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Ideas and suggestions / Re: Droid Controller: Add a recall feature
« Last post by ai_enabled on Today at 04:23:44 pm »

It's a good idea to consider. Alas, there is no chance for us to add this before the A27 release as it will require a feature design, implementation, testing, and localization (as all the text in the release should be localized, and the text for localization is submitted at least 2 weeks before the update release so such features should be planned well in advance).
Another idea could be introduction of map marks for the dropped drone.

Please note that currently your drones cannot be taken by other players in PvE for 15 minutes as they're tagged/claimed by your character.

Ideas and suggestions / Droid Controller: Add a recall feature
« Last post by MGS on Today at 11:43:10 am »
Hi guys,

My idea is to add droid recall feature (similar to the vehicles in the garage) to the droid controller. So if u die and your droid are in operation; you can simply summon them.

 As they are not marked on map, i have lost them like this once or twice.

Any chance (if you like idea) to have it added to a27 before the release.
Ideas and suggestions / Re: NE volcano
« Last post by MGS on Today at 11:04:14 am »
Yeah, it is one of the things in our plans to rebalance before full release of the update. It's something we will definitely work on shortly.

Hi guys you guys wanted further feedback on volcanoes.


NE volcano now averages 50 prag

And 2 loot boxes.

I think this is fine.

The west volcano now averages 45 prag and 1 loot box

A small change i would make is to make this 2 loot boxes. Second one a millitary one to compensate the lower prag drops in this location
Ideas and suggestions / Re: fishing and pizza
« Last post by ai_enabled on Yesterday at 02:31:33 pm »
That's the point of the pineapple pizza :-)

Hopefully, fishing will be easier as we will add the sounds (soon!).
Game discussion / Re: A27 Experimental is now live!
« Last post by gaara on Yesterday at 11:48:07 am »
paper cartridges cost will be 20 black powder ( rest bp ammo was cost reduced  )
News and Updates / Re: CryoFall - Patch notes v0.27.x (Total Overhaul Update)
« Last post by Lurler on Yesterday at 05:26:52 am »
(part 3, see above for part 1 and 2)

Additional information:

List of all new items:
   - Pragmium sensor
   - Fish (15 types)
   - Fishing baits (3 types)
   - Fish fillet (white and red)
   - Fishing rod
   - Fish related dishes (roasted fish fillet, sushi, ukha, dried fish).
   - New fragmentation grenade (for grenade launcher)
   - New food: salami, pizza, taco.
   - New mech weapons: artillery cannon and energy cannon.
   - Artillery shell (new ammo type)
   - Fuel cell: empty, filled with gasoline, filled with liquid pragmium.
   - Advanced night vision device
   - New laser pistol
   - New implant: skeletal reinforcement (prevents broken bones and dazed effect)
   - Neural recombinator device which allows you to wipe your technology progression and receive the LP back. Basically, a technology respec option.
   - Drones: 2 control devices & 2 types of industrial drones

List of all new objects:
   - New advanced recharging station
   - Large display case
   - Stool
   - Oil cracking plant
   - New trash pile (with plastic related trash)
   - Atmospheric moisture generator (ala wind trap from Dune) to extract moisture from the air
   - Sprinkler

   - Currently this update is available in experimental. Feel free to give it a try!
   - When the update is released all official servers will be wiped as the savegame from the previous version is not compatible with the update due to massive changes.
   - Community server owners can choose whether to update or not.
   - Some mods are still not updated by their authors for this version. You could 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!
News and Updates / Re: CryoFall - Patch notes v0.27.x (Total Overhaul Update)
« Last post by Lurler on Yesterday at 05:26:29 am »
(part 2, see above for part 1, see below for part 3)

   - Behemoth (new T5 combat mech)
   - Improved balance across all different mechs to give each of them their distinct role
   - New fuel cells for vehicles (gasoline and liquid pragmium) which replace the old pragmium cores
   - New Fishing skill
   - New Vehicles skill
   - Maintenance skill is now much easier to advance
   - Cybernetic affinity skill has been adjusted now that you can equip 3 implants at the same time
   - It's a bit easier to advance combat skills and conventional weapons in particular
   - Saplings drop now depends on woodcutting skill—you get more at higher levels, this is especially important for rubber trees
   - Fishing (T2)
   - All new T5 technology groups
   - All existing technology groups have been reworked for the new 5-tiers approach
   - New art for many of the existing technology groups
   - Technology progression in the game have been sped up roughly 3 times and rebalanced from scratch for smoother progression! No more grind at Tiers 3 and above
   - New fishing quest
   - New electric grid related quest
   - New mining drones related quest
   - Quests order has been changed significantly to make progression more logical and smooth
   - New sprinklers to allow fully automatic watering of crops
   - Growth bonus from watering reduced since it's easier to water crops with sprinklers now
   - Hygroscopic granules are made significantly cheaper
   - Chemical fertilizer is now cheaper to craft, hopefully, more people will start using it now as it's a great way to increase crop yield
   - Pickaxes are now slightly more powerful, meaning you can mine minerals faster before you can obtain drones. Less grind, more enjoyment! :)
   - Crafting and building recipes for practically everything in the game have been adjusted in some way to make progression smoother and eliminate the grind
   - Chanced recipes for some of the food since there are now new ingredients and new dishes (recipes now make more sense)
   - All trees have had their drop lists reworked. Total amount of wood received has increased. Also, their loot will be more predictable and easier to understand
   - Trees that aren’t fully grown now take less time to cut (proportional to their growth progress)
   - Pragmium hatchet now has more durability
   - Order of the alcohol tech tree in Recreation technology group is now more logical
   - Antitoxin medicine made significantly cheaper to craft and moved to T2
   - Synthetic recipe for camp fuel now doesn't use gasoline and mineral oil (both complex recipes from late T3) and instead uses raw petroleum making it more accessible
   - You can now craft canisters from plastic as well
   - Medkit now also adds a short Fast healing status effect alongside Slow healing so it is a bit more useful in combat. But stimpacks are still the primary healing method in combat starting from T4
   - Increased water output from water collector and well
   - Removed "Leaf" item from the game—it no longer served any useful purpose and only cluttered the inventory, plus some people didn't understand where it was used, which only exacerbated the situation
   - Mining explosives will provide Prospecting skill experience now. You can also obtain gold and gems when using mining explosives (depending on the skill level)
   - Peredozin mechanic changed—now it takes 5 seconds to apply completely, meaning player cannot put their armor back until peredozin application is finished
   - ATP Energy Extractor implant effect doubled (twice the energy, twice the hunger)
Improvements & changes
   - You can now build lithium extractors even in tropics
   - You can now build wells in the swamp, but they will produce stale water (which requires boiling before use)
   - Clan tags are now displayed in the "Online players" tab
   - New land claim placing mechanic with a designated area of placement and upgrade tiers.
   - Improved bomb placement mechanic—bomb explosion range and especially the pragmium bomb explosion pattern are now displayed to help you understand the explosion pattern and range
   - Added reverse order hotbar selection mode for "Use scroll wheel for" option. Also, the default order is now the same as in other similar crafting games
   - Number of formatting improvements for energy units in power grid info, equipped devices, etc.
   - Added a faster way to pick an icon in a crate container—just click on the icon plate in the crate window while you hold an item in your cursor
   - Characters under Dazed protection now have a status effect displayed over them to make it clear
   - You can now walk between the clay pots, as well as in front of barrels and cisterns.
   - Improved base decay system (clearer and more logical)
   - Continuous construction (you can continue building more structures by pointing on them without releasing LMB and clicking again)
   - Pragmium spires will no longer explode on decay (they will still explode when mined by players)
   - "Weapon hardpoint: Large/Normal" added to the vehicle weapon tooltips and to the weapon slots in the vehicle window
   - When crafting/manufacturing, items of the same type are prioritized by their freshness now. Meaning the recipes will automatically use items with lower freshness first when possible
   - Vehicle window will switch to Cargo tab automatically when any item is placed into the vehicle storage (such as by Shift+Click)
   - Land claim window will switch to safe storage tab automatically when any item is placed there (such as by Shift+Click)
   - Tree health bar location now depends on the tree growth stage
   - You can now see how many ammo you have in total for each particular gun in your hotbar
   - New cursor style during weapon reloading (to make it clear when you can and can't shoot)
   - After refilling a helmet with oil or inserting a new battery (such as by pressing the activation key [F]), it will automatically turn on the light
   - Added a toggle button in the equipment menu to make your helmet invisible for yourself and your party members
   - Bridges now provide movement speed boost the same as roads
   - Status effect Drunk will provide some small bonus to fishing knowledge :)
   - Trading station will buy items only with 95% or higher durability/freshness
   - Barrel filling/draining speed increased
   - Improved visual effects for drunk/nausea and Psi
   - Animation improvements for mech movement.
   - Added footstep sounds for human movement start/stop animations
   - Radiation effect (Geiger counter sound) made quieter
   - Now you can shot over crates, loot crates/piles, and most other low objects and structures. You can still destroy such objects by melee weapons (including pickaxes), grenades, and bombs
   - Server backup—instead of chat message the game now displays a notification with a timer in the top right corner of the screen
   - Several crafting stations have been redrawn to make their shape more uniform, compact, and easier to place inside your base (no more L shaped crafting stations)
   - Reduced land claim sizes by 1 tile in each direction (necessary to make the planning of bases easier, compensated by the smaller footprint of reworked crafting stations)
   - New console command: /admin.notifyPlayer playerName messageInQuotes—useful to notify an online player about something
   - Item names (especially equipment) have been standardized for easier management in mods and when using console commands
   - Vehicles will be not destroyed by pragmium source explosions in PvE
   - Health max changes (such as by a Healthy food boost) will adjust the current HP amount as well to keep the HP ratio
Server rates
   - New server rates added making it possible to configure more parameters for your servers
   - Each world event rate now could be configured separately (EventInterval.* settings).
   - PvP default time gating scheme changed to 1 3 5 7 9 9 days (respectively: T3 basic, T3 specialized, T4 basic, T4 specialized, T5 basic, T5 specialized)
   - By default, servers are now PvE (if you want to host a PvP server you need to find "ServerIsPvE" and change it to 0)
   - Community servers will now have extended decay rate by default (5X) as building space is rarely an issue on community servers. This value can be configured as any other in ServerRates.config

   - Charred ground will now appear only on solid ground
   - Incorrect damage calculation by explosives to vehicles
   - Blueprints not decaying even when they're outside the land claim area
   - It was possible to wall-off the bridges and prevent players from accessing them
   - It was possible to interact with objects through a closed vertical door in some positions
   - Fixed respawn animation (there should be no blending between death and idle animation)
   - It was not possible to harvest from plant pots that were placed right below the walls
   - Improved algorithm for stacking gathered items when the inventory is full (items will no longer drop on the ground if there is any free space available in the inventory).
   - Minor rendering issues which appeared under specific conditions such as different resolutions or rendering quality
News and Updates / CryoFall - Patch notes v0.27.x (Total Overhaul Update)
« Last post by Lurler on Yesterday at 05:25:40 am »
=== CryoFall v0.27.x (Total Overhaul Update) ===

Major new features
   - Fishing
   - Electricity 2.0 system
   - S.H.I.E.L.D. system (PvP offline base protection)
   - Structures relocation
   - Massive inventory menu changes
   - Pragmium sensor
   - Item tooltip system
   - Mining drones
   - New character customization options
   - PvE tagging / object claiming
   - Tier 5 technologies are finally added into the game
   - New vehicle
   - New skills
   - Lots of new Steam achievements (more than 30 now!)
   - Full DirectX 10 support

   - You can now build fishing rods and different types of bait and go fishing!
   - Different water bodies have different types of fish (e.g. lake fish is different from saltwater fish)
   - Different fish have different preferences for bait
   - The game will keep track of your records for size and length, so you can compete and improve your results
   - Fish can be turned into the fish fillet and used for various new cooking recipes
   - There are a total of 15 different fish species to catch!

Mining drones
   - When reaching Tier 3 you can now get access to industrial drones
   - After making "drone remote control" you can now control several drones and use them for mining
   - Drones can be used to quickly mine minerals or for collecting wood
   - This new feature is strongly recommended to all players as it eliminated grind at later levels of the game and enables you to successfully progress past Tier 3
   - Same as with pickaxes you can also obtain gold and gems when mining minerals with drones (depending on the Prospecting skill level). Also, you will receive learning points while drones are mining, and your Prospecting and Lumbering skills will increase the drones mining speed (same as with the axes/pickaxes).

S.H.I.E.L.D. system
   - S.H.I.E.L.D. system now allows you to protect your base while you are offline
   - S.H.I.E.L.D. can be recharged with electricity from the base electricity grid and enabled before you go offline
   - While under S.H.I.E.L.D. protection the base cannot be attacked or damaged in any way
   - Please note: S.H.I.E.L.D. system only applies to PvP servers (as it's not needed on PvE servers)
Structure relocation
   - You can now move any structure you've built previously around your base. You don't have to deconstruct it and build again
   - To move structures you can simply use your existing toolbox.
   - Some structures such as walls are immovable (for obvious reasons)
Inventory menu changes
   - Leg armor merged together with body armor into a single unified "armor" slot
   - Now you can equip up to 3 implants at the same time
   - Removed "Electricity" damage type from the game and inventory screen (as it was not being used)
   - Added "Explosives" damage type (and defense stats to armor)
   - New Pragmium Sensor—you can now use this sensor to actively search for large pragmium spires at long range. It works similarly to sonar, but instead of sound uses a psionic field to locate pragmium at large distances. This should make your pragmium hunting much less dependent on luck and more interesting!
   - Rebalanced pragmium placement in the wasteland to be better suited for the new way of searching with sensor
   - Increased pragmium spawn on the volcano

Item tooltip system
   - Armor, weapons, ammo—will now display their detailed stats (e.g. damage, protection, etc.)
   - All consumables (including food and medical items) will now have effects listed in their tooltips
   - New hint system has been added to item tooltips. There are dozens of various hints to make you better understand how to use certain items
   - "Spoiled in" duration is now displayed in the item tooltip (the time is automatically recalculated when food is placed in a fridge)

Electricity 2.0 system
   - Each consumer/producer building now has activation (startup) and deactivation (shutdown) thresholds which can be configured
   - Thresholds are configured per building (in the existing UI block that is responsible for power on/off toggle)
   - You can now set up your energy system exactly how you want and ensure that your important structures will have priority when it comes to energy
   - Structures will now automatically turn on and off based on your configuration
   - In practical terms, all of the above means that your fridges will always have enough electricity now (given you've properly set up your grid with enough energy storage)

Electricity balance
   - Reduced electricity consumption for long-running structures such as fridges and lights
   - Bioreactor is now slightly more efficient, it can also be crafted without electronic components now, making it more accessible to T2 players
   - Building requirements for practically all electrical structures have been reduced making them more accessible
   - Recharging station now has 1:1 conversion of EU when charging
   - Oil cracking plant can be used to turn extra mineral oil into gasoline for increased energy yield
New character customization options
   - You can now change skin tone and hair color of your character
   - Character creation menu has been improved to make it easier to use and more clear
   - Some minor changes to character appearance (e.g. replacing one of the T-shirts, etc.)
PvE tagging / object claiming
   - Temporary tagging of objects and items on PvE servers have been added
   - When you interact with any object on PvE server it will be tagged for your exclusive use (or your party use)
   - This will prevent other players from stealing your loot, minerals, etc.
   - Boss event reward now also uses this system and loot is distributed fairly and locked for specific players or player parties. The game will rank players according to their contribution in the boss battle. Players that didn't actively participate in battle will be unable to steal loot earned by other players.

DirectX 10 support
   - Now you can run CryoFall on the GPUs supporting DirectX 10 (Shader Model 4.0) or higher. The game no longer requires DX11 and you can run the game even on some old GPUs from 2007 as long as they have at least 512 MB of RAM (for better FPS you may need to reduce the graphics settings, especially the texture quality level).
Weapon balance
   - Completely reworked energy weapons (including their crafting recipes)
   - Energy pistol now functions similarly to the old energy rifle, while new laser rifle now fills the role of a long-range sniper rifle and also inflicts Dazed status effect
   - Plasma rifle has been buffed slightly
   - Flintlock pistol reloading is slightly longer now
   - Crafting recipe of almost all weapons is made cheaper
   - Formulated gunpowder (blue) is now much faster and cheaper to craft
   - Ammo which uses black powder is now slightly cheaper to craft

(end of part 1, part 2 below)
only way is to make bottles and take dirt water from oasis (2 on desert ) then cook it in to clean water
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