Fractured Veil cover
Fractured Veil screenshot
Genre: Adventure, Indie

Fractured Veil

Version 0.1.325 Patch [Major] - Player Fixes and Updates

Fixes



  • Fixed issue where pressing Y to respawn no longer worked properly
  • Fixed event binding for steam friend loader
  • Fixed stored procs userrealmcharacter_getfriendinvites and userrealmcharacter_getfriendsinvited to skip invites from deleted characters; Updated user_deleterealmcharacter to release records for friends, invites, and blocked chars at delete time
  • Fixed a bug with GetRandomWorldLocationOnGround where the function could endlessly loop or loop for an excessive amount of time
  • Fixed a bug where if the player possessed a pawn that died prior to them fully initializing ownership the player would never have their Death UI shown
  • Fixed a bug where if the player died during severe lag and received their death replication 3+ seconds late the Death UI would never be shown
  • Fixed a bug where a floating character would be left behind if the player died while switching between perspectives
  • Compass Performance Fix
  • Fixed a crash that occurred when attempting to open the inventory after logging in dead
  • Fixed bug where player corpses could fall through the world


Updates and Improvements



  • Refactored item paths to be cached locally in binary file on server; refactored related sql and C++
  • Re-enabled JSMN integration for C++ service classes
  • Created a new function called GetSafeSpawnPositionAtLocation in the FRV Function Library. This function attempts to find a safe position to spawn the player using a non-random method of checking points around the input location
  • Created new proc playertrait_updatesingle; rewrote APersistenceManager::DoMySqlPlayerTraitUpdates to use this.
  • GetThorconPlayerSpawnLocation will now always return a valid location and no longer cares about players overlapping other players
  • Renamed GetRandomPlayerSpawnLocation to PawnBot_GetRandomPlayerSpawnLocation to clarify that it is currently only used by bots
  • FindNonCollidingPlayerSpawnLocation now makes use of the new GetSafeSpawnPositionAtLocation function in the FRV Function Library. Additionally this function now prints debug information when a location fails to be found
  • Moved IsLocationInOcean into the FRV Function Library
  • RestartPlayer will now always spawn the player at the hard-coded Thorcon location
  • New loading widget
  • Refactored area data to static list and helper class (AreaNameService)
  • Refactored player state updates to instant-update queue system
  • Refactored player attribute updates to instant-update queue system
  • Refactored player trait updates to instant-update queue system
  • Created a new function called KickPlayerWithMessage in the FRV Function Library. This function as the name implies will kick the player and display an error window with the desired message
  • If a player is kicked in the editor the kick system will now log a message stating why the server attempted to remove them rather than ending the session
  • Added in various login failure handling to the player login pipeline. This will kick the client if they fail to connect rather than leaving them in a hung state until they manually reconnected
  • MakeDatabaseRequest now returns if it was successful. If a MakeDatabaseRequest fails during login the client is now kicked with a message informing them where persistence failed
  • Added failure handling for if the player's pawn fails to be spawned for any reason in FinishReadingCharacterCloudData and RespawnCharacterCompleted
  • If the Death UI is visible it is now forcibly set to a higher Z-Order in the viewport and user focus is checked every frame.
  • Created client-side events in the PersistentRPGCharacterBase class for when the pawn is possessed/unpossessed by the local controller
  • Improved how the Death UI visibility is enforced by checking that the UI is not removed until a new pawn is received
  • Refactored player stat data (energy and rai) to instant-update queue system
  • Refactored world item add/update/remove to instant-update queue system
  • Refactored inventory persistence to instant-update queue system
  • UI performance failsafes to prevent run-away issues similar to our compass problem from happening in the future

We know there are a lot of new people who are excited to jump in the game, but before we welcome you to Lahaina for the first time with a beta key, we want to fix some things first. We are going to take a few weeks to focus on refactoring, persistence, and stability in order to provide the best experience possible for all of our new players before we start handing out keys again. Mahalo to our great testers for not only finding things that need to be fixed but pointing out where our systems needed some upgrading. Here's a list of the bugs you found that we addressed this week.

  • Maikowl - UI Text Spelled wrong
  • Be able to select multiple screenshots to submit to bug reporter
  • Compass impacting performance
  • Eldisty - Can’t Loot Mutant


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

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Version 0.1.305 Patch [HOTFIX] - Compass FPS Fix

Hotfix notes


Once again our amazing testers helped us hone in on exactly what was causing this bug and squash it before it knew what hit it! We had UI widgets being created every frame for on-screen players and enemies which resulted in this mess:



The problem only became apparent when we have enough people online so thank a big thank you to all of our testers for helping us discover what we wouldn't have been able to find on our own, you rock!

Some other fixes also made it in as we were working hard into the night and the wee hours of the morning

Fixes



  • Compass Performance Fix
  • Optimization improvements when updating player traits
  • Optimization improvements for steam friend loader
  • UI performance failsafes to prevent run-away issues similar to our compass problem from happening in the future

Version 0.1.301 Patch [Major] - Player Fixes and Updates

Updates and Improvements



  • Implemented loading and population of stored contents of player spawned containers
  • Implemented removing an item from player-spawned container to player inventory
  • Collision settings on Fishing hut 2
  • Adjusted size of water barrels in the world
  • Implement sign diorama spawning along roads
  • Regenerate dioramas and minor BP_Road preset changes
  • Implemented persistence for equipping items directly from player-spawned containers
  • Implemented persistence for unequipping items directly to player-spawned containers
  • Veil Building Added in as streaming level in the 1x7 area
  • Traffic Light material changed and lights added to 3x4
  • Props added in and setup in Camp + Top of Tower
  • Radio added to Main Room
  • Finished persistence for dragging items from a player-spawned container directly to ground
  • Reworked weapon attachment population code to store records after read time, evaluate later, and assign to bank items where needed
  • Adjusted the frying pan's socket rotation
  • Added in "CanSkipEquipAnimation" to the BaseItem class. This allows Weapons to attack prior to their equip animation finishing. The Frying Pan now makes use of this
  • Increased the durability modifiers for 'wrong harvesting type' to 9x
  • RPG Buildings can now define if they should spawn loose items around them. This now defaults to false
  • Implemented persistence for weapon attachments for contents of player-spawned containers
  • Added tracking and logging of highest transaction count per second, every 60 seconds, to node services
  • Changed BP_Thorcon_Entrance to use PlaySoundAtLocation instead of PlaySound, only for players with 100m; Changed the spatialization for those sounds to what the other Thorcon doors are using, 40m spread 25
  • Disabled Add Friend button in FRVPlayer_DetailsHeader
  • Set House button to collapsed in FRVPlayer_PlayerInfo
  • Created a new component called PersistentRPGMovementIgnoreComponent. When this component is added to a character that character will be able to move through all other actors that also have this component
  • Removing the MovementIgnoreComponent will now reset the actor's collision masks to their original state
  • The MovementIgnoreComponent now supports defining the movement mask channel that is used. By default this uses a channel that none of our other systems make use of
  • Added in a system that only removes the MovementIgnoreComponent after the owner is no longer being blocked by another actor
  • The MovementIgnoreComponent will now ensure only one instance of it exists on an actor


Fixes



  • Fixed bug with drone not being able to see construction buildings
  • Fixed collision issues on Volleyball nets and fishing huts
  • Fixed clipping of heads and candles in the barn
  • Applied pants mesh to dropped ItemActor_Pants
  • Fixed a bug where the Interaction Service was determining that certain interactions were possible when they otherwise weren't due to the visibility and/or the max interaction distance
  • Fixed a bug where the Interacted Actor returned by ProcessInteractableTraceHit was not always the actor that was tracked and stored in the ViewInteractableContext
  • Fixed a bug with the "Ignite Corpse" text not displaying due to the UI only showing it if the interactable actor was a Corpse Actor. The UI will now properly display the text if the actor is also a dead Character
  • Fixed a bug where any press of the interaction key on a dead body with the torch out would immediately ignite it. The interaction now must be held as intended
  • Fixed a bug where containers would fail to replicate to a player if their pawn overlapped the container prior to being owned by a controller
  • Players will no longer collide with each other while they are within a safe zone

A big mahalo to all of our awesome testers for helping us make Fractured Veil better! Here's a list of everything they suggested during last week's play session that we've fixed or improved.

  • Zaccsi - No collision on fishing huts
  • Steelcrusher - Thorcon door sounds are too loud
  • Steelcrusher - Water is too scarce
  • Chests take too long loading inventory
  • EspAion - Un/Equipping Ballistic helmet causes game to crash
  • Aazlor and Zaccsi - Floating Grass
  • Elliot - Fixed bug with drone not being able to see construction buildings

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

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Version 0.1.280 PATCH [MINOR] - Drone Fixes

Fixes



  • Fixed bug with drone not being able to see construction buildings.
  • Fixed collision issues on Volleyball nets and fishing huts
  • Fixed clipping of heads and candles in the barn
  • Applied pants mesh to dropped ItemActor_Pants


Content and Improvements



  • Implemented loading and population of stored contents of player spawned containers;
  • Implemented removing an item from player-spawned container to player inventory
  • Collision settings on Fishing hut 2
  • Adjusted size of water barrels in the world
  • Implement sign diorama spawning along roads
  • Regenerate dioramas and minor BP_Road preset changes
  • Implemented persistence for equipping items directly from player-spawned containers
  • Implemented persistence for unequipping items directly to player-spawned containers
  • Veil Building Added in as streaming level in the 1x7 area
  • Traffic Light material changed and lights added to 3x4
  • Props added in and setup in Camp + Top of Tower
  • Radio added to Main Room
  • Cables to relife machines added to all machines
  • Power Washer added in to Locker room and Control room
  • More Water barrels added to the world

Tool Upgrades, Harvesting Improvements, and Player Fixes

Updates and Improvements



  • The drone will now auto restart after 5 cycles of refuelling to avoid issues from staying online too long
  • The drone will now request a player location to move to from the server if a player hasn't been seen in the last 5 minutes
  • Added in a system that displays the loading screen when a player is teleported
  • The World Comp system is now used to determine when the client's loading screen should be hidden
  • Reworked parts of the loading screen code to ensure a single function is used for hiding the loading screen
  • Added upkeep cost per day and total upkeep time to UI for totems
  • Added support for placing construction attachments by detecting the construction piece under the cursor
  • Increased the number of levels the loading screen can display
  • Improved the weak point hit detection code to be based off a calculated distance from the center of the player's view point
  • Using the wrong tool on trees and rocks will now apply a 3x decay multiplier
  • Using the wrong tool will now only give 1 resource when harvesting trees and rocks
  • Added a hint message that is displayed when the wrong tool is used for harvesting
  • Added proper tool decay to chests, totems, attachments, doors, etc.


Fixes



  • Fixed crash in rare case when the construction replication object wasn't fully initialized but replication updates were incoming
  • Removed a LOD from the barrel's explosion effect that was causing it to pop-in if shot from far away
  • Fixed a bug where barrels weren't always exploding when shot at
  • Fixed crash when trying to replicate a construction piece that was cleaned up by prediction
  • Fixed bug where new players wouldn't have their construction player id set properly
  • Fixed bug with tool decay not always working properly
  • Fixed player death replicating a world time value that was not synced between the client and the server
  • Fixed player corpses not being visible to newly relevant players
  • Fixed bug where non foundations could be damaged by decay processes
  • Fixed impact sounds not playing the right sound for the material hit
  • Fixed bug with construction attachment healthbars not working
  • Fixed bug with construction pieces vanishing for clients after being placed
  • Fixed a bug where AI were not being overlapped by the drone
  • Fixed the loading screen popping up while running around the world due to world origin shifting
  • Fixed sequencing issues with the new loading screen system that could cause the loading screen to hide sooner than intended
  • Fixed the new loading screen system not accounting for levels that had not yet determined if they should be loaded at all
  • Fixed the decay multiplier not working on foliage instances
  • Fixed the resource multiplier not being used
  • Fixed resource multipliers only being applied to the first hit
  • Fixed lit camp fires not dealing damage due to the server disabling overlap detection as an optimization

Mahalo to all of our great testers for their help making Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.

  • vampire70 - Hold F to recycle construction bar isn’t showing
  • Azshire The Great - The drawback of the bow feels like it is a bit slow
  • Palaman/Fatih/40 and wags - Can’t hit weakpoints in 3rd person
  • Saur - Code Locks are not accepting codes being entered
  • Aqua - Constructed objects/bodies don’t persist between server restarts after a crash
  • Nubkid - Bodies disappear too quickly, less than 5 minutes
  • Nubkid - If you die when looking in a bag you can’t respawn or do anything
  • Kruton - Building walls would disappear, appear, disappear
  • Larry - Make the hatchet take way more damage when hitting rocks vs wood
  • Larry - Standing in a campfire doesn’t damage you
  • Azshire The Great - Take all doesn’t work
  • Azshire The Great - Party Members are offset

If you want to see your ideas in Fractured Veil head over to our Discord server and go to the #assign-roles channel. We’ll give you a key and get you set up in the game.

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Mutant Camps and Other Content Updates

Beach updates, mutant camp additions, and everything new we've put in the game since last week.


Feature updates and improvements



  • Updated thatch damage table with new info
  • Added totem icon and a red x to the HUD when viewing a construction piece that isn't within a totem's boundary
  • Construction attachments are now easier to place
  • Recipes update as you gather resources
  • Made it more obvious that totems need to be built and stocked with resources to auto-repair
  • Bandages now allowed on the toolbar
  • Added progress bar on recycling buildings
  • Code Locks now accept codes
  • Minimap and main map now accurately reflect players position
  • Adjusted the time it takes for bodies to disappear


New content



  • New Road system implemented everywhere. Lights, cars, and loot will be spawned on every road
  • Improved road material
  • Added content to Diorama system including body bags and hanging corpses
  • Added new buildings throughout the map
  • Added Meadow Wetlands and Sci-fi Science Equipment Pack
  • Added volleyball nets, fishing huts, surfboards, canoes, and shark teeth along the beach
  • Added pool table, heads on sticks, and Big Bob spawning point in mutant camp
  • Added props: Lady sculpture, school speed signs, and hula dancer bobblehead
  • Fixed thatch master material to allow for transparency to fix Dream Catcher on awnings
  • Smoothed out some terrain holes in grid 3x4 and 3x3
  • Added New Plants: Banana Plant and Blue Ginger and Updated Ohia, Plumeria, RattleSnake Leaves, and Palm Grass
  • Added Both types of Newuskin (re-life) machines to Thorcon Control Room
  • Upped Emmissive on Newuskin machines

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Towering Test Session

Our test sessions are a lot of fun! If you’d like to travel to Lahaina in the year 2120 and try out your survival skills while helping us test the game we’d love to have you. Click the link to join our Discord and go to the #assign-roles channel. We’ll give you a key and get you set up in the game.

This week a group of testers built one of the most impressive structures yet, a massive tower that rivaled the Thorcon Power Plant in height. Here’s a couple shots from a player and one of the drones showing just how awesome this player constructed building was.


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Construction Updates, Animation Improvements, and Fixes

Updates and Improvements



  • Refactored weapon hiding to make use of a single function
  • Implemented procedural spawning of player damage volumes 100m wide along map edges of playable cells
  • When playing a pose animation the first-person, third-person, and weapon animations now all have their play length synchronized
  • Updated thatch damage table with new info
  • Added totem icon and a red x to the HUD when viewing a construction piece that isn't within a totem's boundary.
  • GetDistanceVisibleLevels is now updated over multiple frames on the client to improve per-frame performance
  • Performance improvements
  • Added health and destruction to placed chests
  • Construction attachments are now easier to place
  • AK Audio Components now only update their location when they are actively playing a sound
  • Added code to notify realm persistence when a player-spawned container is spawned
  • Added spawn exclusion for totems as well as chests
  • Streaming performance improvements
  • Added in a "frv.debug.controller.groupplayers" command that teleports all players to the caller
  • Recipes now update as you gather resources
  • Made it more obvious that totems need to be built and stocked with resources to auto-repair
  • Allow bandages on the toolbar
  • Added progress bar on recycling buildings
  • Code Locks now accept codes
  • Adjusted the time it takes for bodies to disappear
  • Improved AI animation performance


Fixes



  • Fixed a bug that would return the wrong animation play length
  • Fixed a bug where the PersistentRPGWeapon was clearing the AnimationTimer before the PersistentRPGBaseItem could react to it
  • Fixed an exploit where players could cancel a reload when not actually reloading
  • Removed a timer from the PersistentRPGWeapon's BeginPlay that was causing the weapon to be hidden/shown when other systems were not ready for it to be
  • Fixed a bug where the first construction object loaded in on clients wouldn't replicate properly
  • Fixed a bug where the construction cooldown was being applied to all players as a single entity instead of having a unique cooldown for all players.
  • Fixed a bug where the construction id wasn't being replicated to new players
  • Fixed a bug with rounded floors not aligning to rounded walls when other walls were present
  • Fixed a bug with the recycle progress bar not always working
  • Fixed a navigation hitch that would occur on the client during level streaming
  • Fixed an actor iterator that was running every frame when not playing on Lahaina
  • Fixed more bugs that were preventing proper construction ids from being used on clients
  • Reworked parts of the Fire Component to better support dynamic toggling of its enabled state
  • The Fire Component now defaults to off on AI and is only enabled when the AI is killed
  • Fixed "Take all"
  • Road decals no longer applied to wooden crates
  • Constructed objects and bodies now persist between server restarts after a crash
  • Fixed minimap and main map to accurately reflect players position
  • Fixed AI Spawner Volumes ticking on the client
  • Fixed mouse input being tied to the current frame rate

A big mahalo to all of the testers for their great suggestions to make Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.

  • nubkid - Road decals are being applied to wooden crates and other objects
  • Aqua - Recipes not updating as you gather resources
  • kruton @Schism3110 - "Take all" is broken
  • Palaman/Fatih/40 - Can’t build campfire in your building
  • Saur - Round floors not rotating properly
  • Aqua - Building pieces disappearing 5 seconds after being placed, mainly walls/windows
  • Palaman/Faith/40 - Need to make it more obvious that totems need to be built and stocked with resources to auto-repair
  • Palaman/Faith/40 - Can place iron ore in campfire and it disappears
  • Sckiz1 - Can’t put bandages on the toolbar
  • Dreis - No progress bar on recycling buildings
  • Saur - Code Locks are not accepting codes being entered
  • Aqua - Constructed objects and bodies are not persisting between server restarts after a crash
  • nubkid - Bodies disappear too quickly, less than 5 minutes
  • TrublsmScHOLAR - Task: If player is holding a torch, hold f on dead body to ignite
  • TrublsmScHOLAR - Persist hints on screen for longer
  • Dreis - Mouse look and feels a little clunky, not as smooth and responsive as other games

If you want to see your ideas in Fractured Veil, head over to our Discord server to help us test the game and share your thoughts

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Thorcon Power Plant Updates

Diorama and Content Update

Diorama updates and everything new we've put in the game since last week.



  • Created a FRV World Spawner Manager subclass that ensures there are no dynamically constructed buildings on top of an AI's spawn point. This fixes a bug where AI could randomly spawn inside constructed buildings.
  • Cannibals can now return to a dead body they were previously consuming if they were interrupted during cannibalization. Additionally the cannibal will now only receive their cannibalization buff if they completely finish consuming the body.
  • New Roads generated in map grids 3x4, 3x3 and 4x3
  • Made additions to the industrial pit in map grid 3x4
  • River extended river upwards towards source in map grid 3x4
  • Dioramas now have debug information in-engine
  • Roads now spawn street light dioramas. Tiki torches are spawned next to dirt and gravel paths
  • Integrated new corpse and barrier dioramas.
  • Added hanging corpses from random street lights
  • Created vehicles filled with flies and corpses; Added to diorama datatable
  • Regenerated dioramas in all tiles containing roads with new settings being applied


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