As we head into the holidays and closeout 2021 we can’t help but reflect on the evolution of Fractured Veil this past year. We’re blown away by everything we’ve accomplished alongside our community and excited about the future of the game going into 2022!
Speaking of the holidays, since everyone on our team is in a festive mood, we put together a little present for our awesome community…
A great big sunny Hawaiian holiday thanks go out to the awesome members of our community who helped out with filming! Fluffy, Shadowflame, LazurusRising, KerryAnneKay, TSStechAngel, ClockBlockerX, Azshire the Great, Spitfire, CoyoteLoven, and TheRadRichard - we literally could not have done it without you guys. Mahalo!
We’re so grateful for our fantastic community, who continue to share all of their ideas, suggestions and bugs with us. We know our updates have slowed down a bit, but that hasn’t stopped folks from traveling to Maui to contribute and help make our game the best it can be.
Also, a big thank you to AnarchyHD for doing the narration for “Twas the Night Before Veilmas”. When we were imagining who we wanted to read our take on the classic, he was at the top of the list! Be sure to check out his channel for all the ways he catches cheaters XD
And of course, a special thanks goes out to our very own “eyes in the sky” aka Albert…aka the FRV Drone for taking time out of its busy schedule of 24/7 live streaming in order to be the principal camera operator for our holiday video.
Kickstarter Campaign
One of the most challenging and rewarding experiences this year was the Kickstarter campaign, which was not only fully funded but also unlocked a stretch goal for the community.
Again, a MASSIVE THANK YOU to everyone who backed the game!
Community-driven development has been our guiding principle since we started making this game 5 years ago. With Waves 2-4 happening in 2022, we know it's going to be even more important for us to stay humble and trust our community to lead us towards the game we all want to play.
The Kickstarter was a rollercoaster for us, and we were blown away by the support of our backers. We’re aiming for waves 2-4 to start early next year to open the doors for even more feedback and sharing of ideas.
Updates & Improvements
On top of the Kickstarter, we have been hard at work adding a ton of new features to Fractured Veil:
Thorcon Updates - It was a big year for the Thorcon as we moved one step closer to our final vision of this place being a living breathing town inside and outside of the hulk of this giant power station.
Vendors - Merchants and specialty shops can be found across the map.
MASSIVE Foliage Update - We completely redid our foliage system from the ground up, improving performance and deepening the harvesting experience. We added in over 90 different plants in the world that can be harvested for fiber and eventually other crafting materials. We are also one step closer to our final vision for tree harvesting as they now break apart in reaction to your axe hits, they fall down with physics and will very soon be harvestable while on the ground for different materials.
Crafting and Research Benches - The user experience and UI has been completely overhauled and all benches have 3 tiers.
Zones - The world is now broken up into 4 zone types, which we are keeping simple for now by assigning them a number of 1 through 4, with an extra special Zone 0 for the safe starting area.
Zone 1 is the single largest zone occupying roughly 40% of the map. This zone has normal strength enemies and a regular dispersion of resources.
Zone 1 is also, more importantly, a PVE only zone. This means that players cannot damage other players or their structures, nor can non-sieging AI damage player structures
Zone 2-4 are open PVP zones, meaning anything goes here. Enemy damage, speed, and health get buffed with each zone type from zone 2 onwards.
New Mutants - Boars, Veil Hounds, Kashas, & Green Snatchers added
Random Posters Spawning in Houses - The system allowing us to add in all of the submitted images randomly around the world in our houses is complete.
New Axes - We have doubled the number of axes used for harvested wood as we move towards a much deeper harvesting/crafting experience. Expect the same treatment on all of the other tools
New Weapons - Totem spear gun, Post-apocalyptic rifle are 2 new weapons that pack a big punch
Flare Gun - Not only is it invaluable for shining a light into the darkness but it also attracts the attention of nearby mutants and is a great tool for lighting things or people on fire.
Coconut Craftables - We are one step closer to an entire line of coconut based products with the introduction of canteens and grenades.
Tiered Totems and Offline Shields - Totems can now be upgraded expanding their inventory and unlocking better and better offline shields for raid protection
Construction improvements - We are so proud of our construction system and this year it got even better. We have more than doubled the number of pieces available with over 16 new roof pieces, windows in our round walls, and 1/3 round walls. The roof system is a huge update which even surprised us at just how much depth it adds to the building experience, as well as opening the door to bases degrading over time due to weather if not properly protected by a good roof.
Siege Improvements - Our siege system will always be improving but this year we made hundreds of fixes and updates to the AI pathing, the way they prioritize actions, performance and preventing them from getting stuck in walls. By popular demand, we have also added the ability for you the player to initiate your own siege to really put your defenses to the test.
Dungeon Updates - A lot of effort went into the level design of our dungeons with the greyboxing phase well underway. We are in the process of meshing-out and lighting these dungeons so expect 3-4 new underground areas to explore in 2022.
Character Customization - This was a HUGE system to get in as it blows the doors wide open for self-expression as well as roleplay, but more importantly we don't ALL Look the same! We implemented a world-class character customizer with more options than you can shake a stick at. It did require a massive rework of our animation system as well as many of our clothing and hair meshes, but the word on the street is that it was totally worth it.
Animation and Movement System - Our movement and animation system still has a looonnnggg way to go but it got a little better this year with transition states and momentum added to give some weight to your movement.
Offline Player Body Persistence - This one is a real game-changer as it was one of the final steps needed to deliver a true online survival experience. Players will no longer disappear when logged off, the character will go to sleep after a short while and remain vulnerable until they log back on again. Meaning you better have a safe spot to log off or else you might log back in to discover that someone has taken all of your SSHAM and dressed you up like Big Bob.
New Areas - A lot of work was done to the beaches and industrial areas, rivers were added throughout the map as well.
UI Updates - Wow, talk about a facelift! It's hard to overstate how huge this was as the UI permeates every corner of the player's experience. For the past 4-5 years our UI has been purposefully simple and as dull as possible as that makes it super easy to change as we add new features. However, now that we are in a much more stable place it was time to sit down and completely redo not only the visual design but also the UX of the entire game. So not only do things look different but how you interact with most menus has also been improved. The end result is a super easy to use, intuitive UI that finally exudes that Aloha Spirit you find everywhere else in the game.
Destructible loot and Corpse Pinatas - To liven up the looting experience we now have loot boxes that need to be bashed and all of our hanging bodies can now be popped if you fill them with enough arrows or bullets, raining down loot that you may want to clean before using.
Construction Destruction - When destroyed, construction pieces no longer just disappear, but will break apart and bounce around on the ground before fading away.
Dismemberment System - Headshots are now roughly 7593% more satisfying as you watch mutant heads pop with a gush and spurt of blood, showering anything or anyone nearby. Likewise, if the killing blow happens to land on a leg or an arm they will also pop off with a torrent of red.
Audio updates - We have the first draft of our audio concept video, which will guide our engineers for the next big audio pass. You can watch that below.
In Summary - It's been a HUGE year, absolutely crazy to think of everything that has changed in 12 short months and we couldn't have done this without the support from our awesome community. How awesome you ask? Here is a tally of all community-driven changes:
1,312 Bug Fixes (493 submitted by testers)
116 implemented user suggestions
What’s on the Horizon?
Veil travel - Adding one of the most ambitious features in our plans. Veil travel opens up the door to multi-server travel, allowing players to not only explore the island of Maui but a multi-verse of Maui's, each with their own unique treasures and dangers as well as different biomes to discover. This is also the key to allowing 100's of thousands of players to be online playing together at the same time.
Balancing PvX - Balanced PvX is a goal that we are probably taking more seriously than any other which is why we've held dozens of roundtables with 100's and 100's of players from our community as well as some of the largest clans. We aren't so arrogant to think that we have all of the answers for a problem that has plagued MMO's since the dawn of time but by engaging the combined wisdom of 1000's of players we have a lot of confidence that we can crack this nut without imposing arbitrary limitations on player choice.
Unreal 4.27 upgrade - For the past 2-3 years Fractured Veil has been running on Unreal 4.22.3, meaning that this upgrade brings with it all of the improvements and new toys of FIVE engine updates. Not only does this unlock enormous potential for optimization but we have some brand new systems that will translate a massive improvement to our weather, sky, ocean, terrain, rivers, VFX and foliage.
500 players per world - We still chase this mythical beast, one which very few games can claim. The Veil travel system and the engine upgrades are a big part of achieving these kinds of player counts, with our last stress test coming in around 200. Stay tuned for 2022's stress test as we load the server up with 100's of players to see where we need to optimize and improve to get it up to 500.
Quests - Our quest system was completed in 2021 and in 2022 we will be putting the time into writing out and designing quest lines. We have already had some great suggestions from our community and it won't be long before our first full length community created quest lands in the game!
Talents - One of the most requested features has been a full-blown RPG player progression system with Skills, Talents and Traits to buff players as well as granting them special abilities. We are happy to say that the underlying system work is done for this as well as the UI design and with any luck this system will be turned on sometime in the spring or early summer.
For more information, be sure to check out this "So the Kickstarter is Over, Now What?" update video below.
It’s been a crazy, awesome, year, and we’re looking forward to coming back from the holiday break to get cracking alongside our community in the new year.
From everyone at Paddle Creek Games, we’d like to wish you all and your loved ones a happy holiday season!
If you’ve been wondering what we’ve been up to the past month, we’ve covered a lot of it here: Plans For the Rest of the Year.
We focused so much on getting everything ready for the Kickstarter this summer that our team didn’t take any downtime. We’re all going to take some much-needed rest during the holidays but before then, we’re hard at work installing new software to the backend of the game which we think you’ll be happy about.
Up until now, our alpha testing group has been relatively small, so we didn’t really have a reason to think about how to combat cheaters in-game. But with more waves on the horizon and new testers joining us soon, it was time to take action. It’s also important to us because we know it will make the experience of playing the game better all around.
Joining other games like Apex Legends, 7D2D, Fortnite, and Dead By Daylight, our update next year will include anti-cheat tools to help prevent some of the root causes of cheating which means fewer hacking attempts and a healthier community overall.
The way Easy Anti-Cheat explains it, “The traditional mass–penalization approach does not deliver long–term sustainable results and only divides communities.” This means that there isn’t as much of a risk for privacy invasion as well. They take player privacy very seriously and developed software that helps us in our quest to do the same.
It also offers us a support team to make sure we can find and solve any issues that arise once we get testers playing in the new version of Unreal.
It’s the first step on a long road of updates, but we wanted to share that it’s the first one we took as it's crucial for the development of the game, but more importantly, the community!
We’ll be posting again in a few weeks with a look back over this wild ride of a year!
First and foremost we want to thank our great community once again for helping us reach our Kickstarter goal and unlocking a stretch goal. We couldn’t have done it without you and we can’t wait to show you how your support will directly impact the development of the game.
This was the first time we’ve done anything like this, bringing our game to a whole new audience and revealing our plans for the big features on the horizon like Veil travel, quests, and how we plan to balance PvEvP.
We were sharing a lot of updates during the campaign but with the holidays coming up, the end of the campaign, and the work we need to do on the backend to support all of our new players, we’re going to be heads down for a while. Here’s a video we made about the future moving forward and in case you missed it, here’s an update on the sounds in our game.
We really want to make sure that everything in the game is working well so that we can speed up the process of getting our backers in the game as quickly as possible. The sooner we can do this, the sooner we can get your feedback and the better the game will become.
Most of our efforts for the next few months will be spent upgrading the Unreal engine and doing the necessary server work to accommodate upwards of 2000 players, including server travel.
We are actually right in the middle of updating to Unreal 4.27, which not only gives us a noticeable performance boost but it also upgrades our interactive foliage system, new water dynamics, and a lot of other visual improvements, as well as squashing some of those pesky persistence bugs.
Lastly, we’ll be implementing our new security and anti-cheat systems as this is one of the biggest fears we’ve heard from our community during our Kickstarter Campaign.
We’re also building a shop on the website for everyone who missed the Kickstarter or wants to use PayPal. It's not quite open yet but soon you'll be able to help support the game by securing an Early Access key and getting invited into the Alpha / Beta tests.
Next we’ll be making the furniture and decorations unlocked in our stretch goal. We’re really looking forward to showing you the exciting new furnishing and decor options sure to make your base the envy of your neighbors and the mutants.
However, most of our efforts for the next few months will be upgrading the engine, server work, and making sure the game is on a solid foundation. The 4.27 engine update will also solve a lot of persistence issues and give us a performance boost. We want to make sure the game runs smoothly and you don’t have to worry about losing your stuff.
We should be finalizing everything with Kickstarter in the next few weeks (it’s taken us longer than we thought so thanks for being so patient), and then sending out surveys to all the backers.
We have a lot of work ahead but don’t worry, we’re going to do everything we can to open our doors to waves as soon as humanly possible. We’ll still be posting updates on our Discord and sharing progress shots all over social media, but mostly we’ll be keeping our heads down getting the work done to make Fractured Veil everything we know it can be. Mahalo!
Mahalo to our community for helping us reach our Kickstarter goal! The love and support you’ve shown us over the past weeks has been overwhelming and we couldn’t be more thankful, but the campaign isn’t over yet.
There's less than 24 hours left but that’s plenty of time to make one last big push to help us build the survival game we’ve all been dreaming of. We couldn’t have gotten this far without you. A huge thanks once again to everyone who helped us along this journey.
We wanted to make sure to squeeze in a few more fixes and improvements before the Kickstarter ended. Read below to see everything we’ve included in the days since our last update.
Updates and Improvements
Added vendor stalls and vendors to Thorcon area and updating lighting
Adding Locker room doors and contents to open lockers
Lighting update for thorcon areas
Added stone spiral stairs
Finished repair/refurbish bench UI and functionality
Disabled totems from unified chest looting
Removed shadow casting lights from some streetlights and point lights near the Thorcon
Fixes
Fixed bug where the 'Registering Team' screen was stuck when creating a team
Fixed some slider widgets becoming resized when moused over
Fixed AI causing an infinite loop crash when pushing other AI
Fixed a bug where items were unable to detect if they could be equipped in safe zones
Fixed recycling a stack of items not blocking interactions and allowing for duplicating items
Fixed collision not working for merged meshes inside the Thorcon
Fixed misaligned rivers in 3x4
Fixed the player inventory losing slots when swapping items
Fixed unequipping a clothing item into an overflow slot making that item forever invisible
Fixed repair count not being tracked for items inside repair benches
From day one we’ve been driven by the community and your feedback is vital to our development 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 for the game.
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
We can’t thank our community enough for helping us reach our Kickstarter goal! We’re overwhelmed by the love and support you’ve shown us over the past 3 weeks but there’s still 5 days before the end of the campaign.
Huge thanks once again to everyone who helped us get this far. We are so humbled and honored by the support you have shown us.
This week made a number of weapon and combat improvements, included a bunch of crafting and construction updates, and fixed a mountain of bugs that our testers reported to us. We’re also including some shots of the amazing bases our community built since our last update. Read below to see everything we’ve worked on.
Updates, Fixes, and Improvements
Weapon/combat Improvements and Fixes
Increased max uses on most ranged weapons
Increased Damage on Ukupoon by 25%
Increased Damage on Compound bow by 10%
Upped recoil on Ukupoon
Fixed issue where firing flares at a sleeping player in a PVE zone caused the player to disappear
Reduced accuracy when jumping/running with 1911
Reduced Extended mag ammo boost from 200% to 125%
Reduced max range of uzi and optimal range from 30 to 20 meters
Increased hipfire spread of M1A by 100% and damage by 50%
Added ADSAdjustSpread variable to guns
Jumping will now take 100 stamina
Crafting and Construction Updates
Minor increase to decay on pickaxes from 30 to 31
Bow craft time reduced to 45 seconds
Fixed duplicate attachment slot issue when upgrading construction attachments
Updated Coconut Shell text to explain it's a crafting resource
Fixed crafting machines allowing fuel to be used in non fuel slots
Fixed not being able to recycle containers and totems after they have been upgraded
Fixed research benches not working
Fixed area of 4x4 where players couldn't build construction pieces
Fixed players not being able to place a new totem in zone 1 after destroying their previous claim
Fixed crashes dropping/moving an item being recycled
Game Updates and Improvements
Enlarged Bananas
Repositioned consumables to fit into hand better
Decreased jeans cost to 10
Increase quest reward for buying jeans to 15
Implemented 30 second pause in draining food/water when you reach max value
Created separate vendors for various item types and placed in Thorcon
Smoothing out terrain in places to prevent players from falling through holes in procgen houses Merged all wooden wall pieces in thorcon into single mesh
Lighting update to Caves and Thorcon
Changed inventory context menu to right mouse button
The drone will now restart if it's pawn is destroyed for any reason
Fixes
Fixed issue with properly reporting death for inactive pawns
Fixed character customizer screen becoming squished after hiding the background
Fixed elevator music not stopping for some players
Fixed bug with disappearing items
Fixed handling of IsClientLoggingIn variable during client login, which caused the client to erroneously show the timeout message if the player successfully logged in but didn't join a server for 30 seconds
Fixed player-to-bank swapping persistence issue
Fixed players dying from dying of starvation or thirst while offline
Player Fixes and Suggestions
spitfire - Adjust crafting recipe for arrows
MoneyBagg - lower npc hp or raise up weapon damage
The1rishOne - adjust the head damage from Trophy Collectors
Logoes - Let us burn fiber, maybe a faster burn on it.
Kitski - Reduce the charcoal and sulfur cost of making ammo or increase the amount of ammo you get when you make it
1ceprime - M1A:Way too accurate from hipfire, More Damage in general, maybe higher headshot multiplayer on this gun too
1ceprime - Uzi: Extended Mag down to 30, 25 Meters optimal range and drop off from there, ADS cof way too tight
1ceprime - 1911: Jumping should reduce accuracy
IcyCaress - Character customizer screen becomes squished after hiding the background
blazemonger - Buying jeans are part of early tutorial but the price was raised to 90 RAI?
Ayka - Tutorial says to Build a Canteen, but what it means is build a Coconut Canteen.
Logoes - Sometimes, maybe every 8-9 hits when attacking a player wall the tool doesn't take damage from hitting the wall but still damages it
Omikron - Pressing "N" by mistake while just standing around will show your downed number, only way to get rid of it is by relogging
Fernando - Animals not moving
Logoes - Objects farther away have some pretty rough blur to them
Kyttaen - Mutant spawned/is stuck inside my foundation
Logoes - Game crash
Cr4zy4ce - Recycle gives materials back for non existent items
Mediocregamer67 - Animals spawning on top of cars
Fernando - I chopped a big tree and the cuts remained there after it went down and couldn't move freely on the spot the tree was
Jerel Phoenix/Reddthorn - Stuck in dying state
zzeinith - Stuck fox
Fernando - Ground materials showing up on column on toll booth
gunnbr - Bodies floating after base was destroyed
Logoes - Mutants not attacking during siege
Logoes - Cannibals spawning in base
TSStechAngel - Can't revive your party members who are knocked out
Reddthorn/Fluffy - Hair stretching out strangely
MJMPlays - Items disappearing after picking them off my body using hold F
Fluffy - Trunks opening strangely
spitfire - the global quest to kill mutants, timer ended and the server crashed
spitfire - Rabbit running is louder than deer running
Logoes/MJMPlays - Dying when I log in
Shadowflame - Stacked items and recycling are a little over-productive at times
MJMPlays - Unable to die after being knocked out by poison
Matt.j (moogobbler1) - Very slow load time when starting
MJMPlays - Part of foundation invisible and unusable
Fluffy - Spawning in stuck in god mode
Logoes - Can't repair or upgrade base
MostlyEvil - Safezone isn't safe u can fire at someone from outside the zone and kill them
LazurusRising - Floor issue prevents you from talking to vendor
Fernando - When i log in, my hair color is not attached to the hair itself
blazemonger - The amount of resources needed for a stack of 100 shells is quite excessive.
Logoes - Respawned trees can't be harvested
Shadowflame/MJMPlays - Tree and electrical pole coincide just outside of thorcon
Fluffy/LazurusRising - Some trees appear to be going down in 1 single hit
Logoes - When I get to the 'craft a canteen' quest, the quest system stops
Najo- Rain barrels staying empty
ClockBlockerX - Dying when logging out
Logoes - Game freezing
Baigs - Floating items around map
Logoes - Bob can't be killed with arrows. Burned through a compound bow and 2 other normal bows and 200 arrows just on Bob and he won't die
Baigs - Near the bridge to Thorcon (ocean side) sometimes you can walk/run across the water instead of swimming
liliumsouldem/DRWCFR - Once a totem has been recycled, it cannot be placed again
𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 - Pressing 'n' causes a variant of the "bleeding out" screen to pop up
MJMPlays - Game crashed when I upgraded a thatch floor to a wood floor
Watch Fractured Veil Gameplay Footage
We fought mutants with 1cePrime Spent some survival time with Mitauchi Explored the island with Ayka And looked at some amazing builds with the one and only StandardDamage
From day one we’ve been driven by the community and your feedback is vital to our development 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 for the game. Our testers came up with some truly amazing builds this week. Here's a look at some of the awesome new bases that sprung up on the island recently.
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.
A huge thanks to our amazing community - our Kickstarter campaign is 100% funded! You've blown us away with the love and support you’ve shown in these last 2 weeks. Thanks to all of you, we are one giant step closer to making Fractured Veil the survival game that we've ALL dreamt of!
We can’t wait to implement more of your great ideas and show you what we have planned for the future of the game. We took a poll about what you’d like to see next and that’s how we decided on our first few stretch goals, so keep your ideas flowing and let us know how we’re doing.
A large majority of you said that you’d like more options for personalizing your base and making your post-apocalyptic shelter stand out. When we hit this first goal players will have access to items which will transform your Hawaiian home away from home and feel more cozy.
We have some incredible momentum going here, so let's ride that wave all the way to the end and unlock even more amazing content by pumping up these Stretch Goals!!
Huge thanks once again to everyone who helped us get this far. We are so humbled and honored by the support you have shown us.
We’ve made a lot of updates to loot drops, improved the construction and crafting systems, worked out some more AI navigation issues and fixed a ton of bugs this week. Keep reading below to see everything we fixed and updated.
Updates and Fixes
Loot Improvements and Fixes
Added loot to ships and subs in the ocean
Replaced non loot corpses with corpse pinatas
Added loot spawners and water to cave boss room
Changed ammo and attachment drops to prefer less powerful ammo and attachments
Reduced spawn rates of SSHAM, canned food, clothing, and canteens
Rebalanced medical spawn rates to favor bandages syringes over medkits
Rebalanced ranged weapon spawn group to favor less powerful guns
Rebalanced tool spawn rates to favor stone
Adjusted big bob's weapon, 127, and rai spawn rates and quantities
Implemented dripping blood for hanging bodies
Fixed issue with corpses not being lootable
Fixed item skins not being loaded into items in containers
Fixed bank not being interactable
Drone Improvements
The drone will no longer leave its high zoom state early
Increased the amount of time between the drone's high zoom states
Fixed bug where the drone wasn't picking up AI
Construction Improvements and Fixes
Reduced Trophy collector head damage to construction pieces during sieges
Eliminated damage from non-siege trophy collectors to construction pieces
Increased decay to Hawaiian melee weapons from construction
Reduced damage from Hawaiian melee, bows, and pickaxe to construction
Fixed 'Hold F' message showing up for wall torches and lanterns
Fixed not being able to recycle totems properly
Fixed interacting with barricades opening loot menu
Crafting Fixes and Updates
Increased research and purchase costs for guns
Increased research, purchase and construction costs for hawaiian melee
Added support for multiple fuel types to campfires and smelters
Fixed players not being able to interact with the 127 converter and Thorcon smelter
Fixed repair bench and crafting bench being invisible in the Thorcon
Fixed bug where recipe events could cause the wrong research bench animations to play
Fixed broken Leiomano club recipe
Fixed holding F on crafting machines not starting them properly
Fixed research and crafting benches being ignored for persistence
Fixed recycle persistence issue
AI Navigation Updates
Improved how manually placed AI pawns activate
Adjusted the initial angle of the AI on AI pushing to reduce instances of the blocker being dragged along with the AI being blocked
AI that are blocked by other AI can now attempt to push the blocker in multiple directions to free themselves
Increased the velocity that AI push other AI with when being blocked
Sieging AI that fail to activate will now be automatically cleaned up and replaced
Reduced how quickly AI blend in their lower-body movement animations to prevent AI excessively shuffling their feet around when being pushed by other AI
Fixed AI being blocked by overlapping components
Fixed AI attempting to use navigation requests that were canceled
Fixed AI stutter-stepping when receiving partial navigation paths
Fixed AI becoming permanently stuck if they failed to generate a valid path twice in a row
Fixed melee AI not returning their correct focal point in all movement scenarios
Fixed a bug where AI were accumulating velocity while attacking movement blocking actors
Fixed a bug where ranged AI would occasionally spin in circles while standing still
Game Updates
Updated rivers across the map
Added lights around bank
Increased light intensity and range for cave tikis
Stackable items on the ground will now auto-merge with items nearby
Improved replication and client performance after many trees have been cut down
Improved distant scene fog, saturation, and color balance
Improved foliage distance field settings
Increased clothing costs
Fixes
Fixed interacting with the sleeping bag bringing up the container menu
Fixed interact progress bar being too small for the canteen
Fixed material on glasses
Fixed foliage not respawning
Fixed respawned foliage not taking damage properly
Fixed inactive players taking damage in PvE zones
Fixed Thorcon Stall Props texture issues
Fixed radar icons not working after actor deaths
Fixed players being able to damage each other with flares in PvE zones
Fixed auto-sort button breaking persistence
Fixed the Siege Manager's 'random siege chance' properties getting overridden on start-up
Fixed a bug where sieges could be forcibly started on bases that did not have a valid totem
Fixed bug where hitting Alt-F4 before next condition update fires caused the server to skip the update
Fixed bug where pressing N while not knocked down caused the 'dismissed knockdown' dialog to appear
Watch Fractured Veil Gameplay Footage
We spent some time thriving with MarkeeDragon Went into the darkness with Omnikevfka Went on a morning run with Ettnix And of course some survival time with KangGaming
From the early days, we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Our testers also put together some amazing builds (including a Hawaiian hot tub) while exploring the map, here’s a look at some of our favorite shots they shared this week.
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
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.