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Fractured Veil News

Diorama and Content Update

[h3]Diorama updates and everything new we've put in the game since last week.[/h3]
  • 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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Safe Zone Updates and Fixes

[h3]Updates and Improvements[/h3]
  • Added proper message for trying to repair full health construction pieces.
  • Updated construction pieces for triangular pieces, half walls and third walls.
  • Owner permissions will now be automatically added to the totem UI when placing a new totem.
  • Owners can now be removed by other players from totems.
  • Construction permissions will now always use individual permissions over group permissions.
  • Items can no longer be thrown while in a safe zone
  • Modified interact pipeline and HUD to have 'Hold F To Ignite' for corpse interacts when player is holding a lit torch
  • Increased max beds to 10
  • Pressing ESC while downed removes UI.
  • Implemented loading of permission groups from persistence and assigning from list in AssembleConstructionObjects
  • Resequenced construction persistence loading to do users first, then permissions, then pieces/objects
  • Added in new Siege System debugging commands
  • AI Spawner Improvements
  • Persist 'Tab to open menu' tool tip.
  • Craftable stacks should display amount of items in Stack in Crafting Menu.
  • Made the bar under weapon/item red when below 10% of health.
  • The Persistent RPG Character class now has a function that returns if the player should be ticking debuffs/negative traits. This is now used to prevent the bleeding trait from decaying and affecting the player while they are in a safe zone
  • Added a new "In Safe Zone" icon to the player's status bar
  • Toxicity no longer decays or affects the player while they are in a safe zone
  • The Base Item class now has a "Can Be Equipped In Safe Zone" property
  • Bandages, syringes, medkits, and all food items are now usable in a safe zone
Fixes
  • Fixed crash when upgrading and persisting construction attachments.
  • Potentially fixed a Replication Graph crash that would occur when an actor was destroyed that was part of a DependentActorList
  • Fixed various systems that were causing bugs as a result of allowing players to equip certain items in a safe zone
  • Applied fix for PercentInWater not being reset when ProcessNotSwimming was called
  • Changed player name checks to allow deleted character names and re-use those records
  • Fixed issue where deaths in neutral areas spawned corpses after server reload
  • Fixed crash in Find call in AssembleConstructionObjects
  • Added new console command frv.debug.controller.DisableHUD to disable HUD, compass, map, and inventory actor
  • Fixed player identifier being read incorrectly for permissions
  • Fixed a bug where the Siege System was leaving behind 'phantom bases' when a totem was destroyed
  • Cannibals can now return to a dead body they were previously consuming if they were interrupted during cannibalization
  • Added exclusion for Thorcon maps for corpse spawning
  • Fixed a bug where timer wasn't updating for quick craft.

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Version 0.1.192 Hot Fix - Crash and Collision Fixes

Fixes
  1. Fixed Collision issues with Hunting Knife
  2. Fixed crash caused by steam friends integration

Fractured Veil FAQ

[h3]What is Fractured Veil?[/h3]
Fractured Veil is a multiplayer survival game set 100 years from now in the lush wilds of Lahaina, Hawaii. Generations after the fall of civilization caused by the failure of a world-wide teleportation system, called the fracture, players struggle against creatures, nature, and each other to survive and rebuild the world.

[h3]What can I do in the Game?[/h3]
As a player, you’ll search for food, water, and shelter in order to survive. Dangers to your health include animals, mutants, other players, and lingering environmental effects. Fractured Veil’s party system allows players to find each other to explore, share resources, engage powerful opponents, and build bases for defense. Harvesting and crafting systems provide players access to equipment, gear, and upgradeable weapons, including many traditional Hawaiian weapons.

[h3]Will the game be PVP or PVE?[/h3]
Both! Initially Fractured Veil will be open PVP and PVE with small safe zones however in the future we plan on having PVE only shards for players looking for a more peaceful experience

[h3]What are the minimum system requirements?[/h3]
OS: Windows 10
Processor: Intel Core i5 3570 or AMD FX-6350
Memory: 8 GB RAM
Graphics: NVIDIA GTX 970, AMD RX 570 4GB
DirectX: Version 11
Storage: 25 GB available space

[h3]When will the game be released?[/h3]
We are in a closed-alpha phase right now and plan on launching the game in early access in mid to late 2020


Leiomano and Traditional Weapon Options

In addition to all the usual armaments you’d expect to find in a survival game, we’ve included a number of leiomano (shark-toothed) and traditional Hawaiian weapons for your protection. Lahaina is a dangerous place in 2120 but you can survive and thrive with one of these designs that have stood the test of time.
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