Version 0.1.810 Patch [Major] - Vendors, Crafting, and Inventory Updates
Man with the Plans
There’s been a vendor without any inventory parked in the Thorcon Power Plant for a while now, just watching testers come and go. Over the past few weeks we made some major updates to our crafting system and approved Mr. Mixer Head’s permit (after he squared up with his registration fees of course).
Players can now buy a wide variety of weapons, clothing, and survival items from his newly opened store. We plan on adding more vendors in the near future, but for now this fella has the market cornered.
How It’s Made
In addition to Mr. Mixer Head (or current nickname for the vendor) we introduced “research benches” this week. The bench is a craftable item that players can use to learn new crafting recipes.
We know how important a deep crafting system is to many of you and we’re really excited about including this big step in making it better. All a player needs to do is place an item inside the bench, add the correct amount of rai (our ingame currency), and the item is destroyed leaving you a blueprint allowing you to add that item to your list of crafting recipes.
Dude, Where’s My Stuff?
Our community of players gave us some great feedback about making some changes to how they interact with the inventory. We want to make it clear and easy to use, so we changed a few things, incorporating the ideas suggested so far. As always, we love hearing suggestions for how we can improve things, so mahalo for posting them in the suggestions channel in our discord.
Now, there’s an item detail widget added to the inventory UI which gives info about each item and the ability to drop, use, or equip it. We added double click support to inventory icons and made some improvements to the quick craft feature.
With new items to buy and recipes to learn we’ve adjusted the resource rate drop and made looting a little easier for those on the run. If a player holds down “H” while looting a corpse or open container it automatically takes all items 1 at a time with a 0.3 second delay between items.
Taking a Dip
Good news for all of you water lovers, not only have we fixed swimming, we finished some post-processing work on our rivers. As you can see below our rivers are looking as good as our ocean.
Water, Water Everywhere!
Speaking of water we had some major bugs involving drinking. Many players found themselves surrounded by water but couldn’t drink a drop (sorry about that @cywraith). We fixed the bug so you can once again drink your fill in the rivers and barrels across the map. We even added a few extra rain catches around the Thorcon so you can get properly hydrated before heading out to explore.
We fixed a number of other lingering bugs this week including: recycling and crafting widgets not always showing the proper counts and tools not harvesting resources properly. We fixed a bug where the shotgun firing sound was muffled while using ADS and added sounds to moving items around in the inventory.
Speaking of bugs- the best way for us to squash them is to know they exist in the first place, so for all our testers we want to send a friendly reminder that the servers are up 24/7 so you don’t have to wait until our weekly playtests to hop in and go bug hunting!
Community Spotlight
Every week we travel to Lahaina and try to find as many bugs as possible, so if you’re interested in joining the fight, head over to our discord and let us know!
Chickdrummer88 won the first annual Fractured Veil Costume Award this year with this amazing ensemble. (Extra points awarded for the cat)
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
Spitfire - Sieges spawning inside bases with multiple totems
Carbu - Duplicate inventory items after dragging in inventory
Ryan - Looking at crafting bench/smelter crashes game
Warknight - Duplicate backpacks by equipping a new one
Spitfire - Pan not making contact with objects
Hop - When I pull my bow back, I am unable to move
Ryan - burnt bodies not disappearing
Undelek - Arrows turn giant
Ryan - Teammate markers not showing up on minimap or map
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
Version 0.1.731 Patch [Major] - Rivers, Mines, and Siege Updates
Wait Your Turn
We kicked off the week with another round of siege improvements focusing on mutant movements. We noticed during our playtests that the horrors of the jungle were bunching up making them too easy to hit and keeping them from tearing you apart.
We fixed the system so more eager mutants can push others out of the way to get to players and a safety to keep those already engaged in melee from being pushed away from their targets. All in all the mutant slaughter has never been more orderly and efficient. Rest assured, there is still chaos and certain death awaiting players, however, we’ve been fine-tuning how the quickly the blood bath unfolds.
For Your Consideration
Our biggest achievement this week is a complete overhaul of the inventory system to help with persistence. While players shouldn’t see any difference in the way their inventory works, the improvements should help with persistence and help make the whole system more reliable and easy to build on. It’s one of those cases of ‘behind the scenes’ fixes happening, which is super important, but not as flashy as adding new features or environments. However, we know it’s going to improve the player experience and set us up for the long term. Mahalo to all of our testers who keep coming back week after week!
Since we value player feedback, we introduced a logout survey to help us capture the thoughts of our community quickly, implement any suggestions, find bugs, and most importantly ensure that our players are having a good time running through the wilds of Lahaina.
Mine Your Business
During the playtest, a lucky few might discover a new mine on the island. Along with the Thorcon basement, the sewers, and the cave complex, the mine will offer those brave enough a unique area to explore while fighting for loot.
Up and Down the River
We’ve already made big improvements to the water, weather, and waves in the game and we’re still not done! Last week, it was the ocean waves and this week we focused on rivers.
An important source of water for players struggling to survive, rivers also act like natural barriers and paths twisting across the landscape, helping players move around the map. We made some updates to our interactive river tools making it easier than ever to build a custom waterway. Here are a couple of before and after shots of the tool in use.
We can even adjust the height of the river to make the water move faster and create areas of white water.
Combined with all the recent lighting and water improvements, the rivers have never looked better during the middle of the day:
Or as night approaches.
Community Spotlight
Remember you don’t have to wait for the weekly playtest to travel to Lahaina, our servers are up 24/7!
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
Version 0.1.706 Patch [Major] - Water and Sieging Improvements
Diving Deep
It’s almost impossible to think about Hawaii and not think about its beautiful blue waters. Getting just the right color, perfecting the way the light reflects, and the interaction between the waves and the shore are things we’ve tried very hard to make as realistic as possible.
This week we updated all those aspects of the water and worked on player/water interactions too, adding splashes and ripples to the ocean and streams to make them look and act like the real thing.
Whether it’s the middle of the day:
Or approaching dusk:
Players can make a big splash on the beach or in one of the rivers that flow through the jungle.
Exploring one of the many wrecks along the shore is a great way to appreciate how much dev time we’ve put into making the water, weather, and lighting look great.
It’s looking good even from under the waves.
Fighting the Good Fight
With the help of your input we made another pass on our sieging system and made a few more improvements. We fixed a few bugs including one that would allow a siege to be started on a base that was already under siege, and mutants can now occupy a base instead of just tearing it apart. We also activated random sieges. So any base now has a chance of getting unexpected visitors knocking down the front door when a player is online.
We also added a trailer mark to the rotting heads thrown by the trophy collectors making it easier to see where the putrid missiles are coming from in the middle of a chaotic battle
Community Spotlight
Many of you have been posting your screenshots and pics of your Badass Bases in the #badassbase channel in discord. We appreciate all your hard work!
Remember you don’t have to wait for the weekly playtest to travel to Lahaina, our servers are up 24/7! Here’s a look at some of the new construction that went up this week. Keep them coming!
Here’s a great shot of the same base taken at different times of day.
Here’s a compound that sprung up in the neighborhood
And this platform @spitfire built to take screenshots.
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
Version 0.1.695 Patch [Major] - Lighting, Sky, and Siege Improvements
Not Going Down Without a Fight!
Some of our players really dig building bases while others enjoy taking down mutant hordes. For the folks interested in slaying mutants, this week’s for you! We are still refining the siege system, testing how the mutants attack and trying to strike the right balance.
We know how much fun it can be to test your shooting and building skills with wave after wave of angry mutants who want nothing more than to break down the walls of your base and tear down your totem. But if you feel your base is being taken down way too quickly - we want to hear your feedback!
After listening to last week’s suggestions, we adjusted the default upkeep costs of bases, fixed a bug that would cause a mutant to get stuck after a wall was destroyed, added smoke plumes that mark the direction and intensity of an incoming siege, and most importantly made sure they would eventually end.
Going Soft In the Head
We recently updated headshot damage to players but discovered that we somehow forgot to update the damage when shooting a mutant in the noggin.
That oversight has been fixed so planting one between the eyes of a Butcher now does double damage. We also updated Annabelle the Cannibal so that her fists do blunt rather than slashing damage.
Many of you told us that the panting your character makes after a modest amount of exertion was too much. We agreed and upped the cardio of your newly restored body to make sure you only suck wind when your stamina gets very low. You may also notice a few new signs and shower stations across the map while exploring with your newly conditioned lungs.
Realer Than Real
Making a game set in one of the most beautiful places on Earth means we can offer players a survival game with a breathtaking backdrop but it also takes a lot of work to do it justice. We’ve spent countless hours of dev time working on the lighting and environment in Fractured Veil and this week was no different.
We made some improvements to ambient lighting and the way the light works on the water above and below.
We upgraded skylight colors and blending and focused on the pre-sunset skies.
We also fixed the amount of sunlight reflected off of objects across the map and improved clouds and fog saturation. Our goal is to offer a Lahaina that looks as realistic as anything you can find on a postcard.
Community Spotlight
Many of you have been posting pics of your Badass Base in the #badassbase channel in discord, and @spitfire in particular has been hard at work building a number of water-based buildings.
Remember you don’t have to wait for the weekly playtest to travel to Lahaina. Just ask @Spitfire who passed 100 hrs in the game this week, proving that our servers are up 24/7!
Here’s a look at some of the new construction that went up this week. Keep them coming, we love sharing your hard work!
And here’s a pretty sunset shot of @spitfire’s giant diving platform seen from the shore.
Mahalo to all of our testers who join us every week for our playtests. We’re focused on fixing some big systems so we haven’t been getting to as many pesky bugs this week, but that doesn’t mean we don’t want to keep hearing about them.
Bugs that we squashed this week:
Hop - dropped items are unable to be picked back up
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
Version 0.1.681 Patch [Major] - Graffiti, Sieging, and Shoreline Improvements
Painting the Town
It might seem like we spend all of our development time trying to create a vibrant Lahaina filled with colorful plants, beautiful skies, and pristine waters but that’s because we know how important infusing the game with Hawaiian culture and deadly beauty is. This week we’ve taken it to another level and added a little color and character to the non-natural parts of the island too. Players will notice new graffiti, which adds a bit of realism and Hawaiian flavor. From huge murals on water tanks to simple tags on abandoned homes, players can now find survivor art across the island.
We even added random bumper stickers and decals to cars and trucks.
The automated decal system saves us hours of hand placing decals. It pulls random images and allows us to “age” the graffiti it applies to make it look like it’s survived decades of sun, sand, and wind.
Fighting the Good Fight
We made another pass at the sieging system, improving the mechanics, adjusting construction damage, and buffing the mutants to make them harder to take out while they smash through your walls, but rest assured - we’re not done yet.
We’ll be enhancing AI behavior and improving gameplay based on your feedback until having waves of mutants trying to destroy your hard work is as fun and challenging as it can be
It’s the Little Things
There were a number of various fixes and improvements made this week too. We added a “no construction zone” around the bridge and in front of the cave to keep players from blocking them off with a troll bridge (nice try @Spitfire :).
We improved car materials to make them more realistic, added hula dancer bobbleheads to a few dashboards, and fixed a floating car bug. Speaking of floating things - for any current players who don’t already know, you can disable ‘head bob’ in the settings menu now. It was a great suggestion and an example of us working quickly to make playing as enjoyable as possible!
We also implemented wind on the foliage and added stone spiral stairs to the building system, making it harder for players to fall through the cracks. Players can now corkscrew their way to different floors with all the building material options: thatch, wood, stone, and metal.
Sand, Surf, and Sun
We’ve made huge improvements this sprint to the waves, weather, and water making the environment look as beautiful and real as possible. This week is the culmination of all that work. Not only have our efforts resulted in huge performance gains but the wilds of Lahaina are looking stunning. We made a few post-processing updates and ambient occlusion improvements to make the colors and lighting really stand out.
We Improved shoreline waves with wet sand effects, better rolling waves and foam upping the realism of our shorelines.
Community Spotlight
Many of you have been posting pics of your Badass Base in the #badassbase channel in discord, and we encourage everyone to share their hard work! Here’s a look at some of the new real estate that popped up in Lahaina this week.
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
Jman - Metal axe has incredible durability while the metal pick axe is lacking
Play uke sound when shooting ukepoon
Spitfire - Prevent barricades from being built in front of the cave entrance
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
More than just a place to tell scary stories or make smores, campfires are an important part of life in Fractured Veil. They keep you dry and cook food, but they can also draw unwanted attention. Thanks to our community’s feedback, we made a number of campfire improvements this week to make them more performant and realistic looking.
We improved the smoke particle system and smoke plumes are now visible from much farther away. Here’s a look at the old campfires on the left and the new and improved version on the right. You’ll notice how much easier it is to see the smoke now, so you’ll have to be careful when building a fire….or else...
Surf’s Up
It’s always amazing to hear from players who haven’t jumped into a playtest recently that frame rates are higher and Maui is lusher and looking beautifully deadly. We made some impressive performance increases recently with many seeing around a 20fps improvement (we cap at 62fps). In our opinion, the game has never looked better. Last week we spent some time improving the rain and this week the water work continues with waves and the shoreline.
We made some big upgrades to the realism of our waves letting them roll into shore and turn into foam. We’re not done with the waves yet, but we’re really happy with the improvements we made this week!
Now, the waves interact with the shore, and the wet sand changes once the rain hits it, as you can see in this test footage.
We even improved how the underwater sand looks with light and shadows playing across it.
Look Who’s Coming For Dinner
We’ve made good progress on our sieging system and fixed a number of bugs. We buffed the mutants to make them a bit harder to take down, fixed a bug that would allow them to sometimes walk through walls if they approached them at a certain angle, improved their targeting, and made it possible for Trophy Collectors to throw heads from behind barricades. It’s never been harder to survive a mutant onslaught in the game.
Saying Hello To the New Neighbors
The Thorcon Power Plant is the social hub in the game and we recently made some additions inside. Players will now find an area of tent stalls ready for a variety of vendors and trinket peddlers down the road. We even included some porta-pottys to help keep the floors clean. The hanging shark smells bad enough on its own.
A new area for players to explore appeared on the map this week.
Cobbled together from structures that weren’t completely leveled by the Fracture
signs, scrapwood, bits of metal
and even a few repurposed buses
The new tenants aren’t around yet but it’s still an interesting place to explore. The universally friendly “BAR” sign is turned on, so it’s only a matter of time before players can expect a new watering hole in town.
Community
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
hop - AI can no longer open locked doors
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
Just when we think we’ve gotten our weather system where we want it to be, we decide it needs to be “more Maui”, with vibrant sunrises and soothing sunsets. The weather, rain in particular, is an important part of any survival game. This week we’re excited to show off some of our latest work turning up the realism knob on rain.
First, we set our sights on improving the color of the sky to get that famous blue that Hawaii is known for.
Most of our time this week was focused on the rain. We set up wind direction on the rain allowing it to move horizontally according to wind speed and direction, and we implemented puddles on landscape materials. Good news for splashing enthusiasts, rain will now accumulate and create puddles everywhere. Here’s a look at a recent test of the new system.
We improved rain occlusion and added some material effects to make a rainy day in the game feel as real as possible. Speaking of making things feel more real in the game, we fixed one of our longest standing bugs. Many of you have reported that our rain doesn’t always work well with roofs and walls. We’ve finally made the rain respect boundaries and physics. You can now take shelter from a downpour and it should no longer rain inside the Thorcon Power Plant.
Lightening Your Load
We reduced the weight of all resources to help players carry more at one time, realize their pack mule dreams, and allow them to build a base or rain shelter more quickly. We extended the no build zone around the Thorcon and sent the grounds crew out to take care of an unruly tree that was blocking the zipline. Players can once again take the express lane in the sky from the comm tower and not get stuck in branches.
After listening to your feedback we added a new wooden door option for our more frugal builders and moved the old reinforced wooden door up to the next tier.
Ready Aim Fire
It wasn’t all playing in the rain this week. We made some decent sized changes to Time To Kill (TTK). Mutants and other players hit a lot harder now than before making it more difficult to survive the dangers of Lahaina. The team spent some time on firearms, focusing on the 1911 and the uzi. We adjusted the optimal range of weapons and weapon damage across the board.
We slightly reduced the fire rate of the 1911 and adjusted its damage accordingly after many of you suggested that we make some changes.
We increased the uzi’s recoil and spread and made some adjustments when using it from a prone position.
Since you’ll be chewing through the mutants we made sure to fix a bug with burning the Trophy Collectors after they’ve been killed. Instead of just getting hot feet, the mutants will now burn evenly ensuring a consistent roast.
Community
A big thank you goes to zappingol who was kind enough to stream a play session with us last Friday. Important note: most of the stream is in Spanish - so turn on subtitles! Watch all the fun we had here.
So we started something NEW this week - posting pics of your Badass Base in the #badassbase channel in discord. During our playtest yesterday, we grabbed some shots of different bases and we encourage everyone to share their hard work!
The nice use of reinforcements in front of this base definitely puts it in the running for base of the week!
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
JD - Uzi too accurate while prone
[uRxP]DrChocolate - Give stone door a studier look, currently it looks weaker than the wood door
zaccsi - Make placement of crafting bench and similar items to work the same as campfires or building pieces
xstephx - pistol muzzle flash could be less intense
JD - fire rate cap on semi pistol
[uRxP]DrChocolate - Provide a key (e.g. q) to rotate building pieces when in planning mode, e.g. walls and ramps
CrimsonCrusher3 - The visual burning animation for the head hunter is slightly off. The flames are always only at the bottom of his feet
[uRxP]SquintySquanto - Raining inside Thorcon
Hop - hearing rain audio, but not seeing any rain on screen
If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.
It’s Time to Get Crafty! Coral, Robots, and Crafting Benches
For Your Convenience
Many of you pointed out that scrolling with your mouse wheel on the action bar needed some improvement and we agreed. It now works smoothly so you can quickly change weapons without having to press a key. We added a progress bar to a number of equipped items including meat and canteens too.
Thanks to the swift bug testing work of some of our favorite streamers, we noticed a problem with weapons not being able to hit specific areas like heads, arms, and legs. So we fixed it and while we were at it - we made it possible to mangle someone’s leg and then heal the specific area of said “mangle”.
Everyone likes things that go boom, so it’s almost impossible not to shoot one of the exploding barrels you find along the roads. It didn’t take long to learn that shooting a barrel would cause an equipped weapon to disappear. That bug should be fixed now so feel free to create as many explosions as you can again.
We heard from some of you that you weren’t a fan of the head bob your characters have when running around. If you’re no fan of that bob (not to be confused with Big Bob) you can now go into your settings and disable it. Check out the difference between both settings:
Above and below
Hawaii is famous for its skies and clear blue waters. We take our job of doing both justice very seriously. We improved overall sky color balance and gradients at all times of day and weather. We also upgraded underwater visuals, light, and water reflections. Early mornings are a perfect time to take a dip and admire the color of the coral and the sun on the water.
Beasts of Burden
It’s been decades since civilization was wiped out in the game, and we’ve been talking about adding some more hi-tech items to let players get a feel for the vibrant technological hub that Lahaina was before The Fracture. This week we added a few robots in and around the Thorcon to help illustrate what West Maui used to be like.
We have a small stable of pack robots in the power plant now still loaded with gear from those who didn’t make it.
You’ll notice industrial crates and shipping containers in the main room as well!
We even have a transport mech parked out in the front lawn now that the homeowners association has been disbanded.
Easy Meals Not on Wheels
We made a number of improvements in AI pathing this week making the movements of our animals and mutants better and allowing them a greater chance of making a meal out of players.
Speaking of meals, we discovered that you couldn’t harvest meat from corpses anymore. While we don’t officially endorse cannibalism we understand that sometimes survival means eating your friends. Players can now once again dine on “long pig” in the game.
Getting Crafty
Crafting is one of the most important parts of any survival game. We know how much fun it is building weapons and gear and upgrading what you have. While they’re purely decorative in the game currently, this week we added a few different crafting bench options for players to choose from. Functionality will be coming soon.
Players can choose the standard distressed wood look
A sturdier-looking model with totem inspired legs
Or this journeyman option perfect for cataclysmic finish work.
We fixed some persistence issues for attachments and banked items as well as adding wood as an option for spiral stairs. Fans of going around and around as they climb can now choose from thatch, metal, and wood when building a structure.
Community Fixes
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback Is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
Wags - Option to disable head bob
[uRxP]Lavim - Base is decaying even with Totem full of resources
Party size limited to 10
Jman - audio bugs with harvesting tools
Pistoling - explosive barrels make equipped weapons disappear
Lavim - picking up crafting table launches you into the air
Pistoling - Collision on stairs needs to be adjusted, can crouch into them and shoot people through them
Azshire the Great - No longer taking fall damage
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.
Back to Base-ics: Barricades, Lanterns, and Other Base Improvements
Keep Your Distance
While we’ve spent a lot of time thinking of ways to encourage people to play together, this week we’ve come up with a few ways to keep them apart. We’ve added three different types of barricades to the crafting menu to help players protect themselves and their constructions.
Our first offering is your standard wooden spike barricade. The pointy parts do damage and should be rotated to face potential threats.
Next we have metal barricades which in addition to doing damage have a slowing effect on anything trying to pass through.
Last but certainly not least, we have good old concrete barricades. Made famous in thousands of movie car chases, concrete barricades are an excellent place to take cover from gunfire and arrows.
Stepping Up
Good news #Builders! We added thatch to our spiral stair family this week. They offer a beautiful and economical option to the metal stairs in the game currently.
In addition to the new material, we fixed an infinite loop bug that could be triggered when removing and re-adding spiral stairs. Just remember to make sure that nobody breaks the bottom stairs or you could be in for quite a fall.
We also fixed a bug with the scroll wheel not working when the construction tool was equipped and made sure middle click now works when placing items like campfires and chests. We had some fun solving a problem with rotation of foundation stairs and since we noticed players having a tricky time using them, we increased the size of door locks. Now they show up on both sides of door frames as well.
Some of you were having problems loading and assigning group permissions for totems, but you shouldn’t anymore. We added messages for filling your totem up with resources to prevent decay when you place one the first time and when you upgrade part of your house the first time. We even added UI icons for wood, stone and metal doors this week to make it easier when you’re in upgrade mode.
Not Just Another Pretty Face
We’ve increased the number of teammates you can have in a group. Now you and 19 of your closest survival buddies can run for your lives through the jungle.
The various posters in buildings should now be pulled from a group of random images (even if the total number of images isn’t that big right now). We’d love to get some more in the mix including any of your pets. Head over to our #pets channel and upload an image so we can brighten the apocalypse with a picture of your furry or scaly friend.
Sightseeing
We added a few more vehicles across the map including this tanker truck in the industrial pit as a reminder to never trust your GPS after the fracture.
We added some storage tanks outside the thorcon to help make the neighborhood more interesting and offer players places to hide as well.
How Dry I am
We’ve heard from many of you that water was too hard to come by while you’re exploring the jungle so we added another water source to the game. You can now craft or find these rain catchers across the map providing tarp flavored water to those in need.
We also made some transition improvements to where our big river hits the sea to make it look more natural.
Leaving the Lights On
Finally, we did some torch tweaking, changing where they attach to window frames and adjusting their light radius. They offer the perfect amount of light to creep around the house now.
We updated our placeable Lantern too, giving them brighter and more realistic flames. You can see below how well the light up a room compared to torches.
Community Fixes
Mahalo to our testers who help us every week find what’s not working and what can be improved. Your feedback is hugely important to us so keep it coming! Here’s everything you found and we fixed this week.
schism - Mutants in thorcon
[uRxP] Visseck - Stuck on zipline
ProfessorSnubs - sulfur is transformed to sawtooth axes on crash and other strange transformations
Players spawning in with bleeding tag
Azshire the Great - Sink holes in 3x4 by rivier
Gubbleduzz - various crashes
Azshire the Great - Floating plants in greenhouse
Pistoling - Upgrading any thatch foundation does not detect whether the player is inside the structure.
Players unable to revive other players
[uRxP]Lavim Base is decaying even with Totem full of resources
When in menus only let the player use "WASD"
[uRxP]Maashadar - melee weapons will not damage mutants
KingPin - animals are not damageable unless they are running away from you
Azshire the Great - Can’t use scroll wheel when tool is out
gundy - No light coming off of construction torches
Aazlor - items drug into inventory from floor disappear
[uRxP]Lavim - After server crash/restart base reset back to thatch
Azshire the Great - once I hit the ceiling and couldn't build, screen went super bright, even when at the bottom on ground.
Zaccsi - Make Smelters Craftable
Elliot - Buildable traps around players houses such as spike traps, barbed wire, etc
Varien and Larry - Escape not working, make it close any open menu
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.
Stair Stacking, Spawn Points, and Tweaking the Sun
Getting Your Steps In
Another week - another dev update!
For all of the #builders in our community, we’re happy to report that we’re continuing to make improvements to our construction system. A number of you suggested we add stairs that you could use with half walls in your structures. Well, it may take you twice as long to get your steps in, but we adjusted the spiral staircases to match up with half walls!
Don’t worry, the spiral stairs are now stackable for diehards looking for a full stair experience. While we were at it, we added the ability to place spiral staircases on triangle and rounded foundations and fixed some structural integrity bugs.
We fixed an issue with upkeep information not showing in the totem UI.
We fixed a crash we found in our recent playtests, and one when pinging, you are free to ping again. We also worked out an issue with fall damage so players won’t die when falling from heights of a couple of inches anymore. Giant leaps can still be fatal, however.
Home Improvements
We added craftable smelters so players can start purifying their ore in the comfort of their own home, and we made torches upgradable to lanterns for those of you looking for a non-medieval light source in your base.
Where Did All the Neighbors Go?
Players arrive in Maui after the fracture and our goal is for you to ask, “Hey, where did everyone go?” or “What happened here?” while wandering around the island.
We’re building a shantytown across the river from the power plant for future exploration and eventually, clues about those who came before.
And a few hoop houses have been constructed in the area so that survivors can grow and secure the rare Kükenroot for future generations.
So Long Floaty Butcher
As much as it hurt our hearts we nabbed one of our favorite bugs ever this week. We fixed an issue with the AI spawner that would cause AI to show up where something new had been added with often hilarious results.
Sadly, mutants will no longer be found inside walls, trees, and rivers, underneath buildings or rocks, or straddling a deer suspended above the water.
Like Tears in the...Ocean
We lowered the ocean floor depth and fixed swimming to allow players to do a little diving in our beautiful blue waters. We even added coral and various types of seaweed to accompany the tropical fish you can find swimming around the numerous structures that extend into the ocean.
Here Comes The Sun
Post-processing work continued this week with a focus on sunrise and sunsets. Our goal is to make the game as immersive as possible through our lighting and environments. Here we are showing off our sunset tool while sowing chaos in the native bat population.
Community Fixes
We want to thank our testers who help us every week find what’s not working and what can be improved. Your feedback is immensely important to us so keep it coming! Here’s everything you found and we fixed this week.
zaccsi - deer running into the water
schism - Want to build stairs on stairs, stairs on round pieces, stairs on triangles
Azshire the Great - Door sometimes disappearing when entering code
Zaccsi - Mutants spawning under a house
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.