DEV

Inventory and AI Improvements

We say it all the time but player feedback is hugely important to our development process. Many of our decisions and designs are guided with the help of our testers telling us what’s working and what needs some of our attention. This week was no different as we started to work on a few AI improvements. 

While we plan out new dungeons and out-of-the-way places to explore, your feedback about our AI is always on our mind. We’ve had a few tests now where the respawn rate became a problem. It seemed like the mutants were popping up almost faster than you could cut them down, depleting ammo and summoning an army of cannibals attracted to the piles of bodies. 

We’ve adjusted the default spawn rate of AI in dungeons to a more manageable number that still forces players to move along while exploring but didn’t leave them trapped in the middle of an area with no resources. We fixed a bug too that would interrupt an AI chasing a target if someone was in their path. The mutants will now push you out of the way if you come between them and their meal.

We made a number of inventory improvements as well. We’ve added a message to the HUD when a player’s inventory is filled to the brim. We fixed bugs with the hotbar not updating properly and inventory UI not updating when the menu is closed. Adding an attachment to a weapon got a little easier. Players will find dropping an attachment anywhere on the weapon details panel will now work easily.

With our testers’ help we nabbed quite a few bugs this week. Players loading in can no longer suffer fall or bleed damage. This should address any problems for players who are loading into a base that has been destroyed. We also fixed a bug where a player could shoot or throw projectiles and reload weapons while using an item. We’re all for multitasking but drinking from your canteen while taking a 100 yard shot with your bow and loading your shotgun at once seemed a bit excessive.

Water catchers should be refilling properly once again across the map much to the relief of the thirsty. We added the proper damage resistance to totems so they should be able to take a little more smashing now and we fixed some problems with doors many of you reported. We fixed the invisible door issues some of you discovered and worked out a bug with the door lock UI popping up for players with permissions when opening a door.

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, Gun and Inventory Improvements

Our playtest sessions are the best way for us to hear directly from our community, but not the only way (see #suggestions in our discord). However, since players have our attention and our ears once a week, we make sure to take note of things that keep coming up. Guns and ammo in the game are a regular topic of conversation, so we focused on some fixes to those this week. 

Players have limited inventory slots so we decided to make all ammo stack to 100 now and updated its dimensions and weight. We fixed a bug that wouldn’t allow you to reload a gun that had been dropped on the ground and picked up and made it so projectile-based weapons would receive durability damage when they are fired. 

These improvements should make it easier to carry around enough ammo to blast every mutant and other player you come across (if that’s what you’re into) and add a bit of realism to the act of firing hundreds of rounds through a firearm without a proper cleaning kit. We’re still big fans of our Hawaiian-inspired melee weapons, but if you’re in need of hardware we’ve got you covered.

We found and fixed a number of issues that were crashing the game thanks to our players. We resolved issues with: loading containers, adding water to containers, projectiles hitting foliage, and updating partial stacks of ammo causing the server to crash. 

Even though we recommend that you look for goodies before setting someone or something on fire, we squashed a bug preventing you from properly looting a burning corpse. We also fixed a handful of drinking bugs including one that made it impossible to drink from rivers at certain angles. Players should now be able to quench their thirst no matter how they approach the water, even from 90 degrees. Drinks are on us from now on!

We fixed a bug where corpses would randomly show up in the inventory UI, and a fun one that would cause a player to look like they were phasing between veils of reality by getting stuck crouching or proning near the edges of water.

We made some improvements to drone performance and fixed a problem where a player would start bleeding if they were hit with a piece of meat. Bleeding to death from a bloody steak is no way to go. Lastly, we fixed a bug that would cause player spawned items to go to the very center of the map. It was a great feature for anyone who happened to be there looking for free loot, but not so ideal for whoever made it.

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

Smelters, Fixes, and Persistence Updates

Input from our community is an invaluable part of our development process. We rely on our players to not only help find bugs and figure out what isn’t working but also provide suggestions about what they’d like to see down the road. This week we spent most of our time going over your feedback, improving some tools, and fixing the issues players ran into.

First, we showed some love to our smelters. Many of you reported trouble with refining when processing your hard-earned ore. We made a number of improvements including updating the UI text and allowing them to now cook wood on their own to make charcoal for recipes down the road. All in all, it’s never been easier to melt rocks in the game.

While we were fixing machines we lowered the cost of converting energy and nabbed a long-standing bug with the 127 converter inside the Thorcon Power Plant. The converter was notoriously picky about where a player had to stand in order to access it. Instead of circling the converter one inch at a time looking for the sweet spot, players will now find it easy to transform mysterious elements and collect energy to power smelters and complete recipes down the road.

In addition to machine and tool issues, many of our players reported persistence problems when logging out or processing materials. We fixed problems with transformed items like cooked meat disappearing from your inventory, durability issues with items not updating correctly, and recycling components disappearing or duplicating when you quit playing. We know how discouraging it can be to find your resource count changed in between sessions and want to make sure all that harvesting time wasn’t wasted.

We fixed issues with weapon attachments not working with the uzi or 1911 and fixed the Ukupoon’s sight not being aligned correctly with the center of the player’s camera. As cool as they looked sometimes, we fixed the bug that would cause arrows to grow to gigantic proportions.

While we were fixing problems with missiles we made some adjustments to AI projectiles, also known as flying rotten heads that explode into clouds of poisonous green gas.

And we fixed a crash that would sometimes happen after throwing an item and a bug that would make that item disappear on your next login.

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

AI, Vendor, and Crafting Updates

We’ve said this before, but we really want to hear from our community. To prove it, this week we spent a lot of dev time fixing bugs found in our test sessions and making improvements based solely on player feedback. After our latest run through the caves, we made some updates to how AI move and how they navigate together. The pathing and grouping improvements should reduce mutant stutter-stepping, and keep them from pushing each other around, getting stuck in tight places, or worst of all getting stuck in walls while navigating places like the caves.

Next, we took a look at recipe and research costs. We introduced our first merchant last week inside the Thorcon Power Plant and after a few days of players giving us feedback about recipe prices and research bench costs we made some tweaks. 

Mr. Mixer Head’s (official name still pending) entire inventory has seen a price change. We updated research bench prices, fixed bench UI not working properly, and added messages for learning and failing to learn recipes. We also adjusted the 127 costs of certain recipes and smelter costs to make sure the item/crafting loop is both fun and challenging enough.

We nabbed a number of bugs with the help of our players this week too. We fixed a bug where water would appear in the player inventory when recycling a canteen. We fixed a bug where a player wasn’t able to pickup a barricade, a handful of crafting failures, and an issue with NPC bodies not burning up properly. 

Speaking of not burning properly, we discovered it was possible to attach a campfire to the side of a building. In addition to breaking the laws of gravity, it was a problem because if you attached enough the entire area would be covered in a cloud of smoke obscuring anything in the area. We fixed the bug so players can’t make their own fog banks anymore but don’t worry @spitfire we have plans for some sort of smoke machine for your base in the works.

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

Weather Upgrades and Improvements

There’s only a couple of weeks of rebuilding and updating work to be done before we’re ready to hand out keys again. We know that many of you are eager to explore the wilds of Lahaina and we appreciate your patience while we make some of our foundational systems better. Mahalo to our testers who help us every week discover what’s not working and point out what needs fixing. Your feedback and ideas are hugely important to us! Larry, we fixed that dying while reloading bug you found during last week’s play session

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.

We’ve recently completed a massive weather update in the game. While this change allows us to make beautiful multi-layered 3D clouds and super realistic weather, it also provides huge performance improvements and lets us optimize weather patterns and times of the day. Check out some of these gorgeous pictures of Lahaina in 2120.
Responsive image
Responsive image
Responsive image
Responsive image
Responsive image

DEV

Veilstation Upgrades

We’re still in refactor mode for a few weeks. As a result, we won’t be giving out new beta keys for a little while yet. By focusing on rebuilding game systems we hope to provide the best experience possible for our new players. We know that lots of you are excited to jump in the game, but this work will allow us to respond more quickly to your input and gives us a more stable base to grow with the community. A usual, a big mahalo to our testers for helping us find what’s not working and pointing out where we need to upgrade. A special shout out to Maikowl for being the first to find the button to the Thorcon underground area during last week’s session. Here are your ideas that we implemented and the bugs that you found last week that we fixed.

  • Zaccsi – Switch tools and right click immediately after switching, stuck in throwing anim
  • bloodpickle – The player is not slowed when their leg is broken in ADS
  • steelcrusher – Speed up switching items/Weapons using scroll wheel
  • Zaccsi – Make it so you don’t get burned while trying to burn a body
  • Elliot – Max button doesn’t work then it crafts without seeing
  • Zaccsi – Mutants shouldn’t be able to eat burning mutants
  • Sombrefou and Eldisty – Adjusted distance of voice channel
  • Elliot – Interact button can’t be pressed to close again
  • Aazlor – Body on top of bag spawn and can’t move
  • Schism3110 – Can’t walk over bedrolls
  • Running out of VRAM
  • Larry – Reload while in ADS is broken
  • zaccsi – Tab and ironsight issues
  • Larry – Can’t take leg splint off
  • nubkid – Can fire while in the menu
  • Schism3110 and nubkid – Push to talk doesn’t work

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.

This week we added some polish to one of the most impressive buildings in the game, the Lahaina Veilstation. One of the main hubs in Veilcorp’s network before the fracture, the Lahaina station saw millions of travelers and tourists pass through its doors. We gave the whole place a touch up as well as the surrounding jungle and support buildings. Take a look at some of that work in the shots below.
Responsive image
Responsive image
Responsive image
Responsive image

DEV

Shorelines and Shipwrecks

We won’t be giving out new beta keys for a few weeks yet because we’re rebuilding game systems to make sure everything is stable and fun. By focusing on UI improvements, persistence, and stability we hope to provide the best experience possible for our new players. We know that lots of you are excited to jump in the game, but this work allows us to give you a Fractured Veil that can grow with the community and respond more quickly to your input. A usual, a big mahalo to our testers for helping us find what’s not working and pointing out where we need to upgrade. Here’s everything you found last week that we fixed.

  • Larry – Items aren’t all reappearing after relog.
  • EspAion – Hotbar order isn’t persisting on relog.
  • Sombrefou and Eldisty – Reduce distance of voice channel.
  • Elliot – Quick Craft not working properly.
  • Larry – Scrolling thru the crafting menu moves hotbar in game.
  • zaccsi and Azshire The Great – Inventory not refreshing.

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.

This week we worked on several inventory bugs and decorated our beaches and inlets when we weren’t rebuilding systems. We fixed many stacking issues in the inventory and item persistence problems when a player logged out or moved something to the hotbar. We also addressed an issue that could cause a player to find duplicate items in their inventory after they died.

The shoreline got a bunch of attention this week with the inclusion of multiple shipwrecks along the beach, as well as a few boats that were tossed inland during the fracture. There are some close enough to shore to make useful sniper nests, smashed boats along the beach, and a couple of larger vessels for you to discover in the jungle. Here’s a look at a few of the new additions.
Responsive image
Responsive image
Responsive image
Responsive image

DEV

Drone Music and Player Fixes

We are currently focusing on UI improvements, persistence, and stability while we rebuild game systems in order to provide the best experience possible for all of our new players. While we focus on this refactoring, we won’t be giving out new beta keys for the next few weeks. We understand that many of you are excited to jump in the game, but this work is vital to providing you a more stable Fractured Veil that can grow with the community and will allow us to respond more quickly to your input. A big mahalo goes out to our testers for helping us find the things that need fixing and pointing out where our systems need upgrading. Here are your ideas that we incorporated and the bugs you found that we fixed this week.

  • Espaion, zaccsi, and World’sOkayestDM – Proper collission added to Fishing Huts
  • Aazlor – Bow arc adjusted
  • nsomnia – Applied Orchid Weakspot to all trees and rocks to fix visibility issues
  • Espaion – Some things are disappearing with the logouts, like iron, twine, cloth. Others are reappearing like raw meat
  • Steelcrusher – Keyboard shortcuts for bug reporter and stats widget
  • 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.

    When we weren’t busy rebuilding systems this week we found some time to add a few things and fix some bugs in the game. We fixed a bug that would cause a crash when a player tried to use an inventory item that didn’t load properly and cleared up a number of quickbar persistence issues. We improved the visibility of weakspots on trees and rocks and adjusted their positions to make them easier to hit. The team added props to the comm tower and added a music emitter to the drone. Players can now enjoy a little music while they are being spied on by the autonomous drones that patrol the sky. We also added a number of signs and traffic lights along the roads and trails throughout the map. Below you can see a few examples of our road work and another new addition to the jungle that was just added.
    Responsive image
    Responsive image
    Responsive image

DEV

Persistence and Spawning Improvements

We know there are a lot of new people who are excited to jump in the game, but before we welcome you to Lahaina for the first time with a beta key, we want to fix some things first. We are going to take a few weeks to focus on refactoring, persistence, and stability in order to provide the best experience possible for all of our new players before we start handing out keys again. Mahalo to our great testers for not only finding things that need to be fixed but pointing out where our systems needed some upgrading. Here’s a list of the bugs you found that we addressed this week.

  • Maikowl – UI Text Spelled wrong
  • Be able to select multiple screenshots to submit to bug reporter
  • Compass impacting performance
  • Eldisty – Can’t Loot Mutant

If you want to learn more about Fractured Veil head over to our Discord server or check out our Steam page.

Most of our time this week was spent on refactoring and improving stability but we did find time to squash several bugs. The team fixed an issue with the new compass affecting performance negatively and worked out an issue where pressing Y to respawn no longer worked properly. We found and fixed many player death related bugs including: a bug where player corpses could fall through the world, a problem where a little floating character would be left behind if the player died while switching between perspectives, and a handful or UI related problems.

Even though we are focusing on refactoring for the rest of the sprint, our play sessions are still very important, helping us decide what aspects of the game to work on next and what needs to be fixed. Below you can see a few shots from a recent session.
Responsive image
Responsive image
Responsive image

DEV

Player Fixes and Props

A big mahalo to all of our awesome testers for helping us make Fractured Veil better! Here’s a list of everything they suggested during last week’s play session that we’ve fixed or improved.

  • Zaccsi – No collision on fishing huts.
  • Aazlor and Zaccsi – Floating grass.
  • Chests take too long loading inventory.
  • Steelcrusher – Thorcon door sounds are too loud. Water is too scarce.
  • Elliot – Fixed bug with drone not being able to see construction buildings.
  • EspAion – Un/Equipping Ballistic helmet causes game to crash.

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

This week the team spent a good amount of time adding props, resources, and buildings to the world. We adjusted the size of water barrels and added more of them to ensure that players aren’t completely reliant on rivers and streams for their hydration. We’ve implemented sign diorama spawning along roads, added lights and traffic lights to some areas, added props to various rooms in the Thorcon and Radio Tower, and placed the Veil Station on the map.

Last week we showed off some shots of our Lahaina cleaning crew, the cannibals. We thought it was only fair to focus on another one of our mutant family this week, so we picked the Trophy Collectors. These guys love throwing diseased body parts, collecting heads, and lurking in ruins. He’s a few shots of them hanging out in their favorite places.
Responsive image
Responsive image
Responsive image