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.
Crashing the Party, Party, Party
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.
Community Spotlight
Remember, the servers are up 24/7 so you don’t have to wait for the weekly playtests to explore the wilds of Lahaina and claim your piece of the island. Here’s a look at the buildings our players put up and the places they explored this week. Keep the screenshots coming, we love sharing them!
Mahalo to our testers who help us improve the game and find the bugs each week. 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! Here’s everything you found and we fixed this week.
Spitfire - Resources disappearing from totem
Nubkid - The hotbar will have different contents when you look in your inventory and out of inventory
Spitfire - Getting hit with a can of beans does 3-4v damage but does fast bleed out
Narastia - 1911 ammo/shooting bug
Spitfire - Floating cars
Pistoling - If you're in the tunnels at the construction site the roof lamps block your crosshair/view when using a melee weapon in 3rd person
Nubkid - No character indicator on minimap after death
Spitfire - Moving sleeping bag bug
Pistoling - I would take resources from backpack to craft, but would not receive crafted item
GeeBee - Used item stays in the inventory selection screen
Spitfire - Bow disappears from hot bar and displays a constant reloading animation
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
This week we’re continuing to make improvements based on player feedback and finished work on a handful of systems to make gameplay more fun. The first thing on our list was looting.
We know how important it can be to grab the goods quickly off a body when you’re in the middle of a fight. However, being able to instantly loot an opponent creates problems as well. After a few iterations, some persistence work, and listening to your feedback we made a couple of updates that should make the “getting stuff” process better (at least for now).
First, we made improvements to our quick looting system. If you just want to grab everything and sort it out later, you can hold “F” and scoop up every last bit of backpack filler on a body.
Best of all we put a little preview window in the game so you can check out what’s inside a container without actually opening it. Just hover your mouse over a box or crate and you’ll get a quick peek inside.
Building Better, Together
We added fiber this week, a new resource for many of your crafting needs. Instead of trees producing twine and wood, chopping away will now yield fiber and wood.
Thanks to your feedback and a few of our playtests ironing things out, we increased the number of resources a totem can hold, giving players a longer amount of time before their structures begin to degrade.
We fixed the 127 converter in the Thorcon Power Plant so it is correctly converting 127 into energy and that energy is persisting properly. That’s good news for anyone looking to operate the advanced smelter or craft some of the top tier items!
The Fix Is In
We fixed the party system so if the leader of a party leaves or disconnects the next player in line will now be promoted to leader. As much as it pained us, we also fixed a bug that would allow players to harvest meat from corpses by shooting them. Being a cannibal was never so easy. After some spectacular player falls we updated fall damage and added an impact noise when a player receives any damage from falling.
Choose Your Weapon
Mr. Mixer Head (nickname pending) is offering a new weapon for purchase inside his booth. Players will be able to buy a compound bow now, perfect for those who aren’t fans of close combat or the price of bullets.
Since players have a new ranged option we decided to take a look at the closer side of combat too. We made a number of improvements to how melee combat works including changing the way we calculate swinging weapon distance, making it easier to drive your shark-toothed club through mutant flesh.
Community Spotlight
You don’t have to wait for the weekly playtest to travel to explore Lahaina, the servers are up 24/7. Our testers shared many pictures of their explorations and adventures this week. Here’s a look at some of the places they found and the structures they built. Keep them coming, we love sharing your shots!
Mahalo to our testers who help us find what’s not working and what can be improved in the game. 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! Here’s everything you found and we fixed this week.
Pistoling - Party members duplicated and removed after crash
Nubkid - Neither the map nor minimap shows where I died to pick up my stuff so I lost everything
Spitfire/Zayuke - Hitting the flower every time on a rock/tree will keep the tree/rock from being destroyed
Writeplace - Docter sight, magnifier sight are both visually obstructed by the assault rifles front sight
Pistoling - Ocean material obstructing preview build placement mesh
Carbu - When you drag a loaded weapon from your hot bar to your backpack it will unload the ammo but not add that ammo to the ammo box on your backpack
[uRxP]KingPin - was fighting 15+ mutants and 4-5 of the ones that throw rocks. 3 times during that fight seen them start to throw the rock and it disappeared and auto hit me was no travel time or flight path
[uRxP]Maashadar - When swimming and transitioning to land, I got caught in a glitch in transitioning from the swimming to standing stance
RavagingOwl - Massive hitching when thunder plays
[uRxP]DrChocolate - Items aren’t auto stacking in chest
Lavim - Iron amount doesn't show as you gather it
Zaccsi - After using the medkit I was unable to switch to another weapon/tool
[uRxP]KingPin - Bleeds caused by guns are currently unstoppable by bandages
Steelcrusher - If I filter I need to click twice to craft the 1st time, then its single click
[uRxP]SquintySquanto - When you launch the game and then ALT + TAB out of the game before it finishes loading, your mouse is fixated on your screen and you cannot do anything in the game
Pistoling - Players can harvest meat from other player's dead bodies with bullets from pistols and shotguns. When a player shoots a player’s dead body they receive raw meat
Spitfire - Base degradation bugs
Azshire the Great - After the server crashed all the metal barricades disappeared
Crazyjokrjay - Infinite stamina when swimming
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
Input from our community is an invaluable part of our development process. We rely on our players to not only help find bugs and figure out what isn’t working but also provide suggestions about what they’d like to see down the road. This week we spent most of our time going over your feedback, improving some tools, and fixing the issues players ran into.
First, we showed some love to our smelters. Many of you reported trouble with refining when processing your hard-earned ore. We made a number of improvements including updating the UI text and allowing them to now cook wood on their own to make charcoal for recipes down the road. All in all, it’s never been easier to melt rocks in the game.
Step Right Up
While we were fixing machines we lowered the cost of converting energy and nabbed a long-standing bug with the 127 converter inside the Thorcon Power Plant. The converter was notoriously picky about where a player had to stand in order to access it. Instead of circling the converter one inch at a time looking for the sweet spot, players will now find it easy to transform mysterious elements and collect energy to power smelters and complete recipes down the road.
Here Today, Here Tomorrow
In addition to machine and tool issues, many of our players reported persistence problems when logging out or processing materials. We fixed problems with transformed items like cooked meat disappearing from your inventory, durability issues with items not updating correctly, and recycling components disappearing or duplicating when you quit playing. We know how discouraging it can be to find your resource count changed in between sessions and want to make sure all that harvesting time wasn’t wasted.
A Fighting Chance
We fixed issues with weapon attachments not working with the uzi or 1911 and fixed the Ukupoon’s sight not being aligned correctly with the center of the player’s camera. As cool as they looked sometimes, we fixed the bug that would cause arrows to grow to gigantic proportions.
While we were fixing problems with missiles we made some adjustments to AI projectiles, also known as flying rotten heads that explode into clouds of poisonous green gas.
And we fixed a crash that would sometimes happen after throwing an item and a bug that would make that item disappear on your next login.
Community Spotlight
Remember you don’t have to wait for the weekly playtest to travel to Lahaina, the servers are up 24/7. Our testers took a lot of pictures of their adventures around the island and their buildings this week. Here’s a look at some of the places they found and the structures they built. Keep them coming, we love sharing your shots!
Mahalo to our testers who help us find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! Here’s everything you found and we fixed this week.
Pistoling - Spike barricade, Concrete barrier, and metal barricade can not be researched in the research bench
Aazlor - For the smelter in the Thorcon, have your name or something on it so you know others can’t steal from you
Kurz - Timer on the items in the convertor, how long until it finishes
Spitfire - deer looting bug
Writeplace - Adding any harvestable resource, that can't normally be smelted, to smelter destroys it
Saur - Smelter in the Thorcon isn’t behaving properly. Can’t press add energy until you pull everything out. UI isn’t updating properly
Pistoling - Player can create a character with just spaces in their name. The same can be done with parties.
Aazlor - 127 Converter only works when approached from specific spots
Writeplace charcoal not stacking properly in the new craft-able smelter
Pistoling - Purchasing anything from the vendor that requires 127 will take the rai from the user, but not the 127. The player still receives the item
Spitfire - looting all with [F] does not pick up all items .. spick barricades for sure .. and they cause other miner glitches
Crazyjokrjay - campfires only stay lit for 12 seconds with 147 wood. never uses it all
Nubkid - 127 converter not converting 127
Crazyjokrjay - Smelted iron and Sulfur are not staying in inventory when log out and log back in
Nick-Nerd Parade - Hitbox collision doesn't line up when crouching making headshots impossible
Pistoling - Progress bar looting bug
Spitfire - barricade tells me "bed limit has been reached"
Crazyjokrjay - After death on respawn I had all my Rai in inventory and was also still in body death stash creating double
Pistoling - barricade placement bag bug
Hop - headbob setting is not saving when unchecked
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
We’ve said this before, but we really want to hear from our community. To prove it, this week we spent a lot of dev time fixing bugs found in our test sessions and making improvements based solely on player feedback. After our latest run through the caves, we made some updates to how AI move and how they navigate together. The pathing and grouping improvements should reduce mutant stutter-stepping, and keep them from pushing each other around, getting stuck in tight places, or worst of all getting stuck in walls while navigating places like the caves.
Price Check
Next, we took a look at recipe and research costs. We introduced our first merchant last week inside the Thorcon Power Plant and after a few days of players giving us feedback about recipe prices and research bench costs we made some tweaks.
Mr. Mixer Head’s (official name still pending) entire inventory has seen a price change. We updated research bench prices, fixed bench UI not working properly, and added messages for learning and failing to learn recipes. We also adjusted the 127 costs of certain recipes and smelter costs to make sure the item/crafting loop is both fun and challenging enough.
The Fix Is In
We nabbed a number of bugs with the help of our players this week too. We fixed a bug where water would appear in the player inventory when recycling a canteen. We fixed a bug where a player wasn’t able to pick up a barricade, a handful of crafting failures, and an issue with NPC bodies not burning up properly.
Speaking of not burning properly, we discovered it was possible to attach a campfire to the side of a building. In addition to breaking the laws of gravity, it was a problem because if you attached enough the entire area would be covered in a cloud of smoke obscuring everything. We fixed the bug so players can’t make their own fog banks anymore but don’t worry @spitfire we have plans for some sort of smoke machine for your base in the works.
Community Spotlight
Remember you don’t have to wait for the weekly playtest to travel to Lahaina, our servers are up 24/7 and this week many of you sent in your favorite screenshots from your explorations. Here’s a look at some of your adventures running around Lahaina.
Mahalo to our testers who help us find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! Here’s everything you found and we fixed this week.
Spitfire - Collision code issues
Nubkid - Can't make bandages because bandages require bandages
Ryan - Small chest has a cost of 500 in UI but only costs 100 to craft
Spitfire - Wood disappears when splitting in stacks
Azshire the Great - Can't pick up metal barricades when dropped on the ground
Spitfire - Campfires placement allows campfires to be placed on top of walls, and along the sides of walls and doors
Pistoling - NPC's dead bodies will now display loot options even after fully looting the corpse
Spitfire - Losing Rai on server crash
Ryan - Bears/wolves will run up to players and the player gets stuck in the wolf going into perma falling animation
Schism3110- Floating / no walking animations when encumbered
Spitfire - Spike barricades do no damage
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
A lot of player bases were built on the island this week. Here’s a look at some of the new construction that went up and some of the hottest properties in our version of West Maui. Keep them coming, we love sharing your handiwork!
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
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.
How It’s Made
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.
Dude, Where’s My Stuff?
Our community of players gave us some great feedback about making some changes to how they interact with the 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.
Taking a Dip
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 good as our ocean.
Water, Water Everywhere!
Speaking of water we had some major bugs involving drinking. Many players found themselves surrounded by water but couldn’t drink a drop (sorry about that @cywraith). We fixed the bug so you can once again drink your fill in the rivers and barrels across the map. We even added a few extra rain catches around the Thorcon so you can get properly hydrated before heading out to explore.
We fixed a number of other lingering bugs this week including: recycling and crafting widgets not always showing the proper counts and tools not harvesting resources properly. We fixed a bug where the shotgun firing sound was muffled while using ADS and added sounds to moving items around in the inventory.
Speaking of bugs- the best way for us to squash them is to know they exist in the first place, so for all our testers we want to send a friendly reminder that the servers are up 24/7 so you don’t have to wait until our weekly playtests to hop in and go bug hunting!
Community Spotlight
Every week we travel to Lahaina and try to find as many bugs as possible, so if you’re interested in joining the fight, head over to our discord and let us know!
Chickdrummer88 won the first annual Fractured Veil Costume Award this year with this amazing ensemble. (Extra points awarded for the cat)
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.
Spitfire - Sieges spawning inside bases with multiple totems
Carbu - Duplicate inventory items after dragging in inventory
Ryan - Looking at crafting bench/smelter crashes game
Warknight - Duplicate backpacks by equipping a new one
Spitfire - Pan not making contact with objects
Hop - When I pull my bow back, I am unable to move
Ryan - burnt bodies not disappearing
Undelek - Arrows turn giant
Ryan - Teammate markers not showing up on minimap or map
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
We kicked off the week with another round of siege improvements focusing on mutant movements. We noticed during our playtests that the horrors of the jungle were bunching up making them too easy to hit and keeping them from tearing you apart.
We fixed the system so more eager mutants can push others out of the way to get to players and a safety to keep those already engaged in melee from being pushed away from their targets. All in all the mutant slaughter has never been more orderly and efficient. Rest assured, there is still chaos and certain death awaiting players, however, we’ve been fine-tuning how the quickly the blood bath unfolds.
For Your Consideration
Our biggest achievement this week is a complete overhaul of the inventory system to help with persistence. While players shouldn’t see any difference in the way their inventory works, the improvements should help with persistence and help make the whole system more reliable and easy to build on. It’s one of those cases of ‘behind the scenes’ fixes happening, which is super important, but not as flashy as adding new features or environments. However, we know it’s going to improve the player experience and set us up for the long term. Mahalo to all of our testers who keep coming back week after week!
Since we value player feedback, we introduced a logout survey to help us capture the thoughts of our community quickly, implement any suggestions, find bugs, and most importantly ensure that our players are having a good time running through the wilds of Lahaina.
Mine Your Business
During the playtest, a lucky few might discover a new mine on the island. Along with the Thorcon basement, the sewers, and the cave complex, the mine will offer those brave enough a unique area to explore while fighting for loot.
Up and Down the River
We’ve already made big improvements to the water, weather, and waves in the game and we’re still not done! Last week, it was the ocean waves and this week we focused on rivers.
An important source of water for players struggling to survive, rivers also act like natural barriers and paths twisting across the landscape, helping players move around the map. We made some updates to our interactive river tools making it easier than ever to build a custom waterway. Here are a couple of before and after shots of the tool in use.
We can even adjust the height of the river to make the water move faster and create areas of white water.
Combined with all the recent lighting and water improvements, the rivers have never looked better during the middle of the day:
Or as night approaches.
Community Spotlight
Remember you don’t have to wait for the weekly playtest to travel to Lahaina, our servers are up 24/7!
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
It’s almost impossible to think about Hawaii and not think about its beautiful blue waters. Getting just the right color, perfecting the way the light reflects, and the interaction between the waves and the shore are things we’ve tried very hard to make as realistic as possible.
This week we updated all those aspects of the water and worked on player/water interactions too, adding splashes and ripples to the ocean and streams to make them look and act like the real thing.
Whether it’s the middle of the day:
Or approaching dusk:
Players can make a big splash on the beach or in one of the rivers that flow through the jungle.
Exploring one of the many wrecks along the shore is a great way to appreciate how much dev time we’ve put into making the water, weather, and lighting look great.
It’s looking good even from under the waves.
Fighting the Good Fight
With the help of your input we made another pass on our sieging system and made a few more improvements. We fixed a few bugs including one that would allow a siege to be started on a base that was already under siege, and mutants can now occupy a base instead of just tearing it apart. We also activated random sieges. So any base now has a chance of getting unexpected visitors knocking down the front door when a player is online.
We also added a trailer mark to the rotting heads thrown by the trophy collectors making it easier to see where the putrid missiles are coming from in the middle of a chaotic battle
Community Spotlight
Many of you have been posting your screenshots and pics of your Badass Bases in the #badassbase channel in discord. We appreciate all your hard work!
Remember you don’t have to wait for the weekly playtest to travel to Lahaina, our servers are up 24/7! Here’s a look at some of the new construction that went up this week. Keep them coming!
Here’s a great shot of the same base taken at different times of day.
Here’s a compound that sprung up in the neighborhood
And this platform @spitfire built to take screenshots.
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
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.