New CryoFall update is finally live now!
We are looking forward to your
YouTube videos and specifically
let's plays as well as
Twitch streams!
Don't forget to join and follow our social channels and websites:
- Discord server:
https://discord.gg/pRMGjRz - Forums:
http://forums.atomictorch.com/ (this forum)
- Reddit:
https://www.reddit.com/r/cryofall/ - Twitter list:
https://twitter.com/Lurlerrr/lists/atomictorch-studio - Official website:
http://cryofall.com/ - Development blog:
https://atomictorch.com/Now, without further ado, let's see what's new in this version.
=== CryoFall v0.17.1 (experimental/testing branch) ===Major new features: - Device system. You can now craft and equip different devices that will give you some special abilities in certain situations.
- Energy system for devices. You can now equip powerbanks that will provide power to other devices and energy weapons.
- Implant system. You can now craft and use different implants that offer your character different abilities or improve certain stats.
- Digital signs that can display images (later you will be able to draw your custom images too).
- Cybernetic medical stations - you will be able to install different cybernetic implants here.
- Pragmium mineral source - new mineral type found in the desert. It is a major part of gameplay in CryoFall now, but we won't spoil how it works - find out for yourself!

- Energy weapon system - now we can add weapons that use energy instead of ammo. With this update we added several laser and plasma weapons you can unlock and craft. More to come!
- All crates now have the owners list and access settings similar to doors. Fridges too

- Animal corpse looting - spoils won't just spill on the ground now. Hunting skill receives some experience for this action.
- Technology tree now has icons for all tree nodes making it easier to see each individual technology.
- New safe item storage inside the land claim structure. It will keep your items safe as long as the land claim is not completely destroyed. The items will be dropped upon destruction to ground and stored there for 24 hours.
- Blueprint placement continuous mode implemented for walls, floor and farms - hold LMB and move the mouse cursor (or move yourself) to place these blueprints (no need to click every time).
- Improved defense bars in inventory window to clearly communicate the defense value of the equipped items.
- Land claim "Upgrade" button tooltip added to let you know about the stats of the upgraded land claim.
New content: - Expanded and reworked the world map.
- Device: Biomaterial collector - allows to collect "biomaterial" from killed creatures.
- Added special hygroscopic granules that make it unnecessary to water plants when applied to the soil.
- Several new quests + reworked existing quests.
- New area in the desert: salt flats.
- New salt mineral (source of salt but also contains small quantity of lithium salts sometimes).
- Five cybernetic implants you can craft and install on the new medical station.
- New tropical trees and fruits (e.g. durian tree).
- Mining charges - it can be used to quickly mine large area, but requires resources to craft.
- New alcoholic drink: tequila.
- Cooking table with half a dozen new recipes such as sandwich or fruit salad.
- New props (decorations) such as roads and road signs.
- New skills: Cybernetic affinity.
- Armored safe - to store your most important valuables.
- Trash can - to store your most useless items

. It will dispose of them instantly.
- New tech groups: energy weapons, cybernetics, industry 4, medicine 3, farming 3, chemistry 3.
Changes: - Structure decay delay increased to 32 hours (was 24 hours) as most players cannot come back to play at exactly the same time.
- Improved item placement when you try to drop them on the ground. Now it makes a bit more sense as it allows to place an item anywhere inside your interaction radius.
- Now you can't plant seeds inside rad towns (duh).
- Construction sites (blueprints) now have only a fraction of durability of fully built structures, especially walls and doors. Make sure you complete them as soon as possible.
- Fixed healthbar craziness when there many damaged structures on the screen. You will now see them in a radius around your character. But you can still see all if you press "Alt". If you point over a damaged structure it will reveal the healthbar as well.
- Some players developed a bad habit or kicking every door and wall so a threshold was added to ensure that the healthbar will not appear over structures with >98% durability. If you ever want to reveal these little scratches - the "Alt" key works here too as well as pointing over the damaged structure.
- Construction site (blueprint) progress bar is now hidden by default. But it is displayed as normal when you're pointing your mouse on it (needless to say, "Alt" key works too).
- No need to hold right mouse button to interact with world objects - just click it and it will work automatically. To cancel, click again or move your character.
- Reworked batteries: there are now two types. Both work exactly the same, but give different amounts of energy.
- Changed prices and recipes for many items.
- Completely reworked all technology trees.
- When you die your character will receive "Weakened" status effect - this is mostly to prevent people from abusing respawn mechanic to loot radtowns naked.
- Many items have been rebalanced or their effects changed.
- Reworked ammo and weapon balance (e.g. automatic weapons are not so overpowered now).
- Rebalanced LP gain. Now you will gain slightly more LP in the beginning of the game, but as you advance your skills you will get slightly less LP to account for increased efficiency for each particular action. Plus removed several points of abuse to quickly grind thousands of LP.
- Bandage now also gives small health regeneration bonus to make it more useful.
- Removed unused items and objects from the game to reduce the size.
- Rebalanced most skills and implemented all remaining missing effects.
- Basic land claims destruction timeout has been increased (especially for the lower tiers, T1 is now 24 hours).
- "Clear list" button was added to the "favorite" and "recent" server lists.
- Destroyed weapon will unload remaining ammo as an item, so it isn't wasted (thanks @Djekke).
- Proper explosion damage propagation algorithm (which allowed us to increase the explosion damage distance).
- Cigar "high" status effect rebalanced (thanks @Samir).
- Eating Rustshroom will cause nausea for 5 minutes instead of 10.
- Now you can't build land claims which will cover/intersect the grace area of another land claim unless you're in the access list of both land claims.
- Equipped armor destruction on death will deduct 10% durability measured from the max durability value instead of the current durability.
- Players in creative mode can deconstruct any building anywhere with the crowbar (useful for OP of private servers).
- Better reporting when there are not enough items to craft the selected recipe for campfire and other manufacturers (previous it was reported as "Input items doesn't match any recipe").
- Toggle run mode should persist between game sessions (thanks @Samir).
- Cascading land claim decay reset implemented - all nearby land claims will be reset from decaying if you're visiting at least one of them and you're in their access list (thanks @Samir).
- There were no deconstruction sounds, so for now we are reusing construction site sounds.
- Enabled auto-flipping for some props sprites to increase variety.
- Using Reflection API in scripting is forbidden now for security reasons (mods should use TypeExtensions as a replacement).
- Recipes and technologies were refactored to derive their names from items and buildings automatically. This will help with the localization in the future. Some duplicate descriptions for items and buildings have also been improved.
- Now hand-crafting recipes could define optional list of crafting stations where they should be displayed in the recipes together with the station-only items.
- Improved console help command to list all the console commands with their detailed descriptions.
- Adjusted collision boxes for trees (it was hard to hit them with an axe, especially tropical trees).
- FMOD (Sound System) updated to version 1.10.07.
- Various performance optimizations and improvements for both client and server.
- Now no extra permissions from the OS are needed to launch the game (no UAC pop-ups).
Fixes: - Spawn areas were incorrectly processed resulting in inconsistent spawn when the required padding between certain objects was ignored.
- Long-lasting issue with error in console (dev mode) when another player is hitting an object with weapon and this player is not in your scope.
- Proper movement smoothness for observed players and creatures (movement choppiness was noticeable on servers with the tickrate below 60 FPS).
- Game processed keyboard and mouse input in unfocused mode if it was started this way (e.g. Alt-Tabbing right after launching the game).
- Item container sorting was executed (and caused client hiccup) even if the items were already in order.
- In some rare cases the game was unable to discard/revert the input options changes and stuck in never ending dialog windows loop.
- Crash when failing to initialize FMOD (Sound System).
- Stale servers in the servers lists (now Master Server is able to properly handle half-opened TCP connections to detect these dropouts!).
Important: - This is a public test version of A17. The server hosting this version will destroyed with the full A17 release and all the game servers will be wiped and updated to final A17 release!