Alpha Keys for Wave 2 backers of our Kickstarter campaign will be sent out Monday and we couldn’t be more excited! We know this wave took a little longer than expected but we’re overjoyed to finally open the game up to the next round of players. We'll be hosting play sessions next week to get their initial impressions, gather feedback, and answer any questions they might have. Keep an eye on our Discord for specific times and dates.
Wave 1 backers were a great help testing the game and we can't wait to show off the latest updates to Wave 2. This is one more giant leap toward getting all of our backers in the game including wave 4 (hopefully by the end of the summer). This will be the biggest wave yet and with their help, we plan on having the servers ready for even more players struggling to survive and exploring our version of Maui soon.
The persistence bugs may have delayed Wave 2 a bit but our testers were a huge help in finding all the issues slowing things down. We stayed busy adding new features and content for the newest group to enjoy as well. Here’s a look at the new stuff we’ve added and the biggest list of player-reported bug fixes we’ve ever had.
New Construction Pieces
We added some new roofs and rounded construction pieces in the last update but we’ve added even more recently, including all the materials that you can upgrade your base with.
For everyone who likes a more traditional look to their base, upgrading to wood might be right for you.
If you are more concerned about security or just want a more castle-like look try upgrading your base to stone.
Finally, if you got the time and resources nothing keeps the mutants out like upgrading your base to metal.
No matter what materials you decide to build your base out of, the new rounded pieces and roofs will open up a lot of creative designs options for everyone.
Underwater Improvements
In addition to the lighting and DOF improvements, we added recently, lots of you told us that we needed some sort of air indicator while you were swimming underwater. So we added this O2 meter to show exactly how close you are to passing out and drowning sounds to help reinforce the message when it’s time for you to come up for air.
New Harvesting Equipment
We added some great new tools to help survivors gather the resources they need to build bases and craft weapons and gear.
The scrap pick may look a little unwieldy but it makes banging on rocks a pleasure.
Next, we added a rusty hatchet.
The gear head ax is great for bigger trees and just looks cool.
Lastly, we’re showing off the felling ax, a great tool for clearing land and adding to the woodpile in a hurry.
Backend Updates
We've updated the persistence backend. The recent engine upgrade offered us a lot of new systems and features to make FRV better but it also opened up a lot of persistence issues. After a lot of hard work from the team, we finally have a brand new persistence and backend service layer that is reliable, making sure your hard-earned loot and gear stay yours. This is our second major step toward having multi-server travel in the game.
Bug Fixes
As usual, our amazing testers have tracked down over 160 bugs since our last update and we couldn’t be more grateful for their help in making the game ready for wave 2. Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! Here’s a list of the fixed bugs that our players found.
CoyoteLoven - I have two construction tools in my inventory that have been there for two days now. I can not recycle them, move them or select them for use.
spitfire - only when fresh installed game. the cursor don't line up when changing graphics settings
D3coy - Can't harvest stone
Logoes - Mutant density bug
CoyoteLoven - Weapon attachments disappearing
spitfire - Placing torch produces double place sound
Kyttaen - Crafting makes double or none of the item selected
cywraith - After server crash noticed 2 gun/ammo issues. Shotgun showed 16 shells loaded. When fired it would go to 15 then immediately back up to 16
spitfire - After crash I lost ALL my researched items
ItsTom - trees spawning in the middle of the foundation
Logoes - Full inventory bug
writeplace - Respawn penalty icon stuck on screen
KerryAnneKay - Visual bug when chopping down some coconut trees
MJMPlays - Landscape and item floating bugs
Baigs - screen stuck when harvesting
TheRadRichard - Truck, Bridge, Road is bugged out on the south collapesed bridge
Logoes - Fence on SW side of thorcon is a bit out of place
Logoes - Watercatcher is partway in the ground and needs to be raised
KerryAnneKay - floating items
ClockBlockerX - Destroyed structure under building, but it's busy just floating there
Logoes - roof symbol in build menu is a doorframe
TheRadRichard - during a server dc/crash when server came back up, items stored inside small and large chests, totem, research and crafting benches disappeared entirely
Logoes - Bridge not quite connected to pavement
CoyoteLoven - my entire base is gone along with all the goodies. My personal inventory is a jumble and there are items scattered around that I did not own.
Nicholi - stuck on load screen when trying to join with new character
MJMPlays - sleeping bag names are not kept after you die.
FernandoPT - Missing foundations in base
CoyoteLoven - Mutants stuck on top of trucks
KerryAnneKay - I put 127 and Rai in 127 Converter. I gained energy in the menu on the right side of the UI. However, my inventory did not gain energy.
CrimsonCrusher3 - while riding up the elevator to the top of the tower you are unable to use med packs because it considers you moving
Hop - unable to harvest dead deer with pickaxe
Maashadar - Yesterday I had the drone music following me around but the drone was nowhere in sight
cywraith - trees respawn in areas where base is built.
spitfire - drone feed overlooking ocean is messed up... shows no water
Ferdinandus - Thrown weapons that make contact with enemies become super sized when you die/leave replication range and come back to collect them
Kitski - bugged body after death
TheLefty2319 - drowning mechanic needs some work
Kitski - Mutants are spawning under my bases during seige
Ferdinandus - when opening the totem inventory, the smelter one pops up.
Ferdinandus - when using the upgrade tool to upgrade a wood foundation to stone, the next wood upgrade doesn´t switch back to the amount of wood but remains with the stone one.
Ferdinandus - every time I switch Graphics settings the game crashes
Logoes - The bank doesn't appear to be working for rai
Kitski - floating cloning tables bug
Logoes - random floating sleeping bags showing up in house
Kitski - Some house items (torches for example) are briefly doubled upon placement
Logoes - crafting cloth doesn't work correctly
Ferdinandus - cars, boxes, lightposts underwater
Kyttaen - crashed while chopping a tree with a hand axe
gunnbr - After dying of thirst, I respawned back at Thorcon, but now the "You are incapacitated" message is stuck on the screen and I can't get rid of it.
MJMPlays - after cutting big trees, they respawn fast but they are a 1 hit cut and give back no wood
MJMPlays - canned food should be giving trash metal
[CRSD] WyzeSage - crafting more than 16 items will not create more than 16 items, but will consume the material for crafting the amount originally selected to craft.
[uRxP]Bigaho - Water catcher can be placed clipping into a foundation. You can drink from inside the building
Polarbear - Icon hand on the craft table
Tempus Thales - when it rains, it pours literally. House with stone and metal construction leaking
spitfire - stuck in the bark of the big trees
Polarbear - Mutant wave raid, spawn to my base
LoganIsPG - Invisible rock
Jester429 - tree damage from chopping not showing when close to tree
Logoes - base loading in piece by piece
Colt - when trying to refill canteens at a water catcher it will take all of the water out of the water catcher and not fill the canteen
gunnbr - seige mutants getting stuck
Logoes - Cant use the research bench at all
MJMPlays - key changes in settings are not kept after logout/login
KerryAnneKay - Pistol won't fire
Ferdinandus - vegetation not showing up
Bleepingelf - item descriptions wrong
Logoes - Bodies covered in table cloths
ClockBlockerX -sleeping bags and campfires not disappearing after server wipe
Gaming News Hub - when chopping down one of the bigger trees after you chop it down and try to run through where it was originally at it blocks you like the tree is still standing
Spireblast - Missing/floating rocks
Kyttaen - I became encumbered and my leg splint appeared on my leg again
Kyttaen/Logoes - Missing items after crash
DRWCFR - When playing on certain resolutions. Whether windowed or not, it cuts off a portion of the playable screen.
Logoes - When you finish the quest to craft a sleeping bag it says it gave you 10 rai, but inv was empty
Najo - There is a bug with the canteen: when I move them in the chest, they multiply.
Baigs - door places wrong
MJMPlays - rain showing inside the houses
MostlyEvil - when reloading pistol sometimes it will not reload
MJMPlays - upon login this morning I have no longer my pants on
KerryAnneKay - When chopping down the largest trees, the damage graphics do not appear on the tree but a layer above it.
Logoes - Logged in and no doors on my house anymore.
blazemonger - disappearing chests
MJMPlays - hit of the hatchet on the tree are showned far from the tree
MJMPlays - The 127 converter does not take account what you have in your inventory and on the bank.
KerryAnneKay - couldn't move stuck in godmode
Kitski - If you see food items on the ground and choose to direct eat instead of eating from inventory or menu bar, it will not boost your food meter.
TSStechAngel - hidden totem preventing building
MostlyEvil - sometimes after replacing triangle blocks - does not connect to totem
ClockBlockerX - logging out on first floor of any structure in the game will result in "mysterious circumstances" death upon logging back in
Baigs - Sleeping players have all become a default body
ClockBlockerX - Shotgun requires that you fully reload it before you can fire
spitfire - center of the map is a big no build zone
undelek - If you put stacks on the smelter it start to drop them on the air
[uRxP]Bigaho - While running, if you pull an item from your inventory to the ground your character will stop
writeplace - crack in the terrain
cywraith - shutters were not able to be upgraded or recycled
spitfire - forever falling animation on fence
Tempus Thales - The public Crafting smelter spits out charcoal but not ore
spitfire - floating foxes
Bain - invisible loot boxes
Kitski - Large Chests are bugged, will take resources, but tell you you do not have enough resources
Kitski - Black screen after logging in
Kitski - Safe zone not safe
Kitski - Can't find body after death
Jester - Twisty body
Acro - the "Downed" notification pops up in the middle of the screen remains and does not disappaer
Baigs - water containers are bugged
Lycanroc - tree minigame marker disappears when the marker is really low to the ground
writeplace - crack in terrain
Hop - won't stop panting
Logoes - energy disappeared
Loup - When building a base torch, it cost 40 wood. But when crafting one from your backpack, it cost 50. So disassembling a base torch to get a torch back, cost less than building one from your bag
jakesrevenge - while swinging a weapon when you push z and z again your character continues to swing automatically.
Ferdinandus - car trunk opening the wrong direction
StandardDamage - Foundation decay bugs
ClockBlockerX - Holosight does not work w/ Shotgun.
Jerel Phoenix - can not recycle or remove the barbed wire, spike, and concrete barricades.
Baigs - Energy disappearing
Baigs - Rai vanishing from chest.
Logoes - researching guns doesn't seem to work currently
Mrbathsalts - Car hatch bugged
MJMPlays - floating terrain
MJMPlays - randomly respawing items
Colt - Seems to be a graphical glitch after zooming in with your pistol in Thorcon Dungeon
ClockBlockerX - Accessing 127 Converter in Thorcon causes instant server crash.
TSStechAngel - I was having trouble hitting F to drink water
Jasteron - water catchers emptied on server restart
ClockBlockerX - Cannot snap curved roof tile to curved half wall or two curved half walls stacked, but can snap to full curved wall
Acro - sleeping bag has either short or no respawn timer
Logoes - Roof tiles should ideally have the same support as floors and walls
KingPin - generator sound with missing generator in middle of woods
[uRxP]Bigaho - when placing L shaped stairs on the 2nd story above and next to another set of L shaped stairs and a rounded floor next to it, you get an extra snap point not intended.
Drag0n - 3.08 ammo shows as 9mm in discription window
spitfire - torch won't drag to replace something in tool bar
writeplace - able to get stuck and trapped in/on the vendor
Tempus Thales - Cannot upgrade walls or floors if they have overlapping content like campfires or stairs
Hop - climbing is broken
cattamer123 - stuck in thorcon
Kitski - You cannot upgrade wall torches into lanterns
Kitski - Rai Bank is sometimes just magically emptying its self
Ferdinandus/Mrbathsalts - Items stuck in tree
Kitski - Water Catchers take hilarious less damage than building pieces from Siege
MutantCleverAlias808 - Stairs bugged
Shadowflame - Third wall construction is not consistent, all but thatch match a full height wall HP
Baigs - Logged in nekked and empty inventory
KerryAnneKay - House was fully upgraded with windows and doors. Logged in and two doors are missing as well as most of the windows
ClockBlockerX - When deconstructing windows, visually in the game it only shows wood being returned, even though wood and steel is returned when recycling
Gaming News Hub - was randomly walking around the inside of my base and got thrown under the map
Mediocregamer67 - clicked to check out vendor, when i clicked on crafting bench i fell thru the screen and i am stuck now
MJMPlays - 127 disappearing
Polarbear - stuck in water barrell
𝑨𝒛𝒔𝒉𝒊𝒓𝒆 𝒕𝒉𝒆 𝑮𝒓𝒆𝒂𝒕™ - Character color appears different when inside the Thoricon
[GOONS]RedBearded - Rai Bugs
Kitski - About half way down the comm tower zipline, the character models will begin to enter their falling animation over and over
Kitski - Phnatom POI on player map
Ferdinandus - painted road line on the tree
Ferdinandus - lamp is the the middle of a road intersection and misplaced tree
icym - corpse diappeared
Logoes - Odd visual effects swimming
MJMPlays - Chest eating items
Ferdinandus - Disappearing foliage
Mediocregamer67 - when putting up a windowed wall and inserting glass, boards or shudders you have to take the main wall out.
Twerlinger - turbine sunk into ground
DRWCFR - No sound when harvesting deer with killet.
Logoes - Jumped into shallow river and was stuck under the river terrain and not able to move
Logoes - My build area around the totem is gone
blazemonger - many inventory bugs
Cr4zy4ce - Terrain smoothing issues along river
DRWCFR - Player logging in a "Crouching" mode
Logoes - Not sure how but I unlearned recipes
knullrufs - woke up outside of my house
CoyoteLoven - Can't open chest without being logged out
KerryAnneKay/Kyttaen - Indestructable stair cases/can't be recycled
The Kickstarter campaign was an amazing experience for us and we can’t thank our backers enough! Your support allows us to speed up development time and take on a number of big projects that we've been eager to build all at once.
Since the campaign ended we’ve been mostly heads-down working on our first major update of 2022 and it’s a big one! We’re hitting the ground running with an engine upgrade, a complete overhaul of the landscape and foliage, weather and world updates, and tons of backend improvements that increase performance and lay the groundwork for players to travel between servers.
We’re really excited to share everything we’ve been building over the past month and welcoming wave 2 of our Kickstarter backers to the game very soon. We take a lot of pride in being a community-driven game and are thankful beyond words for your help and ideas. We couldn’t do it without you and look forward to making Fractured Veil even better with your continued support.
Here’s a look at everything we’ve done since the last update.
UE 4.27 Upgrade
Fractured Veil has been running on Unreal 4.22.3 for the past three years so this upgrade is huge! Running 4.27 opens up all the improvements and features of five engine updates. Along with integrating Epic Online Services and Easy Anti Cheat to ensure that everyone is playing on an even field, these engine improvements will make the play experience even better.
We’ve just begun unlocking the huge optimization benefits and new systems that will allow giant leaps forward to our sky, weather, water, terrain, foliage, and VFX. Along with the performance benefits, players will notice the world and terrain improvements right away while we continue to optimize and integrate the new features 4.27 offers us.
Foliage Refactor
The foliage improvements are probably the most immediately noticeable update to the game. Trees are fully interactable with the wind, look more realistic, and are more performant. We’ve added foliage that can be harvested for resources (just fiber for now), and we are working on changing up the density of the jungle.
Following the roads and trails may be the quickest way to move across the map but they don’t offer much cover and open players up to ambushes with long clear shooting lanes. We want the jungle to be an option for those willing to take a little longer and encounter an occasional natural danger without running a gauntlet of opportunistic players.
Level Streaming and Management System
We’ve created a level management system that gives us much quicker iteration times when it comes to world-building and streaming. This allows us to split up maps, group them together, manage LODs, and add custom streaming rules for different sub-levels and dungeons.
Basically, this gives us the ability to create custom worlds for players to travel to and unique dungeons to explore much more quickly than before. Many of you have told us how much you enjoy exploring and this system allows us to create forgotten and foreboding places for players to explore and loot in half the time.
Construction Improvements
Forget laying another floor over your head to enclose your base, we’ve added roofs to the construction system. Players will find flat, triangular, and round roof pieces in their build menus now. Not only does this open up a whole new level of creativity to your builds but it allows new options when it comes to the wear and tear the weather can do to a base if you haven’t added a proper roof.
We’ve also added better construction piece snapping to make building faster and easier. In addition, placing construction pieces (just foundations for now) will destroy any foliage that overlaps it. This should put an end to plants and trees poking up through your base and open up some areas that were harder to build on.
New Weapons
Players will find a couple of new ways to fight off the hungry hordes.
The first is a totem speargun. What it lacks in speed it more than makes up for in damage.
The second is a DIY post-apocalyptic rifle.
It may not be the most beautiful firearm available but it definitely packs a punch.
World Improvements
Lighting Update
We’ve made some big improvements to the environmental lighting making a day, or night, of survival in Lahaina look a lot more realistic.
We also adjusted the light level of nights and the brightness of the moonlight to make it a little easier to operate under the cover of darkness.
Landscape Update
We’ve made some improvements to the depth of field system and like the foliage, we’ve reworked the landscape materials, puddles, and grass types to make the world look more realistic and improve performance.
Water Update
We’ve removed the old water system and taken advantage of the improvements available to us with the engine upgrade. This has improved the swimming mechanic, increased performance and along with the depth of field and lighting updates makes for a beautiful dive underwater.
Sky and Weather
It’s not just the land and sea that got an overhaul. We made some big improvements to the sky as well.
We’ve made the sky that famous Hawaiian blue, improved clouds and rain, and implemented new heavy fog perfect for covering escapes or hiding to ambush other players.
Altogether these improvements should increase performance, make the game run more smoothly, and provide a much more immersive experience.
Behind The Scenes
New Server Setup/Backend Changes
We have refactored our backend service and database layers, optimizing and decentralizing things and building a global deferred updater. Put simply this will allow for more players to be in-game playing at the same time, getting us closer to our goal of 500 players per world.
We’ve found and fixed over 260 bugs so far with all the new updates. As usual, our amazing testers have helped us track down some of the biggest and we couldn’t be more grateful. Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! Here’s a list of the fixed bugs that our players found.
Gaming News Hub - Minimap does not show the player position sometimes
Jester429 - 127 detector showing at feet when equipped
MJMPlays - Recycled materials can't be used to craft
Logoes/Kitski - Continuous sieges
ClockBlockerX - Flipping an offset doorway wall via middle mouse button does not permit you to walk through it, even though it shows an opening.
MostlyEvil - Wall not connected to totem after replacing
1ceprime - After server crash, was unable to reload SKAR. Had ammo in inventory, would play reload anim, but wouldn't reload the ammo
MJMPlays - Can't repair base
ClockBlockerX - Cannot walk up a section of stairs. Can remove stairs, and walk through, but cannot walk upstairs when I replace the item.
Ferdinandus - Rain coming through the bridge
AUSelite86 - Rain showing up on floors inside buildings
liliumsouldem, TSStechAngel - Fixed DOF settings not staying as selected
Logoes - Fixed weapon reload animations
ClockBlockerX - Shotgun shows holo sight even after it has been removed, does not show old reticle even after removing it.
Jerel Phoenix - Mutants moving through barb wire
KerryAnneKay - Disappearing campfires and smelters
ClockBlockerX - You can walk through glass in the Thorcon
Colt - Unable to access totem
DRWCFR - Totem won't recycle
LazurusRising - Ability to drink soda on pickup does not work
Cr4zy4ce - The craft bench does not properly show required craft items to craft an object.
Kitski - Invisible door in base that can't be interacted with
ClockBlockerX - Random door appeared in my build after patch attached halfway up a solid wall.
blazemonger - Chest disappears after character deletion
KerryAnneKay - My foundation was upgraded to full health when I logged out last night. When I logged in they were back to default installation values.
wisty-beth/blazemonger - Logged out inside house, logged in outside. Missing shirt, axe, rye, antibiotics, ssham, and totem is empty. Totem is still basic and has not been upgraded
MJMPlays/Kyttaen/Logoes - Totems and upkeep not working correctly
Logoes - Can't complete crafting bench purchase at vendor
Najo - Arrows disappearing after logout
MJMPlays - Missing items from inventory and bank
LazurusRising - Loaded in to an encumbered character with nothing in inventory
Turt Renolds - Clothes changing design after logout
2021 was a really big year for Fractured Veil. We added a ton of new content and features and invited the first wave of backers from our successful Kickstarter campaign into the game. Being such a community-driven project, we were blown away by the love and support from you all.
We plan on riding the momentum this year with huge goals like introducing Veil Travel, upgrading to Unreal 4.27, bringing in 3 more waves of backers, and introducing skills and talents to the game.
With our first big update of the year just weeks away we thought we’d give you a sneak peek at some of the new construction pieces we’re adding from the initial concepts to the finished designs.
Thatch
We’re really proud of the work we’ve put into the construction system and the improvements we started last year are just about ready to roll out. 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.
Wood
We’ve added triangular, flat, and curved roof pieces in different building materials that allow some amazing customization options for base building.
Stone
In addition to providing another layer of depth to the construction system, adding roofs opens the door to bases degrading over time if not properly protected from the rain and elements.
Metal
We can't wait to see the bases our talented builders come up with once these new pieces are available in the game!
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.
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