<mod>MagicCarpet</mod>Result file looks like this:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
  <mod>MagicCarpet</mod>
</mods>

Save the changes. Close the file. Restart the game.

Enjoy the game!

10
News and Updates / CryoFall - Patch notes v0.25.x (Balance Update)
« on: January 23, 2020, 11:19:01 am »
The "Balance Update" is ready for testing! Originally we wanted to release a huge update and call it "Factions Update" but it ended up taking too much time to implement everything considering the scope of changes and that patching of A24 took a lot of our time. So, rather than making you wait longer, we decided to split it into two parts and release all of the balancing changes and some of the new content right now in A25 "Balance Update" (which will NOT require the servers wipe when we release it) and all of the remaining big features later in A26 "Factions Update".

=== CryoFall v0.25.1 (A25 Experimental) ===

New features:
    - Creatures will react with aggression and flee sounds now.
    - Added "Extras" menu which now contains major update history of the game and the update art as well as game credits.

Vehicles:
    - New light mech (now will be called Skipper, the old mech will now be called Manul and it's a medium mech).

Creatures:
    - Completely new tropical boar graphics (to make it easier to see which is which).
    - Creatures will react with aggression and flee sounds now.
   
New structures:
    - Electric cooking stove.
    - Projector tower.
    - Mineral processing plant (to refine ores).
   
New items:
    - Super heavy armor.
    - Refined ores—copper and iron ore concentrates (produced by new mineral processing plant).

Balance changes:
    - Significant changes to technology trees. Especially in T3 and T4.
    - Some small changes to food recipes to make them more logical.
    - Changed A.P.A.R.T. suit to be more useful, it now offers a great defense against heat and psi, making it a good choice for volcano exploration and against energy weapons.
    - Salt charge is now automatically unlocked when unlocking buckshot. No need to spend unnecessary LP.
    - Blank 10mm ammo is now automatically unlocked when unlocking 10mm standard ammo. No need to spend unnecessary LP.
    - Changed crafting time of many recipes (made them faster to craft).
    - Solar panels are now much cheaper to craft!
    - Hygroscopic granules are now much cheaper to craft (they no longer require any pragmium).
    - All ammo in the game is now about 30-40% cheaper to make.
    - The "Learning" skill is now advanced twice as fast, meaning it will be much easier to gain LP in the mid-to-late game.
    - Organic value from cucumbers reduced 5->3, because everyone was planting them to create fertilizer.
    - Tools (axe, pickaxe, toolbox) are made twice cheaper. No reason to farm resources just to craft them, right?
    - Water now boils faster (twice as fast).
    - Brick wall now uses copper instead of iron.
    - Many crafting stations, manufacturers and other structures are now much cheaper.
    - Armored safe has slightly less durability now (35k->30k).
    - Anti-mutation medicine is now cheaper.
    - Tinker table repair efficiency is now higher (even at skill level zero).
    - Canned food and drinks are now unspoilable. Now there is a bit more meaning in having them.
    - Roasted coffee beans now stack up to 100 and don't spoil at all. It was annoying before, right? :-)
    - Anti-heat gel is now unlocked in T3, while Peredozin is now moved to T4. Essentially switching places.
    - Leather and fur are now considered "organic" and can be placed into the mulch box if you don't want them.
    - Brick walls (T3) and above cannot be damaged by melee weapons now. Only by explosives.
    - Hoverboards now use less energy.
    - Significant changes to many technology trees.
    - Vehicles and vehicle components are now cheaper to craft.
    - Changes to medicine. Now you can craft pharmaceutical chemicals at T3 and many recipes are made cheaper.
    - Crafting prices for implants have been changed to represent their usefulness.
    - "Sand from stone" recipe is moved into the new mineral processing plant. Previously it didn't make much sense that you can craft it at a workbench :-)
    - Bone armor is now significantly cheaper.
    - Miner helmet (T2) recipe doesn't require electronic components now.
    - Oilpods give slightly more berries now.
    - Other minor cost changes regarding certain recipes.

Quests changes:
    - Quest "Mastering technologies—part two" reward increased to 250 LP until we find a better solution in the future major updates.
    - Quest "Craft and equip better armor" now clearly stating that you need to equip any better armor, not only a wooden set.
    - Quest "Craft ranged weapon" now requiring crafting either musket or flintlock pistol.
    - Quest "Plant any seeds" will not consider saplings as seeds.
    - Most quests that are requiring to collect items will not reduce the counter when an item is lost (such as when used for crafting).
    - Other minor changes regarding the certain quest requirements.
   
Other changes:       
    - Implemented aggression and flee sound for creatures.
    - Land claim will trigger raidblock on hit even if it has 0 HP.
    - Mech's pilot will receive the mech's explosion damage (about 30-70% of HP depending on the equipped armor).
    - Increased building restriction distance to other players and creatures (10 tiles).
    - Tech tree: added a checkbox "Do not ask me again" for the dialog "Do you want to research <tech name>?"
    - New added status effect (in the bottom left corner) will play a quick animation to ensure it will be noticed.
    - Oil refinery will stop if any of the output liquids (gasoline or mineral oil) are reaching full capacity.
    - Now it's possible to plant bombs directly over the oil/Li deposits.
    - Icons for light structures (such as oil and electrical lamps) now using a sprite for their active (lighting) state.
    - Updated Geothermal spring graphics.
    - Access list in land claims, doors and safes is now sorted alphabetically.
    - Reduced land claim decay delay for demo version players (not depends on the tier of the land claim).
    - Changed hit sound by wooden armor as players were confused (it was the same sound as hitting a tree).
    - Server description now could be edited by the server operator right from the game (Current Game menu).
    - Updated FMOD Sound System to v2.00.07 which fixes certain issues related to audio playback.
    - Added option to configure the tooltips delay.
   
World changes:
(please note, the current experimental server does not yet include the new map)
    - Reworked many areas to be more balanced and feel better overall.
    - Reworked areas around different POI (points of interest) to prevent them from being walled in by land claims or abused in other ways.
    - Expanded desert area.
    - Added more places on the map suitable for large (3*3 or 4*4) bases.
    - Expanded west part of the map.
    - Many other small changes all around.
   
Fixes:
    - Fixed an issue when it was possible to interact with a container through a closed door in a certain position.
    - Fixed a random rare issue with a watering can desync when refilling it from bottles (cannot refill a watering can until reconnect).
    - Cannot start gathering/looting action if the previous action is not completed.
   
Important:
    - Currently, this update is available in the experimental branch (How to connect). Feel free to give it a try!
    - This update will NOT require a server wipe.
    - When deployed on a server of the previous version (A24), the technology tree will be reset and the spent learning points will be refunded by the game server.
    - Community server owners can choose whether to update or not (previous game client version will still be provided via Steam Client "betas").   

And finally, please consider leaving a review for the game on Steam if you haven't done so yet! :)

11
The feature is implemented for A27 Experimental version with the release planned for mid-July 2020.
There were only small changes regarding the mechanic as we were working on it. We hope you will enjoy it!

The description below is the original proposal and it doesn't contain all the changes that were made during implementation in A27.

The idea is to provide a way for players to completely protect their base when they are going offline (so players can be 100% certain they would be not raided in offline for the specified period). The mechanic should feel natural and be easy to understand.

It will encourage online raiding, which is way more fun than finding your base raided in the morning, as currently happens with so many players. Also, online raiding provides more options for defense—such as negotiation with raiders, calling for help (especially when we add fractions/alliances), etc. It should also favor smaller bases as a shield for large bases (such as built by large clans) should be more expensive.
PvP servers only (obviously).

S.H.I.E.L.D. == Super-High Impulse Energy Layer of Defense :-)

Activating shield:
  • Players can enable shield for their base from the land claim menu (from any land claim on the base). Basically a new tab with info on how the shield protection works, its electricity consumption, and a toggle button to enable/disable it.
  • It's available starting from T2 land claim. Higher tier—longer protection. Perhaps for T2 it should be 28 hours, for T3—52 hours, and so on.
  • It uses electricity so it's not unlimited. It should last up to a few days when fully charged (depending on the land claim Tier). A larger base should require more electricity to protect due to larger coverage so building solar generators and more power storages is a good idea (though larger base already has a penalty on electricity production so maybe it's unnecessary). To make the shield duration predictable we can add "shield buffer" allocating (taking) energy from the power grid (see below) for the shield's exclusive use.
  • Shield requires 15 minutes to "charge" when activated by the player. Electricity consumption is starting immediately. Then the player can wait until shield established to safely logout but it's not required.
  • The shield charging is aborted if the player leaves the base (either walks away or using the "Unstuck" feature, etc). A corresponding notification is displayed. This is required to prevent the case when a player has triggered the shield and runs away from the base.
  • An activation cooldown is applied to ensure the shield cannot be established faster than (for example) 2 hours since the last shutdown. It will prevent abuse of this feature while ensuring the feature usable to most players.
  • Requirement: a player who is trying to enable the shield must have an active bed/respawn point on this base.
  • Requirement: there are should be NO other players inside the base except the players listed as base owners (added to the land claim access list). They can not have a respawn point inside (as to prevent mechanic abuse we need at least a single such player).
  • Requirement: a raid block aborts the shield establishing.
  • Providing offline raiding protection will require us to rebalance the game with online raiding in mind. Meaning cheaper bombs cost and probably cheaper to repair walls and other structures to encourage players that go raided to continue playing.

Established shield:
  • Players cannot damage walls and doors.
  • Doors outside the base are completely blocked (even for base owners though they can disable the shield).
  • Base owners are free to use the base as they wish, probably except placing new buildings/blueprints and using a crowbar.
  • To enter/leave the base, the shield should be disabled.
  • To disable the shield, any of the base owners can do this by interacting with any base's land claim or outer doors of the base.
  • Unstuck is blocked when inside the shield-protected base (so it's not possible by all base owners to leave it from inside without disabling the shield).
  • A simple shader effect covering the outer walls and doors with blue translucent energy overlay is necessary to make it clear that the base is under the shield.

+ Pros:
  • Hard to abuse while actually playing the game—players need to leave the base often, so they would disable the shield.
  • Not possible to keep it active while leaving the base. While another player on the base could switch the shield after you leave, charging takes a while. Plus we can make the charging process much more expensive (power consumption-wise) than the charged shield's operation, making frequent switches unreasonable. We can also make a cooldown—activating shield is possible only an hour after the shield was disabled the last time.
  • Hard to abuse by large clans for large bases—players in such large groups usually play in a different time so they have to keep the shield down for much longer and keep it vulnerable for raids.
  • Players can establish long protection if they want to leave the game for several days or even a week—if they have enough power storages and generation to support the active shield.
  • We can make that shield is not providing 100% protection, but simply makes raiding much more expensive by making bombs damage much lower. This option could be a server rate setting for community servers.

- Cons:
  • It's not possible to simultaneously protect more than a single base by a single player this way. Anyway playing PvP solo is not a good idea so it's probably fine as long as your primary base is safe.
  • Possible to abuse via alt characters—a T2 base with a power grid and enough resources could be built by primary characters, and alt character (with a respawn point inside that base) can be used to trigger the shield at any time. There are no any (such tech/skill/playtime) requirements for the character itself.
  • Charging takes a while so some players might find this annoying, but most players can find a lot of things to do for that time: crafting, building, organizing items, simply chatting. So should not be an issue.
  • Some PvP players might prefer shields that a vulnerable at least once a day. It could be done by limiting the max number of hours per last 24 (or 32 hours) the shield could be active but it will be not welcomed by players who want to leave the base safe for a weekend or holidays/short vacation.

12
Mods / [Client] Hide quests panel mod
« on: December 06, 2019, 09:00:22 pm »
This simple mod will hide the quests panel in the top right corner.
Please note this is advised to finish all the quests to better understand all the game features and mechanics!
Some players already know the game well and don't wish to finish them, so this mod might be useful.
In the future mods like this would be easily installable from Steam Workshop.

Mod type: Client-side mod.

Latest version: 0.1.2

Supported game version: 0.24.8.1

Download latest version: here

Changelog:
0.1.2 (7 December 2019)
Public release.

How to install mod:
  • If you are using a Steam version:
    Here is guide for you.
  • If you are using a launcher:
    Open mod file "NoQuestsPanel.mpk" with launcher. Press 'Yes' to overwrite (if you updating mod). Press yes to activate. Done. Enjoy!
    (Yep, now it's that easy)
  • If you run game client directly:
    Place mod file "NoQuestsPanel.mpk" in your "Data" -> "Mods" folder. Then go back in "Data" folder and open "ModsConfig.xml"
File "ModsConfig.xml" looks like this:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
</mods>
Add following line to enable this mod.
Code: [Select]
<mod>NoQuestsPanel_0.1.2</mod>Result file looks like this:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
  <mod>NoQuestsPanel_0.1.2</mod>
</mods>

Save the changes. Close the file. Restart the game.

Enjoy the game!

13
致中国玩家的重要消息。

我们需要对8月14日在EU1服务器上发生的误解进行澄清。

我们的游戏机制之一出了问题。许多玩家都报告了这件事,引起了我们的注意。

土地占领系统允许在其他玩家的基地周围很容易地放置T1占领(价格只有4块石头和4棵树木,只需不到5分钟的游戏时间即可获得),防止基地的所有者扩大基地。这种土地占领无法破坏,因为摧毁它需要24小时以上,而在此期间很容易将其修复。
遗憾的是,一些玩家开始大规模滥用土地占领系统,将T1占领放置于其他玩家的基地周围。这并非土地占领系统的本意。该系统原本预期的用途仅用于建立基地,游戏本身已经在您完成游戏任务时对此进行了解释。

我们已经通知玩家,将会更改土地占领机制,以防止这种破坏游戏规则的漏洞。同时,我们要求移除这类土地占领。实际上,管理员已经因为拥有基地的玩家的举报,删除了若干这种建在其他玩家基地附近的空白T1占领。T2和非空白的T1占领没有被移除,因此玩家并未因管理员的该行为损失任何东西(除了与4块石头和4棵树等价的极少数可忽略不计的资源外)。

正如承诺,12小时后,我们部署了一个补丁以更改T1土地占领的建造机制,减少其生命值并将摧毁计时器减少到1小时。它解决了这个漏洞,防止了进一步滥用,因为如果玩家本身出现在自己的基地附近,就可以轻易摧毁这些土地占领。游戏管理员将不再移除任何T1占领,玩家可以根据需要建造它们。

我们希望中国玩家能够理解,我们的目的是为每个人提供公平的游戏,包括中国玩家在内。

此外,一些中国玩家抱怨说,我们无权在服务器上调整游戏玩法。这种说法并不正确,请见服务器的欢迎消息,其中明确指出:“遵从服务器管理员的安排。”我们会尽力改进游戏。

我们需要澄清的另一个重要事项是,许多中国玩家报告他们遇到了网络连接不良和连接数量下降的问题,并指责我们故意阻止他们。我们并没有阻止任何人,这个问题是中国到欧洲的网络连接质量导致的。中国互联网服务提供商无法完全保证国际网络连接质量,有时网络情况相当不好。我们对此无法采取任何措施,因为国际网络路由并不是由我们控制的。我们从一些玩家那里听说,在中国使用流量加速器或VPN有助于通过更好的网络路由访问欧洲网络,使连接更稳定,并减少ping,但我们对这些第三方服务没有特别的推荐。

无论如何,我们总是竭尽全力为每个地区的玩家提供最优质的服务。对于中国大陆的玩家,我们提供在北京托管的官方中国服务器,通过与中国电信和中国联通的网络对等互连,确保完美的网络连接。

我们希望误解现已得到澄清,您可以尽情畅享游戏!

14
Bug reports / You have a bad ping or disconnects? Let's check and fix!
« on: August 14, 2019, 05:05:25 am »
Hello!

If you have any issues with the network connection (high ping, disconnects), we could help you investigate the issue if you provide some information regarding the route from your PC to the game server.

But first of all, please try rebooting your router as we've noticed that almost 99% of the reports were resolved by doing this!

If you have tried rebooting the router but still have network issues, please follow this guide:
1. download this small tool http://atomictorch.com/Files/WinMTR.exe
2. launch it and enter the game server IP address (without the port) as you see it in the game servers list (for example see this image, the IP address is underlined in green color).
3. send your TXT results to support@atomictorch.com together with your IP address (you can get it from Google). We will quickly investigate and reply.

Regards!

15
Servers / Steps to update the game server to the latest version
« on: April 26, 2019, 01:47:08 pm »
Hello!

Steps to update the game server:
1. Ensure you've made a backup of the "Data" folder inside the game server installation.
2. Download the new version of the server and overwrite your current installation with it (you can find the actual download link on this page http://wiki.atomictorch.com/CryoFall/Server/Setup section "Installation").
3. Place ServerIcon.png file in "Data" folder if you want to have a custom icon instead of default one (should be 64 KB max size).
4. Start as usual.

Your "Data" contains the server settings file and world savegame so you will not lose anything.
BTW, now it's possible to adjust the server rates! Just edit the "ServerRates.config" file in "Data" folder!

Regards!

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