Since the last update, we have been working nonstop on your feedback, prioritizing performance optimization for Early Access so that the game runs better and smoother. While this might slow down the implementation of some cool features, we all agree it's the number one thing we have to focus on right now. We've got the whole team working on it.
Since building with your friends and running around the island killing mutants (or other players) is a core part of our game, we want it to be accessible to more PCs across the board.
In this month's update, we're going behind the veil and chatting with some of the folks on the team to hear what they have been working on!
First up is Sam, our amazing Director of Media who is the creative genius behind to our new trailer!
Behind the Veil
Q: Hey Sam, can you introduce yourself to the community and tell us the single thing you are most excited about the game right now?
Sam: Hey everyone! I’m Sam Steffanina - a lifelong content creator and gamer. I’m insanely excited for everyone to see the trailer we’ve been working so hard on and for the emotes that are being implemented. Giving people even more ways to express themselves in this game is what makes it special to me.
Q: So, in the last few months we have started working on the new trailer for Fractured Veil. How do you go from the idea to actually making the trailer?
Sam: Taking a step back and looking at what makes the game unique is always step #1. We have such beautiful scenery and such creepy horror elements. It’s a great juxtaposition to build from and I think people will see that in the trailer. I hope it shows all the most exciting and enjoyable parts of the game.
Q: In the Marketing Team we talk a lot about “Kill, Chill and Rebuild” being the 3 pillars of Fractured Veil. Can you tell us more about the role of those 3 pillars in the trailer?
Sam: Killing… well that’s pretty obvious, you’ll see plenty of that. Chill is represented by the beauty and exploration, and rebuilding from the aftermath of what our island's inhabitants do to the things you’ve built can be both quite stressful or relaxing depending on the time of day, hahah.
Q: Can you share a very cool shot with us?
Sam: Absolutely!
Surviving Together
Fractured Veil is all about playing together and making new friends. One of the features that will allow just that is our Quest System.
In this section we speak with Ryan, our Project Manager, and Rob, our team Lore Guide, who has been working on the story for the past 7 years!
Q: Quests are a vital part of Fractured Veil. They introduce new players to the world and help them move the first steps in the game. What are the main changes being worked on this system?
Ryan: The team is currently working on revamping the way our quest system works to include multiple types of quests. Currently, our system allows us to check for just a few conditions such as checking if you built something or if you have obtained a specific item in your inventory. Once we are done expanding these, we’ll be able to track a multitude of game actions, allowing us to start building more complex quests that go beyond the tutorial ones. Another interesting system is our shared quest system. While it won’t be ready for Early Access, one of our priorities is that players can share quests and progress, and get equally rewarded for completing them.
Q: I'm aware we won't have too many quests at launch, but what's the plan for after Early Access? Ryan: Our goal for early access is to have a full starter quest line to help with on-boarding, as well as some quests available from NPCs. Later, players will be able to discover hidden locations, explore dungeons, learn cool features that might not be that obvious, and uncover clues about what caused the Fracture and the end of civilization.
Q: And speaking of the fracture... Rob can you introduce yourself and talk a bit about your work?
Rob: Hi I'm Rob Rozeboom and I wrote the story for Fractured Veil, and work on integrating the lore into the game. I make sure we are incorporating as much Hawaiian vibe into things as possible, especially the harvesting and crafting systems, by using authentic island plants and resources. You can find bits of the story from recovered emails, newspaper archives, and found journals on our website. https://fracturedveil.com/story/ When I’m not compiling lists of native plants or uses for mutant body parts, I help out with marketing.
Q: What are you working on right now, and is there anything cool you can share with us? Rob: Right now I'm helping to finish up some of our dungeons, making sure that they follow storylines and have a few neat surprises, expanding our crafting system to include more items and more ancient Hawaiian uses for native plants. As far as something cool to share goes… let's just say that players are pretty close to being able to spend some lazy survival time harvesting the bounties of the sea. So stock up on bait!
Q: When can we experience the story you have written in-game? Rob: Up until now a lot of our focus has been on performance and game mechanics. While we'll always be working on those things, we're in a pretty good place now and can start expanding out to include more lore and story elements in the game. I’m excited to see more buildings, forgotten places, and mutants pop up for players to loot, explore, and survive soon.
Expanding the world
Q: Back to you Ryan, How is the game world changing right now? Anything exciting the team is working on you'd like to share?
Ryan: There are plenty of structures and points of interest that we are rebuilding and expanding, some of these are the Armory and Veil building areas. The rest is more performance-related and art for the moment. We’ll share more when the time comes!
Q: The world of Fractured Veil is always changing, what can people expect to see soon after Early Access?
Ryan: I’d say the thing that most people will notice is just “More” being added to the game. We have plans about adding AI settlements and interesting places to explore. While the game world might be less populated during the first months of early access, we expect it to be filled with structures and interesting loot-filled places sometime after that. Our plan for the game is way bigger than that, new dungeons, new biomes and even new features like fishing are on the horizon, but they will take time to arrive and at the moment it’s pretty hard for us to foresee what our priorities will be after early access.
Improving Performance
Q: Last but not least, as we said performance is playing a bigger part of what we are doing and working with a limited amount of resources and a very small team can make things a bit complicated. What are we doing to tackle performance?
Ryan: The good news about performance is that we have identified many improvement opportunities so it will get significantly better over time. As per what we are doing right now, the main focus has been Nanite. Most of our assets are currently being converted to support this UE5 Tech, and with that process, we also have to check that everything is working correctly again. Stuff like transparency and textures end up being glitchy or not working at all, making that process a little bit more complicated. Another improvement has been generating HLODs and moving our Dungeons to their own dedicated server and level so that players don’t have to load them unless they are on them. That’s obviously just the tip of the iceberg, we’ll share more in the next updates.
Squishing Those Bugs
Q: Hey Brandan, can you introduce yourself and tell us a little bit about what you do? Brandan: Hey! I’m Brandan Abbott, a huge survival game fan that has racked up more deaths in the genre than I’d like to admit. I’m the lead QA on Fractured Veil and I'm a bridge between the development team and the players. I’m responsible for managing and guiding the testing process, ensuring issues are identified and tracked. I also collaborate with the dev team to prioritize and address critical issues through patches or updates. I routinely play and work with the community to gather player feedback and suggestions to communicate to the team to make sure their voices are heard.
Q: Games have bugs, but I feel not everyone knows how many get fixed for a game our size. As we get closer to early access, what's the number of bugs we have fixed so far? Anything cool worth sharing?
Brandan: We really don’t have much new data, but I can share what we had for last year. We are talking of about 792 player-found bugs fixed and 131 implemented player suggestions as of 11-11-2022. Almost one year later, that number is much higher than that, so I’ll leave it up to your imagination.
Q: Speaking of bugs/issues, which are the ones we are really focusing on? Brandan: The bugs we are really focusing on now are major bugs that greatly affect our player’s experiences in the game. These include client crashes, server crashes, item persistence issues, poor performance, or issues that inhibit or block major gameplay systems.
Q: What's the funniest one in your memory?
Brandan: The funniest bug in memory was a bug that occurred when the player logged out of the server and rejoined too soon. A clone of the player's body would stay standing in the world for longer than intended so when the player logged back into the server they would see a copy of their character standing beside them that they could kill, and had their own loot in it.
Another bug was explosive damage causing placeable items like a smelter or crafting bench to fly off into the game world. This was not intended behavior, so once discovered members of the community would place those structures next to explosive barrels, stand on top of the structure and destroy the barrel. Launching themselves into the air and different areas of the map.
There is also the one below, which is pretty recent:
Last but not Least
August is an important month for Fractured Veil with tons of stuff to get done before everyone can play the game. We just want to say thank you to every one of our backers and testers who have been so patient with us. We know you've experienced different issues related to performance and we're committed to getting those issues resolved that we haven't been as regular with updates.
Keep an eye out for more regular updates in the coming weeks and even a sneak peek at our new trailer!
Also, just as a reminder, if you already have the game, head over to our Discord Server , say Aloha, and join us for some gaming sessions!
Last Thursday when we saw the news of the devastating fires in Maui, our hearts were broken. We've spent 7 years developing Fractured Veil with a dream of recreating the lush beauty of Lahaina in our game world. One of our founders was just there a few weeks ago taking pictures / researching future signs and details we want to include in the game!
It goes without saying that Maui needs all of our support during this terrible time, and there are MANY ways to help! @TwitchHawaii has been hosting fundraisers with Creators over the weekend and will keep doing them! We're working closely with our friends over there to amplify their efforts so more to come there! 💪🏼
We’re SO excited to share that after many months of work, we’re finally shipping the Unreal Engine 5 Upgrade to your PCs!
We want our community to join the newest version of the game sooner rather than later, but we know this was a big lift and have found even more bugs than we thought we would. We’ve always had bugs (#gamedevlife) but because of all your help, we’ve been hacking through them as much as possible so we don’t want to stop doing that anytime soon!
Since this is a major update, we want to make sure everyone is aware of a few things that will impact your experience with the game:
Your character(s) will be wiped - which means you will need to create a new name and look for your character in the world.
All of your loot will be gone and any bases you’ve built will be gone since we’re starting a fresh new server. This ensures no issues, bugs or corruptions carry over from our old Unreal 4 build. Your minimum required specs may have changed; we will share a survey in the first weeks of testing to identify how the game performs on different hardware.
We currently believe to achieve a mostly stable 1080p 30 fps experience at medium/low settings you’ll need a PC with the following specifications:
OS: Win 10
CPU: intel i5 8400 / AMD Ryzen 5 2600
RAM: At least 8GB
GPU: NVIDIA GTX 1060 / AMD RX 580
We will carefully monitor the community’s feedback about this topic.
Scope of the test
While the new build doesn’t necessarily have new content if you have been playing the game within the past few months, it includes a great deal of changes, bug fixes, and improvements. Not to mention a completely new global illumination system and a lot of good stuff that comes with UE5.
With this update, we will be particularly interested in hearing your feedback about the following:
Game performance and Stability in Unreal Engine 5.1
Server Stability
Economy Changes
Zones balancing
World Loot Distribution
NPC / Enemy AI
Weapon Balance
However, we do have some tiny surprises for you to find…
Other things to keep in mind
Fractured Veil is still Alpha(ish) in that we’re testing, breaking, fixing, breaking, and fixing again. While we fixed most of the bugs you reported in the previous months, we are aware that with a new game engine, NEW bugs are going to appear. We are still months away from our Early Access release later this fall and we will do our best to release a great experience for everyone.
Please check our discord server inside #status-and-bugs for a list of Know issues.
We're Just Getting Started
We know there are still some issues, but we didn't want that to stop us from getting 5.1 in your hands! We need your help to keep testing, playing, discovering new bugs, and having FUN. All of us at Paddle Creek Games want to say THANK YOU for being so patient and supportive. You're the reason we're doing all of this and we can't wait for you to see what's coming in the next few months!
If you caught our last update you already know we’re upgrading to Unreal Engine 5.1. We’ve been working on this since the beginning of the year but only spilled the beans back in April.
We’ve got some more beauty shots included when you scroll down that are our ‘proof of UE5 life’ since we’re still barreling ahead, fixing bugs, and adjusting systems. The biggest thing holding us back from pushing the new build to our production server is performance.
With the upgrade, we took big leaps on the foliage since we feel like the jungle itself is a character in our game. It grows and provides cover for attacks, a safe place to rest and recover, and also is just gorgeous to look at while you’re exploring paradise.
Another issue we’re tackling is persistence since we know no one wants to lose their loot overnight for no reason. If it’s because your base wasn’t protected properly (i.e. windows without glass aka an open invitation) that’s one thing. But if it’s because the persistence system is not working properly - that’s a totally different story.
As an indie developer with a small team (relative to what we’ve set out to accomplish), we get one shot at introducing the game to new players with as smooth of an experience as possible. We know there will be some hiccups and people who have lower specs on their machines may struggle with higher settings but we’re striving to cut at least stutters and problems that really impact gameplay.
In a Sea of Survival games, We Made the List!
Hearing Asmongold talk about our game was a ‘pinch me’ moment.
A HUGE thanks to Guns, Nerds, and Steel for including us in their Top 10 Upcoming Survival Base Building Games video.
Also big thanks to ENFANT TERRIBLE for their New SURVIVAL BASE BUILDING Games in UNREAL ENGINE 5 mention.
We know there are hundreds of new survival games hitting Steam every day and we’re honored to have been included before we’ve even released our new trailer with footage from UE5!
New Armor, Weapons and More!
We’ve been hard at work on new items and features including fishing, more resources, and many new craftable items. Here's a look at just a few of the biggest new items that will soon be available at a crafting bench near you!
Post Apocalyptic Armor Ready to Add Buffs
We’re really proud of our metal armor design with a helmet inspired by ancient Hawaiian dress. This suit will keep out all but the most determined mutant fangs and focuses on materials readily available to most survivors. Now players have a use for every part of the SSHAM can!
Guns
Whether you’re looking to reach out and say Aloha to a gang of mutants at a distance or just blast a hole in one that’s gotten a little too close, we have a new craftable gun for you built with coconut shells and palm leaves.
UE5.1 Eye Candy - Best shots
We couldn’t ship this update without sharing some eye candy to keep you hyped about how beautiful paradise will be in UE5.1.
Steam Playtest and Pledges?
We get a lot of questions about when the Steam playtests are happening and essentially, until we can push the update to our production server, Steam wants us to wait for a playtest. It’s going to happen but not by the end of May as we’d hoped. It comes down to bugs and performance stutters that would make your play experience frustrating. The last thing we want is players shouting to the game gods, “WHYYY?” So we thought we’d take more time to get it right.
We’ll be announcing the new playtest schedule soon, and we’ll be reloading keys on our pledge page at the same time, so you and your friends can keep playing after the playtest ends.
We know nobody likes delays, but being stuck trying to play a buggy game is even worse. We try to be as transparent as possible with our development and really appreciate the support and understanding of the community. We can’t thank you all enough!
See you in Maui soon, Thrivers! Ryan & the Paddle Creek Team
This month’s update took us a bit longer - but for a good reason! We’re finally ready to share some exciting news with everyone and show off some of the things we have been working on since the beginning of the year.
NEW & Improved Unreal Engine 5.1 Here We Come!
You might be asking yourself, what is Unreal Engine 5? And why are we switching to UE 5.1 now? What does it mean for gameplay and my experience?
You’ve got questions - and we’ve got answers!
Why upgrade to Unreal Engine 5.1
Maui is a tropical paradise even after the apocalypse. Upgrading to UE 5.1 allows us to better capture that natural beauty and do the island’s landscape justice by heightening the immersive experience with foliage that is out of this world.
When Epic released 5.1, we all agreed it would be worth upgrading to give everyone the best player experience possible and also to compete with new games coming out this year. Fractured Veil is currently using version 4.27 - so it's a BIG shift to catch up.
UE 5.1 also comes with a great set of tools and features that allows us to improve the visual quality of the game, dramatically upgrade global lighting, and best of all, significantly increase performance quickly and efficiently.
Take a look at some of these before and after shots, but keep in mind: everything you are about to see is a WORK IN PROGRESS and does not represent the quality of the final release.
Click to Zoom - Unreal Engine 4.27 above. Unreal Engine 5.1 below. CLICK HERE for a BEFORE/AFTER slider. Let us know what you think about the differences in our Discord Server and Discuss on which one you think is the biggest difference!
Any game in the survival genre needs to have an epic day/night cycle.
Click the image above for BEFORE/AFTER
With UE 5.1 they never looked better!
Click the image above for BEFORE/AFTER
Players spawning into the Thorcon might not even recognize our bustling hub of activity and trade thanks to adding Lumen to the world. According to Unreal, “Lumen brings robust dynamic global illumination,” which is reflected in the floors and all of the surfaces of the Thorcon.
Click the image above for BEFORE/AFTER
Expect more deep-dives about Unreal Engine 5.1 and Fractured Veil in the future. This is just a quick (and very early) taste of what is coming. In the coming days, we will be collecting your questions and trying to answer as many as we can in upcoming posts from us.
Fractured Veil 2023 Roadmap
Click the image to Zoom.
We’ve always tried to be transparent in regard to Fractured Veil’s development and are excited to share our 2023 road map! This is just an overview of where we plan on going with more roadmap news coming soon. Some roadmap items:
Before the Early Access Launch
Upgrade the game to UE5.1 (Lumen, Nanite, World Partition)
Have at least 3 Steam Playtests
Implement new features after each playtest
During the First Early Access Phase
Fully functional Drone live streaming 24/7
NPC Settlements
Fishing!
New Armour, Food, Weapons
New Quests and Trading
More Loot and New Enemies
Lots of QoL and Performance updates
In the Months After the First Early Access Release:
Society Growth
New Biomes
Clothing, AI Camps, new NPCs
Crafting quality, Resting System, Killing Shards
Some secrets and more 👀
New Early Access Release Window
With the team focused on bringing tons of improvements to the game, we have made the decision to push back early access until the end of summer 2023. This will give us the time we need to fully integrate Unreal Engine 5.1, as well as work on more gameplay features (hint hint: mahi-mahi for dinner anyone?) to make a more enjoyable and complete player experience.
When we look at the Early Access games market today, especially when it comes to Survival Games, recent releases have set the quality bar much higher than what it used to be when we started this project 7 years ago.
As indie developers, we know we only get one chance to nail this once the floodgates open. Our goal is and always has been to release the best game we can to the public. Pushing back the early access date will mean our community will get to play a much more complete and enjoyable game.
Upcoming Public Steam Playtests!
We are working on hosting a number of “Public” Steam Playtests and hope to start signups in early May with the first test later that month. Each playtest will bring a significant amount of changes and new features. Not only will you get your hands on Fractured Veil but, if you join all of them, you’ll get to see those updates as they are added to the game.
Our current plan is to have at least 3 of them before we release the game in Early Access. This will be a great opportunity to have hands-on experience with the game and see the development progress with each playtest. It’s also the perfect time to give us feedback and suggestions on things you think can be improved. Your input helps us prioritize and shape the game, so keep it coming!
We have a few kinks to work out but keep your eyes open for playtest news and an official schedule coming soon!
Pledge for a copy of FRV and Play Now
Last, but not least, we are happy to announce an extension of our Kickstarter campaign which will let folks who missed their chance pledge their support. Here you will be able to pledge the same way we did for our Kickstarter. By doing so, you’ll be able to join the fun and play the game with the rest of our Backers.
This is something that many of you have been requesting for us for a while and we are super happy to allow more people to help us with testing and sharing their feedback.
We're getting ready to expand our Alpha and bring in more players soon. We've already brought in about 1k players over the course of 6 months from our Kickstarter, with the last batch added a month ago. As with everything game dev related, there were a few hiccups and unexpected issues but for the most part the server didn’t go boom - so we’re pretty happy with that and ready to push it even further with Steam playtests.
Getting everyone who supported our Kickstarter campaign in the game was a huge accomplishment for us and we can’t thank everyone who’s supported us enough! We say it all the time but we couldn’t do it without you. We can’t wait to show you what we have planned for the future. Thanks again for all your help and keeping the Aloha Spirit alive!
We’ve been really keeping our eye on the dungeons and making sure that when you’re underground exploring, you have solid framerates and unique loot to find. We’ve got a long way to go, but here are some of the improvements we made this past month.
Dungeons & Mine Improvements
One thing that sets us apart from other survival games is our diablo-inspired dungeons. So we've made sure to invest some time this month to make sure the Lost Manimal Mines are a lot spookier. We gave them a facelift in the upper tunnels to make them more dynamic and the lighting a bit better. The last thing you want is to not be able to shoot enemies because it's too dark.
Some work to the old living quarters in the levels below to bring in more Hawaiian flare and grunge. After the fracture, everything was neglected and we wanted to make sure nothing came across as too ‘new’ looking.
Now there is also more loot waiting for players to find. We even started working on designs for a DIY spawn bed that players could use to make an optional backup if they get into a tricky situation. Having a spawn point underground will also prevent you from having to go all the way back to the spawn point in the Thorcon which could be a pain.
Armor
Armor has been on our to-do list for a while but so many of you asked about it and offered suggestions about styles and materials that we got to work creating some cheeky concepts from found materials because this is the apocalypse after all. After taking a look at a few of our very first concept designs, head over to our discord to VOTE on your fav!
Cooking Recipes
With 800 new clones running around Maui, it meant we had to start cooking in the kitchen because there are definitely going to be lots of new mouths to feed. We also know how important recipes and ingredients are when you’re trying to survive island-style, so we added a bunch of new cooking recipes and harvestable goodies.
You can make traditional Hawaiian favorites like poi, or for more adventurous palates try a Sloe SSHAM Fizz, or prove your bravery by eating a strangely colored Maui Dog. Best of all, many of these new recipes give players special buffs after eating!
Player Bases
It’s no surprise that with so many new players surviving the wilds of Maui, we’ve seen a lot of new construction and building happening around the island. Honestly, we’ve been blown away by the creativity and designs we’ve seen pop up across the map and the generosity of new players who may or may not be leaving the doors unlocked to share resources with other newcomers.
We want to especially thank Pleione, CapnYeti, Cid, Fluffy, LazurusRising, and Brandan for some of these amazing builds below.
Let us know what you think in the comments or head over to our discord to find out more about playtests and vote on your favorite Armor!
The day is finally here - we’ve sent out all of the keys to Wave 4 of our Kickstarter backers. Testing the performance of the game more than ever before, we’re ready to show Lahaina's newest residents everything we've added to the game!
Once everyone in wave 4 has gotten to have an organic first-play experience, we’re hosting "Tours of Maui” answering any questions and chatting about our plans for Early Access. We’re also extending the AMA to anyone who wants to jump into our Discord voice chat and learn more about future plans.
Wave 3 players have been a huge help in bug hunting and improving the game. Bringing 1k players in Wave 4 is preparing things for Early Access as it's the first time we’ve onboarded this many players at once.
Here's everything we've improved or added since Wave 3 back in September 2022.
Gameplay Updates
We’ve improved the Tutorial questline to make the quests clearer and beefed up the rewards. All melee weapons, bows, guns, tools, and loot tables have been rebalanced to be more intuitive and natural.
New “World Vendors” have been placed beyond the Thorcon and starting area selling anything a survivor needs to thrive.
Crafting and Harvesting Improvements
We’ve added clothing that boosts various combat and harvesting stats. Trees and plants drop resources besides wood and fiber now. We’ve added new consumables and many new cooking and crafting recipes.
Don’t be afraid to experiment with ingredients when you’re grilling over a campfire. You might be surprised to see what you can cook up!
Combat and Encounters
The siege system has been overhauled, and we’ve reworked our encounter design so you'll notice difficulty increasing as you explore the map farther away from the starting area.
Mutant Villages have been improved and offer some really rewarding loot, especially in the deeper zones, if you can survive.
We’re so excited to welcome all the new players and don’t forget - if you’ve already gotten a key from a giveaway, as a playtester, or in a previous wave it STILL WORKS! Until we launch in Early Access, your key is valid so jump back in and have some fun!
It was another huge year of progress for Fractured Veil, the post-apocalyptic Hawaiian survival game you’ve been waiting for. Featuring a Rust-like raiding system but with low punishment for death, less intense resource gathering and easier building with more customization, we’re heading into Early Access next year.
You can jump in with your friends to build epic bases and hop veils in hopes of getting better loot. Our vision of Veil Travel will allow you to journey to another biome and gain access to all kinds of different loot. All of a sudden you may find yourself in snowy Maui, for example.
We’re dreaming big with Settlements where you’ll be able to protect your gear and all of your hard work as a collective with friends.
We’re making some big Dungeon overhauls that will improve performance and add value to the epic loot found down there. We're also adding in some early Veil Travel and the three waves of Kickstarter backers getting access to the game - we definitely stayed busy this year!
We’re keeping the momentum going and our game is only going to get bigger and better thanks to all your great support, but first here’s a look at everything you helped us accomplish this year…
New MUTANTS Lurking around the world, waiting for you….
Construction Upgrades
Base Decorations
Weather Changes
New Lush Foliage & Water Upgrades
Siege and AI Improvements
Easier Harvesting & Crafting
NEW Map & Quests
A Dynamic Talent System
Diablo-like Dungeons
Engine update UE 4.27 and Veil Travel
Thorcon Spawn Area Overhaul
We’re keeping the momentum going and our game will only get bigger and better thanks to all your great support!
Mahalo! Ryan and the whole team at Paddle Creek Games
We have huge news: We have sent out Keys to Wave 3 of our Kickstarter Backers! This is the biggest wave yet, and we can't wait to show Lahaina's freshest faces everything we've added to the game!
We'll host some "Welcome To Maui" and other special sessions to go over the basics and answer any questions new players might have. Waves 1 and 2 were a huge help with finding bugs and improving the game. With the help of this next wave, we plan on having the servers ready for even more players to explore and survive in our version of Maui.
Here's everything we've improved.
Quest Improvements
We've fixed a bunch of bugs keeping players from finishing or turning in quests, improved the UI, and made the text descriptions of each quest easier to read and understand.
Veil Travel Updates
We updated how Veil Travel Works, making it smoother and fixed a nasty bug that could make the travel button get stuck in a disabled state, leaving you stranded in an alternate world.
Siege Improvements
We fixed some totem bugs related to sieges, improved how mutant ranged attacks work, and resolved bugs that would cause mutants to get stuck or spawn on top of players. We improved some siege mechanics and vastly improved AI pathing around bases under siege.
Misc Fixes and Improvements
Performance and lighting improvements inside the Thorcon.
Improve sewer dungeon lighting.
Adjusted the minimum fall height required to damage players.
Fixed crash when a player finishes a craft with an item that was moved or no longer exists.
Increased stamina regeneration while proning or crouching.
Fixed issues with various actions while sprinting.
Fixed a bug where players would fail to interact with ladders.
Various Thorcon performance improvements.
Fixed Totem permissions bug
Player Fixes
As usual, our testers and Kickstarter backers have been invaluable for helping us find bugs and fix them as quickly as possible. We couldn't be more thankful for their support! Here's what we fixed based on their feedback:
blazemonger - New layout for the tutorial seems to not show correct on 3440x1440 and numerous bugs trying to complete quests
Logoes - Bug placing stairs on base, ⅓ wall issues, and construction demo bugs
MJMPlays/Bleepingelf - Starting quest bugs
Nicholi - Trophy collectors seem to throw the projectile but the gas is at their feet
Logoes - Land from the minimap and prior versions is just gone now.
MJMPlays - Trying to access the campfire after placing down and it doesn't let me access it to put wood to start the fire
Logoes - Hitting esc usually got you out of the map, but it does not anymore
blazemonger - Dropped my ukapoon by accident .. can't pick it back up at the repair bench
ClockBlockerX - Purchased Crafting Bench and did not receive it even though I received quest credit for doing so.
Kitski - Recycling bug
Logoes - You fall through the rope bridge high in Thorcon
blazemonger - Area causes UE to crash and you are not able to log back in
KerryAnneKay - I've lost the ability to remove any of the foundation stairs
Ferdinandus - When you run forward at night, the street lamp posts light flashes instead of being still
Logoes - If your body is in a big pile there is no way to loot it.
KerryAnneKay - Sleeping drains health and hydration
CoyoteLoven/blazemonger - Items appearing and disappearing in inventory
Kitski - Swapping graphics settings while in the Sewers seems to cause lasting decay to frame rate
Logoes - Construction bugs
Baigs - Quest completion bug
CoyoteLoven - Immortal deer in starting area
CrimsonCrusher3 - When upgrading stairs from wood to stone they no longer line up properly with the floor tile
Cywraith/ClockBlockerX - foundation and floor pieces rotate direction of boards when upgraded from thatch to wood.
Bain - When jumping inside a building you can see through the ceiling at the right angle.
We've made many gameplay improvements with the help of the first two waves of Kickstarter backers and testers.
We've finished Veil travel! With the system in place, players will eventually be able to travel to other servers and alternate versions of Maui soon. It opens the door for us to create different biomes to explore, like deserts or even frigid versions of Lahaina, as well as other customized worlds down the road.
There are significant improvements to the map, making it more useful for players with the urge to explore and anyone looking for their body or bed. We've added an autorun button, completely reworked how jumping works, and revamped the "knocked down" state, so players on the brink of death get one last chance to be revived.
There have been many UI improvements, including all new key bindings making crafting and turning in quests easier. Talents have brand new icons, and we've added tooltips to vendors and the party screen.
Playing Fractured Veil has never been more player-friendly, and everyone's favorite eye-in-the-sky is back patrolling Maui for anything that catches its lens. After some time in the shop, the Drone is back patrolling the skies of Lahaina!
Here's a look at everything we've added to the game.
Veil Travel
We implemented our Veil travel system, so players will be able to use the technology that destroyed civilization soon. It will eventually allow players to travel to different servers to explore other versions of Maui with different biomes, creatures, buildings, or virtually anything else you can imagine. This is a huge step forward for getting the next wave of Kickstarter backers in the game.
Map Update
Recently, the map got a lot of love: It looks better, and we updated the radar and compass features. We added a bed filter that can be toggled on or off, perfect for every weary thriver looking for a place to lay their head, and made improvements to make it easier to use.
UI Update
There have been a ton of UI improvements to make gameplay easier. We want our players fighting to survive the deadly wilds, not wrestling with a screen.
Double-clicking an item in the crafting menu will now queue it up for being crafted. There are new keybindings for auto-run "=" and turning in quests "K." We made sure that the item wheel and Hotbar now show the correct keybindings, and you can unbind keys by right-clicking on them.
We added new icons to all the talent trees that help explain what each Talent does. Choosing abilities from Builder, Survivor, Hunter, or Support roles has never been easier. We also fixed bugs that were keeping skills from leveling up properly.
Gameplay Improvements
We adjusted how the "bleeding" condition works. If you are already bleeding when you get hit with a piercing or slashing attack, your bleed rate will increase depending on your current blood stat. So watch out for a group of Butchers! To help balance things out, bandages now restore 750 to your blood stat.
We improved how jumping works, including new jumping animations and adjustments to landing speeds. Players also can no longer break their legs from falling in safe zones. Limping animations were fixed, and players' death messages should correspond to their actual cause of death.
We changed what happens to players when they are also on the brink of death. Players on that familiar red-tinted screen now have a better chance of getting back up. If you receive a fatal hit that does not deal more than 25% of your total health, you will enter the "knocked-down" state. Entering this state gives a small bonus to health and a 30-second window to be revived. Just enough time if you're traveling with someone quick with a medkit.
Misc Improvements
Adjusted the totem spear's reload animation
Improve Banyan tree procedural foliage positioning angle
Setup vendors and teammate icons with updated data for tooltips
RPG Quest Tasks no longer automatically turn themselves in when they are complete
Added subtle lighting to the Thorcon Bank to help it stand out
Disabled crouching/proning while wearing a leg splint
Return of the Drone
The Drone is back by popular demand and a lot of hard work from the team! Lahaina's eye-in-the-sky is patrolling the island 24/7 again and will soon begin live streaming everything that catches its attention.
Bug Fixes
As usual, we've fixed a mountain of bugs with the help of our fabulous testers since our last update. Join our discord server and check out the patch-notes channel for a complete list of everything that has changed. Here's a look at some of our most significant fixes this time.
Community Fixes and suggestions
blazemonger - compound bow and ukupoon do not affect archery skill.
speedy69691 - Tool vendor is unreachable.
blazemonger- eating skill not affected by eating something and cooked meat has no texture.
Baigs - Even when in a safe zone, you can loot sleeping players
Fixes
Fixed the barter skill tracking the number of things bought instead of the amount of rai spent
Fixed stamina drain modifiers not working
Fixed attachment loading for player-spawned containers
Fixed construction upgrade and repair skills not applying properly
Fixed AI health and thrown weapon damages not being set to their desired values
Fixed the recycling skill being inverted
Fixed the player limping animation no longer playing
Fixed scrap pick icon
Fixed auto-run not working if the client wasn't the active window
Fixed reconnecting players not receiving replication of their previously existing dead body if it was in a safe zone
Fixed death messages not being displayed in the editor
Fixed the drowning death message not being displayed correctly
Fixed the AI's ranged projectiles not causing the correct death message to be displayed
Fixed the HUD not always displaying the correct item count of acquired resources
Fixed double-clicking a craftable item on the crafting bench not placing the item in the bench's inventory
Fixed items not being able to be picked up in certain locations if they were dropped from a container's inventory
Fixed escape and backspace not functioning in the map UI
Fixed the stamina efficiency stat getting truncated and ignored at higher levels
Fixed the bleed status effect not being displayed on the UI
Fixed a bug where players could directly interact with the invisible containers that were spawned by the smelter and other instanced storage items
Fixed spamming the jump key occasionally causing the player to stop sprinting even if they continued to hold their sprint key bind
Fixed the Scrap Pick sticking into objects with its handle when thrown
Fixed the Scrap Pick not being visible in the air after being thrown
Fixed players not being able to make a totem in a PvE zone after recycling an old one
Fixed elevators not working
Fixed the bed filter not showing up on the filter UI
Fixed spawned containers respawning at server startup
Fixed the hud's knockdown timer not relating to the player's remaining lifespan
Fixed players temporarily disappearing while playing the knockdown animation
Fixed being able to turn in incomplete quests
Fixed the crouching functionality, checking if the player was able to prone
Fixed rebinding keys not causing the player's item slots to update their keybind text
Fixed encumbered players moving faster than expected
Fixed veil machine taking all the money and rai in the slot
Fixed being able to veil travel while crafting is in progress
Fixed foliage not being fully replicated after leaving and returning to an area
Fixed pressing "Y" while knocked down not causing the player to be placed into the respawn screen
Fixed knocked down players not taking damage from other players