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Fractured Veil News

Version 0.1.353 Patch [Major] - Player Fixes and Updates

[h3]Updates and Improvements[/h3]
  • Added ordering index check to existing item validation before allowing an item to be persisted
  • Implemented batch updates for wound add/remove/update
  • Implemented batch updates for player settings
  • Implemented batch updates for player energy/rai updates; unlocked areas, and discovered areas
  • Reduced the teleport distance required to trigger a loading screen
  • The loading screen widget will now display the loading state of individual levels
  • Adjusted the 'lazy' level streaming properties to allow for larger game-thread updates
  • Refactored multiple areas of the code that retrieved a spawn point in a way it could fail. These now all have fail safes and no longer use any form of randomness to prevent unexpected spawn issues
  • Refactored the spawn pipeline to go through a single area
  • Allow movement while menu is open
  • Minimap material changes. Zoom speed increased
  • Minimap can be zoom in/out with LeftControl + MouseWheel
  • Added key binding to bug reporter. Key: L
  • Removed old interaction bar
  • Massive optimization to inventory UI
  • Server side persistence performance improvements
  • Bow arc adjusted

[h3]Fixes[/h3]
  • Fixed a bug with persisting ordering index of picked up items that went to interact bar
  • Potentially fixed a bug where certain levels could get in a state that would cause the loading screen to hang
  • Fixed a crash that would occur in the Use Item code if the player attempted to use an item that failed to load from persistence correctly
  • Fixed a trait persistence issue that would occur on death
  • Fixed the cloud data being assigned multiple times while respawning
  • Fixed AK Audio for Radio
  • Removed ambient noise from Thorcon Underground
  • Removed Ambient noises from revive chairs
  • Adjusted the 'lazy' level streaming properties to ensure levels load in on time
  • Improved the consistency of functions that are used to find a valid spawn point for a player. Added in multiple fail safes to prevent a player from failing to receive a pawn
  • Minimap textures are marked as UI so they don't get lod biased
  • Potentially fixed a crash that occurred when attempting to open the inventory after logging in dead. This was seemingly due to the HUD never initializing itself in the respawn pipeline
  • Improved how the Death UI visibility is enforced by checking that the UI is not removed until a new pawn is received. This potentially fixes a few bugs where the Death UI could get removed if an event such as opening a container occurred right as the player died
  • Refactored player settings to instant-update queue system
  • Refactored discovered/unlocked areas to instant-update queue system
  • Proper collission added to Fishing Huts


[h3]Content Updates[/h3]
  • Applied Orchid Weakspot to all trees and rocks to fix visibility issues
  • Adjusted rotation and position of all weakspots to optimal positions
  • Increased attenuation range of music from radio and drone
  • Attached Music emitter to Drone
  • Added radio to top of comm tower
  • Cleaning up old teleport locations and adding new locations to Industrial Sewers and Thorcon Underground
  • Stairwell added to Thorcon Maint B leading to underground
  • HQ light updates on 3x4 and all Thorcon Levels
  • Duplicate pieces removed from Thorcon Exterior Far
  • Recaptured reflection captures with Thorcon map hidden
  • Scifi Props added
  • Blood Trails pack added
  • Receive decals removed from a few containers
  • Thorcon Basement Added
  • Added crashed airliner to 7x2


We are currently focusing on UI improvements, persistence, and stability while we rebuild game systems in order to provide the best experience possible for all of our new players. While we focus on this refactoring, we won't be giving out new beta keys for the next few weeks. We understand that many of you are excited to jump in the game, but this work is vital to providing you a more stable Fractured Veil that can grow with the community and will allow us to respond more quickly to your input. A big mahalo goes out to our testers for helping us find the things that need fixing and pointing out where our systems need upgrading. Here are your ideas that we incorporated and the bugs you found that we fixed this week.
  • Espaion, zaccsi, and World'sOkayestDM - Proper collission added to Fishing Huts
  • Aazlor - Bow arc adjusted
  • nsomnia - Applied Orchid Weakspot to all trees and rocks to fix visibility issues
  • Espaion - Some things are disappearing with the logouts, like iron, twine, cloth. Others are reappearing like raw meat
  • Steelcrusher - Keyboard shortcuts for bug reporter and stats widget

If you want to learn more about Fractured Veil head over to our Discord server.
[h3]More About This Game[/h3]

Version 0.1.325 Patch [Major] - Player Fixes and Updates

[h3]Fixes[/h3]
  • 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

[h3]Updates and Improvements[/h3]
  • 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.
[h3]More About This Game[/h3]

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

[h3]Updates and Improvements[/h3]
  • 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

[h3]Fixes[/h3]
  • 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.
[h3]More About This Game[/h3]

Version 0.1.280 PATCH [MINOR] - Drone Fixes

[h3]Fixes[/h3]
  • 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


[h3]Content and Improvements[/h3]
  • 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