Fractured Veil cover
Fractured Veil screenshot
Genre: Adventure, Indie

Fractured Veil

Building Attachments and New Axes

Construction updates


We’re excited to share some new attachment upgrades this week. After doing some playtesting, we heard feedback that some aspects of the construction system could be improved, so we got to work. Right now you can only upgrade doors but soon players will be able to upgrade any attachment in their house from torches to LED lamps, rickety chairs to thrones, on and on.



We added some other building options to make your apocalypse shack a home this week including half round walls and thatch doors.



And for those with more elegant tastes, metal spiral staircases.



Tech Improvements


This is the first week on the brand new server, this hardware is amazing, we are on literally the fastest per thread server CPU in the world, the Intel 10700K, this has at least doubled our player capacity.

We will be upgrading to a 10900K as soon as server motherboards are available. We’ve made improvements to the login system that should now allow dozens of people to login simultaneous instead of hanging the client.

There have been huge AI improvements, we have tested with over 500 AI attacking a player and the server handles it like a champ.



AI can now step up higher so you can’t keep the hordes at bay by making a slightly elevated front step and we worked out some player persistence problems that were causing performance issues.

Since You Axed


We added a couple of new axes this week. The first is a new metal axe that looks more like something you’d find at the end of the world than its previous iteration. It is perfect for chopping down trees (which no longer momentarily disappear when chopped down.)



The second is a more hefty 2 handed saw-blade tool of destruction.



Progress is being made on building out the area around the Thorcon power plant to make the safe zone a bigger and better place.



And we’re continuing our work on post processing for day and night. Here’s a look at daybreak on the beach before



And after



It’s the Small Things


When you’re playing any game, the animations can have a big impact on taking you out of the immersive environment. If something feels off, it can be distracting. So that’s why we improved all of the first person harvesting animations. Our place holder machete animations are gone now as well!



We’ve also made some tweaks to campfire and torch animations. No longer will there be a 1 second delay when you need that fire!



Lastly, we fixed the animations on our Trophy Collectors. You can clearly see the heads they throw flying through the air again before exploding in a cloud of poisonous gas.



Community Fixes


Mahalo to our testers who help us every week discover what's not working and point out what needs fixing. Your feedback and ideas are hugely important to us! Here’s everything you found and we fixed this week.

  • Schism3110 - Construction floor keeps rotating the wrong way
  • Azshire the Great - Totems are no longer preventing decay
  • ryan - Can’t damage foundations
  • rombing - Materials Missing on tree stumps
  • Grant - fire icon never leaves
  • zaccsi - persistence performance issues
  • nubkid - getting hung on loading
  • Elliot - Can’t interact with anything, see log
  • Aazlor - Construction torch issues


If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.

More About Fractured Veil







Roadside Attractions



The Places Between Places


There’s no doubt that discovering a new building or big landmark in a game can be exciting. As players of survival games ourselves, we know how fun it is to explore a large structure, looking for hidden loot or whatever else may be living inside. It’s one of the reasons we’ve spent a ton of dev time making our Comm Tower, Thorcon Power Plant, and Veilstation great places to explore. We also thought getting there should be just as much fun.



Are We There Yet?


We’re always going to be adding more stuff (closed-alpha means we can keep testing / adding / breaking), so for the roads more and less traveled, as well as the little stops in between, we wanted to give exploration fans reasons to get excited.

This week we focused on improving some of those in-between areas and our diorama system. The system automatically places interesting things to see and loot to scrounge along the trails, paths, rivers, and roads, basically everywhere players commonly travel going from place to place.

Whether it’s an old pool table salvaged from the ruins and the losers from the last West Maui 9-ball tournament,



a kitchen table and knife set repurposed as an emergency medical station,





or a make-shift shrine, there are plenty of reminders on the island of the thriving Maui that existed before the fracture. All signs point to the ingenuity of the handful of survivors who made it through the cataclysm.



Travel Insurance


All that stuff is great, but players can make great tactical use of many of the items they find along the roads, rivers, and beaches as well. Taking shelter behind a barricade is a great way to decrease your profile and avoid getting shot.



Even a car door can provide a little cover in a pinch



and if you need a place to hide there are very few options as good as jumping in the back of a truck (as long as you don’t mind a few bodies.)



Hitting the Road


It’s not all scrounging for canned goods and hiding on the road. The bodies strung up on street lights are good for target practice and look especially spooky at night.



The gas tanks and discarded fuel containers you find scattered around the map can help make every encounter a one-shot kill.



Getting There Is Half The Fun


There’s a lot of traveling and exploration in survival games and we want to make sure that our paths not only tell a story, but offer players something useful and interesting along the way.



If you want to spend your time ambushing players from the back of a truck, blowing up mutants with explosive barrels, or just taking in a sunset while looking for supplies, our diorama system has something for everyone.

Beta Keys


The end of our systems update is in sight and we know how eager many of you are to get in the game. We appreciate your patience! We’ll be handing out new testing keys again soon. As always, a big mahalo to our current testers who help us find bugs and provide great ideas for the game. We love your feedback!

Here’s a list of everything you found and we fixed since the last play session.

  • Aazlor - Outline on the building part that is going to be upgraded so you can see what you are upgrading
  • Eldisty - Can’t see other players muzzle flashes/bullets and there are no sounds
  • nubkid - AI hitching once more than 60 were spawned
  • Maikowl - AI on constructed pieces
  • Schism3110 - Mutants should not be able to open doors with padlocks or totems
  • zaccsi - AI Sliding
  • Azshire the Great - Spawned in God Mode
  • Larry - Server crash when building


If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.

More About Fractured Veil




Construction System and Material Updates



Building a Base


There’s no doubt that building something is one of the best parts of a survival game. Whether it’s a bridge, a look-out tower, or a communal base for stashing loot and security, a good construction system can really draw you into a game. We’ve done a big overhaul to our construction system recently, and this week we completed metal, the last (for now) of our building material options.



Teamwork Makes The Dream Work


Building a little hut in the woods can be fun, but if you pool your resources with others you can build something big very quickly.



We’ve spent a lot of time refactoring the construction system, making huge improvements in performance, and this week we added metal as our 4th building material option. It may be the most durable but the other materials available have plenty to offer players too.

Thatch




While it may not have worked out too well for the first little pig, building a base out of dried grass is a great option in Fractured Veil. Thatch may be the weakest material but it is also the cheapest in terms of resources required to build. In a relatively short time, you and a few friends can build a sprawling beach base with a great view of the water and shoreline.



Wood




A little stronger than thatch and absolutely beautiful, wood is a favorite around here because of how good it looks with the jungle as a background. We’ve included decals and markings inspired by traditional Hawaiian designs. It even looks great illuminated by the light of a drone.



Stone




It takes a lot of rock pounding to construct, but a stone structure can take a beating. It’s not just the durability that makes stone a good building material, it is as pretty to look at as it is strong. With totem inspired poles and Hawaiian designs etched in the rocks themselves, stone is a great material for a house or an outpost guarding a stream.



Metal


Last but certainly not least is our newest option. Metal is the most durable material currently and the most time consuming to collect.



A collection of siding, diamond plate, old pipes, scraps and empty cans (even SSHAM, Lahaina's favorite processed meat product) metal building materials look the most like something you’d be able to buy at a post-apocalyptic home improvement store.



We’ve made sure to add a number of decorations and accent pieces to the collection of metal bits to provide a cohesive feel with the other building material.



With the completion of our metal construction materials, causal players and those who hate to logout alike have great looking options to stake a claim to a bit of Lahaina and build a home base.



Beta Keys


The end of our system updates is right around the corner. In truth, we’ll be testing and building for many months to come but the window allowing us to let new testers in the game is almost open. As always, a big mahalo to our testers who help us find bugs and provide great ideas for the game. We love your feedback!

Here's a list of everything you found and we fixed since the play session last week.

  • Schism3110, scud, and zaccsi - Can’t place foundations, intersection issues
  • After server crashes multiple issues with players until killed
  • Server crashes after attacking building
  • Aazlor - issues with upgrading the L stairs from thatch to metal, shape/direction changes


If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.

More About Fractured Veil









Beach Updates and Improvements

Building A Better Beach


Maui is famous for jaw-dropping beaches and turquoise waters and making the shoreline its own special place is something we've worked on since the very beginning of our development. This week we completed work on a tool that will help us bring our beaches to life and give players great new places to build and explore.



Beach Diorama Tool


The new beach diorama tool allows us to quickly and efficiently generate a number of different objects and scenes along the shoreline.



Placing these reminders of the world that existed before the Fracture used to take us hours of setting up by hand before the tool was completed.



The new system even allows us to add loot and props to structures nearby.



Exploration


We know how much fun it can be to explore new areas and find those special spots, hidden away until you search for them. There are many unique places and lots to see along our shores now.



Bits of the world frozen in time since the collapse of civilization dot the beach.



There are structures to check out for shelter, water, or maybe a surfboard or two.



The numerous wrecks along the beach are perfect for exploring any time of the day, even the middle of the night.



Beach Houses


It may be a bit further away from resources when compared to building a house in the jungle, but building on the beach has some great benefits. Not only is the ocean a beautiful looking backdrop but it can act as a natural barrier to help you avoid danger. It doesn’t matter if you’re building a stone fortress on a sandbar



or a simple grass shack, there’s plenty of open spaces for players to build on along the beach.



Natural Highway


With the new beach diorama tool in place, players can fully enjoy one of Maui’s most iconic features. Traveling along the sand can be a good way to investigate some of the more dangerous parts of the island, with a clear path of retreat if you need it. We want the beach to be a place for you to meet up with other players, scrounge for resources, and an interesting place for you to explore with an occasional reminder of what life used to be like on the island.



Beta Keys


The end of our refactor is almost here. It’s true that we will be in a state of testing and building for months to come but we are narrowing in on a window when we can open the game up to new testers again. Mahalo to our current testers who help us find what needs fixing every week and providing great ideas for the game. We love your feedback so keep it coming!

If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.

More About Fractured Veil






Caves, Shelters, and Sub-Basements



Digging Our Caves


Early in development, we focused a lot of our efforts to bring the lush wilds of Maui to life and do justice to the beautiful Lahaina sky. This week, we’re excited to share updates on hidden places and the area’s beneath your feet because we know it's fun to explore and discover new areas in places you’d least expect to find them.



The Fracture


Since the collapse of Veilcorp’s global teleportation network wiped out civilization and most structures on the island, every now and then survivors need to seek out shelter underground. We’ve focused on three different subterranean areas for players to explore at this point in our development, with more to come down the Lahaina road.



The Thorcon Sub-Basement


With a literal welcome mat at the entrance, the sub-basement is probably the easiest of the underground areas to find.



This area is deserted (for now) and filled with machinery that has continued working for decades without any human interaction. Our goal is to eventually introduce enemies and other threats to player’s health and safety, as well as resources and loot.



The Sewer Shelter


Probably the hardest to find, the entrance to the sewer area is hidden in an old industrial area overrun by mutants.



Obviously someone spent a lot of time working down here. They even pieced together a respawning bed.



The Cave


We were talking about bringing in some new elements to the world and immediately one of our developers mentioned a cave system. He wanted to give players the excitement of 1.) trying to find it and 2.) building anticipation and anxiety as players went further and further in. Would they be able to navigate it right away? Or get lost?

These are the types of questions we are asking during our weekly playtests. Having a new player come to the entrance (we’re not telling where it is) and not knowing what they will find makes us giddy.



Featuring twisting tunnels, mutant markers, and bioluminescent fungi the cave is the most untouched new area. The entrance to the cave from the outside world is one of the most beautiful spots in Lahaina.



Keep it Moving


More than just a place for a subterranean fun-run, these spots give players a reason to explore the map in addition to helping us naturally guide their movements to new areas.



We want to send players to discover rare items, find resources and crafting plans, complete quests, all while providing a possible place for an instance type experience down the road.



Beta Keys


It’s been longer than we expected to get these major system updates done and to be honest, once they are finished, the world is still under construction. We’ll be testing features and new systems for many months ahead, but hopefully, we’re narrowing in on the window when we can open up the game to new testers.

Mahalo to our current testers who help us find what needs fixing every week and providing great ideas for the game. We love your feedback so keep it coming! Here's a list of everything you found and we fixed since the play session last week.

  • Aazlor - Spawned with stamina I had at death
  • Zaccsi - Need icon to show that you are burning
  • Larry - Big Bob AI clips out


If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.

More About Fractured Veil






Weather System Update


Aloha State of Mind


Since our game is set in Maui, from day one of development we’ve spent countless hours fine-tuning and balancing the performance of the sky and weather systems.



Nothing immerses you in the environment like a stunning sunset or breathtaking sunrise. It’s enough to make you forget there are mutant hoards waiting around the corner, ready to kill you.



TrueSKY Update


It’s been a couple of years since we’ve updated our systems and this week we implemented a massive TrueSKY update to our world and it’s never looked better.




Here Comes the Sun


More than just creating a pretty sky, the new weather system covers the lighting that comes from the sun, and the underlighting from ambient light simulating sunlight bouncing around.



It allows us to have multi-layered 3D clouds and super realistic weather. The sun diameter is now bigger during sunrises and sunsets.

Rain Keeps The Island Green


We know that fans of survival games notice when there aren’t any changes to the weather, so this update means more than just better-looking rain. This new change allows us to optimize weather patterns and times of the day.

[previewyoutube="juFIiHwrKAw;full"]

Night Sky


We can now fully utilize the weather in the game making it another obstacle players need to overcome with rain and temperature, or an ally helping you avoid danger with the cover of night.



Max Settings


Besides all the tactical and aesthetic benefits, this update has also cleared up years worth of backlogged bugs and provided huge performance improvements. Here’s a look at one of our weather tests while we were fine-tuning the Lahaina sky and playing around with max settings.



Beta Keys


There's only a couple of weeks of rebuilding and updating work to be done before we're ready to hand out keys again. We know that many of you are eager to explore the wilds of Lahaina and we appreciate your patience while we make some of our foundational systems better. Mahalo to our testers who help us every week discover what's not working and point out what needs fixing. Your feedback and ideas are hugely important to us! Larry, we fixed that dying while reloading bug you found during last week's play session.

If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.

More About Fractured Veil





Version 0.1.416 Patch [Major] - Player Fixes and Updates

Updates, Fixes, and Improvements



  • Doubled the default VOIP replication volume
  • Implemented steam token authorization
  • Updated AI movement tracing to increase FPS
  • Reduced the replication and movement costs of AI
  • Base Items are now shown in the inventory's character preview
  • Ensured that all AI damage related properties such as their hit sound struct were properly set in the client-side version of their AI Module
  • Updated to the newest version of TrueSky and implemented new day/night and weather features
  • Implemented saving/removing of world item attachments at drop/pickup time
  • Fixed bug resulting in empty character name
  • Fixed a bug where the pan would hit with the wrong side when doing a blunt attack
  • Fixed animation props not being displayed in the inventory's character preview
  • Potentially fixed a bug where dead AI would be in their idle stance when logging in near them
  • Fixed sequencing of assignment of uniqueid at login time
  • Fixed a bug where connecting clients would start streaming tiles near a Player Start that was often never relevant
  • Fixed unnecessary replication that was occurring for each instance of an AI
  • Potentially fixed a few areas where VOIP initialization could fail due to the order in which a character and the world state was replicated
  • Fixed death animations
  • Fixed a bug where AI would get stuck floating above the ground
  • Fixed TrueSky bug causing it to look strange in native resolution
  • Added message when you first harvest wood
  • Resource stack size increased from 500 to 1000
  • Movement no longer cancels crafting queue
  • Adding Cave levels to Lahaina


We'll be in refactor mode for a few weeks yet and won't be handing out keys until we've rebuilt and improved some of our systems. We know many of you are eager to explore the wilds of Lahaina and we appreciate your patience while we make some of our foundational systems better. A big mahalo goes out to our testers who help us every week discover what's not working and point out what needs fixing. Your feedback and ideas are hugely important to us! Here's a list of everything you found and we fixed since the play session last week.

  • Aazlor - Queued up a bunch of crafting, then tabbed out, then came back in broken
  • nubkid - You can craft while moving
  • Azshire The Great - When drinking a soda with the inventory open there is no mesh
  • Add text widget when first harvesting wood from a tree
  • Larry - can't drag weapons into hotbar

If you want to learn more about Fractured Veil head over to our Discord server.

More About This Game



Version 0.1.399 Patch [Major] - Updates and Player Fixes

Updates and Improvements



  • Added types for bank persistence transaction stack
  • Updated construction objects
  • Burning a body will now remove its Death Point of Interest. This will prevent new cannibals from being spawned for the body and will also prevent existing cannibals from eating it
  • Reworked how the player's movement speed is calculated
  • Interact bar scroll time reduced
  • Enabling performance debugging in the Game State will now display the number of AI near the player on the hud
  • Finished bank persistence refactor
  • AI hitboxes can now optionally have their collision disabled on dedicated servers
  • Disabled firing a weapon while menu is open
  • Disable ADS while opening menu
  • Left VOIP debug logging in the engine code to help debug voice failures
  • Players Stats now propery visible after pressing O
  • Increased the default VOIP volume by 5x
  • Polished Veil Station surroundings
  • Updated caves
  • Advanced placement of beach dioramas
  • Sewer Level moved out past the ocean
  • New switch and teleporters added to Thorcon Maint B
  • Added teleport switch in Underground
  • Add driftwood on beaches
  • Updated foliage in 1x7
  • Teleporters setup to and from the sewers to and from the industrial pit
  • Revive room in Sewers greatly expanded to house eventual boss fight


Fixes



  • Fixed several inventory persistence bugs
  • Fixed various stored proc and code bugs with bank persistence
  • Fixed bug with max crafting button
  • Fixed bug with interact button
  • Fixed a bug where the player would not face the intended direction after being teleported
  • Fixed a bug where a player could get stuck in the throwing/zooming state
  • Significantly reduced the distance that a burning body can damage a player
  • Fixed a bug where a weapon's reload animation would fail to play if the player attempted to ADS while their fire animation was still playing
  • Potentially fixed a crash that could occur when adding a pending inventory update to an item that was being destroyed
  • Potentially fixed a bug where voice replication was failing due to the replicated player's Unique Net ID not matching the IDs in the Voice Talker array
  • Fixed bug with splints not coming off
  • Fixed the voice audio settings not actually affecting the VOIP volume
  • Fixed a bug where cannibals would be spawned for deer and other smaller animals
  • Fixed a bug where players could get stuck on the edges of sleeping bags


We're still in refactor mode for a few weeks. As a result, we won't be giving out new beta keys for a little while yet. By focusing on rebuilding game systems we hope to provide the best experience possible for our new players. We know that lots of you are excited to jump in the game, but this work will allow us to respond more quickly to your input and gives us a more stable base to grow with the community. A usual, a big mahalo to our testers for helping us find what's not working and pointing out where we need to upgrade. A special shout out to Maikowl for being the first to find the button to the Thorcon underground area during last week's session. Here are your ideas that we implemented and the bugs that you found last week that we fixed.

  • Zaccsi - Switch tools and right click immediately after switching, stuck in throwing anim
  • bloodpickle - The player is not slowed when their leg is broken in ADS
  • steelcrusher - Speed up switching items/Weapons using scroll wheel
  • Zaccsi - Make it so you don't get burned while trying to burn a body
  • Elliot - Max button doesn’t work then it crafts without seeing
  • Zaccsi - Mutants shouldn't be able to eat burning mutants
  • Sombrefou and Eldisty - Adjusted distance of voice channel
  • Elliot - Interact button can’t be pressed to close again
  • Aazlor - Body on top of bag spawn and can’t move
  • Schism3110 - Can’t walk over bedrolls
  • Running out of VRAM
  • Larry - Reload while in ADS is broken
  • zaccsi - Tab and ironsight issues
  • Larry - Can’t take leg splint off
  • nubkid - Can fire while in the menu
  • Schism3110 and nubkid - Push to talk doesn’t work

If you want to learn more about Fractured Veil head over to our Discord server.

More About This Game



Version 0.1.382 Patch [Major] - Player Fixes and Improvements

Content Updates and Improvements



  • Implemented batch updates for world item updates and removes
  • Implemented batch updates for corpse looting/burning/destruction
  • respawn calls are now ignored by the server until the server has finished determining if the initial respawn request was successful
  • Implemented full character deletion for all subtables
  • Created a new actor that can teleport a player to its location with a definable loading screen image
  • The player's various spawn point options (Thorcon, bed, team mates, and rejoining) now all make use of a proper spawn rotation
  • Client that fails to respond to the teleport request the server will now teleport regardless of if they have finished setting up their loading screen
  • The loading screen is now forcibly displayed even if the player teleports a short distance
  • pawning pipeline cleanup and consistency improvements
  • Implemented a rudimentary system that allows us to determine if the connecting client is a bot
  • Refactored all Pawn Bot checks to make use of a property in the Player Controller rather than checking the character name
  • Reviewed client side trust and validation in the spawn and persistence pipelines
  • Added support for teleporting a player
  • New key-binding: O; Shows PlayerStats instantly
  • Implement diorama placement of stop signs and traffic lights at end of roads
  • Added queue system and batch updates for inventory favorites
  • Multi screenshot selection enabled in bug reporter
  • Tooltip for interact bar added
  • Cleaned up ship graveyard
  • Fixed Materials on Mutant Cabin 07
  • Moved Thorcon underground level beyond outer most worldcomp bounds
  • Adding shipwreck skeletons along the shoreline on all beach levels
  • Added Fishing boat to overpass
  • Added decorations to Fishing boat overpass


Fixes



  • Fixed issue with detaching interact bar that caused duplicate interact bar items at player death time
  • Fixed the cloud data being assigned multiple times while respawning
  • The respawn function now ensures the player has finished loading their cloud data
  • Fishing hut fixes and minor material changes
  • Fixed a bug where stack size was not getting updated after split
  • Fixed a bug in crafting system, when you cancel 1 craft, it was cancelling everything for the recipe
  • Fixed bug with players losing drone camera control
  • Fixed bug loading realm data
  • Fixed issue where moving items in interact bar wasn't persisting properly
  • Fixed issue where dying in Thorcon wasn't properly resetting inventory items
  • Fixed bug loading weapon attachment class from db
  • Fixed bug removing items from bank where bank record was not getting properly reset
  • Fixed bug removing items from bank where items that stacked into existing stacks in inventory were leaving duplicate items
  • Fixed a bug where a player's voice would be heard globally if they talked when their character was not considered relevant to the listening client
  • Fixed minimap zoom in/out


We won't be giving out new beta keys for a few weeks yet because we're rebuilding game systems to make sure everything is stable and fun. By focusing on UI improvements, persistence, and stability we hope to provide the best experience possible for our new players. We know that lots of you are excited to jump in the game, but this work allows us to give you a Fractured Veil that can grow with the community and respond more quickly to your input. A usual, a big mahalo to our testers for helping us find what's not working and pointing out where we need to upgrade. Here's everything you found last week that we fixed.

  • Larry - Items aren’t all reappearing after relog
  • EspAion - Hotbar order isn't persisting on relog
  • Sombrefou and Eldisty - Reduce distance of voice channel
  • Elliot - Quick Craft not working properly
  • Larry - when I'm scrolling thru the crafting menu it's moving my hotbar in game
  • zaccsi and Azshire The Great - Inventory not refreshing

If you want to learn more about Fractured Veil head over to our Discord server.

More About This Game


Version 0.1.353 Patch [Major] - Player Fixes and Updates

Updates and Improvements



  • Added ordering index check to existing item validation before allowing an item to be persisted
  • Implemented batch updates for wound add/remove/update
  • Implemented batch updates for player settings
  • Implemented batch updates for player energy/rai updates; unlocked areas, and discovered areas
  • Reduced the teleport distance required to trigger a loading screen
  • The loading screen widget will now display the loading state of individual levels
  • Adjusted the 'lazy' level streaming properties to allow for larger game-thread updates
  • Refactored multiple areas of the code that retrieved a spawn point in a way it could fail. These now all have fail safes and no longer use any form of randomness to prevent unexpected spawn issues
  • Refactored the spawn pipeline to go through a single area
  • Allow movement while menu is open
  • Minimap material changes. Zoom speed increased
  • Minimap can be zoom in/out with LeftControl + MouseWheel
  • Added key binding to bug reporter. Key: L
  • Removed old interaction bar
  • Massive optimization to inventory UI
  • Server side persistence performance improvements
  • Bow arc adjusted


Fixes



  • Fixed a bug with persisting ordering index of picked up items that went to interact bar
  • Potentially fixed a bug where certain levels could get in a state that would cause the loading screen to hang
  • Fixed a crash that would occur in the Use Item code if the player attempted to use an item that failed to load from persistence correctly
  • Fixed a trait persistence issue that would occur on death
  • Fixed the cloud data being assigned multiple times while respawning
  • Fixed AK Audio for Radio
  • Removed ambient noise from Thorcon Underground
  • Removed Ambient noises from revive chairs
  • Adjusted the 'lazy' level streaming properties to ensure levels load in on time
  • Improved the consistency of functions that are used to find a valid spawn point for a player. Added in multiple fail safes to prevent a player from failing to receive a pawn
  • Minimap textures are marked as UI so they don't get lod biased
  • Potentially fixed a crash that occurred when attempting to open the inventory after logging in dead. This was seemingly due to the HUD never initializing itself in the respawn pipeline
  • Improved how the Death UI visibility is enforced by checking that the UI is not removed until a new pawn is received. This potentially fixes a few bugs where the Death UI could get removed if an event such as opening a container occurred right as the player died
  • Refactored player settings to instant-update queue system
  • Refactored discovered/unlocked areas to instant-update queue system
  • Proper collission added to Fishing Huts


Content Updates



  • Applied Orchid Weakspot to all trees and rocks to fix visibility issues
  • Adjusted rotation and position of all weakspots to optimal positions
  • Increased attenuation range of music from radio and drone
  • Attached Music emitter to Drone
  • Added radio to top of comm tower
  • Cleaning up old teleport locations and adding new locations to Industrial Sewers and Thorcon Underground
  • Stairwell added to Thorcon Maint B leading to underground
  • HQ light updates on 3x4 and all Thorcon Levels
  • Duplicate pieces removed from Thorcon Exterior Far
  • Recaptured reflection captures with Thorcon map hidden
  • Scifi Props added
  • Blood Trails pack added
  • Receive decals removed from a few containers
  • Thorcon Basement Added
  • Added crashed airliner to 7x2


We are currently focusing on UI improvements, persistence, and stability while we rebuild game systems in order to provide the best experience possible for all of our new players. While we focus on this refactoring, we won't be giving out new beta keys for the next few weeks. We understand that many of you are excited to jump in the game, but this work is vital to providing you a more stable Fractured Veil that can grow with the community and will allow us to respond more quickly to your input. A big mahalo goes out to our testers for helping us find the things that need fixing and pointing out where our systems need upgrading. Here are your ideas that we incorporated and the bugs you found that we fixed this week.

  • Espaion, zaccsi, and World'sOkayestDM - Proper collission added to Fishing Huts
  • Aazlor - Bow arc adjusted
  • nsomnia - Applied Orchid Weakspot to all trees and rocks to fix visibility issues
  • Espaion - Some things are disappearing with the logouts, like iron, twine, cloth. Others are reappearing like raw meat
  • Steelcrusher - Keyboard shortcuts for bug reporter and stats widget

If you want to learn more about Fractured Veil head over to our Discord server.

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