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Fractured Veil News

Version 0.1.1674 Patch [Major] - Updates, Fixes, and Improvements

Aloha Thrivers!

We can’t thank our community enough for helping us reach our Kickstarter goal! We’re overwhelmed by the love and support you’ve shown us over the past 3 weeks but there’s still 5 days before the end of the campaign.

Huge thanks once again to everyone who helped us get this far. We are so humbled and honored by the support you have shown us.

This week made a number of weapon and combat improvements, included a bunch of crafting and construction updates, and fixed a mountain of bugs that our testers reported to us. We’re also including some shots of the amazing bases our community built since our last update. Read below to see everything we’ve worked on.

[h2]Updates, Fixes, and Improvements[/h2]



[h3]Weapon/combat Improvements and Fixes[/h3]
  • Increased max uses on most ranged weapons
  • Increased Damage on Ukupoon by 25%
  • Increased Damage on Compound bow by 10%
  • Upped recoil on Ukupoon
  • Fixed issue where firing flares at a sleeping player in a PVE zone caused the player to disappear
  • Reduced accuracy when jumping/running with 1911
  • Reduced Extended mag ammo boost from 200% to 125%
  • Reduced max range of uzi and optimal range from 30 to 20 meters
  • Increased hipfire spread of M1A by 100% and damage by 50%
  • Added ADSAdjustSpread variable to guns
  • Jumping will now take 100 stamina




[h3]Crafting and Construction Updates[/h3]
  • Minor increase to decay on pickaxes from 30 to 31
  • Bow craft time reduced to 45 seconds
  • Fixed duplicate attachment slot issue when upgrading construction attachments
  • Updated Coconut Shell text to explain it's a crafting resource
  • Fixed crafting machines allowing fuel to be used in non fuel slots
  • Fixed not being able to recycle containers and totems after they have been upgraded
  • Fixed research benches not working
  • Fixed area of 4x4 where players couldn't build construction pieces
  • Fixed players not being able to place a new totem in zone 1 after destroying their previous claim
  • Fixed crashes dropping/moving an item being recycled




[h3]Game Updates and Improvements[/h3]
  • Enlarged Bananas
  • Repositioned consumables to fit into hand better
  • Decreased jeans cost to 10
  • Increase quest reward for buying jeans to 15
  • Implemented 30 second pause in draining food/water when you reach max value
  • Created separate vendors for various item types and placed in Thorcon
  • Smoothing out terrain in places to prevent players from falling through holes in procgen houses Merged all wooden wall pieces in thorcon into single mesh
  • Lighting update to Caves and Thorcon
  • Changed inventory context menu to right mouse button
  • The drone will now restart if it's pawn is destroyed for any reason




[h3]Fixes[/h3]
  • Fixed issue with properly reporting death for inactive pawns
  • Fixed character customizer screen becoming squished after hiding the background
  • Fixed elevator music not stopping for some players
  • Fixed bug with disappearing items
  • Fixed handling of IsClientLoggingIn variable during client login, which caused the client to erroneously show the timeout message if the player successfully logged in but didn't join a server for 30 seconds
  • Fixed player-to-bank swapping persistence issue
  • Fixed players dying from dying of starvation or thirst while offline




[h3]Player Fixes and Suggestions[/h3]
  • spitfire - Adjust crafting recipe for arrows
  • MoneyBagg - lower npc hp or raise up weapon damage
  • The1rishOne - adjust the head damage from Trophy Collectors
  • Logoes - Let us burn fiber, maybe a faster burn on it.
  • Kitski - Reduce the charcoal and sulfur cost of making ammo or increase the amount of ammo you get when you make it
  • 1ceprime - M1A:Way too accurate from hipfire, More Damage in general, maybe higher headshot multiplayer on this gun too
  • 1ceprime - Uzi: Extended Mag down to 30, 25 Meters optimal range and drop off from there, ADS cof way too tight
  • 1ceprime - 1911: Jumping should reduce accuracy
  • IcyCaress - Character customizer screen becomes squished after hiding the background
  • blazemonger - Buying jeans are part of early tutorial but the price was raised to 90 RAI?
  • Ayka - Tutorial says to Build a Canteen, but what it means is build a Coconut Canteen.
  • Logoes - Sometimes, maybe every 8-9 hits when attacking a player wall the tool doesn't take damage from hitting the wall but still damages it
  • Omikron - Pressing "N" by mistake while just standing around will show your downed number, only way to get rid of it is by relogging
  • Fernando - Animals not moving
  • Logoes - Objects farther away have some pretty rough blur to them
  • Kyttaen - Mutant spawned/is stuck inside my foundation
  • Logoes - Game crash
  • Cr4zy4ce - Recycle gives materials back for non existent items
  • Mediocregamer67 - Animals spawning on top of cars
  • Fernando - I chopped a big tree and the cuts remained there after it went down and couldn't move freely on the spot the tree was
  • Jerel Phoenix/Reddthorn - Stuck in dying state
  • zzeinith - Stuck fox
  • Fernando - Ground materials showing up on column on toll booth
  • gunnbr - Bodies floating after base was destroyed
  • Logoes - Mutants not attacking during siege
  • Logoes - Cannibals spawning in base
  • TSStechAngel - Can't revive your party members who are knocked out
  • Reddthorn/Fluffy - Hair stretching out strangely
  • MJMPlays - Items disappearing after picking them off my body using hold F
  • Fluffy - Trunks opening strangely
  • spitfire - the global quest to kill mutants, timer ended and the server crashed
  • spitfire - Rabbit running is louder than deer running
  • Logoes/MJMPlays - Dying when I log in
  • Shadowflame - Stacked items and recycling are a little over-productive at times
  • MJMPlays - Unable to die after being knocked out by poison
  • Matt.j (moogobbler1) - Very slow load time when starting
  • MJMPlays - Part of foundation invisible and unusable
  • Fluffy - Spawning in stuck in god mode
  • Logoes - Can't repair or upgrade base
  • MostlyEvil - Safezone isn't safe u can fire at someone from outside the zone and kill them
  • LazurusRising - Floor issue prevents you from talking to vendor
  • Fernando - When i log in, my hair color is not attached to the hair itself
  • blazemonger - The amount of resources needed for a stack of 100 shells is quite excessive.
  • Logoes - Respawned trees can't be harvested
  • Shadowflame/MJMPlays - Tree and electrical pole coincide just outside of thorcon
  • Fluffy/LazurusRising - Some trees appear to be going down in 1 single hit
  • Logoes - When I get to the 'craft a canteen' quest, the quest system stops
  • Najo- Rain barrels staying empty
  • ClockBlockerX - Dying when logging out
  • Logoes - Game freezing
  • Baigs - Floating items around map
  • Logoes - Bob can't be killed with arrows. Burned through a compound bow and 2 other normal bows and 200 arrows just on Bob and he won't die
  • Baigs - Near the bridge to Thorcon (ocean side) sometimes you can walk/run across the water instead of swimming
  • liliumsouldem/DRWCFR - Once a totem has been recycled, it cannot be placed again
  • 𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 - Pressing 'n' causes a variant of the "bleeding out" screen to pop up
  • MJMPlays - Game crashed when I upgraded a thatch floor to a wood floor


[h3]Watch Fractured Veil Gameplay Footage [/h3]

We fought mutants with 1cePrime
Spent some survival time with Mitauchi
Explored the island with Ayka
And looked at some amazing builds with the one and only StandardDamage

Don’t forget to check out these videos from
BigfryTV talking about survival running around the island with eNtaK And some laughs with Anarchy HD.

[h3]Community Spotlight[/h3]
From day one we’ve been driven by the community and your feedback is vital to our development so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next for the game. Our testers came up with some truly amazing builds this week. Here's a look at some of the awesome new bases that sprung up on the island recently.































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

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]














Version 0.1.1655 Patch [Major] - Updates, Fixes, and Improvements

Aloha Thrivers!

A huge thanks to our amazing community - our Kickstarter campaign is 100% funded! You've blown us away with the love and support you’ve shown in these last 2 weeks. Thanks to all of you, we are one giant step closer to making Fractured Veil the survival game that we've ALL dreamt of!

We can’t wait to implement more of your great ideas and show you what we have planned for the future of the game. We took a poll about what you’d like to see next and that’s how we decided on our first few stretch goals, so keep your ideas flowing and let us know how we’re doing.

A large majority of you said that you’d like more options for personalizing your base and making your post-apocalyptic shelter stand out. When we hit this first goal players will have access to items which will transform your Hawaiian home away from home and feel more cozy.

We have some incredible momentum going here, so let's ride that wave all the way to the end and unlock even more amazing content by pumping up these Stretch Goals!!

Huge thanks once again to everyone who helped us get this far. We are so humbled and honored by the support you have shown us.

We’ve made a lot of updates to loot drops, improved the construction and crafting systems, worked out some more AI navigation issues and fixed a ton of bugs this week. Keep reading below to see everything we fixed and updated.


[h2]Updates and Fixes[/h2]



[h3]Loot Improvements and Fixes[/h3]
  • Added loot to ships and subs in the ocean
  • Replaced non loot corpses with corpse pinatas
  • Added loot spawners and water to cave boss room
  • Changed ammo and attachment drops to prefer less powerful ammo and attachments
  • Reduced spawn rates of SSHAM, canned food, clothing, and canteens
  • Rebalanced medical spawn rates to favor bandages syringes over medkits
  • Rebalanced ranged weapon spawn group to favor less powerful guns
  • Rebalanced tool spawn rates to favor stone
  • Adjusted big bob's weapon, 127, and rai spawn rates and quantities
  • Implemented dripping blood for hanging bodies
  • Fixed issue with corpses not being lootable
  • Fixed item skins not being loaded into items in containers
  • Fixed bank not being interactable




[h3]Drone Improvements[/h3]
  • The drone will no longer leave its high zoom state early
  • Increased the amount of time between the drone's high zoom states
  • Fixed bug where the drone wasn't picking up AI




[h3]Construction Improvements and Fixes[/h3]
  • Reduced Trophy collector head damage to construction pieces during sieges
  • Eliminated damage from non-siege trophy collectors to construction pieces
  • Increased decay to Hawaiian melee weapons from construction
  • Reduced damage from Hawaiian melee, bows, and pickaxe to construction
  • Fixed 'Hold F' message showing up for wall torches and lanterns
  • Fixed not being able to recycle totems properly
  • Fixed interacting with barricades opening loot menu




[h3]Crafting Fixes and Updates [/h3]
  • Increased research and purchase costs for guns
  • Increased research, purchase and construction costs for hawaiian melee
  • Added support for multiple fuel types to campfires and smelters
  • Fixed players not being able to interact with the 127 converter and Thorcon smelter
  • Fixed repair bench and crafting bench being invisible in the Thorcon
  • Fixed bug where recipe events could cause the wrong research bench animations to play
  • Fixed broken Leiomano club recipe
  • Fixed holding F on crafting machines not starting them properly
  • Fixed research and crafting benches being ignored for persistence
  • Fixed recycle persistence issue




[h3]AI Navigation Updates[/h3]
  • Improved how manually placed AI pawns activate
  • Adjusted the initial angle of the AI on AI pushing to reduce instances of the blocker being dragged along with the AI being blocked
  • AI that are blocked by other AI can now attempt to push the blocker in multiple directions to free themselves
  • Increased the velocity that AI push other AI with when being blocked
  • Sieging AI that fail to activate will now be automatically cleaned up and replaced
  • Reduced how quickly AI blend in their lower-body movement animations to prevent AI excessively shuffling their feet around when being pushed by other AI
  • Fixed AI being blocked by overlapping components
  • Fixed AI attempting to use navigation requests that were canceled
  • Fixed AI stutter-stepping when receiving partial navigation paths
  • Fixed AI becoming permanently stuck if they failed to generate a valid path twice in a row
  • Fixed melee AI not returning their correct focal point in all movement scenarios
  • Fixed a bug where AI were accumulating velocity while attacking movement blocking actors
  • Fixed a bug where ranged AI would occasionally spin in circles while standing still




[h3]Game Updates[/h3]
  • Updated rivers across the map
  • Added lights around bank
  • Increased light intensity and range for cave tikis
  • Stackable items on the ground will now auto-merge with items nearby
  • Improved replication and client performance after many trees have been cut down
  • Improved distant scene fog, saturation, and color balance
  • Improved foliage distance field settings
  • Increased clothing costs




[h3]Fixes[/h3]
  • Fixed interacting with the sleeping bag bringing up the container menu
  • Fixed interact progress bar being too small for the canteen
  • Fixed material on glasses
  • Fixed foliage not respawning
  • Fixed respawned foliage not taking damage properly
  • Fixed inactive players taking damage in PvE zones
  • Fixed Thorcon Stall Props texture issues
  • Fixed radar icons not working after actor deaths
  • Fixed players being able to damage each other with flares in PvE zones
  • Fixed auto-sort button breaking persistence
  • Fixed the Siege Manager's 'random siege chance' properties getting overridden on start-up
  • Fixed a bug where sieges could be forcibly started on bases that did not have a valid totem
  • Fixed bug where hitting Alt-F4 before next condition update fires caused the server to skip the update
  • Fixed bug where pressing N while not knocked down caused the 'dismissed knockdown' dialog to appear


[h2]Watch Fractured Veil Gameplay Footage[/h2]

We spent some time thriving with MarkeeDragon
Went into the darkness with Omnikevfka
Went on a morning run with Ettnix
And of course some survival time with KangGaming


Don’t forget to check out these videos from
BigfryTV talking about survival exploring the island with eNtaK And some laughs with Anarchy HD.

[h3]Community Spotlight[/h3]
From the early days, we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Our testers also put together some amazing builds (including a Hawaiian hot tub) while exploring the map, here’s a look at some of our favorite shots they shared this week.

























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

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]






Version 0.1.1636 Patch [Major] - Siege Improvements and Player Shots and Fixes

Aloha Thrivers!

With your amazing help and support our Kickstarter campaign has already reached 78% of our goal but we need to keep the momentum going all the way to the finish line.

One thing we’ve heard from the community is that you want options focused on Steam keys and quick access. We heard you loud and clear and have introduced 3 simpler backer tiers, focused less on in-game items and more on keys.

We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. With the new options available we hope to see many more of you having fun surviving the horrors of the jungle and sharing your great ideas soon!

This was a busy week full of streams, and fixing bugs and implementing suggestions from our testers but we did include some updates to the PVE area and our AI. Check out what we’ve been working on below and some more beautiful shots submitted by our players since our last update.

[h2]New Content[/h2]

[h3]PVE Area and Totem Updates[/h3]
About a week ago we expanded the safe zone around the Thorcon power plant into a larger PVE zone to help provide an area for freshly restored clones to get the lei of the land and learn basic game mechanics.

It’s a temporary fix for a complex conversation about PvPvE we’re having with everyone we get the chance to have it with. There’s no silver bullet to solving it and the more voices we’ve got in the mix, the better. We hope you’ll add your thoughts to our discord chats and keep on asking the tough questions.



This week we continued to make improvements and made sure to fix a few small problems that popped up. Players in the PVE zone won’t have to worry about coconut grenades anymore since we’ve defused them.

Players don’t have to worry about others shooting out their walls while standing just on the other side of the PVE border now and surprise cannibals showing up in your base won’t be an issue anymore.

We also added a few adjustments to how totems work. Totem permissions are now greyed out unless the totem has energy. Players can only place one new totem in PVE zones and bases there can only consist of 4 totems total as well.

Like we’ve said before, we get that balancing mechanics both PVE and PVP players enjoy is one of the biggest challenges facing us ahead and we’re nowhere near done experimenting and testing things out.

We’re trying out a few ideas but with your help, we’ll arrive somewhere in Hawaii where everyone survives and thrives in a way they find the most fun.


[h3]AI and Seige Improvements[/h3]
The mutants were unusually rowdy this week and we made a lot of improvements to how they move, spawn, and work together.



One of the big ones was AI navigation updates so the bunching issues that we were experiencing when large groups of mutants are charging towards you looking for a meal are a thing of the past.

With any luck, you won’t see mutants getting stuck on corners or failing to attack doors anymore. We’ve fixed a problem with AI not activating when a player is near and while it may seem obvious to you and me, we taught the mutants not to attack the stairs they are standing on now.

The AI spawning system got a little love this week too. We made some fixes to how the spawning system works so the mutants will stop spawning inside trees, walls, and rocks or on top of things. We tried asking nicely to get off the roof, but they just wouldn’t listen!



We also fixed how many mutants will show up for a siege since it seemed like many of them weren’t getting the invitation before, and we squashed a bug with AI spawning (or not spawning) in our dungeons. The dark and forgotten places on the map are a lot more fun to explore if there are actually things to fight there.

Here’s everything else new and improved and fixed this week.



Weapon and Loot Updates
  • Jumping will now cancel reloading
  • Players can no longer reload while in the air
  • Added loot drop area to the container screen
  • Sprinting is disabled while shooting guns
  • Increased loot volume counts on all Lahaina tile maps


Payer and inventory Improvements
  • Added nameplates for teammates
  • Added nameplates for non teammates when looking at them for 1.5 seconds
  • Changed incapacitated widget to continue to show the timer after a player presses N
  • Added brightness and sharpness variables to the icon generator
  • Updated arrow icon
  • Added new stamina and health images
  • Added tooltips to all inventory widgets


New Content and Improvements
  • Improved distant DoF
  • Updated Veil VFX
  • Lowered the amount of time a tree stump is alive for to help with cleanup
  • The drone's fuel now lasts twice as long and fills up twice as fast
  • Enemies will no longer show up on the radar or map as red triangles
  • Added replication to minimap markers
  • Increased interaction distance for vendors
  • Increased water fill rate of containers
  • Added the ability to recycle any placed item (chests, doors, totems, etc) for the player that placed them




Fixes
  • Fixed issue with guns sliding in player's hands when switching to and from ADS
  • Fixed female first-person hands having texturing artifacts
  • Fixed bug where multiple actions could be bound to the same key in the menu
  • Fixed bug where grenades could do damage in PvE zones
  • Fixed bug where bases in zone 1 could be damaged by players outside of zone 1
  • Fixes to container persistence
  • Fixed a bug where AI were returning the wrong navmesh trace response for movement tests. This also fixes an instance of AI getting stuck on corners
  • Fixed a severe AI activation bug where AI pending activation were not requesting a Nav Invoker even though AI activation required the navmesh to be present
  • Fixed a bug where the navmesh was not prioritizing generating tiles around AI pending activation
  • Fixed issue where containers were being added to inventory mgr too early
  • Fixed crash if a player loaded in with no totem permissions but they were on the totem
  • Fixed bug with AI summoned through siege system
  • Fixed bug with female character faces being distorted
  • Fixed bug where some stumps weren't sinking into the ground properly
  • Fixed bug where destroyed trees could eventually overflow replication channels
  • Fixed a typo that was causing AI activation to not be prioritized correctly
  • Fixed the 'AI pending activation' tag being applied to the wrong AI actor
  • Fixed a bug where the AI activation system could get stuck trying to activate the same AI over and over again
  • Fixed nameplates showing your name instead of the target
  • Fixed the torch being lowered in first person
  • Fixed the machete having inconsistent left-hand animations in first person
  • Fixed bug with trees respawning with 1 hp
  • Fixed bug where ADS was canceling reloads
  • Fixed crash when viewing pawns without a valid playerstate
  • Fixed spawning with invisible overflow item slots in the player inventory UI
  • Fixed bug where some items could be invisible in a player's inventory
  • Fixed AI being unable to attack constructed doors
  • Fixed our constructed doors not making use of the siege system's nav modifiers
  • Fixed additional issues with dying from bleeding rather than entering unconscious state
  • Fixed non-player-built water container initial spawns and filling when raining
  • Fixed conflict between yes/no keystrokes when quest dialogs and respawn dialogs are active at the same time
  • Fixed left control not being bindable to actions
  • Fixed AI occasionally attacking constructed staircases that they were standing on
  • Finished fixes for weapon attachments not loading correctly on corpses
  • Fixed another crash related to navmesh multi-threading in the editor
  • Fixed the Trophy Collector's head projectile occasionally causing log spam when the owning Trophy Collector died


[h3]Watch Fractured Veil Gameplay Footage [/h3]
We had another really busy week full of streams including some new international friends.
We made our Brazilian debut (In Portuguese) with Ultimo Sobrevivente.

Our friend and longtime supporter Sajón Arco returned to explore Hawaii (In Spanish)

Big thanks to our Community leader Fernando Fernandes for taking the lead in both Spanish and Portuguese with both of these two. We could never do this without the help of our amazing mods!

And for French speakers, @Dr_Horse played for the first time!

We also spent some time with TangoTek and Br0dyman.

We had a blast building with The Late Shift featuring BurkeBlack and CrReaM

And a run through the jungle with AllFunNGamez

Don’t forget to check out these videos from
BigfryTV talking about survival exploring the island with eNtaK And some laughs with Anarchy HD.



[h3]Community Spotlight[/h3]
From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. We implemented a ton of great player suggestions and fixes recently.

[h3]Player Suggestions and fixes[/h3]
  • [CRSD] Bloody Bob - players with permissions on Totems should have the ability to pick up and move furniture even the Totem
  • Ferdinandus - broken fence in Thorcon area
  • Kitski - thrown spears are instakilling
  • Ferdinandus - mutants never hit if you keep moving while shooting bow
  • Logoes - body never disappearing after death
  • _Adam - Mutants getting stuck together during seige
  • Logoes - Cannibals spawning into base
  • Baigs - random door placement after logging out
  • blazemonger - NPCs not lootable after you die
  • Kyttaen - game crashed after chopping down tree
  • Logoes - construction tool bugged
  • KerryAnneKay - persistence problems after crashing
  • MostlyEvil/Logoes - can't loot body after death
  • Jake Arver/Shadowflame - cannibals in the Thorcon
  • MJMPlays - loot screen not showing loot
  • GrAmPa-UtoPiAn™❤(De enige échte) - deer stuck in bridge
  • Kyttaen - stack of stone bugged
  • MostlyEvil - bugged beach
  • Logoes - Items disappearing from boxes
  • MostlyEvil - HUD not showing up after respawn
  • MJMPlays - logged in dead
  • Logoes - Mutants spawning on top of base
  • Twerlinger - logging into safezone wall trapping you
  • Najo/Logoes/colt - disappearing doors and missing items in chests
  • Turt Renolds/KerryAnneKay - using a sleeping bag or bed puts you in god mode
  • MJMPlays - can't recover arrows
  • Logoes - door only has 1hp after login
  • MJMPlays - recycled metal not showing up in inventory
  • The1rishOne/OneGunSalute - can't repair base
  • MJMPlays - recycled items getting "stuck" in inventory
  • Mrbathsalts - Car doors opening in the wrong direction
  • TheLefty2319 - not getting coconut shells after I consume them
  • Gagtech - Bows are crafting with a visual ammo count of 1000/1000
  • Cr4zy4ce - Flare gun doesn't reload or shoot
  • MJMPlays - player body not in "dead state" after death
  • Kyttaen - when in a party, the other person/leader, shows your own name
  • Shadowflame - Mutants unable to cross the bridge
  • Ferdinandus - Can't always see what's in a sleeping players inventory
  • PCTrojan - I am only able to buy from the vendor on the second level or the clothing vendors
  • Shadowflame - Doors are stronger than the door frames
  • 𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 - when using the pistol and aiming down sights, the ironsights are not aligned with the center of the crosshairs


Our testers also put together some amazing builds while exploring the map, here’s a look at some of our favorite shots they shared this week.





























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

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]




Version 0.1.1612 Patch [Major] - Veil Updates, Mutant Fixes, and Player Shots

Aloha Thrivers!

Our Kickstarter campaign began this week and we couldn’t be more excited and humbled by all the love and support the community has shown us.

We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. But we’re not quite there yet. We’re counting on you to help spread the word to your friends and family, far and wide. Let’s keep the momentum going and ride this wave all the way to the Lahaina of our dreams...or nightmares depending on which mutant you encounter along the way!

To help celebrate Kickstarter week we thought we’d share some of the work we’ve done improving the horrors of the jungle, some veil travel concepts, and some beautiful shots of the incredible bases that were built by our players since our last update.

[h3]Mutant Updates[/h3]
The mutants are always ready to feast, just don’t forget to light their bodies on fire or else you’ll be on the menu. We made a number of improvements and fixes to ensure that players have something to fear from the local monster population but also don’t just have a mutant spawn right next to them out of nowhere. Everyone loves a good sneak attack, but it wasn’t a fair fight for some players so we squashed that bug.

We also went ahead and fixed some issues with AI navigation, updated how and where they can spawn in, improved ranged AI, and reduced the length of the Kasha’s ringing noise after a scream to avoid stunning players in real-life. You will notice we fixed an issue with Green Snatchers getting caught in burrow-unburrow loops that must have been awful for their claws, and made some updates to the island’s cannibals (aka neck-brace Annabelles as we like to call them).



[h3]Veil travel[/h3]
The Fracture wiped out civilization and devastated life on the planet but we’ve always planned on letting players rebuild the system in the game and travel between worlds to experience slightly different environments and loot.

Since launching the Kickstarter, we’re working hard to further develop and show off how players will be able to travel between unique worlds. Like we also say, actions in Fractured Veil have consequences, so it's important for us to demonstrate that what players do in the game wouldn’t just affect themselves, their surroundings, and their server anymore, but a whole multiverse of interconnected servers. We’re not nearly there yet, but it’s an exciting time and the early stages of how and what that multiverse travel will be.



Our idea is that each world can have its own culture, ecology, and history eventually. Players will be able to trade between worlds, not just communities, and find realities perfect for playing with their friends and play styles, assuming of course that the whole thing doesn’t come crashing down again. Here’s an exclusive peek at concept art of what it might look like when the veils open up.

Veilcorp is not responsible for any deviations from early concepts or injuries resulting from Veil travel. Void where prohibited.

[h3]Updates and Improvements[/h3]
  • Added visibility checks to the loot menu
  • Tool quest and twine quest added and updated
  • Removed ladder sphere overlap checks and updated code to support traces
  • Improved the AI's navigation


[h3]Weapon/Combat Improvements[/h3]
  • Cleaned up third-person bow animations for the homemade bow and compound bow
  • Adjusted all melee weapon hand positions in third person
  • Added flare gun firing sound
  • Projectiles that get stuck in enemies will no longer show the pickup particle effect
  • Improved aim offset smoothness





    [h3]Fixes[/h3]
  • Potentially fixed AI spawning on top of cars and other areas by further improving the navmesh check used to determine if an AI is ready for activation
  • Fixed AI occasionally being activated right next to a player which would cause them to be unexpectedly attacked
  • Fixed vendor bounds issue preventing proper interaction traces
  • Fixed floating hair on dead bodies
  • Fixed not being able to loot corpses
  • Fixed not being able to open the 127 converter UI
  • Fixed clothing vendors not being interactable
  • Fixed eating a coconut not granting a coconut shell
  • Fixed totem UI not updating upkeep cost or time
  • Potentially fixed a bug where Green Snatchers were unburrowing in a location that got them stuck
  • Fixed a bug where Green Snatchers would unburrow and then immediately burrow again without attacking or being alerted by a fire
  • Fixed performance issue in the Throcon due to lights casting dynamic shadows
  • Fixed bug where players couldn't use the jump key while on ladders to get off
  • Fixed a bug where ranged AI were unable to properly predict movement velocity if the velocity had negative values in it
  • Fixed the 127 Detector floating between the player's legs
  • Fixed coconut canteen alignment in third person.
  • Fixed skar weapon animations having the mag visible on the floor in third person
  • Fixed crash when clients would receive quest information before being fully loaded
  • Fixed bug where multiple key bindings were set to LeftAlt
  • Fixed arms bending into the torso for multiple animations in third person
  • Fixed ukupoon not playing sounds
  • Fixed jumping animations cancelling attack or reload animations
  • Disabled actor pushing from large fallen trees to fix a severe performance issue that could occur when performing overlap checks


[h3]Watch Fractured Veil Gameplay Footage [/h3]
If you missed the action live this week, watch us have some fun with these fine folks:
Playing with 1cePrime Our time with skinnedteen
Celebrating our Kickstarter launch with StandardDamage Building with SajonArco Surviving with j0hnbane
And check out these videos from
BigfryTV talking about survival and
exploring the island with eNtaK.

[h3]Community Spotlight[/h3]
From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Our testers put together some amazing builds while exploring the map, here’s a look at some of our favorite shots they shared this week.









































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

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]







Version 0.1.1602 Patch [Major] - PVE Zone, Quests, and Fixes

Aloha Thrivers!

Our Kickstarter campaign is less than 24 hours away and we couldn’t be more excited! To help kick things off we thought we’d share all the work we’ve done over the weekend smoothing out gameplay and adding a few new features. Read below to see everything we’ve finished in the last few days.

[h3]PVE areas[/h3]
We expanded the safe zone around the Thorcon power plant into a larger PVE area and added a message in the HUD informing players if they are in a PVP or PVE zone. We made some adjustments to totems in the PVE area so they can only be modified by the owner and made a few other PVE related improvements.



We’ve all experienced what it’s like to get steamrolled by a bunch of griefers when you're just starting out, and this should allow newly restored clones time to get familiar with their surroundings and learn the controls.

[h3]Quests[/h3]
We also just added the first round of quests in the game and placed more vendors inside the Thorcon Power Plant.



The addition of quests, on top of everything else there is to do in the game, should be enough to keep all the idle hands busy and eventually lead players to new places to explore for great rewards and XP.

[h3]Content Updates and Improvements[/h3]

    Weapon Improvements
  • Adjusted 1911 ADS view to line up with the model better
  • Updated construction damage values for weapons

    AI improvements
  • Reworked parts of the AI's movement tracking code to potentially fix a bug where AI were able to clip through walls
  • Added slight buffs to AI further out from Thorcon



    Map Improvements
  • Improved landscapes around river transitions
  • Add missing river in 3x4 and rebaked rivers in all tiles
  • Updated Industrial area
  • Added Bank to top of comm tower

    Loot Updates
  • Replaced broken loot boxes with destructible ones in the industrial area
  • Adjusted loot tables to avoid spawning quite as many things in a single container



    Construction Updates
  • Gave door frames more health than doors
  • Significantly reduced the chance to get randomly sieged
  • Arrows and non-weapons will now break when thrown against a construction piece
  • Thrown weapons will now lose 25% durability when thrown at a construction piece



    [h3]Fixes[/h3]
  • Fixed construction quests not working.
  • Fixed starter quest chain
  • Fixed bug where dead player pawns weren't being cleaned up and were just accumulating as invisible pawns
  • Fixed a bug where AI were unable to attack certain construction pieces that were blocking them
  • Fixed the MasterVolume value being multiplied by 100x. Restored the Kasha's scream and the Siege's 'siege start' sound to their original volumes
  • Fixed bug with inactive pawns not loading inventory properly on server restart
  • Fixed float rounding error with construction attachments that was making weapons do too much damage
  • Fixed performance issue in the Throcon due to lights casting dynamic shadows
  • Fixed bug with water catchers triggering quick loot events
  • Fixed the item wheel appearing empty on first load


Watch Fractured Veil Gameplay Footage
If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva Building bases with NerdParade Our time with StandardDamage Exploring with SteelRain27 Our stream with Rockzillah Playing with Mammoth
A streamer party featuring wak4863 Derbee02 FireSpark81 and BlinkBlinkGames
Our adventures with The Flagship including BadNewsBaron, MikeTheBard, DeejayKnight, Smashley, DanieltheDemon, and skinnedteen

[h3]Community Spotlight[/h3]
From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next

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

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]