DEV

It’s Unreal – 5.1 IS HERE!

Aloha Thrivers,

We’re SO excited to share that after many months of work, we’re finally shipping the Unreal Engine 5 Upgrade to your PCs!

We want our community to join the newest version of the game sooner rather than later, but we know this was a big lift and have found even more bugs than we thought we would. We’ve always had bugs (#gamedevlife) but because of all your help, we’ve been hacking through them as much as possible so we don’t want to stop doing that anytime soon! 

Since this is a major update, we want to make sure everyone is aware of a few things that will impact your experience with the game:

Your character(s) will be wiped – which means you will need to create a new name and look for your character in the world.

All of your loot will be gone and any bases you’ve built will be gone since we’re starting a fresh new server. This ensures no issues, bugs or corruptions carry over from our old Unreal 4 build.
Your minimum required specs may have changed; we will share a survey in the first weeks of testing to identify how the game performs on different hardware.

We currently believe to achieve a mostly stable 1080p 30 fps experience at medium/low settings you’ll need a PC with the following specifications:

  • OS: Win 10
    CPU: intel i5 8400 / AMD Ryzen 5 2600
    RAM: At least 8GB
    GPU: NVIDIA GTX 1060 / AMD RX 580

We will carefully monitor the community’s feedback about this topic

Scope of the test

While the new build doesn’t necessarily have new content if you have been playing the game within the past few months, it includes a great deal of changes, bug fixes, and improvements. Not to mention a completely new global illumination system and a lot of good stuff that comes with UE5.

With this update, we will be particularly interested in hearing your feedback about the following:

  • Game performance and Stability in Unreal Engine 5.1
  • Server Stability
  • Economy Changes
  • Zones balancing
  • World Loot Distribution
  • NPC / Enemy AI
  • Weapon Balance

However, we do have some tiny surprises for you to find…

 

Other things to keep in mind

 

Fractured Veil is still Alpha(ish) in that we’re testing, breaking, fixing, breaking, and fixing again. While we fixed most of the bugs you reported in the previous months, we are aware that with a new game engine, NEW bugs are going to appear. We are still months away from our Early Access release later this fall and we will do our best to release a great experience for everyone.

Please check our discord server inside #status-and-bugs for a list of Know issues.

We’re Just Getting Started

We know there are still some issues, but we didn’t want that to stop us from getting 5.1 in your hands! We need your help to keep testing, playing, discovering new bugs, and having FUN. All of us at Paddle Creek Games want to say THANK YOU for being so patient and supportive. You’re the reason we’re doing all of this and we can’t wait for you to see what’s coming in the next few months!

Cheers,
Ryan and the folks at Paddle Creek

DEV

Version 0.1.1682 Patch [Major] – Updates, Fixes, and Improvements

Aloha Thrivers!

Mahalo to our community for helping us reach our Kickstarter goal! The love and support you’ve shown us over the past weeks has been overwhelming and we couldn’t be more thankful. We wanted to make sure to squeeze in a few more fixes and improvements before the Kickstarter ended. Read below to see everything we’ve included in the days since our last update.

Updates and Improvements
  • Added vendor stalls and vendors to Thorcon area and updating lighting
  • Adding Locker room doors and contents to open lockers
  • Lighting update for thorcon areas
  • Added stone spiral stairs
  • Finished repair/refurbish bench UI and functionality
  • Disabled totems from unified chest looting
  • Removed shadow casting lights from some streetlights and point lights near the Thorcon

Fixes
  • Fixed bug where the ‘Registering Team’ screen was stuck when creating a team
  • Fixed some slider widgets becoming resized when moused over
  • Fixed AI causing an infinite loop crash when pushing other AI
  • Fixed a bug where items were unable to detect if they could be equipped in safe zones
  • Fixed recycling a stack of items not blocking interactions and allowing for duplicating items
  • Fixed collision not working for merged meshes inside the Thorcon
  • Fixed misaligned rivers in 3×4
  • Fixed the player inventory losing slots when swapping items
  • Fixed unequipping a clothing item into an overflow slot making that item forever invisible
  • Fixed repair count not being tracked for items inside repair benches
  • Fixed sleeping bags not persisting
Watch Fractured Veil Gameplay Footage

We had some fun exploring the island with tashnarr
Survived with darkosto and OnlyBentley
And looked at even more amazing builds with StandardDamage

Don’t forget to check out these videos from
BigfryTV talking about survival
running around the island with eNtaK
And some laughs with Anarchy HD.

Community Spotlight

From day one we’ve been driven by the community and your feedback is vital to our development 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 for the game.

Calling All Streamers!

If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

DEV

Version 0.1.1674 Patch [Major] – Updates, Fixes, and Improvements

Aloha Thrivers!

We can’t thank our community enough for helping us reach our Kickstarter goal! We’re overwhelmed by the love and support you’ve shown us over the past 3 weeks but there’s still 5 days before the end of the campaign.

Huge thanks once again to everyone who helped us get this far. We are so humbled and honored by the support you have shown us.

This week made a number of weapon and combat improvements, included a bunch of crafting and construction updates, and fixed a mountain of bugs that our testers reported to us. We’re also including some shots of the amazing bases our community built since our last update. Read below to see everything we’ve worked on.

Updates, Fixes, and Improvements

Weapon/combat Improvements and Fixes

  • Increased max uses on most ranged weapons

  • Increased Damage on Ukupoon by 25%

  • Increased Damage on Compound bow by 10%

  • Upped recoil on Ukupoon

  • Fixed issue where firing flares at a sleeping player in a PVE zone caused the player to disappear

  • Reduced accuracy when jumping/running with 1911

  • Reduced Extended mag ammo boost from 200% to 125%

  • Reduced max range of uzi and optimal range from 30 to 20 meters

  • Increased hipfire spread of M1A by 100% and damage by 50%

  • Added ADSAdjustSpread variable to guns

  • Jumping will now take 100 stamina

Crafting and Construction Updates

  • Minor increase to decay on pickaxes from 30 to 31

  • Bow craft time reduced to 45 seconds

  • Fixed duplicate attachment slot issue when upgrading construction attachments

  • Updated Coconut Shell text to explain it’s a crafting resource

  • Fixed crafting machines allowing fuel to be used in non fuel slots

  • Fixed not being able to recycle containers and totems after they have been upgraded

  • Fixed research benches not working

  • Fixed area of 4×4 where players couldn’t build construction pieces

  • Fixed players not being able to place a new totem in zone 1 after destroying their previous claim

  • Fixed crashes dropping/moving an item being recycled

Game Updates and Improvements

  • Enlarged Bananas

  • Repositioned consumables to fit into hand better

  • Decreased jeans cost to 10

  • Increase quest reward for buying jeans to 15

  • Implemented 30 second pause in draining food/water when you reach max value

  • Created separate vendors for various item types and placed in Thorcon

  • Smoothing out terrain in places to prevent players from falling through holes in procgen houses Merged all wooden wall pieces in thorcon into single mesh

  • Lighting update to Caves and Thorcon

  • Changed inventory context menu to right mouse button

  • The drone will now restart if it’s pawn is destroyed for any reason

Fixes

  • Fixed issue with properly reporting death for inactive pawns

  • Fixed character customizer screen becoming squished after hiding the background

  • Fixed elevator music not stopping for some players

  • Fixed bug with disappearing items

  • Fixed handling of IsClientLoggingIn variable during client login, which caused the client to erroneously show the timeout message if the player successfully logged in but didn’t join a server for 30 seconds

  • Fixed player-to-bank swapping persistence issue

  • Fixed players dying from dying of starvation or thirst while offline

Player Fixes and Suggestions

  • spitfire – Adjust crafting recipe for arrows

  • MoneyBagg – lower npc hp or raise up weapon damage

  • The1rishOne – adjust the head damage from Trophy Collectors

  • Logoes – Let us burn fiber, maybe a faster burn on it.

  • Kitski – Reduce the charcoal and sulfur cost of making ammo or increase the amount of ammo you get when you make it

  • 1ceprime – M1A:Way too accurate from hipfire, More Damage in general, maybe higher headshot multiplayer on this gun too

  • 1ceprime – Uzi: Extended Mag down to 30, 25 Meters optimal range and drop off from there, ADS cof way too tight

  • 1ceprime – 1911: Jumping should reduce accuracy

  • IcyCaress – Character customizer screen becomes squished after hiding the background

  • blazemonger – Buying jeans are part of early tutorial but the price was raised to 90 RAI?

  • Ayka – Tutorial says to Build a Canteen, but what it means is build a Coconut Canteen.

  • Logoes – Sometimes, maybe every 8-9 hits when attacking a player wall the tool doesn’t take damage from hitting the wall but still damages it

  • Omikron – Pressing “N” by mistake while just standing around will show your downed number, only way to get rid of it is by relogging

  • Ferdinandus – Animals not moving

  • Logoes – Objects farther away have some pretty rough blur to them

  • Kyttaen – Mutant spawned/is stuck inside my foundation

  • Logoes – Game crash

  • Cr4zy4ce – Recycle gives materials back for non existent items

  • Mediocregamer67 – Animals spawning on top of cars

  • Ferdinandus – I chopped a big tree and the cuts remained there after it went down and couldn’t move freely on the spot the tree was

  • Jerel Phoenix/Reddthorn – Stuck in dying state

  • zzeinith – Stuck fox

  • Ferdinandus – Ground materials showing up on column on toll booth

  • gunnbr – Bodies floating after base was destroyed

  • Logoes – Mutants not attacking during siege

  • Logoes – Cannibals spawning in base

  • TSStechAngel – Can’t revive your party members who are knocked out

  • Reddthorn/Kitski – Hair stretching out strangely

  • MJMPlays – Items disappearing after picking them off my body using hold F

  • Kitski – Trunks opening strangely

  • spitfire – the global quest to kill mutants, timer ended and the server crashed

  • spitfire – Rabbit running is louder than deer running

  • Logoes/MJMPlays – Dying when I log in

  • Shadowflame – Stacked items and recycling are a little over-productive at times

  • MJMPlays – Unable to die after being knocked out by poison

  • Matt.j (moogobbler1) – Very slow load time when starting

  • MJMPlays – Part of foundation invisible and unusable

  • Kitski – Spawning in stuck in god mode

  • Logoes – Can’t repair or upgrade base

  • MostlyEvil – Safezone isn’t safe u can fire at someone from outside the zone and kill them

  • LazurusRising – Floor issue prevents you from talking to vendor

  • Ferdinandus – When i log in, my hair color is not attached to the hair itself

  • blazemonger – The amount of resources needed for a stack of 100 shells is quite excessive.

  • Logoes – Respawned trees can’t be harvested

  • Shadowflame/MJMPlays – Tree and electrical pole coincide just outside of thorcon

  • Kitski/LazurusRising – Some trees appear to be going down in 1 single hit

  • Logoes – When I get to the ‘craft a canteen’ quest, the quest system stops

  • Najo- Rain barrels staying empty

  • ClockBlockerX – Dying when logging out

  • Logoes – Game freezing

  • Baigs – Floating items around map

  • Logoes – Bob can’t be killed with arrows. Burned through a compound bow and 2 other normal bows and 200 arrows just on Bob and he won’t die

  • Baigs – Near the bridge to Thorcon (ocean side) sometimes you can walk/run across the water instead of swimming

  • liliumsouldem/DRWCFR – Once a totem has been recycled, it cannot be placed again

  • 𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 – Pressing ‘n’ causes a variant of the “bleeding out” screen to pop up

  • MJMPlays – Game crashed when I upgraded a thatch floor to a wood floor

Watch Fractured Veil Gameplay Footage

We fought mutants with 1cePrime

Spent some survival time with Mitauchi

Explored the island with Ayka

And looked at some amazing builds with the one and only StandardDamage

Don’t forget to check out these videos from

BigfryTV talking about survival

running around the island with eNtaK

And some laughs with Anarchy HD.

Community Spotlight

From day one we’ve been driven by the community and your feedback is vital to our development 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 for the game. Our testers came up with some truly amazing builds this week. Here’s a look at some of the awesome new bases that sprung up on the island recently.

Calling All Streamers!

If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

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.

DEV

Weapon Updates and Bug Fixes

Our persistence work continued this week making sure that all your stuff sticks around where you left it after you log out to play in the real world again. In addition to inventory and containers we focused on making improvements to weapons and totems. 

We’ve received a lot of feedback about a handful of totem and construction issues and focused there first. We updated the placement rules for totems so they can only be placed on foundation pieces now, and made sure that resources for building, upgrading, repairing and placing attachments will now come from the totem before taking them from a player’s inventory. 

We also fixed a bug with totem claims not persisting as they should. Nothing is more frustrating than logging in to find that the neighborhood property lines have been redrawn while you were gone.

The team made some crafting improvements and fixed bugs involving duplicate inventory slots and the server crashing after a player made certain items. Since spear and axe production has never been easier, we thought we’d take another run at balancing thrown weapon damage. 

We adjusted damage to eliminate one shot kills after it became an issue in a previous play test, but there was still room for improvement. Hopefully, we hit the sweet spot between spears being the most powerful weapons in the game and wearing a headful of axes like a crown.

We fixed an issue with research benches not working for all items and recipes before moving on to making a few improvements to weapons you don’t throw to round out the week. 

We took care of a bug that resulted in weapons that wouldn’t reload and canteens that would never empty, and made a number of updates to weapon attachments to ensure that they are working properly, including the ability to add multiple attachments to guns. Players should  find it a breeze to play dress-up with their guns and load them on the fly once again.

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

Crafting Improvements, Bug Fixes, and Persistence Updates

From the very beginning, we’ve tried to add little touches to the world that remind players of the thriving Lahaina that existed before the Fracture. There’s no doubt that the forests and beaches frame the setting in the game, but the buildings and dilapidated neighborhoods help tell the story of the people who didn’t make it through the apocalypse. 

Followers of our discord will know that one of the projects we’ve been working on is adding pictures and posters to the ruins and abandoned homes around the map. Community members have submitted photos of their fur babies and we’ve set out to make them Lahaina famous. 

We’re happy to share that we’ve finally fixed a few bugs that saw posters stacked on top of each other and rooms having too few or too many pictures to reach just the right amount of wall hangings. 

Right now it’s mostly pictures of the team and some friends but if you head over to the #pets channel on our discord and submit a photo, you might just see their picture hanging in a house in the future.

We continued making persistence and inventory improvements this week and squashed a long list of bugs with the help of our testers. That includes some updates to the research bench and fixes an issue with boot and hat recipes not producing boots or hats. 

We made it impossible to place sleeping bags under benches and we fixed an interesting bug where players could steal items from other players’ inventories. There are plenty of reasons for you to kill other players but stolen arrows won’t be one of them anymore.

One of our testers discovered that the meat spoilage timer was being applied to other crafted items like iron and charcoal. Nothing smells worse than putrid ingots so we fixed the problem. We also fixed an issue where dragging a stack from a player-built smelter into a stack in a player inventory wasn’t working correctly.

AI should be lootable again so players can feel free to go through the mutant’s disgusting pockets after they’ve been put down, and we fixed a bug with weapon reloading animations. As you can see loading your rifle after shooting one of the neighbors looks as good as it feels.

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

Bug Fixes and Weapon Updates

They say the best defense is a good offense but sometimes a strategic retreat is the only option if you want to survive the deadly wilds of Lahaina. With some feedback from players in our test sessions, we made a few improvements to movement and medical gear in the game.

Items now apply a speed modifier while they are being used by players whether they are walking or running. Contrary to what you might have heard you don’t run faster with a construction tool in your hand.

We also made bandages usable while a player is moving, although their sprint speed will be reduced 25% while they’re making sure they don’t bleed out.

While we were fixing running away, we addressed a few issues with combat. First, we fixed a bug that would allow a player to shoot behind them when in 3rd person.

Next, we fixed a long-standing issue with thrown weapon damage. One shot one kill might be exactly what you want as a sniper but it makes for a pretty lousy game experience. We adjusted thrown weapon damage removing one-hit-kill shots on the animals and mutants as well.

Some of you reported a crazy bug that would cause someone interacting with a bed to find themselves auto running. This doesn’t exactly lead to a restful sleep so we fixed the sleep runners and we also added proper collision to the rear doors of trucks.

Players hiding inside should be able to count on the doors acting as a barrier between them and the arrows being shot at them again.

We’ve spent countless hours building and adjusting our construction system and we recently fixed a batch of bugs found by our community. We started with fixing a bug where players could place items on support beams on thatch foundations.

We addressed an issue with some construction pieces that resisted being upgraded and a bug with building regeneration making floors that weren’t solid. We appreciate your help in making sure our building system stays up to code (even if you’re still not totally ‘safe’).

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

Crafting Updates and Bug Fixes

Everyone likes crafting gear in a survival game and our players are no different. After listening to some suggestions about item quality and the speed it takes to make some gear by hand we decided to introduce a valuable tool in the crafting system, a crafting bench. 

The bench will unlock higher tiered items like guns and ammo and makes general crafting faster. We’re also planning for it to improve the quality of the items you make with it compared to items made by hand in the future.

While our heads were focused on gear we made a few improvements to weapon attachments. We fixed a bug with inventory attachments not freeing their slot when removed from the inventory, and some issues with persistence. It’s never been easier to add a silencer to your favorite gun and shoot at the neighbors from behind a tree.

We worked out a few kinks in everyone’s favorite way to quickly travel across the map too. Taking the zipline can not only save you time but it can help avoid some of the most dangerous areas on the way to the safe zone. We made sure equipped items are now unequipped when you get on to avoid getting stuck in the air and removed a few trees that would literally leave you hanging.

As always our testers kept us on our toes with bug reports and suggestions. This week we fixed a problem with totems “stealing” items and putting them in a hidden energy slot, an issue with players getting stuck if they died while loading into the game, and a bug with canteens not assigning water slots properly when filling up from water containers. 

We also made some changes to the Trophy Collector’s poison clouds damaging buildings, and a bug with bed health not displaying properly. A good night’s sleep is important especially after an apocalypse, and now players don’t have to worry about getting an accurate read on the quality of their mattress.

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

Bug Fixes and Persistence Updates

With almost as many ways to pick up, interact with, and store items as there are mutants on the island, nailing down inventory and item persistence has been one of our biggest tasks and our main focus. We know how important it is to be able to return to your bases and access inventory so we’ve been devoting all our attention to ensuring everything is where you left it. 

This week, with the help of our testers, we hopefully nabbed the last of the bugs and worked out the final edge cases making sure that your stuff stays where you put it after you log out. 

We also fixed a crash that would occur when moving attachments around in your inventory.  While we were at it, we fixed double clicking on equippable items in a bank, worked out issues with items that were put into containers from the ground, and a whole host of inventory storage bugs. 

Gathering loot isn’t much fun if some of it disappears when you log out. You can now stroll down the beach, finding loot along the way and then cramming your base full of goodies. It will (at least it should) still be there waiting for you whenever you travel to Lahaina.

With container and inventory persistence worked out there’s never been a better time to stuff your warchests with building materials. Unfortunately, our testers ran into some trouble harvesting wood using certain tools. We fixed those bugs and players should find the sawtoothed axe and shark-toothed pan to be good options for chopping down trees and gathering wood again.

Some of you have reported problems with totems and we fixed many of those bugs. We adjusted the energy requirements for totems, fixed a bug where they would disappear after a server restart and made it impossible to build a totem underwater. 

Lastly this week we fixed a bug with rotting head throwing Trophy Collectors. Avoiding the clouds of poison gas the putrid heads make when they land is already hard enough. 

With some help from the community, we learned that a few overzealous Collectors were tossing them two at a time. We fixed the problem so our missile throwing mutants are playing by their disgusting rules once again.

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

Bug Fixes, Crafting and AI Updates

We made several adjustments to a wide variety of systems to kick off the new year. After gathering your feedback and crunching the numbers we changed the amount of time it takes to research items and craft them without the use of a crafting bench. Converted items (127->energy, ore->iron…) take a bit longer to process as well. All loose items will now be cleaned up after 30 secs to help keep Lahaina clean, and we changed clip sizes across the board. You can still blast away at anything that moves, especially stuff that’s moving towards you, but the new clip size is a more realistic reflection of what each gun can hold.

Timers and ammo counts aren’t the only things that got some attention this week. We made some improvements to AI movements to make them run players down more efficiently, and we fixed a bug that would cause the mutants to float or get stuck if a construction piece was destroyed beneath them.

You might remember that we fixed a bug that caused arrows to bounce off the walls then get stuck which was not helpful in a pinch. Our way of staying “on brand” with those fixes meant we also took a closer look at overall weapon damage and updated a few things. 

Homemade bows and some of the traditional Hawaiian weapons in particular were a little overpowered. We dialed back the damage so players can no longer blast through the walls of a wooden base after a few hits. Wood isn’t the most resilient building material but it should be able withstand more than a few well placed arrows or swings of an axe.

We made a sizable dent in our bug list recently. Some of the biggest issues that our testers help us find and fix this week include: A problem with items doubling or tripling in weight after being put into a chest, some players finding themselves spawned under the map, and torches that would somehow burn underwater. We fixed the infamous disappearing door/door lock bug and we fixed a problem with players physically colliding with pings. Marking an item to make it easier to see for your party members will no longer act as a barrier to your teammates.

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.