DEV

Harvesting Improvements and Tool Updates

If you want to see your ideas in Fractured Veil head over to our Discord server and go to the #assign-roles channel. We’ll give you a key and get you set up in the game. Mahalo to all of our great testers for their help making the game better! Here’s a list of everything we’ve fixed or improved using your input from last week’s play session.

  • vampire70 – Hold F to recycle construction bar isn’t showing.
  • Azshire The Great – The drawback of the bow feels like it is a bit slow. Take all doesn’t work. Party Members are offset.
  • Palaman/Fatih/40 and wags – Can’t hit weakpoints in 3rd person.
  • Saur – Code Locks are not accepting codes being entered.
  • Aqua – Constructed objects/bodies don’t persist between server restarts after a crash.
  • Nubkid – Bodies disappear too quickly, less than 5 minutes. If you die when looking in a bag you can’t respawn or do anything.
  • Kruton – Building walls would disappear, appear, disappear.
  • Larry – Make the hatchet take way more damage when hitting rocks vs wood Standing in a campfire doesn’t damage you.

We made several updates to the harvesting system and tools this week, in addition to implementing the suggestions made by our testers. Using the wrong tool to gather a resource will now more greatly impact that tool’s durability and give players only one resource. Make sure you’re using your ax on trees and your pick on rocks for the best results. We’ve included a hint message to remind you when you’re using the wrong tool for the job. The team also fixed a bug with tool durability and improved the weak point hit detection code to make sure your swings are giving you the most bang for your buck.

We improved our cannibals this sprint as well. The island’s cleaning crew may not seem that tough at first, but they are no joke if you leave a body around for them to consume. Here’s a few shots of them looking for someone slow enough to eat.
Responsive image
Responsive image
Responsive image

DEV

Road Work and Game Fixes

If you’d like to travel to Lahaina in the year 2120 and test your survival skills while helping us make the game more fun to play we’d love to have you. Click the link to join our discord and go to the #assign-roles channel. We’ll give you a key and get you set up in the game.

A big mahalo to all of the testers for their bug hunting prowess and their great suggestions to make Fractured Veil better! Here’s a list of everything we’ve fixed or improved using their input from last week’s play session. We’re hard at work addressing the remaining bugs and implementing more of your awesome ideas in the game!

  • nubkid – Road decals are being applied to wooden crates and other objects. Bodies disappear too quickly, less than 5 minutes.
  • Aqua – Recipes not updating as you gather resources. Building pieces disappearing 5 seconds after being placed, mainly walls/windows. Constructed objects and bodies are not persisting between server restarts after a crash.
  • Kruton and Schism – “Take all” is broken.
  • Palaman/Fatih/40 – Can’t build campfire in your building. Need to make it more obvious that totems need to be built and stocked with resources to auto-repair. Can place iron ore in campfire and it disappears.
  • Saur – Round floors not rotating properly. Code Locks are not accepting codes being entered.
  • Sckiz – Can’t put bandages on the toolbar.
  • TrublsmScHOLAR – Task: If player is holding a torch, hold f on dead body to ignite. Persist hints on screen for longer.
  • Dreis – No progress bar on recycling buildings.Mouse look and feels a little clunky, not as smooth and responsive as other games.

In addition to squashing the bugs and implementing the suggestions made by our testers we made a number of improvements to the diorama system and map. The team added new buildings throughout the play area, improved road materials, and implemented the new road system. Lights, cars, and loot will now be spawn procedurally on every road. Here’s a look at what players can find while exploring the beaten paths in the game.
Responsive image
Responsive image
Responsive image

DEV

Reading the Signs

Our test sessions are a lot of fun! If you’d like to travel to Lahaina in the year 2120 and try out your survival skills while helping us test the game we’d love to have you. Click the link to join our discord and we’ll give you a key and get you set up in the game. In other exciting news, we launched our Steam page. Head over there and check out the latest screenshots, trailers, and news about the game.

We addressed several bugs this week, including a few that we found during one of our play sessions. We fixed issues with the spawning of player-owned items and the removal of spawn beds. Players can now choose their character’s gender and we fixed a “female-only” bug on staging. Rivers will no longer put players in an erroneous swimming state. We finished persistence for totem energy and put a fix in for permission issues when placing a totem.

The team has been working on our diorama system for quite some time now. Our goal is to make the roads, paths, and trails in the game feel as real as possible by including cars, boxes, and the other trappings of a recently collapsed society. This week we added improvements to road foliage, material grunge, and some road decals. We let the grass grow into the streets to give them the right feel and added a few abandoned bus stops along the way. As you can see from the shots below, our work is paying off.
Responsive image
Responsive image
Responsive image

DEV

Speed Adjustments and Base Upgrades

If you’d like to try out your survival skills and help us test out the game we’d love to have you join one of our testing sessions. Click the link to join our discord and ask in our “testers” channel. We’ll give you a key and get you set up in the game. See you there!

This is the first full week of Sprint 46, and our main focus will be on bugs, usability, and playtest integrations. The big features this sprint will be the player construction system, world map updates, onboarding, and steam friends.

A number of bugs were fixed this week including foundation stairs ignoring collision checks, construction pieces not being recyclable, a problem with players able to build stairs through totems and totems not always updating proper claims. The best bug award, however, goes to an issue we ran into with our dead AI practicing social distancing and moving out of the way of living AI. We cleared it up so the quick and the dead are clearly delineated again.

The team updated wood meshes, imported metal wall meshes, and updated the decay system for new formulas and materials. We adjusted the time it takes a body to attract cannibals, updated the attack range of our traditional Hawaiian melee weapons, and increased the damage done by your starting weapon, the shark-toothed “Killet.” We increased your base walking speed, the max initial speed of arrows, and made sure that our wolves could outrun players in a straight line. The game’s social hub, the Thorcon Power Plant, recently got a little polish and attention. Players will be spending a lot of time inside the old plant and as you can see below it is looking better than ever.
Responsive image
Responsive image

DEV

Loot and Danger Zones

We’d love for you to test your survival skills in our version of West Maui and help us make the game better while fighting the horrors of the jungle. If you’d like to join one of our testing sessions just join our discord and ask in our “testers” channel. See you there!

We got things started this week with several AI improvements and fixes. We increased the sight and sound aggro distance of passive AI by a factor of 2 to make them harder to sneak past, and fixed an issue that would find AI moving in a single file line when moving towards a shared enemy. A few bugs that would cause mutants to get stuck in doorways and unable to move on stairs were fixed.

We also turned our eyes this week to the Thorcon Power Plant. With our weekly testing sessions in full swing, the game’s social hub and some group features received some attention. We added accept/reject/cancel invite, add/remove friend, and block/unblock player as well as updated UI widgets to the new friend system. We increased the damage done by the game’s starting weapon/harvesting tool, the shark-toothed pan, better known as the Killet, to make it more useful to players who wander into danger before crafting or finding a weapon with more bite.

There’s no doubt that a more lethally seasoned pan is cool but the most exciting feature this week are the zones we’ve built around the Thorcon. Currently there are 4 different loot and AI zones radiating out from the power plant. Zone one is the area nearest the Thorcon. The loot isn’t great but the AI is relatively easy to kill. The farther away you get the better the loot and the challenge. Zone four has all the things that will make you the envy of post-apocalyptic Lahaina, and the deadliest opponents on the island like bears and our mutant overlord Big Bob.

Here’s a few shots of the Thorcon after getting a little polish this week.
Responsive image
Responsive image
Responsive image

DEV

Weapon Paint Overs and Mutant Steering

Would you like to run around the wilds of Lahaina, build bases, shoot mutants, and help us work out the kinks? We’d love to have you in one of our testing sessions. Just join our discord and ask in our “testers” channel. See you there!

As sprint 45 winds down and the team adjusts to working from home, we continue our push to refine the player construction system. We added torch attachments outside of windows offering plenty of light to deter bandits, introduced sleeping bags for an authentic end-of-the-world slumber party feel, and added weapon damage and decay modifiers to construction pieces. Many bugs were fixed this week too. We corrected issues with some construction attachments showing 0 health when they were full, arrows not dealing damage to pieces, and a problem with pieces not rotating properly when placed. We squashed a bug that was keeping rivers from being intractable as well. Players can now build bridges and drink their fill from Lahaina’s pristine creeks and rivers.

We also worked out a few kinks with the island’s mutant population this week. We discovered that the AI spawn managers were spawning one additional AI beyond the intended maximum across the map and spawning huge groups near the shoreline. We love a bloody beach as much as anyone but there were so many mutants there that you barely had room to lay down a towel after combat. The team worked out some navigation issues keeping AI from going up and down stairs or going through doorways and corrected Big Bob’s charge attack. Nothing is sadder than a mutant overlord reduced to simply plodding into combat.

With more mobile opponents here, we’ve been working on some weapon paint overs with some great results. Below you can see our touch on the Special Operations Forces Combat Assault Rifle. We’re particularly fond of the design work on the SCAR’s stock.

Responsive image
Responsive image
Responsive image

DEV

Building Homes At Home

This week the team spent their time working from home improving homes in the game and the construction system overall. We improved placement rules for all construction pieces and foundation placement checks. We fixed round stone foundations having the wrong health, and as cool as it was, we made sure foundation pieces could no longer float over the landscape.

The team added construction frame pieces for all 4 materials: thatch, wood, stone, and metal. We fixed an issue that would cause a crash when more than one object was resting on a construction piece that was destroyed and a bug where players could overlap claim areas and take over ownership when they shouldn’t be allowed to. Fractured Veil in no way endorses claim jumping even in these difficult times.

We added placeable beds to the game because everyone has to sleep eventually, and added health and destruction support in case burning beds is your thing. We fixed an issue with the placeable chests in your base vanishing after you took items out of them, and a bug that would allow you to build chests in window frames. In the future windows are only for cooling pies and shooting out of.

The player construction system is getting really close to completion and the results so far look spectacular. Below are a few shots of a sprawling base we put together in the game.
Responsive image
Responsive image
Responsive image
Responsive image

DEV

The Bridges of Maui County

A new sprint has started and for the next month we’ll be focusing on performance, usability, and playtest integrations. We’ll also spend some time finishing up the player construction system, AI sieging, the diorama system and integrating steam friends and player surveys to help us gather feedback.

Things got started with some AI fixes. We discovered an issue with AI being unable to hit a totem if it was covered in foliage and a problem with melee AI getting stuck in place if they had a constructed wall blocking their path. Both are fixed now, making the mutants properly dangerous to your base. We also tweaked the amount of resources players get from trees slightly and the cost of a few basic items.

Most of our work this week, however, went into the doors in the construction system. We fixed some air gap issues and a bug with doors not playing the closing sound when auto-closing. We discovered that construction doors were not taking damage from bullets, and players could go straight through them by walking backward. Both aren’t physical qualities that you’d normally expect from a door, and since the fractured world we built is filled with enough of the unexpected already we fixed the bugs.

After fixing the door madness we needed to get out in the jungle and focus on structures with a bit more of an open feel. Below you can see a beautiful stone bridge we built across a stream. As you can see our stone material is looking great.
Responsive image
Responsive image

DEV

Stone Walls and Siege Improvements

With sprint 44 coming to an end this week, we’ve been focusing on nabbing bugs and adding a bit of polish to existing systems. The team has added new upgrade and repair tools so players can fix their damaged buildings in style. We also created new loot tables, groups, and container assets so the loot can flow across Lahaina.

Many AI improvements were made this week as well. We fixed bugs that would cause AI to ignore open paths when sieging a base, ignore a base’s totem if they were standing too close to it, and a bunching problem that would cause Trophy Collectors to pile up in doorways and get stuck. We adjusted the maximum AI counts that could occupy a base and a system for despawning AI after a totem is destroyed and there are no players nearby. Everyone knows that company, fish, and mutants begin to smell after a few days.

Of course, the player construction system remains a major focus and we made a number of upgrades and material improvements since the last update. We fixed bugs with glass not scaling properly in thatch windows, full walls snapping to half-wall only slots, and stairs not properly persisting which made building a second floor a dangerous endeavor. We made rounded walls easier to place, added placed torches to the system giving your base warm lighting, and added missing sounds to all construction pieces. Lastly, we added stone meshes to the system so players have a third construction material option now including thatch and wood. Below you can see what the stone building materials looks like currently.

Responsive image
Responsive image
Responsive image

DEV

Building Better Explosions

We started the week off by fixing some bugs with the player construction system. We corrected a problem where building foundations could be placed overlapping other existing building objects and fixed a bug with half and third wall icons being inverted. The team also improved how the Siege Manager tracks how long a base has gone without a siege. We want to make sure defending your base is fun and something players have to take into account when building with friends.

One of our most beloved remnants of civilization got some attention recently too. For quite a while the explosive barrels/cans that dot the landscape have been a favorite. When we discovered that they weren’t dealing damage we put in a fix right away, and we added a few new features. We doubled their damage radius and multiplied the amount of damage they do to AI. Best of all we’re creating a force applier in a radius around them that will send items flying when they explode. Soon you’ll be able to watch all sorts of things surf the pressure waves after you blow up fuel containers.

The party indicator will show the health of a player in a percentage now, and medical issues will display next to their names. We made a new crafting timer and fixed a couple of audio bugs. Shotgun reloads can be heard again, and we fixed a problem where torch sounds will continue to play for others after a player was killed. Lastly, we have a preview of one of the unique weapons we’ve been working on, the totem speargun. As you can see below it’s one of the best-looking ways to shoot a bolt into your enemy.

Responsive image