(part 2/2)
Balance changes: - Many recipes in early game are made significantly cheaper to speed up the progression.
- Tools (e.g. axes, pickaxes, toolboxes etc.) are made significantly cheaper.
- T1 and T2 construction costs have been further reduced, for some buildings making them 5 times cheaper or even more. This should make early game much faster and allow new players to develop their base easier.
- Significantly boosted LP from everyday activity, but reduced LP from quests to prevent a situation where you complete all quests and feel that the game turned into a grind. Now the majority of your LP will be gained from just playing the game, rather than completing quests.
- Increased HP for regular buildings (such as workbenches, furnaces, etc) inside land claim areas. Destroying them during a raid would be much less interesting so base recovery would be easier.
- Decreased sand usage in all recipes, as it was annoying to gather it all the time.
- Completely rebalanced food recipes and food nutritional properties (proportional to how complex they are to craft).
- Changed how Psi and Heat status effects work. Now armor would reduce the maximum intensity proportionally to the armor protection value instead of simply clamping the maximum intensity. So even a little protection against Psi or Heat will provide benefits.
- PvP servers: oil and lithium extraction speed decreased by 50% (but fuel/electricity consumption is decreased as well, so they are effectively the same in terms of resources, but slower). Alternative sources (which cannot be claimed) are much more valuable now.
- Heavy machine gun—reduced ammo capacity 24->18.
- Submachine gun—increased ammo capacity 18->20.
- Changed energy weapons balance to make them more viable (especially with the introduction of Steppen Hawk (T4 pistol)). Further balancing is expected for energy pistols.
- Several items made spoilable in order to prevent hoarding, including tobacco, medical herbs, herbal medicine, etc.
- Pragmium source now spawns twice as much (~10 instead of ~5 in the desert) as well as twice as fast. But it gives fewer resources when destroyed. This way the game provides better, more even distribution of this resource.
- Pragmium source will always spawn close to cliffs so claiming it with a land claim in would be not reasonable. Its lifetime is also decreased in half.
- Volcano area rebalanced.
- Athletics skill is no longer provides LP (as it was too easy to exploit; but regardless, for most players there is no practical difference with this change).
- Medical herbs can be composted or put into a bioreactor.
- Improved laser rapiers (increased their armor-piercing properties to make them at least somewhat feasible in PvP).
- Hunter's tools made cheaper.
Improvements: - Completely reworked Japanese localization.
- Removed tree bark from the game. There was not much use for it and collecting it was just an annoyance.
- AI: some creatures will now fight back even if they are running away from you.
- The compatible ammo list is now displayed in the weapon tooltip.
- Improved localization for many languages. Completely reworked Japanese localization.
- Improved player characters movement animations, with separate animations when movement is stopped instantly.
- Melee attacks look much faster (the actual attack time is not changed) as they don't blend so much with idle animation anymore.
- The game will not allow watering plants if they were watered less than a minute ago to prevent using watering the same plant again accidentally. This should be very convenient when watering huge fields.
- Added player death sound.
- Improved randomization of pragmium respawn in the desert.
- Creatures can now die from status effects caused by players (and this correctly counts as a kill for quests).
- Improved physics engine. Character and vehicle movement has acceleration and inertia. Creatures have noticeable inertia, but we've ensured that players' movement is still perfectly snappy as it was before (with minimal inertia).
- Improved world map zooming (much smoother and consistent now), panning, and improved behavior when exploring the world (no more sudden map snapping, etc).
- World map will no longer reset position/zoom on opening.
- The important notifications (such as "your items were taken") will not stay forever until you click on them—they will disappear after a few minutes on their own.
Other changes: - Technology for crafting explosives is removed from PvE, also loot from military crates no longer includes explosives and bombs (all these items were useless in PvE, as there is no raiding; it's still possible to craft mining charges though, as they don't need explosives and only require black powder).
- When building a bed, a notification will be displayed informing that it was set as the active respawn point.
- Spawn algorithm will better take into account the spawn constraints (such as min distance limit to certain objects) by considering even objects which are away from the spawn zone.
- Adjusted draw order for several creatures.
- Removing any server from the recent server list will not auto-sort it.
- Changed news channel to load news from the CryoFall Steam page instead of AtomicTorch.com blog.
- Updated to NoesisGUI 2.2.5 (improving performance and fixing some of the UI-related issues).
Server changes and improvements: - Added server rates for hunger and thirst (food and water consumption speed, configurable separately).
- Added server rate for oil and lithium deposits extraction speed.
- Upgraded to use .NET Core 3.0 (if you're hosting a game server, please install
.NET Core 3.0 Runtime for your OS).
Editor changes and improvements: - Recipe breakdown—displays detailed resources breakdown for all recipes in the game, to easily determine recipes' complexity. We're using it to better balance the game but it might be useful for modders too.
Fixes: - Construction menu will enable scrolling in case the building information cannot fit the window (usually due to localization).
- Fixed an issue when the game's startup error window was not properly displayed.
- Fixed an issue with canisters filling for oil pump and refinery which prevented draining a full canister even though there should be enough liquid amount to fill one.
- Fixed an issue when a player character or creature appeared as standing on the workbench.
- Fixed an issue with melee weapon or tool in hand sometimes visually disappearing when finishing the attack animation.
- Fixed an issue when gunshot sound was cut sharply when player who was shooting was going outside the screen bounds.
- Various other fixes.
Important: - Currently, this update is available in the experimental branch. Feel free to give it a try!
- As always, when the update is released all official servers will be wiped. The date of the wipe will be announced in advance. - The update is released. Official servers are wiped.
- Community server owners can choose whether to update or not (previous game client version will still be provided via Steam Client "betas").
- If you're interested to see what has changed in code with this version, you can find the
diff on CryoFall Github.
And finally, please
consider leaving a review for the game on Steam if you haven't done so yet!
