Some of our players really dig building bases while others enjoy taking down mutant hordes. For the folks interested in slaying mutants, this week’s for you! We are still refining the siege system, testing how the mutants attack and trying to strike the right balance.
We know how much fun it can be to test your shooting and building skills with wave after wave of angry mutants who want nothing more than to break down the walls of your base and tear down your totem. But if you feel your base is being taken down way too quickly - we want to hear your feedback!
After listening to last week’s suggestions, we adjusted the default upkeep costs of bases, fixed a bug that would cause a mutant to get stuck after a wall was destroyed, added smoke plumes that mark the direction and intensity of an incoming siege, and most importantly made sure they would eventually end.
Going Soft In the Head
We recently updated headshot damage to players but discovered that we somehow forgot to update the damage when shooting a mutant in the noggin.
That oversight has been fixed so planting one between the eyes of a Butcher now does double damage. We also updated Annabelle the Cannibal so that her fists do blunt rather than slashing damage.
Many of you told us that the panting your character makes after a modest amount of exertion was too much. We agreed and upped the cardio of your newly restored body to make sure you only suck wind when your stamina gets very low. You may also notice a few new signs and shower stations across the map while exploring with your newly conditioned lungs.
Realer Than Real
Making a game set in one of the most beautiful places on Earth means we can offer players a survival game with a breathtaking backdrop but it also takes a lot of work to do it justice. We’ve spent countless hours of dev time working on the lighting and environment in Fractured Veil and this week was no different.
We made some improvements to ambient lighting and the way the light works on the water above and below.
We upgraded skylight colors and blending and focused on the pre-sunset skies.
We also fixed the amount of sunlight reflected off of objects across the map and improved clouds and fog saturation. Our goal is to offer a Lahaina that looks as realistic as anything you can find on a postcard.
Community Spotlight
Many of you have been posting pics of your Badass Base in the #badassbase channel in discord, and @spitfire in particular has been hard at work building a number of water-based buildings.
Remember you don’t have to wait for the weekly playtest to travel to Lahaina. Just ask @Spitfire who passed 100 hrs in the game this week, proving that our servers are up 24/7!
Here’s a look at some of the new construction that went up this week. Keep them coming, we love sharing your hard work!
And here’s a pretty sunset shot of @spitfire’s giant diving platform seen from the shore.
Mahalo to all of our testers who join us every week for our playtests. We’re focused on fixing some big systems so we haven’t been getting to as many pesky bugs this week, but that doesn’t mean we don’t want to keep hearing about them.
Bugs that we squashed this week:
Hop - dropped items are unable to be picked back up
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
It might seem like we spend all of our development time trying to create a vibrant Lahaina filled with colorful plants, beautiful skies, and pristine waters but that’s because we know how important infusing the game with Hawaiian culture and deadly beauty is. This week we’ve taken it to another level and added a little color and character to the non-natural parts of the island too. Players will notice new graffiti, which adds a bit of realism and Hawaiian flavor. From huge murals on water tanks to simple tags on abandoned homes, players can now find survivor art across the island.
We even added random bumper stickers and decals to cars and trucks.
The automated decal system saves us hours of hand placing decals. It pulls random images and allows us to “age” the graffiti it applies to make it look like it’s survived decades of sun, sand, and wind.
Fighting the Good Fight
We made another pass at the sieging system, improving the mechanics, adjusting construction damage, and buffing the mutants to make them harder to take out while they smash through your walls, but rest assured - we’re not done yet.
We’ll be enhancing AI behavior and improving gameplay based on your feedback until having waves of mutants trying to destroy your hard work is as fun and challenging as it can be
It’s the Little Things
There were a number of various fixes and improvements made this week too. We added a “no construction zone” around the bridge and in front of the cave to keep players from blocking them off with a troll bridge (nice try @Spitfire :).
We improved car materials to make them more realistic, added hula dancer bobbleheads to a few dashboards, and fixed a floating car bug. Speaking of floating things - for any current players who don’t already know, you can disable ‘head bob’ in the settings menu now. It was a great suggestion and an example of us working quickly to make playing as enjoyable as possible!
We also implemented wind on the foliage and added stone spiral stairs to the building system, making it harder for players to fall through the cracks. Players can now corkscrew their way to different floors with all the building material options: thatch, wood, stone, and metal.
Sand, Surf, and Sun
We’ve made huge improvements this sprint to the waves, weather, and water making the environment look as beautiful and real as possible. This week is the culmination of all that work. Not only have our efforts resulted in huge performance gains but the wilds of Lahaina are looking stunning. We made a few post-processing updates and ambient occlusion improvements to make the colors and lighting really stand out.
We Improved shoreline waves with wet sand effects, better rolling waves and foam upping the realism of our shorelines.
Community Spotlight
Many of you have been posting pics of your Badass Base in the #badassbase channel in discord, and we encourage everyone to share their hard work! Here’s a look at some of the new real estate that popped up in Lahaina this week.
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
Jman - Metal axe has incredible durability while the metal pick axe is lacking
Play uke sound when shooting ukepoon
Spitfire - Prevent barricades from being built in front of the cave entrance
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
More than just a place to tell scary stories or make smores, campfires are an important part of life in Fractured Veil. They keep you dry and cook food, but they can also draw unwanted attention. Thanks to our community’s feedback, we made a number of campfire improvements this week to make them more performant and realistic looking.
We improved the smoke particle system and smoke plumes are now visible from much farther away. Here’s a look at the old campfires on the left and the new and improved version on the right. You’ll notice how much easier it is to see the smoke now, so you’ll have to be careful when building a fire….or else...
Surf’s Up
It’s always amazing to hear from players who haven’t jumped into a playtest recently that frame rates are higher and Maui is lusher and looking beautifully deadly. We made some impressive performance increases recently with many seeing around a 20fps improvement (we cap at 62fps). In our opinion, the game has never looked better. Last week we spent some time improving the rain and this week the water work continues with waves and the shoreline.
We made some big upgrades to the realism of our waves letting them roll into shore and turn into foam. We’re not done with the waves yet, but we’re really happy with the improvements we made this week!
Now, the waves interact with the shore, and the wet sand changes once the rain hits it, as you can see in this test footage.
We even improved how the underwater sand looks with light and shadows playing across it.
Look Who’s Coming For Dinner
We’ve made good progress on our sieging system and fixed a number of bugs. We buffed the mutants to make them a bit harder to take down, fixed a bug that would allow them to sometimes walk through walls if they approached them at a certain angle, improved their targeting, and made it possible for Trophy Collectors to throw heads from behind barricades. It’s never been harder to survive a mutant onslaught in the game.
Saying Hello To the New Neighbors
The Thorcon Power Plant is the social hub in the game and we recently made some additions inside. Players will now find an area of tent stalls ready for a variety of vendors and trinket peddlers down the road. We even included some porta-pottys to help keep the floors clean. The hanging shark smells bad enough on its own.
A new area for players to explore appeared on the map this week.
Cobbled together from structures that weren’t completely leveled by the Fracture
signs, scrapwood, bits of metal
and even a few repurposed buses
The new tenants aren’t around yet but it’s still an interesting place to explore. The universally friendly “BAR” sign is turned on, so it’s only a matter of time before players can expect a new watering hole in town.
Community
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
hop - AI can no longer open locked doors
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
Just when we think we’ve gotten our weather system where we want it to be, we decide it needs to be “more Maui”, with vibrant sunrises and soothing sunsets. The weather, rain in particular, is an important part of any survival game. This week we’re excited to show off some of our latest work turning up the realism knob on rain.
First, we set our sights on improving the color of the sky to get that famous blue that Hawaii is known for.
Most of our time this week was focused on the rain. We set up wind direction on the rain allowing it to move horizontally according to wind speed and direction, and we implemented puddles on landscape materials. Good news for splashing enthusiasts, rain will now accumulate and create puddles everywhere. Here’s a look at a recent test of the new system.
We improved rain occlusion and added some material effects to make a rainy day in the game feel as real as possible. Speaking of making things feel more real in the game, we fixed one of our longest standing bugs. Many of you have reported that our rain doesn’t always work well with roofs and walls. We’ve finally made the rain respect boundaries and physics. You can now take shelter from a downpour and it should no longer rain inside the Thorcon Power Plant.
Lightening Your Load
We reduced the weight of all resources to help players carry more at one time, realize their pack mule dreams, and allow them to build a base or rain shelter more quickly. We extended the no build zone around the Thorcon and sent the grounds crew out to take care of an unruly tree that was blocking the zipline. Players can once again take the express lane in the sky from the comm tower and not get stuck in branches.
After listening to your feedback we added a new wooden door option for our more frugal builders and moved the old reinforced wooden door up to the next tier.
Ready Aim Fire
It wasn’t all playing in the rain this week. We made some decent sized changes to Time To Kill (TTK). Mutants and other players hit a lot harder now than before making it more difficult to survive the dangers of Lahaina. The team spent some time on firearms, focusing on the 1911 and the uzi. We adjusted the optimal range of weapons and weapon damage across the board.
We slightly reduced the fire rate of the 1911 and adjusted its damage accordingly after many of you suggested that we make some changes.
We increased the uzi’s recoil and spread and made some adjustments when using it from a prone position.
Since you’ll be chewing through the mutants we made sure to fix a bug with burning the Trophy Collectors after they’ve been killed. Instead of just getting hot feet, the mutants will now burn evenly ensuring a consistent roast.
Community
A big thank you goes to zappingol who was kind enough to stream a play session with us last Friday. Important note: most of the stream is in Spanish - so turn on subtitles! Watch all the fun we had here.
So we started something NEW this week - posting pics of your Badass Base in the #badassbase channel in discord. During our playtest yesterday, we grabbed some shots of different bases and we encourage everyone to share their hard work!
The nice use of reinforcements in front of this base definitely puts it in the running for base of the week!
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
JD - Uzi too accurate while prone
[uRxP]DrChocolate - Give stone door a studier look, currently it looks weaker than the wood door
zaccsi - Make placement of crafting bench and similar items to work the same as campfires or building pieces
xstephx - pistol muzzle flash could be less intense
JD - fire rate cap on semi pistol
[uRxP]DrChocolate - Provide a key (e.g. q) to rotate building pieces when in planning mode, e.g. walls and ramps
CrimsonCrusher3 - The visual burning animation for the head hunter is slightly off. The flames are always only at the bottom of his feet
[uRxP]SquintySquanto - Raining inside Thorcon
Hop - hearing rain audio, but not seeing any rain on screen
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
Many of you pointed out that scrolling with your mouse wheel on the action bar needed some improvement and we agreed. It now works smoothly so you can quickly change weapons without having to press a key. We added a progress bar to a number of equipped items including meat and canteens too.
Thanks to the swift bug testing work of some of our favorite streamers, we noticed a problem with weapons not being able to hit specific areas like heads, arms, and legs. So we fixed it and while we were at it - we made it possible to mangle someone’s leg and then heal the specific area of said “mangle”.
Everyone likes things that go boom, so it’s almost impossible not to shoot one of the exploding barrels you find along the roads. It didn’t take long to learn that shooting a barrel would cause an equipped weapon to disappear. That bug should be fixed now so feel free to create as many explosions as you can again.
We heard from some of you that you weren’t a fan of the head bob your characters have when running around. If you’re no fan of that bob (not to be confused with Big Bob) you can now go into your settings and disable it. Check out the difference between both settings:
Above and below
Hawaii is famous for its skies and clear blue waters. We take our job of doing both justice very seriously. We improved overall sky color balance and gradients at all times of day and weather. We also upgraded underwater visuals, light, and water reflections. Early mornings are a perfect time to take a dip and admire the color of the coral and the sun on the water.
Beasts of Burden
It’s been decades since civilization was wiped out in the game, and we’ve been talking about adding some more hi-tech items to let players get a feel for the vibrant technological hub that Lahaina was before The Fracture. This week we added a few robots in and around the Thorcon to help illustrate what West Maui used to be like.
We have a small stable of pack robots in the power plant now still loaded with gear from those who didn’t make it.
You’ll notice industrial crates and shipping containers in the main room as well!
We even have a transport mech parked out in the front lawn now that the homeowners association has been disbanded.
Easy Meals Not on Wheels
We made a number of improvements in AI pathing this week making the movements of our animals and mutants better and allowing them a greater chance of making a meal out of players.
Speaking of meals, we discovered that you couldn’t harvest meat from corpses anymore. While we don’t officially endorse cannibalism we understand that sometimes survival means eating your friends. Players can now once again dine on “long pig” in the game.
Getting Crafty
Crafting is one of the most important parts of any survival game. We know how much fun it is building weapons and gear and upgrading what you have. While they’re purely decorative in the game currently, this week we added a few different crafting bench options for players to choose from. Functionality will be coming soon.
Players can choose the standard distressed wood look
A sturdier-looking model with totem inspired legs
Or this journeyman option perfect for cataclysmic finish work.
We fixed some persistence issues for attachments and banked items as well as adding wood as an option for spiral stairs. Fans of going around and around as they climb can now choose from thatch, metal, and wood when building a structure.
Community Fixes
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback Is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
Wags - Option to disable head bob
[uRxP]Lavim - Base is decaying even with Totem full of resources
Party size limited to 10
Jman - audio bugs with harvesting tools
Pistoling - explosive barrels make equipped weapons disappear
Lavim - picking up crafting table launches you into the air
Pistoling - Collision on stairs needs to be adjusted, can crouch into them and shoot people through them
Azshire the Great - No longer taking fall damage
If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.
While we’ve spent a lot of time thinking of ways to encourage people to play together, this week we’ve come up with a few ways to keep them apart. We’ve added three different types of barricades to the crafting menu to help players protect themselves and their constructions.
Our first offering is your standard wooden spike barricade. The pointy parts do damage and should be rotated to face potential threats.
Next we have metal barricades which in addition to doing damage have a slowing effect on anything trying to pass through.
Last but certainly not least, we have good old concrete barricades. Made famous in thousands of movie car chases, concrete barricades are an excellent place to take cover from gunfire and arrows.
Stepping Up
Good news #Builders! We added thatch to our spiral stair family this week. They offer a beautiful and economical option to the metal stairs in the game currently.
In addition to the new material, we fixed an infinite loop bug that could be triggered when removing and re-adding spiral stairs. Just remember to make sure that nobody breaks the bottom stairs or you could be in for quite a fall.
We also fixed a bug with the scroll wheel not working when the construction tool was equipped and made sure middle click now works when placing items like campfires and chests. We had some fun solving a problem with rotation of foundation stairs and since we noticed players having a tricky time using them, we increased the size of door locks. Now they show up on both sides of door frames as well.
Some of you were having problems loading and assigning group permissions for totems, but you shouldn’t anymore. We added messages for filling your totem up with resources to prevent decay when you place one the first time and when you upgrade part of your house the first time. We even added UI icons for wood, stone and metal doors this week to make it easier when you’re in upgrade mode.
Not Just Another Pretty Face
We’ve increased the number of teammates you can have in a group. Now you and 19 of your closest survival buddies can run for your lives through the jungle.
The various posters in buildings should now be pulled from a group of random images (even if the total number of images isn’t that big right now). We’d love to get some more in the mix including any of your pets. Head over to our #pets channel and upload an image so we can brighten the apocalypse with a picture of your furry or scaly friend.
Sightseeing
We added a few more vehicles across the map including this tanker truck in the industrial pit as a reminder to never trust your GPS after the fracture.
We added some storage tanks outside the thorcon to help make the neighborhood more interesting and offer players places to hide as well.
How Dry I am
We’ve heard from many of you that water was too hard to come by while you’re exploring the jungle so we added another water source to the game. You can now craft or find these rain catchers across the map providing tarp flavored water to those in need.
We also made some transition improvements to where our big river hits the sea to make it look more natural.
Leaving the Lights On
Finally, we did some torch tweaking, changing where they attach to window frames and adjusting their light radius. They offer the perfect amount of light to creep around the house now.
We updated our placeable Lantern too, giving them brighter and more realistic flames. You can see below how well the light up a room compared to torches.
Community Fixes
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
schism - Mutants in thorcon
[uRxP] Visseck - Stuck on zipline
ProfessorSnubs - sulfur is transformed to sawtooth axes on crash and other strange transformations
Players spawning in with bleeding tag
Azshire the Great - Sink holes in 3x4 by rivier
Gubbleduzz - various crashes
Azshire the Great - Floating plants in greenhouse
Pistoling - Upgrading any thatch foundation does not detect whether the player is inside the structure.
Players unable to revive other players
[uRxP]Lavim Base is decaying even with Totem full of resources
When in menus only let the player use "WASD"
[uRxP]Maashadar - melee weapons will not damage mutants
KingPin - animals are not damageable unless they are running away from you
Azshire the Great - Can’t use scroll wheel when tool is out
gundy - No light coming off of construction torches
Aazlor - items drug into inventory from floor disappear
[uRxP]Lavim - After server crash/restart base reset back to thatch
Azshire the Great - once I hit the ceiling and couldn't build, screen went super bright, even when at the bottom on ground.
Zaccsi - Make Smelters Craftable
Elliot - Buildable traps around players houses such as spike traps, barbed wire, etc
Varien and Larry - Escape not working, make it close any open menu
If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.
For all of the #builders in our community, we’re happy to report that we’re continuing to make improvements to our construction system. A number of you suggested we add stairs that you could use with half walls in your structures. Well, it may take you twice as long to get your steps in, but we adjusted the spiral staircases to match up with half walls!
Don’t worry, the spiral stairs are now stackable for diehards looking for a full stair experience. While we were at it, we added the ability to place spiral staircases on triangle and rounded foundations and fixed some structural integrity bugs.
We fixed an issue with upkeep information not showing in the totem UI.
We fixed a crash we found in our recent playtests, and one when pinging, you are free to ping again. We also worked out an issue with fall damage so players won’t die when falling from heights of a couple of inches anymore. Giant leaps can still be fatal, however.
Home Improvements
We added craftable smelters so players can start purifying their ore in the comfort of their own home, and we made torches upgradable to lanterns for those of you looking for a non-medieval light source in your base.
Where Did All the Neighbors Go?
Players arrive in Maui after the fracture and our goal is for you to ask, “Hey, where did everyone go?” or “What happened here?” while wandering around the island.
We’re building a shantytown across the river from the power plant for future exploration and eventually, clues about those who came before.
And a few hoop houses have been constructed in the area so that survivors can grow and secure the rare Kükenroot for future generations.
So Long Floaty Butcher
As much as it hurt our hearts we nabbed one of our favorite bugs ever this week. We fixed an issue with the AI spawner that would cause AI to show up where something new had been added with often hilarious results.
Sadly, mutants will no longer be found inside walls, trees, and rivers, underneath buildings or rocks, or straddling a deer suspended above the water.
Like Tears in the...Ocean
We lowered the ocean floor depth and fixed swimming to allow players to do a little diving in our beautiful blue waters. We even added coral and various types of seaweed to accompany the tropical fish you can find swimming around the numerous structures that extend into the ocean.
Here Comes The Sun
Post-processing work continued this week with a focus on sunrise and sunsets. Our goal is to make the game as immersive as possible through our lighting and environments. Here we are showing off our sunset tool while sowing chaos in the native bat population.
Community Fixes
We want to thank our testers who help us every week find what’s not working and what can be improved. Your feedback is immensely important to us so keep it coming! Here’s everything you found and we fixed this week.
zaccsi - deer running into the water
schism - Want to build stairs on stairs, stairs on round pieces, stairs on triangles
Azshire the Great - Door sometimes disappearing when entering code
Zaccsi - Mutants spawning under a house
If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.
We’re excited to share some new attachment upgrades this week. After doing some playtesting, we heard feedback that some aspects of the construction system could be improved, so we got to work. Right now you can only upgrade doors but soon players will be able to upgrade any attachment in their house from torches to LED lamps, rickety chairs to thrones, on and on.
We added some other building options to make your apocalypse shack a home this week including half round walls and thatch doors.
And for those with more elegant tastes, metal spiral staircases.
Tech Improvements
This is the first week on the brand new server, this hardware is amazing, we are on literally the fastest per thread server CPU in the world, the Intel 10700K, this has at least doubled our player capacity.
We will be upgrading to a 10900K as soon as server motherboards are available. We’ve made improvements to the login system that should now allow dozens of people to login simultaneous instead of hanging the client.
There have been huge AI improvements, we have tested with over 500 AI attacking a player and the server handles it like a champ.
AI can now step up higher so you can’t keep the hordes at bay by making a slightly elevated front step and we worked out some player persistence problems that were causing performance issues.
Since You Axed
We added a couple of new axes this week. The first is a new metal axe that looks more like something you’d find at the end of the world than its previous iteration. It is perfect for chopping down trees (which no longer momentarily disappear when chopped down.)
The second is a more hefty 2 handed saw-blade tool of destruction.
Progress is being made on building out the area around the Thorcon power plant to make the safe zone a bigger and better place.
And we’re continuing our work on post processing for day and night. Here’s a look at daybreak on the beach before
And after
It’s the Small Things
When you’re playing any game, the animations can have a big impact on taking you out of the immersive environment. If something feels off, it can be distracting. So that’s why we improved all of the first person harvesting animations. Our place holder machete animations are gone now as well!
We’ve also made some tweaks to campfire and torch animations. No longer will there be a 1 second delay when you need that fire!
Lastly, we fixed the animations on our Trophy Collectors. You can clearly see the heads they throw flying through the air again before exploding in a cloud of poisonous gas.
Community Fixes
Mahalo to our testers who help us every week discover what's not working and point out what needs fixing. Your feedback and ideas are hugely important to us! Here’s everything you found and we fixed this week.
Schism3110 - Construction floor keeps rotating the wrong way
Azshire the Great - Totems are no longer preventing decay
ryan - Can’t damage foundations
rombing - Materials Missing on tree stumps
Grant - fire icon never leaves
zaccsi - persistence performance issues
nubkid - getting hung on loading
Elliot - Can’t interact with anything, see log
Aazlor - Construction torch issues
If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.
There’s no doubt that discovering a new building or big landmark in a game can be exciting. As players of survival games ourselves, we know how fun it is to explore a large structure, looking for hidden loot or whatever else may be living inside. It’s one of the reasons we’ve spent a ton of dev time making our Comm Tower, Thorcon Power Plant, and Veilstation great places to explore. We also thought getting there should be just as much fun.
Are We There Yet?
We’re always going to be adding more stuff (closed-alpha means we can keep testing / adding / breaking), so for the roads more and less traveled, as well as the little stops in between, we wanted to give exploration fans reasons to get excited.
This week we focused on improving some of those in-between areas and our diorama system. The system automatically places interesting things to see and loot to scrounge along the trails, paths, rivers, and roads, basically everywhere players commonly travel going from place to place.
Whether it’s an old pool table salvaged from the ruins and the losers from the last West Maui 9-ball tournament,
a kitchen table and knife set repurposed as an emergency medical station,
or a make-shift shrine, there are plenty of reminders on the island of the thriving Maui that existed before the fracture. All signs point to the ingenuity of the handful of survivors who made it through the cataclysm.
Travel Insurance
All that stuff is great, but players can make great tactical use of many of the items they find along the roads, rivers, and beaches as well. Taking shelter behind a barricade is a great way to decrease your profile and avoid getting shot.
Even a car door can provide a little cover in a pinch
and if you need a place to hide there are very few options as good as jumping in the back of a truck (as long as you don’t mind a few bodies.)
Hitting the Road
It’s not all scrounging for canned goods and hiding on the road. The bodies strung up on street lights are good for target practice and look especially spooky at night.
The gas tanks and discarded fuel containers you find scattered around the map can help make every encounter a one-shot kill.
Getting There Is Half The Fun
There’s a lot of traveling and exploration in survival games and we want to make sure that our paths not only tell a story, but offer players something useful and interesting along the way.
If you want to spend your time ambushing players from the back of a truck, blowing up mutants with explosive barrels, or just taking in a sunset while looking for supplies, our diorama system has something for everyone.
Beta Keys
The end of our systems update is in sight and we know how eager many of you are to get in the game. We appreciate your patience! We’ll be handing out new testing keys again soon. As always, a big mahalo to our current testers who help us find bugs and provide great ideas for the game. We love your feedback!
Here’s a list of everything you found and we fixed since the last play session.
Aazlor - Outline on the building part that is going to be upgraded so you can see what you are upgrading
Eldisty - Can’t see other players muzzle flashes/bullets and there are no sounds
nubkid - AI hitching once more than 60 were spawned
Maikowl - AI on constructed pieces
Schism3110 - Mutants should not be able to open doors with padlocks or totems
zaccsi - AI Sliding
Azshire the Great - Spawned in God Mode
Larry - Server crash when building
If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.
There’s no doubt that building something is one of the best parts of a survival game. Whether it’s a bridge, a look-out tower, or a communal base for stashing loot and security, a good construction system can really draw you into a game. We’ve done a big overhaul to our construction system recently, and this week we completed metal, the last (for now) of our building material options.
Teamwork Makes The Dream Work
Building a little hut in the woods can be fun, but if you pool your resources with others you can build something big very quickly.
We’ve spent a lot of time refactoring the construction system, making huge improvements in performance, and this week we added metal as our 4th building material option. It may be the most durable but the other materials available have plenty to offer players too.
Thatch
While it may not have worked out too well for the first little pig, building a base out of dried grass is a great option in Fractured Veil. Thatch may be the weakest material but it is also the cheapest in terms of resources required to build. In a relatively short time, you and a few friends can build a sprawling beach base with a great view of the water and shoreline.
Wood
A little stronger than thatch and absolutely beautiful, wood is a favorite around here because of how good it looks with the jungle as a background. We’ve included decals and markings inspired by traditional Hawaiian designs. It even looks great illuminated by the light of a drone.
Stone
It takes a lot of rock pounding to construct, but a stone structure can take a beating. It’s not just the durability that makes stone a good building material, it is as pretty to look at as it is strong. With totem inspired poles and Hawaiian designs etched in the rocks themselves, stone is a great material for a house or an outpost guarding a stream.
Metal
Last but certainly not least is our newest option. Metal is the most durable material currently and the most time consuming to collect.
A collection of siding, diamond plate, old pipes, scraps and empty cans (even SSHAM, Lahaina's favorite processed meat product) metal building materials look the most like something you’d be able to buy at a post-apocalyptic home improvement store.
We’ve made sure to add a number of decorations and accent pieces to the collection of metal bits to provide a cohesive feel with the other building material.
With the completion of our metal construction materials, causal players and those who hate to logout alike have great looking options to stake a claim to a bit of Lahaina and build a home base.
Beta Keys
The end of our system updates is right around the corner. In truth, we’ll be testing and building for many months to come but the window allowing us to let new testers in the game is almost open. As always, a big mahalo to our testers who help us find bugs and provide great ideas for the game. We love your feedback!
Here's a list of everything you found and we fixed since the play session last week.
Schism3110, scud, and zaccsi - Can’t place foundations, intersection issues
After server crashes multiple issues with players until killed
Server crashes after attacking building
Aazlor - issues with upgrading the L stairs from thatch to metal, shape/direction changes
If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.