Today we have moved Fragmented into a released state after 16 months and more than 30 patches in Early Access. As part of that transition there will be a 40% off launch sale for the next week.
We wanted to look back at some of the noteworthy improvements that occurred during the Early Access period:
Introduced a batch crafting system, along with a tiered crafting station system which makes that possible.
Rewrote most of the housing system to support more modularized pieces, snapping, abandon code, demolition system, location adjustments, rotation changes, and many other improvements. We also introduced many new types of props and structures during the EA period.
An Engagement/Public Quest system was added.
Complete gamepad support was added.
Rebalanced the leveling and progression systems, moved around many of the skill trees, and altered the content of the game world wide to make for a more natural leveling system. During this process the level cap was raised to 75 and the skill cap to 15.
Added localization support, as well as support for Russian, Simplified Chinese, Japanese, German, and Spanish languages.
Respecialization, Artifact, and Hieroglyph systems were both added.
Many performance and Graphical/Animation improvements including better hit reactions, animation blending, foliage settings, and optional camera shakes.
The achievement system received a large scale revamp and many new achievements were added.
The User Interface received a large number of changes to make it easier to use, and to include additional information which players had requested.
The pet system saw many improvements including a new progression system, better functionality, utility, and additional pet types.
Armored Vehicles were added. They were just a small part of the vehicle improvements over the EA period including the addition of things like Crowbars, Mechanic’s Kits and many other tweaks and fixes.
A registration system was added to make it easier to find player hosted servers.
Optionally password protected servers, along with numerous other server related configuration improvements such as being able to tweak corpse times, starting level, or resource yields.
Much of the games audio and music saw improvements during Early Access.
Added a tombstone and map marker system.
The Guild System saw a big revamp in the early patches which improved it’s performance and functionality. Introduced the Helltyr Cave.
Chain Guns, Firestrand Armor, Structure Repair Kits, and many changes to the container system highlight some of the item additions.
Introduced several new species and sub-species including Jabberbulls.
Many more smaller changes such as weather affecting temperature.
We want to stress that this does not mean the end of updates for Fragmented. We will continue to make tweaks and bug fixes, so please continue to provide us with feedback and bug reports where you think it is necessary. We want to thank everyone that helped support us and the game since its Early Access Launch and hope you continue to enjoy playing Fragmented.
Today we have moved Fragmented into a released state after 16 months and more than 30 patches in Early Access. As part of that transition there will be a 40% off launch sale for the next week.
We wanted to look back at some of the noteworthy improvements that occurred during the Early Access period:
Introduced a batch crafting system, along with a tiered crafting station system which makes that possible.
Rewrote most of the housing system to support more modularized pieces, snapping, abandon code, demolition system, location adjustments, rotation changes, and many other improvements. We also introduced many new types of props and structures during the EA period.
An Engagement/Public Quest system was added.
Complete gamepad support was added.
Rebalanced the leveling and progression systems, moved around many of the skill trees, and altered the content of the game world wide to make for a more natural leveling system. During this process the level cap was raised to 75 and the skill cap to 15.
Added localization support, as well as support for Russian, Simplified Chinese, Japanese, German, and Spanish languages.
Respecialization, Artifact, and Hieroglyph systems were both added.
Many performance and Graphical/Animation improvements including better hit reactions, animation blending, foliage settings, and optional camera shakes.
The achievement system received a large scale revamp and many new achievements were added.
The User Interface received a large number of changes to make it easier to use, and to include additional information which players had requested.
The pet system saw many improvements including a new progression system, better functionality, utility, and additional pet types.
Armored Vehicles were added. They were just a small part of the vehicle improvements over the EA period including the addition of things like Crowbars, Mechanic’s Kits and many other tweaks and fixes.
A registration system was added to make it easier to find player hosted servers.
Optionally password protected servers, along with numerous other server related configuration improvements such as being able to tweak corpse times, starting level, or resource yields.
Much of the games audio and music saw improvements during Early Access.
Added a tombstone and map marker system.
The Guild System saw a big revamp in the early patches which improved it’s performance and functionality. Introduced the Helltyr Cave.
Chain Guns, Firestrand Armor, Structure Repair Kits, and many changes to the container system highlight some of the item additions.
Introduced several new species and sub-species including Jabberbulls.
Many more smaller changes such as weather affecting temperature.
We want to stress that this does not mean the end of updates for Fragmented. We will continue to make tweaks and bug fixes, so please continue to provide us with feedback and bug reports where you think it is necessary. We want to thank everyone that helped support us and the game since its Early Access Launch and hope you continue to enjoy playing Fragmented.
17.8.1 is mostly a maintenance patch to address a few issues and fix the issue preventing us from deploying it earlier. We did add in an update to the anti-aliasing in this patch. If AA is at High or Ultra now it will use TXAA (before it was off or using FXAA, which is now Low and Medium). We found a few changes to make the TXAA acceptable to use with a lot less blur and streaking. We encourage everyone to check out the Ultra setting and see if that works for you. Performance hit for it is maybe 2-5% for modern video cards. TXAA should remove most of the jaggies and the shimmering, but it is slightly less crisp than no AA. It also enabled a few shaders that do not work without it enabled (the water for example looks much better).
The patch also includes adjustments from the 17.6.1 patch includes fixing the guild invite bug so you can properly invite a player to join your guild and includes a few input adjustments, a new loading screen, removal of VR plugin, and some animation adjustments.
Animations
Blending adjustments were made to the following creatures: Calprates, Jabberbull, Lurker, Mubark, Drosera, Rhinoc, Rocharus
Miscellaneous
Removed the VR plugins from the game. They were causing issues if you had a VR set plugged in and could reduce performance as well.
Introduced TXAA as an option for Anti-Aliasing at High and Ultra. Performance hit is marginal so you might want to check out Ultra and see if you prefer it over the previous options.
User Interface
Added a new loading screen plugin to display a loading screen between transferring between the menu and into the game.
Fixed an issue with not being able to click on the guild invite prompts.
You can now add map markers using the controller.
There is now a gamma value in the options to adjust the gamma if the game is too dark or bright.
17.8.1 is mostly a maintenance patch to address a few issues and fix the issue preventing us from deploying it earlier. We did add in an update to the anti-aliasing in this patch. If AA is at High or Ultra now it will use TXAA (before it was off or using FXAA, which is now Low and Medium). We found a few changes to make the TXAA acceptable to use with a lot less blur and streaking. We encourage everyone to check out the Ultra setting and see if that works for you. Performance hit for it is maybe 2-5% for modern video cards. TXAA should remove most of the jaggies and the shimmering, but it is slightly less crisp than no AA. It also enabled a few shaders that do not work without it enabled (the water for example looks much better).
The patch also includes adjustments from the 17.6.1 patch includes fixing the guild invite bug so you can properly invite a player to join your guild and includes a few input adjustments, a new loading screen, removal of VR plugin, and some animation adjustments.
Animations
Blending adjustments were made to the following creatures: Calprates, Jabberbull, Lurker, Mubark, Drosera, Rhinoc, Rocharus
Miscellaneous
Removed the VR plugins from the game. They were causing issues if you had a VR set plugged in and could reduce performance as well.
Introduced TXAA as an option for Anti-Aliasing at High and Ultra. Performance hit is marginal so you might want to check out Ultra and see if you prefer it over the previous options.
User Interface
Added a new loading screen plugin to display a loading screen between transferring between the menu and into the game.
Fixed an issue with not being able to click on the guild invite prompts.
You can now add map markers using the controller.
There is now a gamma value in the options to adjust the gamma if the game is too dark or bright.