Fractured Veil - samzenpus
Aloha, Thrivers!

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!

More About Fractured Veil

















Dec 3, 2021
Fractured Veil - samzenpus
Aloha Thrivers!

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!

Fractured Veil - samzenpus
Aloha Thrivers!

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!




Fractured Veil - samzenpus
Aloha Thrivers!

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
  • Fixed sleeping bags not persisting

Watch Fractured Veil Gameplay Footage

We had some fun exploring the island with tashnarr
Survived with darkosto and OnlyBentley
And looked at even more amazing builds with StandardDamage

Don’t forget to check out these videos from
BigfryTV talking about survival
running around the island with eNtaK
And some laughs with Anarchy HD.



Community Spotlight
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!

More About Fractured Veil






Fractured Veil - samzenpus
Aloha Thrivers!

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

Don’t forget to check out these videos from
BigfryTV talking about survival
running around the island with eNtaK
And some laughs with Anarchy HD.

Community Spotlight
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.

More About Fractured Veil













Fractured Veil - samzenpus
Aloha Thrivers!

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


Don’t forget to check out these videos from
BigfryTV talking about survival
exploring the island with eNtaK
And some laughs with Anarchy HD.

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. 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.

More About Fractured Veil





Fractured Veil - samzenpus
Aloha Thrivers!

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.

Our friend and longtime supporter Sajón Arco returned to explore Hawaii (In Spanish)

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!

And for French speakers, @Dr_Horse played for the first time!

We also spent some time with TangoTek and Br0dyman.

We had a blast building with The Late Shift featuring BurkeBlack and CrReaM

And a run through the jungle with AllFunNGamez

Don’t forget to check out these videos from
BigfryTV talking about survival
exploring the island with eNtaK
And some laughs with Anarchy HD.



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. 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.

More About Fractured Veil



Fractured Veil - samzenpus
Aloha Thrivers!

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
  • Fixed vendor bounds issue preventing proper interaction traces
  • Fixed floating hair on dead bodies
  • Fixed not being able to loot corpses
  • Fixed not being able to open the 127 converter UI
  • Fixed clothing vendors not being interactable
  • Fixed eating a coconut not granting a coconut shell
  • Fixed totem UI not updating upkeep cost or time
  • Potentially fixed a bug where Green Snatchers were unburrowing in a location that got them stuck
  • Fixed a bug where Green Snatchers would unburrow and then immediately burrow again without attacking or being alerted by a fire
  • Fixed performance issue in the Throcon due to lights casting dynamic shadows
  • Fixed bug where players couldn't use the jump key while on ladders to get off
  • Fixed a bug where ranged AI were unable to properly predict movement velocity if the velocity had negative values in it
  • Fixed the 127 Detector floating between the player's legs
  • Fixed coconut canteen alignment in third person.
  • Fixed skar weapon animations having the mag visible on the floor in third person
  • Fixed crash when clients would receive quest information before being fully loaded
  • Fixed bug where multiple key bindings were set to LeftAlt
  • Fixed arms bending into the torso for multiple animations in third person
  • Fixed ukupoon not playing sounds
  • Fixed jumping animations cancelling attack or reload animations
  • Disabled actor pushing from large fallen trees to fix a severe performance issue that could occur when performing overlap checks

Watch Fractured Veil Gameplay Footage
If you missed the action live this week, watch us have some fun with these fine folks:
Playing with 1cePrime
Our time with skinnedteen
Celebrating our Kickstarter launch with StandardDamage
Building with SajonArco
Surviving with j0hnbane
And check out these videos from
BigfryTV talking about survival and
exploring the island with eNtaK.

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. 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.

More About Fractured Veil






Fractured Veil - samzenpus
Aloha Thrivers!

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

Watch Fractured Veil Gameplay Footage
If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva
Building bases with NerdParade
Our time with StandardDamage
Exploring with SteelRain27
Our stream with Rockzillah
Playing with Mammoth
A streamer party featuring wak4863
Derbee02 FireSpark81 and BlinkBlinkGames
Our adventures with The Flagship including BadNewsBaron, MikeTheBard, DeejayKnight, Smashley, DanieltheDemon, and skinnedteen

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

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.

More About Fractured Veil




Fractured Veil - samzenpus
Aloha Thrivers!

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



Watch Fractured Veil Gameplay Footage
If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva
Building bases with NerdParade
Our time with StandardDamage
Exploring with SteelRain27
Our stream with Rockzillah
Playing with Mammoth
A streamer party featuring wak4863,
Derbee02, FireSpark81, and BlinkBlinkGames


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.

More About Fractured Veil

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