DEV

September Dev Update – Improvements, Bug Fixes, and Play Shots

Aloha Thrivers!

We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7. In addition to a bunch of updates and bug fixes, we thought we’d show off the big collection of screenshots that players have submitted to us. They built and defended dozens of bases, killed hundreds of mutants, and explored miles of Maui this week.

Updates and Improvements

Animations

  • Imported updated reload animations for the micro uzi

  • Added the ability for weapons to supply their own custom jump animations

  • Improved prone moving animation blending

  • Added custom top half animation overrides per item

  • Updated drop item animation speed and triggers

  • Added new 1911 animations

  • Added new skar animations

  • Added new melee animations

  • Improved first-person equip and unequip animations for the homemade bow

  • Improved homemade bow nocking, charging, and firing animations and feel

  • Third person zipline animations are now forced to the proper rotation

Item Updates

  • Players can now pick up clothing items and equip them if they are encumbered

  • Added recipes health pistol

  • Added health pistol weapon

AI

  • AI will now attempt to prevent their mesh from excessively clipping through walls

  • Further increased the Kasha’s aggro distance

  • Regenerated spawn points for all of the AI Spawner Volumes around Lahaina

  • AI Modules now have a generic function for hiding their owning character without conflicting with other actor hiding systems

  • AI will now remain hidden and inactive until they are able to detect any valid reachable destination.

  • Optimized the memory performance of the AI Distance Update loop

  • Improved the Melee AI attack and movement overlap distances

  • Adjusted our AI’s net update and tick rates

Construction

  • Added the ability to snap foundation pieces half grid height up or down

  • Added hologram arrow mesh when placing construction walls and door frames

  • Added improved slot opening and closing for construction

  • Restored auto upgrading construction pieces to the last selected upgrade type with the upgrade tool

Gameplay and Player Improvements

  • Improved attach location of the hands when ziplining

  • Improved a Decay Service hitch by having the system loop smaller actor lists

  • Restored old player movement and braking values

  • Reduced the volume of the siege starting sound

  • Setup scaled up meshes for female hair and clothing

  • Updated UI for new knockdown (incapacitated) processing, hooked up timer in UI

  • Changed corpse decay time from 15 mins to 45 mins

  • Added the ability to auto-start new quests once the previous one is completed

  • Added 6 starting quests

  • Hold ‘F’ to burn bodies will now only function if the body has no items in it

Fixes
  • Fixed various crashes in weapon code

  • Fixed totems forcing net updates too often

  • Fixed two AI crashes that were caused by the AI Controller assuming they always had a pawn

  • Fixed bug where the player’s hands would go invisible after placing or holding a placeable item

  • Fixed a bug where dead AI could block the player’s collision

  • Potentially fixed a bug where dead AI would remain in their idle animation

  • Fixed players getting stuck at the top of the zipline

  • Fixed micro uzi using new animations with the old mesh

  • Fixed weapon ammo counts showing wrong values

  • Fixed bug where an item could be recycled multiple times at once

  • Fixed server crash when hitting an actor without a valid component with a projectile

  • Fixed quests triggering NetMultiCast functions on the player controller which could cause other players to experience all types of random things

  • Fixed triangle and square foundations being able to place in the same spot

  • Potentially fixed a bug where AI Spawner Volumes were ticking outside of the editor

  • Fixed a persistent 1.5-4ms frame cost related to cloth simulation stat tracking

  • Fixed a server crash that could occur due to an invalid container inventory component

  • Fixed issue where AI wasn’t damaged by fire actors

  • Fixed bug with turn in quests not granting rewards

  • Fixed randomizable car doors opening rotations

  • Fixed house containers not filling with spawned items

  • Fixed issue where logging out controller/pawn can fail to swap active pawn for inactive

  • Fixed bug with item based quests giving double credit

  • Fixed bug with the turn in place animations canceling upper body animations

  • Fixed damage indicators not working

  • Fixed bug with foundation pieces breaking the instant they were placed

Watch Fractured Veil Gameplay Footage

If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva
Building bases with NerdParade
Our time with StandardDamage
Exploring with SteelRain27
Our stream with Rockzillah
Playing with Mammoth
A streamer party featuring wak4863,
Derbee02FireSpark81, and BlinkBlinkGames

Community Spotlight

From the early days, we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Here’s a look at just a few of the player-submitted shots we’ve received recently.

If you want to learn more about Fractured Veil head over to our Discord server.