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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!

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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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Buildings, Bugs, and Boxes

We continued to make improvements to the new player construction system this week. Nothing strengthens the bonds of a team like base building. It’s great to have a place to put your stuff, rest your weary bones, plan raids, and avoid having your face eaten off while you sleep. We fixed a few mesh bugs that were causing headaches and some Daliesque lines and spent a lot of time working through merging, rotation, and construction piece management issues. The radial construction menu got some improvements and we updated all the “recipes” for new construction pieces. The system has a bit to go before we’re ready for Better Shacks and Gardens, but we’re making good progress.

With all the work going into building things, we thought it only fair that we put some time into breaking things too. For as long as anyone can remember Chris has had one consistent question when presented with a new object or building, “Can I shoot it?” This week his desire to blow up the world he helped create got one step closer to reality. We’ve created a new “Bullet Penetration Properties” class which allows defining how a bullet reacts to an array of physical materials. We defined damage reduction to a number of different materials making things like glass more easily damaged than stone and added impact effects to many materials. Not everything can be blown away with a reckless discharge of ammo, but it’s a start.

The team made some updates to boxes, crates, bags, and all manner of containers holding loot across the map. We added support for interacting with and adding items to building containers when they are empty, weights for items and containers, and changed sizes for various building system containers.

With all the new things to shoot and containers to loot, we were excited to empty a few clips when we ran into this little bug with the mutants. As you can see in the clip below, the horrors of the jungle figured out how to roll and stretch with the bullets, making killing them considerably harder. While it gave us a good laugh and is probably better than any movie version of The Fantastic Four made yet, super stretchy mutants aren’t on our roadmap.

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Blazing Trails

This week we made some headway on improving craftable items. We’ve added color-coded outlines to items based on their quality, and an item’s durability now scales with its quality. We added damage and fire rate updates to items based on their quality, and updated UI widgets to properly display these new stats.

We updated audio support for weapons and continue to add ambient noises across the map to help make every area sound as unique as it looks. We even added some improved rain noises. Standing in the rain and blowing through a few clips at anything that moves has never sounded better! But don’t lose your head; we’ve also updated AI to investigate any nearby shots they hear.

The team continued their work on filling in the various structures that dot the landscape and making them worth exploring. Buildings will now spawn two loot volumes. One for filling containers, cabinets, and appliances, and one for spawning loose items. We want to reward players who are brave enough to root through the questionable environments that have grown in Lahaina’s crisper drawers after the apocalypse.

However, all our work cramming loot into nooks and crannies won’t matter much unless players can find these buildings to loot. To this end, we made some substantial updates to our automated road tool. Designed to quickly add roads, paths, and trails across the map, keeping players moving about and directing them to the large structures important to gameplay, the tool now includes a number of roadside props. Lights, benches, mailboxes, and various other items and debris are now generated along roads where appropriate. This gives neighborhood ruins and downtown a feeling of authenticity, as well as helps to define paths in more overgrown areas. Below you can see a few of these trails and the new roadside improvements.

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Directing Drones and Seeking Shelter

As the week gets started the web team continues the front page facelift, and navigation update. Jesse has completed images for all of our social networks, and is working on a few custom overlays for streamers, as well as layouts for upcoming contests and announcements. We’re combining site navigation all in one place to streamline things, and help users find what they’re looking for more quickly. A number of minor improvements like new modal windows, and an easier to find download button are in the works too. Jared is still working on getting the drone footage to display properly, and it should be streaming live footage of the wilds of post-fracture Lahaina soon. In the meantime, you can always watch on our YouTube page.

The tech team is putting out the last of the fires caused by the UE 4.20.2 upgrade, but we’ve worked through almost all of the problems the update caused. Terry has worked out the issues with trueSKY. Beautiful clouds, oceans, and sky are right around the corner. We fixed a number of other lingering bugs, including tracking down an issue that was causing certain types of loot to spontaneously disappear from your bag. Nobody likes disappearing bullets, no matter how easy they were to find.

We’re making a number AI improvements focusing in particular with firearms and our Trophy Collectors. We’re adding some situational awareness to our plague-ridden body part collectors. We found their actions, (especially in groups,) to still be more chaotic than we’d like. The team is focusing on adding some cunning, and improving their battle tactics. In addition, we’re teaching some of our NPCs, like the cannibals, to shoot first and eat players later. They’re learning things like: laying down suppressing fire, herding players into groups for melee combatants, and not switching their machine guns to full auto until they’re close enough to not worry about accuracy. Lahaina is about to get a lot more dangerous.

The first iteration of a player bank is nearing completion. Soon, players will have access to a self-contained inventory to stash away the things weighing down your pack, or that you can’t quite bear to drop on the ground. Our drone cameras are getting some love this week too. In addition to upgrading them with the newest geographical info to keep them from gliding through the ground, we’re putting in a lot of work teaching them what to film. We’re improving their audio detection, so that they will recognize things like a fight, stop, and film the action. We’re also teaching them when to move on, so they don’t get stuck on someone determined to chop down enough trees to start their own lumber company.

We’ve made some “quality of life” improvements to help make the game more fun to play, and even have a new starting tool/weapon in the works for players to use when they spawn in. We discussed making sure that crafted items had more “health” than items found in the rubble, and ways we can encourage players to experiment with alternative ingredients when hard at work at the crafting table. We’re not encouraging people to try to make glass rifles, but we want to reward those who think outside the box. We’ve made some improvements to the bow and compound bow to make them look and sound more realistic as well.

Finally, we took to Imgur this week to talk a bit about the progression of buildings in the game, and the importance of seeking shelter. The Great Fracture not only wiped out most of civilization, it also had a lasting effect on global weather patterns. Maui was no stranger to the occasional severe storm or hurricane, but after the accident, the weather became much more unpredictable. Finding decent shelter is just as important as gathering food and water. We looked at some early concept art and talked about the progress we’ve made. As you can see from this shot below, having a cold drink on top of the Communication Tower, is a much different experience than collecting rainwater in one of the ramshackle huts along the beach.
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Upgrades, Updates, and Points of Interest

As the week comes to an end, the team remains focused on the upgrade to UE 4.20.2, and is making good progress. We’re also upgrading trueSky, to fix some lingering fog and cloud issues, and moving all of our audio over to the latest version of Wwise. With all these different updates and upgrades, Terry and crew have been busy putting out fires as they appear, and working on documentation. In the midst of this flurry of updates, upgrades, and documenting, we briefly discussed server stress testing down the road, once everything is stable.

While the web team worked on fixing a few bugs that popped up with the new front page navigation, we talked a bit about some marketing ideas and options. We discussed a number of possible contests and giveaways for players in the closed beta, and further along in the game’s development. We’re putting together some videos, making sure we capture the best of game play, as well as the stuff that didn’t go so well, which to be honest, can be a lot of fun to watch.

We’re collecting feedback on all areas of the website: the account creation process, purchasing items and packages, as well as joining a House, from people who haven’t seen the website before. We’re hoping the fresh eyes will be able to spot areas of improvement and anything that is too confusing, that we’ve overlooked. So far it’s really paid off, and we’ve started a list of refinements to make all areas easier to use and more intuitive.

We also made some improvements to our “Points of Interest” map to make it a better design tool. Containing all the places and structures mentioned in the game stories, and a few other surprises, the POI map serves as an aspirational guide for building out areas, and the placement of buildings. We’ve added a few new layers to represent areas the art team have already finished, the places that are playable in the game currently, and different “loot zones”.

Distributing items and gear across the map in a way that makes sense, our loot zones provide players a dependable area to look for certain items they need for crafting or completing a quest. For instance, a player looking for shark teeth should check beach areas, and someone in need of some food or refreshing Manimal will have the best luck searching one of the many ruined neighborhoods. We talked about some refinements we could make to the system as it currently stands, and how best to adjust it in the future.

We also spent some time discussing crafting. With only a few minor issues remaining, like working on the ui for splitting stacks of items in your inventory, our first pass at the crafting system is just about done. We talked about new recipes and creating a tiered model for resources with items like smelters, various types of machines, and lab equipment. We have quite a few decisions to make for the next iteration, but we’re off to a good start.

Lastly, performance improvements continue on the Municipal Veil Station. The future social hub of the game is a huge building that the art team is busy making material improvements to, for better performance. At the same time, we’re marking up the outside to show the toll time and the fracture have taken. Below you can see some prefracture and postfracture shots.
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Front Page Fixes and AI Improvements

The web team started off the week by releasing a whole new navigation system on the front page. Everything a visitor needs can be found on our much cleaner left-side navigation now. The group did lots of refactoring work and are busy hunting down any new bugs that pop up. Jesse added some new loading animations between screens, and Jared is putting together a heat map, so we can see what areas people are visiting most, and how they’re getting there.

We’re updating our notification and alert system so you can keep up to date on everything your friends and House members do, and a setting to receive virtually no messages; just in case your loved ones are worried that you’re spending too much of your day tracking the goings-on of people you play games with. Jared is working out an achievement system for the website to help users find everything available to them, and explore the various social tie-ins. With Jared busy coming up with an idea for a Friendster achievement, Jesse is working on a few new pre-recorded videos to show on the front page when the drone is down. He’s also doing a little work on a Paddle Creek Games page, for those of you who are interested in learning more about us.

While the web team is focusing on making things better for real people, everyone else has been working on game AI and improving the mutants. They’ve completed designs on a couple new types of survivors warped by the fracture, and are working on their individual AI to make their fighting style and tactics different from the Trophy Hunters.

We found a bug that was making our creatures swarm downed characters and pound them into mush, even if other players were still up and shooting. We can see how it might get frustrating for them to kill someone, only to see that same person again a few minutes later, but we’d rather they don’t spend their time beating a dead horse or player. We’ve also fixed a pathing bug that would send groups of creatures on strangely long journeys upon sighting a player, and keep some from climbing stairs. As you can see from this shot of mutants on top of the Communications Tower, they have no trouble getting anywhere now.
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We’re doing a deep dive into our road and village generating system to make sure both are working as smartly and smoothly as possible, while being mindful of possible performance issues. Our campfires now produce enough smoke that they are visible at a distance, and players will now leave dirt footprints in some areas making it easier to see if a place has had recent activity, and which direction those visitors might have gone.

We continue to make audio improvements across the board, from player and creature noises, to weapon sounds, and clangs and thuds when you drop an item from your inventory. With the first pass at our crafting system nearing completion, we talked about making it a bit more complex. We discussed potential new recipes, recycling improvements, and ways we can encourage players to experiment with recipes.

We made some refinements to the map’s loot regions, making sure that players learn they are more likely to find certain items in certain areas, and encouraging them to move about the entire game area. The team continues to work on performance improvements in the Veil Station, building out the areas around the Thorcon Power Plant, and improving the weather. Here’s a look at the tower and mountains with some darkening clouds rolling in.
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The Distribution of Loot

The team is finishing out the week by focusing on a few ui improvements. Currently, it can be hard to see in the heat of battle what items you have selected or equipped from your inventory. The last thing we want is players mistakenly splashing mutants with a canteen, instead of filling them full of lead. We’re adding improvements to better outline the stuff you want to use. We’re also working on hitmarker improvements so you can line up your shots more accurately, either on the fly, or after a measured exhale.

While Terry and crew continue to manage the UE 4.20.2 and trueSKY upgrade, we made a few improvements to the map. We found some areas are too resource poor for our liking, especially when it comes to metal and minerals. The team is adding more rocks in these areas, allowing players the ability to smash stones until they give up the goods. We also talked at some length about points of interest visibility on the map. We’re making some improvements to better highlight places that are important for quests, might hold valuable loot, are fun to explore, or just act as landmarks and rallying points.

We’re just wrapping up final touches on the next round of mutants to chase players around Lahaina. These gruesome creatures will offer players new types of challenges to overcome, through different tactics and attacks than the Trophy Hunters do now. The group has been focusing on improving ranged AI this week too. We’re improving the tactics employed by ranged attackers like: taking cover between shots, focusing on certain targets, and funneling players into the teeth and claws of waiting melee fighters. After some discussion about what types of mutants would still retain enough of their minds to use complex weapons, we started working on gun tactics for specific creatures.

We’ve been moving all of our audio over to Wwise, and making some improvements as we go. Every area and building has its own specific noises, so those who’ve spent a lot of time exploring could theoretically tell where they were just by listening to the background noises. We’ve made some improvements to reloading sounds, because the noise a shotgun makes while being racked can be a great morale boost before combat, or a warning that something really bad is about to happen. We’ve made some other minor audio changes too, like slightly delaying the sounds of doors, and adjusting the volume of footsteps on different types of surfaces.

One of the biggest projects this week has been making improvements to the loot system. We’re creating all new loot tables based on “regions” on the map. While players have a chance to pick up any kind of loot anywhere, we want certain items to be rare in certain areas, and more plentiful in others. For instance, if you’re looking for shark teeth, you might find them anywhere, but beaches will be the best places to look. The mountains and dense jungle will turn up more harvesting tools and raw resources. Ruined neighborhoods hold more provisions than other areas, and downtown is the place to look for weapons and ammo. We’re also working on adding visual cues to help players see where a loot drop scenario is happening, and adding the same for quests.

Finally, we continue to work on improving performance issues with the Veil Station and our procedural building system. While we’re making progress on turning the station into the future social hub of the game, the team is also building out neighborhoods surrounding the Thorcon Power Plant. We’re still making performance and materials improvements to the automated building system, but as you can see from these shots below, the neighborhoods that we can build on the fly are looking pretty good.
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Bigger Buildings and New Mutants

Sprint 27 is here and in addition to covering a few goals carried over from 26, our biggest tasks are: upgrading to UE 4.20.2, speeding up iteration time, upgrading trueSky to fix some of our lingering weather issues, and addressing any bugs from the last sprint.

We made a big push to get our first quest ready to play. Centering around the Communication Tower, players explore the surrounding area fighting off dangers, gathering loot, and completing quest goals. As this picture of the tower with a little morning mist shows, the area is looking great.
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However, Lahaina is a big place, and we’re moving on to bigger buildings, namely the Municipal Veil Station, and the Thorcon Power Plant. Being a little bit more play ready, we’re working on building out the areas around the Thorcon. We plan on making it the temporary social hub for the game, and are working on filling it up with useful items for players, as well as making it an interesting place to explore. The team has a few concepts for the surrounding areas, and are working to improve materials for our procedural building system.

The Veil Station still needs a lot of performance improvements before it can become the main hangout for players. We’re working on a number of updates and improvements inside to help performance, while we work on grunging up the exterior to properly represent 60+ years of neglect and encroaching jungle.

We found some of our mutants to be a bit too tough so we plan on balancing combat a bit. Right now, you can shoot so many arrows into a Trophy Hunter that they look like a bipedal porcupine before running up to you, and ripping off your face. The team is going to adjust their damage and health values a bit to make fighting more fun, but still challenging.

We’re making some improvements to mutant models and animations, and are improving the existing AI in the game to help fix a few bugs we uncovered. We’ve upgraded ranged AI to help players take full advantage of natural cover, and all the hard work we put into buildings to hide behind. We’re adding another type of Trophy Hunter for players to deal with, as well as a whole new group of terrors to encounter in the areas we’re working on.

With the new and improved horrors of the jungle to deal with, we’re making some weapon improvements too. We’re adding a number of audio features like reloading sounds, and fixes to attenuation and ricochet sounds. We’re fixing a bug where a players M4A1 will move around independent of their hands. This is a great feature for shooting around corners, but we’re not really into phantasmal riflery. We’re adding impact decals for gunshots to make things look more realistic, and misses will sometimes kick up a little dirt now as well.

Lastly, we’re fixing some social player items and game features too. The ability to block players has just been completed, so you can now easily ignore the annoying or needy with the click of a button. Inventory stacks can be split into manageable piles, and we’re fixing a bug to make sure medkits will heal poison now. While it can be fun and tingly for the first few minutes, nobody likes to stay poisoned for however long they have left. We’re adjusting how far away the sound of jumping carries, and are making sure that all the ammo boxes now contain ammo, which isn’t the case currently. We’re also adjusting how easy it is to see campfire smoke at a distance, so you can provide other players with a live action version of your favorite scary campfire story, or just make new friends. Whatever you’re in to.

That’s it for now. We’ll be back next week with more updates.

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Opening Doors and Finishing Quests

As the week nears the end, the team is making a big push to tackle some of our lingering performance issues. We’ve already stripped the entire map of vegetation, and did some major material upgrades to make things less resource intensive, but there are still a few areas for improvement. One of the biggest, is the Municipal Veil Station. The huge building still needs a bit of work to make it the main social hub without setting your GPU fan spinning. We’re making good progress, but the building is one of our largest, and it will take some time to make all the improvements we want.

In the meantime, the Thorcon Power Plant is mostly ready to go. The spacious safe area and social hub has everything a person restored to life over 60 years after a worldwide cataclysm could need. It’s roomy, with plenty of areas to explore, and virtually radiation free. The plant will be the social hub of the game for a while until the Veil Station is fixed.

I say the power plant is mostly ready because we are still having some door issues inside. Wrongly sized, doors that won’t open, and inner doorways that magically lead to the outside are all being fixed this week. All of us have been playing to hunt down any remaining bugs. We’ve found a few new ones including: Guns echoing when you fire them even when you’re not in an enclosed area, sometimes you lose the ability to walk after you respawn, making it extremely difficult to escape danger, and Chris found a group of Trophy Hunters who didn’t seem to mind being shot, stabbed, or bludgeoned, because they couldn’t die. All of these, plus a few other minor issues should be fixed soon.

The team circled back to some crafting improvements, and our work on refinements to the queue layouts making it easier to see what your building, and when it should be done. Jesse is finishing up box designs fitting for our shipping company, Alohagistics. With the tagline, “Get There Eventually” players will soon see many branded boxes across the game area.

We talked briefly about making a trailer, and the best options for an initial one as well as trailers down the road. We talked about some different forum options and improvements as well, and found an inception-type bug that has us rethinking having the forums in an iframe on the page.

After some outside feedback it became apparent that we need to make the wording on game packages clearer, specifically when it comes to the premium subscriptions. Many people thought they’d need to pay a monthly subscription to keep playing the game after the initial purchase, which is NOT the case. The monthly subscription simply gives you a number of, as yet undetermined, benefits and bonuses to your character. Nothing that would make your character indestructible, we hate pay to win games, just things that would make life easier for a player.

With much of the area surrounding the Communications Tower in the final stages of completion, the art team showed off some concept images of the next part of the map to be built. We talked about taking advantage of already existing structures in Lahaina that we could use in the game, places like: water treatment facilities, junkyards, theaters, industrial parks, water holding tanks, and smoke stacks. We talked about which areas would be the most interesting to include and what sorts of things an enterprising group of bandits could do with a smoke stack hideout.

Chris and I have finished the dialogue for the upcoming quest, and the rest of the team is fixing things, and working out any kinks rapidly. We’re seeing updates many times a day as we work to make the scenario as enjoyable as possible. Below is the latest look of what a player will see at the beginning of the quest, when they first come out of the underground respawn area.
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