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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

Version 0.1.1655 Patch [Major] – Updates, Fixes, and Improvements

Aloha Thrivers!

A huge thanks to our amazing community – our Kickstarter campaign is 100% funded! You’ve blown us away with the love and support you’ve shown in these last 2 weeks. Thanks to all of you, we are one giant step closer to making Fractured Veil the survival game that we’ve ALL dreamt of!

We can’t wait to implement more of your great ideas and show you what we have planned for the future of the game. We took a poll about what you’d like to see next and that’s how we decided on our first few stretch goals, so keep your ideas flowing and let us know how we’re doing.

A large majority of you said that you’d like more options for personalizing your base and making your post-apocalyptic shelter stand out. When we hit this first goal players will have access to items that will transform your Hawaiian home away from home and feel more cozy.

We have some incredible momentum going here, so let’s ride that wave all the way to the end and unlock even more amazing content by pumping up these Stretch Goals!!

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.

We’ve made a lot of updates to loot drops, improved the construction and crafting systems, worked out some more AI navigation issues, and fixed a ton of bugs this week. Keep reading below to see everything we fixed and updated.

Updates and Fixes

Loot Improvements and Fixes
  • Added loot to ships and subs in the ocean
  • Replaced non loot corpses with corpse pinatas
  • Added loot spawners and water to cave boss room
  • Changed ammo and attachment drops to prefer less powerful ammo and attachments
  • Reduced spawn rates of SSHAM, canned food, clothing, and canteens
  • Rebalanced medical spawn rates to favor bandages syringes over medkits
  • Rebalanced ranged weapon spawn group to favor less powerful guns
  • Rebalanced tool spawn rates to favor stone
  • Adjusted big bob’s weapon, 127, and rai spawn rates and quantities
  • Implemented dripping blood for hanging bodies
  • Fixed issue with corpses not being lootable
  • Fixed item skins not being loaded into items in containers
  • Fixed bank not being interactable

Drone Improvements
  • The drone will no longer leave its high zoom state early
  • Increased the amount of time between the drone’s high zoom states
  • Fixed bug where the drone wasn’t picking up AI

Construction Improvements and Fixes
  • Reduced Trophy collector head damage to construction pieces during sieges
  • Eliminated damage from non-siege trophy collectors to construction pieces
  • Increased decay to Hawaiian melee weapons from construction
  • Reduced damage from Hawaiian melee, bows, and pickaxe to construction
  • Fixed ‘Hold F’ message showing up for wall torches and lanterns
  • Fixed not being able to recycle totems properly
  • Fixed interacting with barricades opening loot menu

Crafting Fixes and Updates
  • Increased research and purchase costs for guns
  • Increased research, purchase and construction costs for hawaiian melee
  • Added support for multiple fuel types to campfires and smelters
  • Fixed players not being able to interact with the 127 converter and Thorcon smelter
  • Fixed repair bench and crafting bench being invisible in the Thorcon
  • Fixed bug where recipe events could cause the wrong research bench animations to play
  • Fixed broken Leiomano club recipe
  • Fixed holding F on crafting machines not starting them properly
  • Fixed research and crafting benches being ignored for persistence
  • Fixed recycle persistence issue

AI Navigation Updates
  • Improved how manually placed AI pawns activate
  • Adjusted the initial angle of the AI on AI pushing to reduce instances of the blocker being dragged along with the AI being blocked
  • AI that are blocked by other AI can now attempt to push the blocker in multiple directions to free themselves
  • Increased the velocity that AI push other AI with when being blocked
  • Sieging AI that fail to activate will now be automatically cleaned up and replaced
  • Reduced how quickly AI blend in their lower-body movement animations to prevent AI excessively shuffling their feet around when being pushed by other AI
  • Fixed AI being blocked by overlapping components
  • Fixed AI attempting to use navigation requests that were canceled
  • Fixed AI stutter-stepping when receiving partial navigation paths
  • Fixed AI becoming permanently stuck if they failed to generate a valid path twice in a row
  • Fixed melee AI not returning their correct focal point in all movement scenarios
  • Fixed a bug where AI were accumulating velocity while attacking movement blocking actors
  • Fixed a bug where ranged AI would occasionally spin in circles while standing still

Game Updates
  • Updated rivers across the map
  • Added lights around bank
  • Increased light intensity and range for cave tikis
  • Stackable items on the ground will now auto-merge with items nearby
  • Improved replication and client performance after many trees have been cut down
  • Improved distant scene fog, saturation, and color balance
  • Improved foliage distance field settings
  • Increased clothing costs

Fixes
  • Fixed interacting with the sleeping bag bringing up the container menu
  • Fixed interact progress bar being too small for the canteen
  • Fixed material on glasses
  • Fixed foliage not respawning
  • Fixed respawned foliage not taking damage properly
  • Fixed inactive players taking damage in PvE zones
  • Fixed Thorcon Stall Props texture issues
  • Fixed radar icons not working after actor deaths
  • Fixed players being able to damage each other with flares in PvE zones
  • Fixed auto-sort button breaking persistence
  • Fixed the Siege Manager’s ‘random siege chance’ properties getting overridden on start-up
  • Fixed a bug where sieges could be forcibly started on bases that did not have a valid totem
  • Fixed bug where hitting Alt-F4 before next condition update fires caused the server to skip the update
  • Fixed bug where pressing N while not knocked down caused the ‘dismissed knockdown’ dialog to appear

Watch Fractured Veil Gameplay Footage

We spent some time thriving with MarkeeDragon
Went into the darkness with Omnikevfka
Went on a morning run with Ettnix
And of course some survival time with KangGaming

Don’t forget to check out these videos from

BigfryTV talking about survival
exploring the island with eNtaK
And some laughs with Anarchy HD.

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. Our testers also put together some amazing builds (including a Hawaiian hot tub) while exploring the map, here’s a look at some of our favorite shots they shared this week.

Calling All Streamers!

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

DEV

April Development Update and New Content

Aloha Thrivers! Spring is in the air and we’re hard at work helping the flowers and mutants bloom across the island. We’ve spent a lot of hours on playtests and tweaking gameplay based on your feedback last month, but we’ve still had time to include a bunch of new content for you! 

Your feedback is very important to us so keep it coming!  If you’re interested in helping out head over to our discord let us know! We love hearing your ideas and talking about what’s coming up next. 

Here’s a look at some of the biggest improvements and news about the latest features you’ll find in the game.

Thorcon Improvements

Many of you told us how hard it was to get started in the game’s starting area.

Finding your way out of the Thorcon Power Plant and into the world was a headache.

We added arrows, decals, and lighting to help you find your way out.

Normally we wouldn’t suggest following a shark but in this case the graffiti points the way to freedom.

Massive Foliage Update

Back in 2017 this was the original concept for the jungle of our dreams.

This is what the wild’s looked like a few weeks ago.

And this is what the jungle looks like now.

As you can see it’s a huge improvement.

The difference around the starting area is night and day.

The plants are not only bigger and more vibrant

But they now sway in the wind when a storm is about the roll through.

New Harvesting and Crafting Content: Coconuts and Canteens

Players have a chance to find coconuts when they harvest trees now.

This offers a healthier meal option than decades old canned food or cannibalism. 

You can also craft them into a handy all natural canteen perfect for a late night cocktail.

New Starting Area Content: Power Lines and Substation

The Thorcon Power Plant got wired up this month to help tell the story of how this iconic building used to power the island before the Fracture wiped out civilization.

We added walls to help secure the substation and keep the mutants from getting stuck on a transformer.

You can find the Veilstation on the other side of the map if you follow the powerlines.

Even though it’s huge, Veilcorp’s main facility is much harder to find through the new lush foliage.

New Construction Features: Tiered Totems and Shields

Currently, totems help players claim a plot of land to build on and can prevent your base from decaying if you keep them filled with resources.

We added tiered totems and totem shields this month to make them more useful if you’re willing to spend the resources.

There are now 6 different tiers of totems that players can build inside their bases.

Totem shields create an invisible force that attackers have to wear down before they can access or damage your totem.

Totems get tougher as you upgrade and they provide buffs to construction pieces attached to the foundation in a radius surrounding them.

New Content: Thorcon Dungeon

Last summer we added a dungeon area inside the Thorcon.

It remained empty with some placeholders for a while why we worked on more important things like making the game run at a playable frame rate without crashing.

Now that we’ve achieved that goal we went back to work on the Thorcon dungeon.

Things are looking a little different inside now.

There’s still work to be done but it’s a fun place to run around with a group as we work on upgrades and other hidden places for players to explore.

New Feature: Character Customizer

For a really long time, your character was just another face in the crowd with no customization options other than taking off a piece of clothing.

Your character may be a clone in the game, but you don’t have to look like one anymore.

There are a few clothing choices currently available from our vendors and we plan to unveil more “Apocalypse Casual” options soon.

Miscellaneous Updates

 Combat Updates

  • Adjusted sprint stamina usage and increased recovery while standing, crouching, or going prone
  • Increased damage output of shotgun
  • Added movement speed modifier to all weapons
  • Updated melee distances
  • Updated melee weapon damages

Construction Updates

  • Changed Thatch doors to use wood resistance values
  • Doors are now part of the totem damage mitigation
  • Lowered the structural damage pans do

Loot Updates

  • Added SSHAM cans to loot tables across the map
  • Made some trash smeltable

Harvesting Updates

  • Pickaxe can now be used to harvest meat from bodies
  • Increased harvest rate of axes
  • Added tree classes and tool requirements to harvest large and huge trees
  • Doubled wood dropped by a tree and stone from rocks
  • Increased sulfur, iron, and twine drop rate

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, 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.

DEV

Melee, Looting, and Totem Improvements

This week we’re continuing to make improvements based on player feedback and finished work on a handful of systems to make gameplay more fun. First thing on our list was looting. 

We know how important it can be to grab the goods quickly off a body when you’re in the middle of a fight. However, being able to instantly loot an opponent creates problems as well. After a few iterations, some persistence work, and listening to your feedback we made a couple of updates that should make the “getting stuff” process better (at least for now). 

First, we made improvements to our quick looting system. If you just want to grab everything and sort it out later, you can hold “F” and scoop up every last bit of backpack filler on a body.

Best of all we put a little preview window in the game so you can check out what’s inside a container without actually opening it. Just hover your mouse over a box or crate and you’ll get a quick peek inside.

We added fiber this week, a new resource for many of your crafting needs. Instead of trees producing twine and wood, chopping away will now yield fiber and wood.

Thanks to your feedback and a few of our playtests ironing things out, we increased the number of resources a totem can hold, giving players a longer amount of time before their structures begin to degrade.

We fixed the 127 converter in the Thorcon Power Plant so it is correctly converting 127 into energy and that energy is persisting properly. That’s good news for anyone looking to operate the advanced smelter or craft some of the top tier items!

We fixed the party system so if the leader of a party leaves or disconnects the next player in line will now be promoted to leader. As much as it pained us, we also fixed a bug that would allow players to harvest meat from corpses by shooting them. Being a cannibal was never so easy. After some spectacular player falls we updated fall damage and added an impact noise when a player receives any damage from falling

Mr. Mixer Head (nickname pending) is offering a new weapon for purchase inside his booth. Players will be able to buy a compound bow now, perfect for those who aren’t fans of close combat or the price of bullets.

Since players have a new ranged option we decided to take a look at the closer side of combat too. We made a number of improvements to how melee combat works including changing the way we calculate swinging weapon distance, making it easier to drive your shark-toothed club through mutant flesh.

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

Vendors, Crafting, and Inventory Updates

There’s been a vendor without any inventory parked in the Thorcon Power Plant for a while now, just watching testers come and go.  Over the past few weeks we made some major updates to our crafting system and approved Mr. Mixer Head’s permit (after he squared up with his registration fees of course). 

Players can now buy a wide variety of weapons, clothing, and survival items from his newly opened store. We plan on adding more vendors in the near future, but for now this fella has the market cornered. 

In addition to Mr. Mixer Head (or current nickname for the vendor) we introduced “research benches” this week. The bench is a craftable item that players can use to learn new crafting recipes.

We know how important a deep crafting system is to many of you and we’re really excited about including this big step in making it better. All a player needs to do is place an item inside the bench, add the correct amount of rai (our ingame currency), and the item is destroyed leaving you a blueprint allowing you to add that item to your list of crafting recipes.

Our community of players gave us some great feedback about making some changes to how they interact with inventory. We want to make it clear and easy to use, so we changed a few things, incorporating the ideas suggested so far. As always, we love hearing suggestions for how we can improve things, so mahalo for posting them in the suggestions channel in our discord. 

Now, there’s an item detail widget added to the inventory UI which gives info about each item and the ability to drop, use, or equip it. We added double click support to inventory icons and made some improvements to the quick craft feature.

With new items to buy and recipes to learn we’ve adjusted the resource rate drop and made looting a little easier for those on the run. If a player holds down “H” while looting a corpse or open container it automatically takes all items 1 at a time with a 0.3 second delay between items.

There’s Good news for all of you water lovers, not only have we fixed swimming, we finished some post-processing work on our rivers. As you can see below our rivers are looking as great as our ocean.

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

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.
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