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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!

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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.

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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.

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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.

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Siege and Inventory Improvements

The feedback we gather during our test sessions is invaluable to us and vital to our development process. It helps us uncover bugs and figure out what systems need tweaking. After listening to what you had to say this week we made some improvements to the siege system. 

We set up small, medium, and large mutant wave spawners to send the proper amount of mutants charging at your buildings. After running a few tests we decided to increase the difficulty of medium and large sieges in order to strike that right balance to the battle for your bases. It can’t be too easy but it also can’t be impossibly difficult or players will keep dying and losing all their hard earned loot. 

Our goal is to hit that sweet spot where it seems like combat won’t go your way, but players manage to just pull out the victory in the end if they work well together. Nothing feels as good as hobbling back into your base to start repairs after barely repelling a mutant horde.

We resolved a couple of issues around drinking this week since staying properly hydrated is a big part of surviving post apocalyptic Maui. First, we reduced the time it took to drink from water collectors and other sources, making it easier to drink on the run. We also fixed a bug making the canteen only usable once before becoming dead weight in your inventory. 

After working out the water bugs we turned our attention to some fire problems. Many of you mentioned having trouble burning up bodies. Cleaning up after yourself is important if you want to avoid attracting cannibals and keep Lahaina clean and beautiful. We made some adjustments to make impromptu cremations a bit easier including halving the ignition time for burning dead bodies.

We made a lot of improvements and fixed bugs you found with the inventory too. We increased the amount of empty space in the inventory screen where items can be dropped on the ground, made equippable and usable items go to your interact bar by default if there is room, and set the lifespan of items dropped in the safe zone to 15 minutes. 

We fixed bugs that would allow players to swap their equipped weapon into a container and still have the weapon equipped, items being deleted when being drug around in large stack sizes, and we fixed a crash when firing weapons near other players. Players can once again spontaneously attack others and break alliances without worrying about breaking the game.

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.

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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.

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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.

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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.
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Thunder, Lightning, and Elevators

With sprint 36 coming to an end, everyone is fixing bugs as they appear and wrapping up new systems. We’ve fixed an issue causing environmental decals to be drawn on players. It made great camouflage in some cases but looked too weird to keep. We addressed an issue where players could get stuck on the inventory screen when “looting all” on some instanced containers, and worked out a problem with the crossbow blocking interactions while equipped. It came to our attention that players weren’t able to drink from rivers at certain angles and distances. Instead of coming up with a story about how the streams of tomorrow are only accessible at right angles, we just went ahead and fixed it so even sloppy drinkers can make use of the water.

We’ve made a number of audio updates as well. The team added UI and sound to drag/drop functionality, new audio for starvation, dehydration, and player death. We implemented thunder audio, created a new lightning bolt actor, and fixed a problem with some weapons not clanging or banging properly. The elevator inside the Comm Tower got a little love too. We’ve updated how the elevator works and added a number of audio updates to make your up and down experience more realistic.

We’ve made some great improvements with our procedural building system making huge performance gains. We’ll have a more in-depth look at the technical aspects of those improvements soon, but for now, you can see how great our shacks are looking morning, noon, and dusk in these shots below.
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If you want to stay on top of our development process on a daily basis, check out our Daily Update Twitter feed and see what’s happening every day of the week.

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Performance Improvements and Weapon Noises

As we approach the weekend, we’re wrapping up our huge optimization and performance push. The landscape is still undergoing changes as we work on our new distributed foliage system. The backends and game inventory have gone through a huge refactoring as well. The performance improvements should make our testing sessions more enjoyable for everyone, and help us work out any remaining kinks. If you’d like to help us identify and address more issues with gameplay join our discord server and wait for your chance to join the testing group.

We’ve fixed a number of bugs recently including: animation stutters when switching or unequipping weapons, torches that weren’t spawning fire, (which is really the whole point of a torch), and a Peter Pan like issue were characters didn’t have a shadow.

In addition to these bugs, we’ve made a number of inventory and crafting improvements. Players can now affix or detach attachments from anywhere in the inventory. We’ve added scroll wheel logic for selecting items on the hotbar. You can now mouse wheel to highlight an item, and then select it. The team fixed an issue with dragging items getting stuck on screen after tab changes, and fixes a bug with the laser sight making weapon meshes distorted.

Our audio pass continues as well, covering jungle, beach, and building alike. We’ve added footsteps back into the game, so those with a good ear can hear trouble coming. In addition, we’re working on improved audio for bullets and weapons. Soon, players will be able to enjoy the wet slicing noises weapons like these below make as they tear though hide, armor, and flesh. You can see more 3D weapon models on our sketchfab page, or check out our gallery on the media page.

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