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  3. Version 0.1.695 Patch [Major] - Lighting, Sky, and Siege Improvements

Version 0.1.695 Patch [Major] - Lighting, Sky, and Siege Improvements

[h3]Not Going Down Without a Fight![/h3]
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.

[h3]Going Soft In the Head[/h3]
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.



[h3]Realer Than Real[/h3]
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.



[h3]Community Spotlight [/h3]
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

[h3]Calling All Streamers![/h3]
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

If you missed it live, watch us have some fun with these fine folks:
Dev Interview with GameEdged Exclusive Look with Nerd Parade

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

[h3]More About Fractured Veil[/h3]