With your amazing help and support our Kickstarter campaign has already reached 78% of our goal but we need to keep the momentum going all the way to the finish line.
One thing we’ve heard from the community is that you want options focused on Steam keys and quick access. We heard you loud and clear and have introduced 3 simpler backer tiers, focused less on in-game items and more on keys.
We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. With the new options available we hope to see many more of you having fun surviving the horrors of the jungle and sharing your great ideas soon!
This was a busy week full of streams, and fixing bugs and implementing suggestions from our testers but we did include some updates to the PVE area and our AI. Check out what we’ve been working on below and some more beautiful shots submitted by our players since our last update.
New Content
PVE Area and Totem Updates
About a week ago we expanded the safe zone around the Thorcon power plant into a larger PVE zone to help provide an area for freshly restored clones to get the lei of the land and learn basic game mechanics.
It’s a temporary fix for a complex conversation about PvPvE we’re having with everyone we get the chance to have it with. There’s no silver bullet to solving it and the more voices we’ve got in the mix, the better. We hope you’ll add your thoughts to our discord chats and keep on asking the tough questions.
This week we continued to make improvements and made sure to fix a few small problems that popped up. Players in the PVE zone won’t have to worry about coconut grenades anymore since we’ve defused them.
Players don’t have to worry about others shooting out their walls while standing just on the other side of the PVE border now and surprise cannibals showing up in your base won’t be an issue anymore.
We also added a few adjustments to how totems work. Totem permissions are now greyed out unless the totem has energy. Players can only place one new totem in PVE zones and bases there can only consist of 4 totems total as well.
Like we’ve said before, we get that balancing mechanics both PVE and PVP players enjoy is one of the biggest challenges facing us ahead and we’re nowhere near done experimenting and testing things out.
We’re trying out a few ideas but with your help, we’ll arrive somewhere in Hawaii where everyone survives and thrives in a way they find the most fun.
AI and Seige Improvements
The mutants were unusually rowdy this week and we made a lot of improvements to how they move, spawn, and work together.
One of the big ones was AI navigation updates so the bunching issues that we were experiencing when large groups of mutants are charging towards you looking for a meal are a thing of the past.
With any luck, you won’t see mutants getting stuck on corners or failing to attack doors anymore. We’ve fixed a problem with AI not activating when a player is near and while it may seem obvious to you and me, we taught the mutants not to attack the stairs they are standing on now.
The AI spawning system got a little love this week too. We made some fixes to how the spawning system works so the mutants will stop spawning inside trees, walls, and rocks or on top of things. We tried asking nicely to get off the roof, but they just wouldn’t listen!
We also fixed how many mutants will show up for a siege since it seemed like many of them weren’t getting the invitation before, and we squashed a bug with AI spawning (or not spawning) in our dungeons. The dark and forgotten places on the map are a lot more fun to explore if there are actually things to fight there.
Here’s everything else new and improved and fixed this week.
Weapon and Loot Updates
Jumping will now cancel reloading
Players can no longer reload while in the air
Added loot drop area to the container screen
Sprinting is disabled while shooting guns
Increased loot volume counts on all Lahaina tile maps
Payer and inventory Improvements
Added nameplates for teammates
Added nameplates for non teammates when looking at them for 1.5 seconds
Changed incapacitated widget to continue to show the timer after a player presses N
Added brightness and sharpness variables to the icon generator
Updated arrow icon
Added new stamina and health images
Added tooltips to all inventory widgets
New Content and Improvements
Improved distant DoF
Updated Veil VFX
Lowered the amount of time a tree stump is alive for to help with cleanup
The drone's fuel now lasts twice as long and fills up twice as fast
Enemies will no longer show up on the radar or map as red triangles
Added replication to minimap markers
Increased interaction distance for vendors
Increased water fill rate of containers
Added the ability to recycle any placed item (chests, doors, totems, etc) for the player that placed them
Fixes
Fixed issue with guns sliding in player's hands when switching to and from ADS
Fixed female first-person hands having texturing artifacts
Fixed bug where multiple actions could be bound to the same key in the menu
Fixed bug where grenades could do damage in PvE zones
Fixed bug where bases in zone 1 could be damaged by players outside of zone 1
Fixes to container persistence
Fixed a bug where AI were returning the wrong navmesh trace response for movement tests. This also fixes an instance of AI getting stuck on corners
Fixed a severe AI activation bug where AI pending activation were not requesting a Nav Invoker even though AI activation required the navmesh to be present
Fixed a bug where the navmesh was not prioritizing generating tiles around AI pending activation
Fixed issue where containers were being added to inventory mgr too early
Fixed crash if a player loaded in with no totem permissions but they were on the totem
Fixed bug with AI summoned through siege system
Fixed bug with female character faces being distorted
Fixed bug where some stumps weren't sinking into the ground properly
Fixed bug where destroyed trees could eventually overflow replication channels
Fixed a typo that was causing AI activation to not be prioritized correctly
Fixed the 'AI pending activation' tag being applied to the wrong AI actor
Fixed a bug where the AI activation system could get stuck trying to activate the same AI over and over again
Fixed nameplates showing your name instead of the target
Fixed the torch being lowered in first person
Fixed the machete having inconsistent left-hand animations in first person
Fixed bug with trees respawning with 1 hp
Fixed bug where ADS was canceling reloads
Fixed crash when viewing pawns without a valid playerstate
Fixed spawning with invisible overflow item slots in the player inventory UI
Fixed bug where some items could be invisible in a player's inventory
Fixed AI being unable to attack constructed doors
Fixed our constructed doors not making use of the siege system's nav modifiers
Fixed additional issues with dying from bleeding rather than entering unconscious state
Fixed non-player-built water container initial spawns and filling when raining
Fixed conflict between yes/no keystrokes when quest dialogs and respawn dialogs are active at the same time
Fixed left control not being bindable to actions
Fixed AI occasionally attacking constructed staircases that they were standing on
Finished fixes for weapon attachments not loading correctly on corpses
Fixed another crash related to navmesh multi-threading in the editor
Fixed the Trophy Collector's head projectile occasionally causing log spam when the owning Trophy Collector died
Watch Fractured Veil Gameplay Footage
We had another really busy week full of streams including some new international friends. We made our Brazilian debut (In Portuguese) with Ultimo Sobrevivente.
Big thanks to our Community leader Fernando Fernandes for taking the lead in both Spanish and Portuguese with both of these two. We could never do this without the help of our amazing mods!
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. We implemented a ton of great player suggestions and fixes recently.
Player Suggestions and fixes
[CRSD] Bloody Bob - players with permissions on Totems should have the ability to pick up and move furniture even the Totem
Ferdinandus - broken fence in Thorcon area
Kitski - thrown spears are instakilling
Ferdinandus - mutants never hit if you keep moving while shooting bow
Logoes - body never disappearing after death
_Adam - Mutants getting stuck together during seige
Logoes - Cannibals spawning into base
Baigs - random door placement after logging out
blazemonger - NPCs not lootable after you die
Kyttaen - game crashed after chopping down tree
Logoes - construction tool bugged
KerryAnneKay - persistence problems after crashing
MostlyEvil/Logoes - can't loot body after death
Jake Arver/Shadowflame - cannibals in the Thorcon
MJMPlays - loot screen not showing loot
GrAmPa-UtoPiAn™❤(De enige échte) - deer stuck in bridge
Kyttaen - stack of stone bugged
MostlyEvil - bugged beach
Logoes - Items disappearing from boxes
MostlyEvil - HUD not showing up after respawn
MJMPlays - logged in dead
Logoes - Mutants spawning on top of base
Twerlinger - logging into safezone wall trapping you
Najo/Logoes/colt - disappearing doors and missing items in chests
Turt Renolds/KerryAnneKay - using a sleeping bag or bed puts you in god mode
MJMPlays - can't recover arrows
Logoes - door only has 1hp after login
MJMPlays - recycled metal not showing up in inventory
The1rishOne/OneGunSalute - can't repair base
MJMPlays - recycled items getting "stuck" in inventory
Mrbathsalts - Car doors opening in the wrong direction
TheLefty2319 - not getting coconut shells after I consume them
Gagtech - Bows are crafting with a visual ammo count of 1000/1000
Cr4zy4ce - Flare gun doesn't reload or shoot
MJMPlays - player body not in "dead state" after death
Kyttaen - when in a party, the other person/leader, shows your own name
Shadowflame - Mutants unable to cross the bridge
Ferdinandus - Can't always see what's in a sleeping players inventory
PCTrojan - I am only able to buy from the vendor on the second level or the clothing vendors
Shadowflame - Doors are stronger than the door frames
𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 - when using the pistol and aiming down sights, the ironsights are not aligned with the center of the crosshairs
Our testers also put together some amazing builds 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!
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
Our Kickstarter campaign began this week and we couldn’t be more excited and humbled by all the love and support the community has shown us.
We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. But we’re not quite there yet. We’re counting on you to help spread the word to your friends and family, far and wide. Let’s keep the momentum going and ride this wave all the way to the Lahaina of our dreams...or nightmares depending on which mutant you encounter along the way!
To help celebrate Kickstarter week we thought we’d share some of the work we’ve done improving the horrors of the jungle, some veil travel concepts, and some beautiful shots of the incredible bases that were built by our players since our last update.
Mutant Updates
The mutants are always ready to feast, just don’t forget to light their bodies on fire or else you’ll be on the menu. We made a number of improvements and fixes to ensure that players have something to fear from the local monster population but also don’t just have a mutant spawn right next to them out of nowhere. Everyone loves a good sneak attack, but it wasn’t a fair fight for some players so we squashed that bug.
We also went ahead and fixed some issues with AI navigation, updated how and where they can spawn in, improved ranged AI, and reduced the length of the Kasha’s ringing noise after a scream to avoid stunning players in real-life. You will notice we fixed an issue with Green Snatchers getting caught in burrow-unburrow loops that must have been awful for their claws, and made some updates to the island’s cannibals (aka neck-brace Annabelles as we like to call them).
Veil travel
The Fracture wiped out civilization and devastated life on the planet but we’ve always planned on letting players rebuild the system in the game and travel between worlds to experience slightly different environments and loot.
Since launching the Kickstarter, we’re working hard to further develop and show off how players will be able to travel between unique worlds. Like we also say, actions in Fractured Veil have consequences, so it's important for us to demonstrate that what players do in the game wouldn’t just affect themselves, their surroundings, and their server anymore, but a whole multiverse of interconnected servers. We’re not nearly there yet, but it’s an exciting time and the early stages of how and what that multiverse travel will be.
Our idea is that each world can have its own culture, ecology, and history eventually. Players will be able to trade between worlds, not just communities, and find realities perfect for playing with their friends and play styles, assuming of course that the whole thing doesn’t come crashing down again. Here’s an exclusive peek at concept art of what it might look like when the veils open up.
Veilcorp is not responsible for any deviations from early concepts or injuries resulting from Veil travel. Void where prohibited.
Updates and Improvements
Added visibility checks to the loot menu
Tool quest and twine quest added and updated
Removed ladder sphere overlap checks and updated code to support traces
Improved the AI's navigation
Weapon/Combat Improvements
Cleaned up third-person bow animations for the homemade bow and compound bow
Adjusted all melee weapon hand positions in third person
Added flare gun firing sound
Projectiles that get stuck in enemies will no longer show the pickup particle effect
Improved aim offset smoothness
Fixes
Potentially fixed AI spawning on top of cars and other areas by further improving the navmesh check used to determine if an AI is ready for activation
Fixed AI occasionally being activated right next to a player which would cause them to be unexpectedly attacked
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 put together some amazing builds 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!
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
Our Kickstarter campaign is less than 24 hours away and we couldn’t be more excited! To help kick things off we thought we’d share all the work we’ve done over the weekend smoothing out gameplay and adding a few new features. Read below to see everything we’ve finished in the last few days.
PVE areas
We expanded the safe zone around the Thorcon power plant into a larger PVE area and added a message in the HUD informing players if they are in a PVP or PVE zone. We made some adjustments to totems in the PVE area so they can only be modified by the owner and made a few other PVE related improvements.
We’ve all experienced what it’s like to get steamrolled by a bunch of griefers when you're just starting out, and this should allow newly restored clones time to get familiar with their surroundings and learn the controls.
Quests
We also just added the first round of quests in the game and placed more vendors inside the Thorcon Power Plant.
The addition of quests, on top of everything else there is to do in the game, should be enough to keep all the idle hands busy and eventually lead players to new places to explore for great rewards and XP.
Content Updates and Improvements
Weapon Improvements
Adjusted 1911 ADS view to line up with the model better
Updated construction damage values for weapons
AI improvements
Reworked parts of the AI's movement tracking code to potentially fix a bug where AI were able to clip through walls
Added slight buffs to AI further out from Thorcon
Map Improvements
Improved landscapes around river transitions
Add missing river in 3x4 and rebaked rivers in all tiles
Updated Industrial area
Added Bank to top of comm tower
Loot Updates
Replaced broken loot boxes with destructible ones in the industrial area
Adjusted loot tables to avoid spawning quite as many things in a single container
Construction Updates
Gave door frames more health than doors
Significantly reduced the chance to get randomly sieged
Arrows and non-weapons will now break when thrown against a construction piece
Thrown weapons will now lose 25% durability when thrown at a construction piece
Fixes
Fixed construction quests not working.
Fixed starter quest chain
Fixed bug where dead player pawns weren't being cleaned up and were just accumulating as invisible pawns
Fixed a bug where AI were unable to attack certain construction pieces that were blocking them
Fixed the MasterVolume value being multiplied by 100x. Restored the Kasha's scream and the Siege's 'siege start' sound to their original volumes
Fixed bug with inactive pawns not loading inventory properly on server restart
Fixed float rounding error with construction attachments that was making weapons do too much damage
Fixed performance issue in the Throcon due to lights casting dynamic shadows
Fixed bug with water catchers triggering quick loot events
Fixed the item wheel appearing empty on first load
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
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7. In addition to a bunch of updates and bug fixes, we thought we’d show off the big collection of screenshots that players have submitted to us. They built and defended dozens of bases, killed hundreds of mutants, and explored miles of Maui this week.
Updates and Improvements
Animations
Imported updated reload animations for the micro uzi
Added the ability for weapons to supply their own custom jump animations
Improved prone moving animation blending
Added custom top half animation overrides per item
Updated drop item animation speed and triggers
Added new 1911 animations
Added new skar animations
Added new melee animations
Improved first-person equip and unequip animations for the homemade bow
Improved homemade bow nocking, charging, and firing animations and feel
Third person zipline animations are now forced to the proper rotation
Item Updates
Players can now pick up clothing items and equip them if they are encumbered
Added recipes health pistol
Added health pistol weapon
AI
AI will now attempt to prevent their mesh from excessively clipping through walls
Further increased the Kasha's aggro distance
Regenerated spawn points for all of the AI Spawner Volumes around Lahaina
AI Modules now have a generic function for hiding their owning character without conflicting with other actor hiding systems
AI will now remain hidden and inactive until they are able to detect any valid reachable destination.
Optimized the memory performance of the AI Distance Update loop
Improved the Melee AI attack and movement overlap distances
Adjusted our AI's net update and tick rates
Construction
Added the ability to snap foundation pieces half grid height up or down
Added hologram arrow mesh when placing construction walls and door frames
Added improved slot opening and closing for construction
Restored auto upgrading construction pieces to the last selected upgrade type with the upgrade tool
Gameplay and Player Improvements
Improved attach location of the hands when ziplining
Improved a Decay Service hitch by having the system loop smaller actor lists
Restored old player movement and braking values
Reduced the volume of the siege starting sound
Setup scaled up meshes for female hair and clothing
Updated UI for new knockdown (incapacitated) processing, hooked up timer in UI
Changed corpse decay time from 15 mins to 45 mins
Added the ability to auto-start new quests once the previous one is completed
Added 6 starting quests
Hold 'F' to burn bodies will now only function if the body has no items in it
Fixes
Fixed various crashes in weapon code
Fixed totems forcing net updates too often
Fixed two AI crashes that were caused by the AI Controller assuming they always had a pawn
Fixed bug where the player's hands would go invisible after placing or holding a placeable item
Fixed a bug where dead AI could block the player's collision
Potentially fixed a bug where dead AI would remain in their idle animation
Fixed players getting stuck at the top of the zipline
Fixed micro uzi using new animations with the old mesh
Fixed weapon ammo counts showing wrong values
Fixed bug where an item could be recycled multiple times at once
Fixed server crash when hitting an actor without a valid component with a projectile
Fixed quests triggering NetMultiCast functions on the player controller which could cause other players to experience all types of random things
Fixed triangle and square foundations being able to place in the same spot
Potentially fixed a bug where AI Spawner Volumes were ticking outside of the editor
Fixed a persistent 1.5-4ms frame cost related to cloth simulation stat tracking
Fixed a server crash that could occur due to an invalid container inventory component
Fixed issue where AI wasn’t damaged by fire actors
Fixed bug with turn in quests not granting rewards
Fixed randomizable car doors opening rotations
Fixed house containers not filling with spawned items
Fixed issue where logging out controller/pawn can fail to swap active pawn for inactive
Fixed bug with item based quests giving double credit
Fixed bug with the turn in place animations canceling upper body animations
Fixed damage indicators not working
Fixed bug with foundation pieces breaking the instant they were placed
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. Here’s a look at just a few of the player-submitted shots we’ve received recently.
Our Kickstarter campaign is coming up quickly and we couldn’t be more excited to fill the game with more content and Hawaiian themed items and places to explore.
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7.
Players will notice we’ve added a few more terrors of the jungle this week to keep folks on their toes as they explore Maui. We also made huge improvements to a handful of game features, fixed a bunch of bugs, and implemented a mountain of your great suggestions.
New Content
Meet the New Neighbors
It’s Never Boar-ing in Hawaii
Growing huge from the lingering radiation and eating mutant flesh, the island’s Boars definitely don’t have the Aloha spirit and will attack you even when you're just trying to have a nice day at the beach.
Veil Hounds
Did you ever want a giant hairless dog with wet skin who could chew through the side of a house when you were a kid? Well, you got a bunch of them now. The Veil Hounds hunt anything they can catch and do not enjoy belly rubs.
Kashas
These first horribly unsuccessful attempts at restoring clones are not shy about using their words. They don’t do much damage themselves but their screams attract other mutants and can daze players, making them more susceptible to attacks. We still have some cosmetic work to do on them but these mutant Karen’s can be a headache.
Green Snatchers
A combination of everything terrible you can think of, the snatchers can be found all over the map. They lie in wait just below the surface of the ground before springing out to attack anyone who gets too close. If that wasn’t bad enough we plan on improving their camouflage so they blend in better with the plant life around them. Luckily, they’re most active at night and like all nightmares, fire or bright lights can scare them away….at least until the Green Lady arrives to command them.
Siege Improvements
Since we added a bunch of new threats to your survival, we decided to update one of the oldest dangers to you and your base, the siege system.
Many of you told us that you would like to be able to force a siege on your base. Now you can!
We’ve added a new totem UI that offers the option to make a horde come and attack your base. The number of times you can do this per day is limited by the current tier of your totem, and each subsequent wave is bigger than the last, so be careful what you wish for.
New Updates and Improvements
Animations
We added a bunch of new animations this week
Wrench
Shark-toothed pan (Killet)
Player hit reactions
Homemade bow and ADS view
Prone transition
Unarmed prone
Micro-uzi
Ukupoon
AI
Numerous Improvements to AI navigation around other actors, building pieces, terrain, and height differences.
Inventory Updates
Added slot and carrying capacity bonuses to clothing items
Added a scroll bar to the main inventory widget
Added stamina bar to the player inventory screen
Filtering items in the inventory will now grey them out instead of hiding them
Added hotbar wheel to multiple container interaction screens
Added recycle button to item description widget
The crafting bench will now try to take ingredient items from the player's inventory
Character Updates
Increased stamina regen speed
Reduced starving state to 10% hunger from 30%.
Going prone will now unequip all items
Fixes
Fixed player corpses not always being lootable
Fixed AI corpse inventories not showing up in the UI
Fixed a bug where AI were unable to attack barricades and barriers
Fixed totems forcing net updates too often
Fixed bug where triangle foundations couldn't be placed on their own
Fixed potential crash when swapping between a melee weapon and a gun really quickly
Fixed throw animations looking jittery in third person
Fixed default FOV always being set to 50 instead of 60
Fixed a bug where the new AI spawning system would occasionally spawn grouped AI inside of nearby actors
Fixed construction meshes not loading on login
Fixed players sometimes not being able to snap construction pieces together
Fixed crash when placing attachments on walls.
Fixed players not being able to upgrade torches into lanterns.
Fixed a bug where it was possible to nock an arrow without triggering the ADS zoom
Fixed a bug where projectile weapons were returning an ever-increasing charge time even when they
were not actively being charged
Fixed the 1st person camera clipping into the player's body when jumping and holding crouch with bows
And when transitioning from sprinting to standing
Fixed bug with totems not upgrading properly
Fixed crash when trying to recycle a stack of items
Fixed fabricated objects not reloading properly
Fixed not being able to pickup items that were tightly stacked on top of each other
Fixed being able to build water catchers in no build zones
Fixed multiple issues in the main menu where the player mesh could become incorrect and have the wrong clothes and meshes attached
Fixed default audio setting volumes being too low
Fixed numerous AI navigation bugs
Fixed weapon damage and weight not showing up properly in item stats
Fixed bank rai not working at vendors
Fixed bug where items in a high container slot couldn't be swapped into a player's inventory
Fixed default resolution not working properly with vertical monitors
Fixed the respawn screen not showing up if the UI was hidden
Mahalo to our testers for helping us hunt down bugs when they pop up and for most importantly for all of their great suggestions. We implemented a ton of great player suggestions recently, and we can’t thank you enough for helping us make the game better every day.
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 implemented a ton of great player suggestions recently.
Player Suggestions
Hop - Add more interactables/lootables throughout the world
spitfire - Open car trunks like the doors
Polarbear - At the vendor, when we click on an object before buying it, we should see the statistics
Hop - Tweak the panting loudness and consistency
Bain - Make POI map pins more easily distinguishable
_Adam - Vehicles that have openable doors should have a chance of containing loot
Polarbear- Add improvised grenades.
Pistoling - Either have a hotkey for showing stats or have them represented by icons instead.
StabbyMcStomp - Add a LOT more dips and hills (player height) so that you cant see quite so far through the trees on the flat ground
Pistoling - Transportation options for the player
zxqv8 - Add autorun option we can keybind
Polarbear - Change the blueprint icon which is the ammunition icon by a plan or a document
_Adam - Desaturate a bit /remove the bright color from leaves outline, it makes me want to interact with it like its usable object
Hop - Storage box slot UI indication. So we can see how many items a small/large chest can hold
Ancolius - Road flares, just like a torch but stack-able and timed
Pistoling - Implementation of mini-game type system.
WeatheredMachine - Making it so if you hover over the Daily Upkeep and Upgrade Cost it tells you what items that are required
𝑨𝒛𝒔𝒉𝒊𝒓𝒆 𝒕𝒉𝒆 𝑮𝒓𝒆𝒂𝒕™ - Make the item font a little bit bigger and easier to see and read
JD - Add headshot hit marker indicator
spitfire - Add a few more variety to the vehicles, deformed school buses on the roads, semi trucks, and maybe a crashed 747 in the woods
Briston 574 - Make the inventory for containers more distinct
ItsTom - when you can't craft something because you are missing an item or multiples of them it would be nice to get an indicator
Kitski - Have the bed do something to make it worth the extra cost from the sleeping bag, perhaps something like negating the respawn penalty
spitfire - Chat box with white lettering on cloudy sky is really hard to read.. may i suggest contrasting background color in chat box
xstephx - Have a different char stance/animation for 3pp non-ADS into 1st person ADS
zaccsi - Give spiked barricades a slight overlap so we can place them closer to each other, and maybe give them snap points for foundations/walls
BamaGuy - Add Coconut Canteens and Coconut Lamps
spitfire - Deer running animation could look a lot more realistic
Hop - Larger variety of clothing, and make them all different tiers
EmeraldKnight - Naming chests so you know what items are in them by looking at them
cywraith - Autostack additional items that are harvested or looted if a partial stack of that item is already in your inventory
ItsTom/ Drag0n - Adding tooltips on hover of the craftables and items in inventory to better understand what item it is and what is needed
Kitski - Lower arrow weight
AzureAssaulter - Have the food truck serve SSHAMwiches and SSHAMburgers
The Cheez Man - Fence walls. Full and half variants. Basically a wall that acts as a barrier, blocking players and explosives while allowing you to shoot out of and in through gaps in the fence
Shadowflame - It may be helpful to add silhouettes of each clothing piece in the empty slots to help them pop more when you first start out/identify what can be equipped there
Logoes - Let stamina refill a bit quicker
Ser Winter- Show *'s instead of the actual numbers when inputting code in combination lock
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 Kickstarter campaign is coming up quickly and we couldn’t be more excited to fill the game with more content and Hawaiian themed items and places to explore.
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
This is part two of our jammed pack update because last week there were so many improvements that we had to split the update in two parts!
New Features and Content
Coconut Grenades
For the past several months we’ve had one player request more than any other by a wide margin, it’s not even close. You’ve told us, many, many times how badly you wanted exploding coconuts in the game. We heard you loud and clear...coconuts can now go BOOM.
Main Screen Redesign
If you haven’t logged in for a while you’re in for a nice surprise. We’ve completely redesigned the starting screen.
Not only does it look better but you can check out some interesting character statistics like number of kills, time played, number of people you’ve eaten, distance traveled, quests completed, and chests opened.
Character Customization Update
BEFORE: Some of our OG testers will remember this character screen AFTER: The new screen has a bit more color and texture to it, making it more Hawaiian and fun. There’s still numerous body type options, but now you can adjust the background and lighting options and turn off the UI to get a better look at your character during the design phase.
You can adjust overall body hair, size, muscle tone, and there are now facial feature options too numerous to count. There’s even a section to choose what underwear and fanny pack (aka bum bag) options best fit your personal survival style.
Crafting Redesign
We’ve completely redesigned the crafting screen and UI. BEFORE: Old timers will remember when creating weapons and tools looked like this.
AFTER: The new look/UI is much more intuitive and easier to use.
Research Bench Redesign
We also made some big improvements to the research bench design for all your crafting needs. The research system still works in pretty much the same way. Take an item you want to be able to craft, add it, the required amount of Rai (money), and energy to the research bench. Wait while the item is being analyzed…. And out pops a blueprint which you can study and learn how to make that item. The process looks better and is a lot easier to navigate and organize now.
Weapon Vendor
We love a good throwback and shared this concept drawing of a gunsmith which will be inside the Thorcon Power Plant, the game’s starting area and future NPC settlement.
There aren’t a lot of options for your gun repair and modification needs after the Fracture, but we still want the Thorcon Gunsmith to run a quality establishment and have been working on the tools of her trade.
We’ve put together drill presses and grinders from ruined pieces and spare bits.
Dismemberment System
The new dismemberment system gives your mutant head-shots a satisfying and gory ending but that’s not all.
You can also blast off arms...and legs if your aim is true.
Clearing the island of mutants has never been more fun or bloody.
New Industrial Area
Hawaii offers us so many different types of environments to play with - mountains, jungle, and shores with sandy beaches. But this is the apocalypse people, so it’s time to add a new industrial area where future mutants will emerge and toxicity could be a thing.
Mines Dungeon
Finally, we made some big improvements to another one of our dungeons, the Mines.
We’ve updated the lighting and textures, added props and loot, built some new rooms to explore and added some survivor graffiti to the place
A bunch of mutants have taken over the old tunnels offering a big challenge for anyone trying to explore the upper tunnels or caverns below.
It’s still a work in progress but the top level can be a lot of fun to explore as long as you bring some friends and a lot of bandages.
Fixes
Character Fixes
Fixed the player inventory mesh not updating clothing changes in real time
Fixed bug where a circle would appear on the HUD while using an item
Fixed Ihe weapon not lining up properly with the player's hand when throwing
Fixed bug where equipped items could be invisible to other players
Crafting multiple items at once will now split them up properly
Fixed recipes that required energy always returning that the player was unable to afford it
Gameplay and AI Fixes
Fixed a crash that could occur when a player landed from a fall
Fixed odd mesh with world grid being left after hanging body destruction
Fixed some text being truncated in the main menu
Fixed construction sounds and destruction effects not playing for clients
Fixed projectiles showing up as machetes
Fixed character icons not updating after creating a new character
Fixed bug where fire actor would sometimes stay alive on pawns that died or vanished
Fixed crash when opening a house container
Fixed not being able to purchase items at vendors
Fixed the research bench not playing the complete animation properly
Fixed vendor names not showing in the vendor UI
Fixed a bug where the order in which ingredients were listed in a recipe could cause the recipe to appear affordable when it otherwise wasn't
Fixed AI failing to be blocked by barricades- stuck in walls-small objects
Item Fixes
Fixed bug where attaching and detaching items could break the UI
Fixed bug where viewing multiple chests would show incorrect items if too many chests were present
Fixed stack and sort button not working
Fixed canteen sizes not updating in the inventory UI
Fixed item durability not rendering correctly in multiple widgets
Fixed the Coconut Grenade 'flickering' out of existence on impact
Fixed metal, spiked, and concrete barricades not properly applying a navmesh modifier
Fixed VFX not showing up when a grenade detonates another grenade
Fixed flare going out on impact
Fixed positioning of 1911 when prone
Fixed a bug where hit clothing items were taking durability damage twice
Fixed first person offset bug with the coconut grenade
We’ve been hard at work updating the game and integrating your suggestions. Our Kickstarter campaign is just around the corner and we’re excited to share where we see the game heading with the backing of your support. In the meantime, we’ve added a huge amount of new content and upgrades to keep the momentum going. We are breaking up the amount of stuff we’re showing off so we’ll have another update early next week just to cover everything.
Your feedback is super 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.
Here’s a look at just some of the biggest improvements players will see and all the fixes we’ve made thanks to our testers.
New Features and Content
Ammo Vendor
We’re adding a bunch of vendors to the game's starting area, The Throcon Power Plant. Our goal is to make everything a player might need to survive and thrive for a price available through various vendors.
Here’s a look at one of the latest, an ammo vendor.
We tried out a few different configurations to see what would fit best.
Here is a mock-up of what it would look like inside.
Inventory UI
We’ve completely overhauled the inventory to make it better looking and the UI easier to use and more intuitive.
BEFORE: Some of our original testers will recognize the look and feel between the old inventory
AFTER: After getting some feedback, and talking a lot about what works best, this is the new version.
Vendor UI
We also updated our vendor screens. After showing mockups and hearing the community’s thoughts, we settled on this design for handling all of your vendor dealings and transactions.
Flare Gun
We’ve introduced flare guns in the game. They’re great for signaling other players or distracting the drone if it is focused on you when you’re trying to be stealthy.
They do attract mutants and other players can see them but that can work to your advantage if you have people sneaking around your base with bad intentions during the night.
Of course, if you’re more concerned about aesthetics than tactics, there are very few things more beautiful than being chased by a group of burning mutants.
Breakable Loot and Bodies
We’ve made looting a lot more fun by adding a breaking system to the items you find exploring the map.
Bags fall apart.
Crates break up.
Bodies explode into parts and potentially useful items when you hack at them now.
Even the hanging bodies you find around the map fall apart when you damage them enough.
We’re not encouraging you to do it, and you may not like the treats inside, but hitting one of the “mutant pinatas” will make stuff drop out now.
Construction Destruction
While we were busy making things break in new and interesting ways we decided to add a destruction feature to player constructions because sometimes tearing stuff down can be just as fun as building something up.
Attacks on your base won’t cause your construction pieces to disappear anymore; they actually fall apart.
Sometimes the results can be very dramatic, just look at how much air this piece of foundation gets.
Sewer Dungeon
Lastly, we’ve given our sewer dungeon a big facelift and added a few more passages to explore.
The place has come a long way since the days when everyone had one choice of clone.
We’ve improved lighting and textures, added more dangers and rooms to explore, and put a fresh coat of slime on the walls to make your time down there as enjoyably horrifying as possible.
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.
Kitski - Player items disappearing bug
[GOONS]RedbeardYarr - Can't loot body after dying
Tempus Thales - Creating a Character name that starts with special characters causes the game to crash
Acro - Spawned in with god mode active and I can't equip anything
[uRxP]D3coy - Clothes disappear after logging out
[EBC] Yala - Logging in and finding no inventory besides the default
Maikowl/Bored/spitfire - Throwing any item turns it into a machete
Bain - Cant build anywhere within my totem zone
spitfire - Road paint on my barrier
Jake Frost - Logged in and torso is bleeding
Bain - Trying to get into totem permissions kicks me from game and duplicates totem
spitfire - Pick up other players barricades regardless of inside or outside of totem areas
Pistoling - Sawtooth axe attack and hold throw animation don't match the 3rd person animations
spitfire - tool bar not displaying
Pistoling - Permissions on totems erased on server restart, claim lines change drastically after re-adding your player to them.
ItsTom - Hotkey bar is a bit mixed with multiple zeros
Pistoling - Water catchers and water barrels spawned by the server do not currently function
spitfire - Pick animation broken
writeplace - Doors disappearing and reappearing
spitfire - Torch animations broken
[FRV] Brandan - Spike barricade is labeled as arrows when interacting with it up close
chickdrummer88 - Crafted items disappear when made and use materials
spitfire - Stuck in floor
[FRV] Ryan - Crossbow/bow/compound bow doesn't decay with use
Lavim - Everything inside base despawned, smelter, boxes, firepit
Jman - When attempting to pick up crafting bench by holding F, it dumps you straight into crafting menu instead of picking up
Ferdinandus - The designation of Campfire when we open its menu is SMELTER
TheLefty2319 - Bananas disappear when dropped for another player
Ferdinandus - Weapon vendor appears when opening a crate
Aloha Thrivers! We’re excited to share our progress and the latest updates in the game. We worked on vendors, a new beach area, an overhaul of the foliage and the neighborhood around the Comm Tower, storm effects and lots more.
If you’re interested in telling us what you think about the latest updates or sharing any ideas you may have for the game, head over to our discord and let us know! We love talking about what we have planned next and hearing your ideas.
Here’s a look at the biggest improvements and news about the latest features you’ll find in the game.
New Features and Content
New Beach Area
We built out a beautiful new beach area for players to explore.
With abandoned research buildings on the beach
And the jungle.
There are even ruins of an old neighborhood, perfect for exploring or taking shelter from mutants and the elements.
Foliage Update
We’ve made some big improvements to the foliage including more realistic-looking meadows bordering the jungle.
Player’s will find new types of plants and trees to harvest across the map
And we even added coconuts.
Vendor Stalls
We continue to build out a survivor marketplace inside the game's starting area, The Thorcon Power Plant. Our goal is to have a thriving safe zone where players can get everything they need to help them make it outside the walls of the building. Here’s a look at a clothing stall we’ve been working on from the original drawing to a final paint-over.
Map Improvements
The area surrounding the comm tower got a makeover recently
The top of the tower has one of the best views in the game now.
Storm Effects
With all the beauty work we’ve done we decided it was time to grunge a few things up.
Beaches will now show the effects of storms
With more debris washed up on shore and an occasional reminder of those who didn’t win the struggle to survive.
Respawn Bed Update
Our Thorcon overhaul moved up a level into the spawning area this month. We're giving our restoration beds a facelift taking into consideration what a player could find combing the ruins for parts.
Here’s a before and after showing the difference between a new respawn bed and the lightly used jury-rigged version.
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
Aloha Thrivers! We’re back with another update and are happy to share that this month we made some customization improvements based on your feedback, added some new vendors, and made Maui a little more deadly in some areas and harder to survive.
If you’re interested in telling us what you think about the latest updates or sharing any ideas you may have for the game, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next.
Here’s a look at the biggest improvements and news about the latest features you’ll find in the game
New Features and Content
Character Customization Updates: New Clothing and Improvements
We started this month by removing the old Hawaiian shirt, cargo pants, and bucket hat outfit that was the standard issue since the early days of alpha. A lot of players asked us when we were going to give folks more options.
So we added a bunch of new clothing options and even glasses so you can better see the bullets coming.
We Improved the look and feel of the first-person meshes and animations as well.
There are many more options for making your character look unique now and we included a feature that can make your facial hair color match the hair on your head.
New Content: Vendors
The lone vendor in the Thorcon Power Plant has some competition now. New outfits and an array of weapons and gear (such as various clothing options) are purchasable from these three.
Vendors can be found across the map now for your survival needs. At the top of the tallest towers, to the worst neighborhoods in Lahaina.
Wherever you are, there is a sometimes friendly vendor location near you.
New Feature: Sleep
When a player logs out they no longer disappear into a void, they go to sleep. All your stuff will persist when you’re not playing the game, but your body is vulnerable while you sleep. So, you have to make good choices about where you decide to lay your head if you want to keep it.
New Content: Tree Classes and Tool Requirements
We’ve created a tiered system for trees and different tool requirements for harvesting them.
Your trusty shark-toothed pan (Killet) and stone axe are enough to harvest small and medium-sized trees.
You’ll need a metal axe to handle large trees.
The ancient vine-covered giants require a saw-toothed axe to topple now.
New Feature: AI Zones and Updates
This month we introduced zones radiating out from the Thorcon that get more dangerous the further you explore. The area around the power plant remains mostly safe for players, but the island’s other inhabitants get more dangerous as you move away from the starting area.
The zone closest to the Thorcon is filled with cannibals. They’re not too hard to manage as long as you burn everything you kill and don’t let them eat a corpse to power up.
Trophy Collectors are added to the mix in the next zone. They try to pin down players by throwing rotting heads that explode into clouds of toxic gas.
Move out a little further and you’ll start finding butchers and groups of mutants.
The groups get bigger and the mutants get tougher the further you go.
We also updated the toughest mutant currently shuffling around the island, Big Bob.
Bob’s attributes got an overhaul and we increased his charging speed.
Don’t let the cane fool you. He’s spry enough to catch just about anything if he’s hungry enough.
Miscellaneous Updates
Environmental Updates
Improved foliage distribution and collision
Improved rain occlusion
Harvesting Update
Adjusted drop rate of coconuts and bananas
Game Update
Added safe zone message when logging out and 'Teleporting, please wait...' after initial login
AI Update
Improved AI movement, pushing, and avoidance system
Player Update
Increased Stamina recharge rate while crouching
The Respawn Penalty no longer affects the player's carrying capacity
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
Aloha Thrivers! Spring is in the air and we’re hard at work helping the flowers and mutants bloom across the island. We spent a lot of hours on playtests and tweaking gameplay based on your feedback last month, but we still had time to include a bunch of new content for you!
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.
Here’s a look at some of the biggest improvements and news about the latest features you’ll find in the game.
New Features and Content
Thorcon Improvements
Many of you told us how hard it was to get started in the game’s starting area.
Finding your way out of the Thorcon Power Plant and into the world was a headache.
We added arrows, decals, and lighting to help you find your way out.
Normally we wouldn’t suggest following a shark but in this case the graffiti points the way to freedom.
Massive Foliage Update
Back in 2017 this was the original concept for the jungle of our dreams.
This is what the wild’s looked like a few weeks ago.
And this is what the jungle looks like now.
As you can see it’s a huge improvement.
The difference around the starting area is night and day.
The plants are not only bigger and more vibrant
But they now sway in the wind when a storm is about the roll through.
New Harvesting and Crafting Content: Coconuts and Canteens
Players have a chance to find coconuts when they harvest trees now.
This offers a healthier meal option than decades-old canned food or cannibalism.
You can also craft them into a handy all-natural canteen perfect for a late-night cocktail.
New Starting Area Content: Power Lines and Substation
The Thorcon Power Plant got wired up this month to help tell the story of how this iconic building used to power the island before the Fracture wiped out civilization.
We added walls to help secure the substation and keep the mutants from getting stuck on a transformer.
You can find the Veilstation on the other side of the map if you follow the powerlines.
Even though it’s huge, Veilcorp’s main facility is much harder to find through the new lush foliage.
New Construction Features: Tiered Totems and Offline Shields
Currently, totems help players claim a plot of land to build on and can prevent your base from decaying if you keep them filled with resources.
We added tiered totems and totem shields to make them more useful if you’re willing to spend the resources.
There are now 6 different tiers of totems that players can build inside their bases.
Totem shields create an invisible force that attackers have to wear down before they can access or damage your totem or even surrounding building pieces when you are offline.
Totems get tougher as you upgrade and they provide buffs to construction pieces attached to the foundation in a radius surrounding them at the expense of energy consumption. One of our first steps towards balancing base building and offline raiding
New Content: Thorcon Dungeon
Last summer we added a dungeon area inside the Thorcon.
It remained empty with some placeholders for a while why we worked on more important things like making the game run at a playable frame rate without crashing.
Now that we’ve achieved that goal we went back to work on the Thorcon dungeon.
Things are looking a little different inside now.
There’s still work to be done but it’s a fun place to run around with a group as we work on upgrades and other hidden places for players to explore.
New Feature: Character Customization
For a really long time, your character was just another face in the crowd with no customization options other than taking off a piece of clothing.
Your character may be a clone in the game, but you don’t have to look like one anymore.
There are a few clothing choices currently available from our vendors and we plan to unveil more “Apocalypse Casual” options soon.
Miscellaneous Updates
Combat Updates
Adjusted sprint stamina usage and increased recovery while standing, crouching, or going prone
Increased damage output of shotgun
Added movement speed modifier to all weapons
Updated melee distances
Updated melee weapon damages
Construction Updates
Changed Thatch doors to use wood resistance values
Doors are now part of the totem damage mitigation
Lowered the structural damage pans do
Loot Updates
Added SSHAM cans to loot tables across the map
Made some trash smeltable
Harvesting Updates
Pickaxe can now be used to harvest meat from bodies
Increased harvest rate of axes
Added tree classes and tool requirements to harvest large and huge trees
Doubled wood dropped by a tree and stone from rocks
Increased sulfur, iron, and twine drop rate
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.