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Fractured Veil News

Tool Upgrades, Harvesting Improvements, and Player Fixes

[h3]Updates and Improvements[/h3]
  • The drone will now auto restart after 5 cycles of refuelling to avoid issues from staying online too long
  • The drone will now request a player location to move to from the server if a player hasn't been seen in the last 5 minutes
  • Added in a system that displays the loading screen when a player is teleported
  • The World Comp system is now used to determine when the client's loading screen should be hidden
  • Reworked parts of the loading screen code to ensure a single function is used for hiding the loading screen
  • Added upkeep cost per day and total upkeep time to UI for totems
  • Added support for placing construction attachments by detecting the construction piece under the cursor
  • Increased the number of levels the loading screen can display
  • Improved the weak point hit detection code to be based off a calculated distance from the center of the player's view point
  • Using the wrong tool on trees and rocks will now apply a 3x decay multiplier
  • Using the wrong tool will now only give 1 resource when harvesting trees and rocks
  • Added a hint message that is displayed when the wrong tool is used for harvesting
  • Added proper tool decay to chests, totems, attachments, doors, etc.

[h3]Fixes[/h3]
  • Fixed crash in rare case when the construction replication object wasn't fully initialized but replication updates were incoming
  • Removed a LOD from the barrel's explosion effect that was causing it to pop-in if shot from far away
  • Fixed a bug where barrels weren't always exploding when shot at
  • Fixed crash when trying to replicate a construction piece that was cleaned up by prediction
  • Fixed bug where new players wouldn't have their construction player id set properly
  • Fixed bug with tool decay not always working properly
  • Fixed player death replicating a world time value that was not synced between the client and the server
  • Fixed player corpses not being visible to newly relevant players
  • Fixed bug where non foundations could be damaged by decay processes
  • Fixed impact sounds not playing the right sound for the material hit
  • Fixed bug with construction attachment healthbars not working
  • Fixed bug with construction pieces vanishing for clients after being placed
  • Fixed a bug where AI were not being overlapped by the drone
  • Fixed the loading screen popping up while running around the world due to world origin shifting
  • Fixed sequencing issues with the new loading screen system that could cause the loading screen to hide sooner than intended
  • Fixed the new loading screen system not accounting for levels that had not yet determined if they should be loaded at all
  • Fixed the decay multiplier not working on foliage instances
  • Fixed the resource multiplier not being used
  • Fixed resource multipliers only being applied to the first hit
  • Fixed lit camp fires not dealing damage due to the server disabling overlap detection as an optimization

Mahalo to all of our great testers for their help making Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.
  • vampire70 - Hold F to recycle construction bar isn’t showing
  • Azshire The Great - The drawback of the bow feels like it is a bit slow
  • Palaman/Fatih/40 and wags - Can’t hit weakpoints in 3rd person
  • Saur - Code Locks are not accepting codes being entered
  • Aqua - Constructed objects/bodies don’t persist between server restarts after a crash
  • Nubkid - Bodies disappear too quickly, less than 5 minutes
  • Nubkid - If you die when looking in a bag you can’t respawn or do anything
  • Kruton - Building walls would disappear, appear, disappear
  • Larry - Make the hatchet take way more damage when hitting rocks vs wood
  • Larry - Standing in a campfire doesn’t damage you
  • Azshire The Great - Take all doesn’t work
  • Azshire The Great - Party Members are offset

If you want to see your ideas in Fractured Veil head over to our Discord server and go to the #assign-roles channel. We’ll give you a key and get you set up in the game.
[h3]More About This Game[/h3]

Mutant Camps and Other Content Updates

Beach updates, mutant camp additions, and everything new we've put in the game since last week.

[h3]Feature updates and improvements[/h3]
  • Updated thatch damage table with new info
  • Added totem icon and a red x to the HUD when viewing a construction piece that isn't within a totem's boundary
  • Construction attachments are now easier to place
  • Recipes update as you gather resources
  • Made it more obvious that totems need to be built and stocked with resources to auto-repair
  • Bandages now allowed on the toolbar
  • Added progress bar on recycling buildings
  • Code Locks now accept codes
  • Minimap and main map now accurately reflect players position
  • Adjusted the time it takes for bodies to disappear

[h3]New content[/h3]
  • New Road system implemented everywhere. Lights, cars, and loot will be spawned on every road
  • Improved road material
  • Added content to Diorama system including body bags and hanging corpses
  • Added new buildings throughout the map
  • Added Meadow Wetlands and Sci-fi Science Equipment Pack
  • Added volleyball nets, fishing huts, surfboards, canoes, and shark teeth along the beach
  • Added pool table, heads on sticks, and Big Bob spawning point in mutant camp
  • Added props: Lady sculpture, school speed signs, and hula dancer bobblehead
  • Fixed thatch master material to allow for transparency to fix Dream Catcher on awnings
  • Smoothed out some terrain holes in grid 3x4 and 3x3
  • Added New Plants: Banana Plant and Blue Ginger and Updated Ohia, Plumeria, RattleSnake Leaves, and Palm Grass
  • Added Both types of Newuskin (re-life) machines to Thorcon Control Room
  • Upped Emmissive on Newuskin machines

[h3]More About This Game[/h3]

Towering Test Session

Our test sessions are a lot of fun! If you’d like to travel to Lahaina in the year 2120 and try out your survival skills while helping us test the game we’d love to have you. Click the link to join our Discord and go to the #assign-roles channel. We’ll give you a key and get you set up in the game.

This week a group of testers built one of the most impressive structures yet, a massive tower that rivaled the Thorcon Power Plant in height. Here’s a couple shots from a player and one of the drones showing just how awesome this player constructed building was.

[h3]More About This Game[/h3]

Construction Updates, Animation Improvements, and Fixes

[h3]Updates and Improvements[/h3]
  • Refactored weapon hiding to make use of a single function
  • Implemented procedural spawning of player damage volumes 100m wide along map edges of playable cells
  • When playing a pose animation the first-person, third-person, and weapon animations now all have their play length synchronized
  • Updated thatch damage table with new info
  • Added totem icon and a red x to the HUD when viewing a construction piece that isn't within a totem's boundary.
  • GetDistanceVisibleLevels is now updated over multiple frames on the client to improve per-frame performance
  • Performance improvements
  • Added health and destruction to placed chests
  • Construction attachments are now easier to place
  • AK Audio Components now only update their location when they are actively playing a sound
  • Added code to notify realm persistence when a player-spawned container is spawned
  • Added spawn exclusion for totems as well as chests
  • Streaming performance improvements
  • Added in a "frv.debug.controller.groupplayers" command that teleports all players to the caller
  • Recipes now update as you gather resources
  • Made it more obvious that totems need to be built and stocked with resources to auto-repair
  • Allow bandages on the toolbar
  • Added progress bar on recycling buildings
  • Code Locks now accept codes
  • Adjusted the time it takes for bodies to disappear
  • Improved AI animation performance

[h3]Fixes[/h3]
  • Fixed a bug that would return the wrong animation play length
  • Fixed a bug where the PersistentRPGWeapon was clearing the AnimationTimer before the PersistentRPGBaseItem could react to it
  • Fixed an exploit where players could cancel a reload when not actually reloading
  • Removed a timer from the PersistentRPGWeapon's BeginPlay that was causing the weapon to be hidden/shown when other systems were not ready for it to be
  • Fixed a bug where the first construction object loaded in on clients wouldn't replicate properly
  • Fixed a bug where the construction cooldown was being applied to all players as a single entity instead of having a unique cooldown for all players.
  • Fixed a bug where the construction id wasn't being replicated to new players
  • Fixed a bug with rounded floors not aligning to rounded walls when other walls were present
  • Fixed a bug with the recycle progress bar not always working
  • Fixed a navigation hitch that would occur on the client during level streaming
  • Fixed an actor iterator that was running every frame when not playing on Lahaina
  • Fixed more bugs that were preventing proper construction ids from being used on clients
  • Reworked parts of the Fire Component to better support dynamic toggling of its enabled state
  • The Fire Component now defaults to off on AI and is only enabled when the AI is killed
  • Fixed "Take all"
  • Road decals no longer applied to wooden crates
  • Constructed objects and bodies now persist between server restarts after a crash
  • Fixed minimap and main map to accurately reflect players position
  • Fixed AI Spawner Volumes ticking on the client
  • Fixed mouse input being tied to the current frame rate

A big mahalo to all of the testers for their great suggestions to make Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.
  • nubkid - Road decals are being applied to wooden crates and other objects
  • Aqua - Recipes not updating as you gather resources
  • kruton @Schism3110 - "Take all" is broken
  • Palaman/Fatih/40 - Can’t build campfire in your building
  • Saur - Round floors not rotating properly
  • Aqua - Building pieces disappearing 5 seconds after being placed, mainly walls/windows
  • Palaman/Faith/40 - Need to make it more obvious that totems need to be built and stocked with resources to auto-repair
  • Palaman/Faith/40 - Can place iron ore in campfire and it disappears
  • Sckiz1 - Can’t put bandages on the toolbar
  • Dreis - No progress bar on recycling buildings
  • Saur - Code Locks are not accepting codes being entered
  • Aqua - Constructed objects and bodies are not persisting between server restarts after a crash
  • nubkid - Bodies disappear too quickly, less than 5 minutes
  • TrublsmScHOLAR - Task: If player is holding a torch, hold f on dead body to ignite
  • TrublsmScHOLAR - Persist hints on screen for longer
  • Dreis - Mouse look and feels a little clunky, not as smooth and responsive as other games

If you want to see your ideas in Fractured Veil, head over to our Discord server to help us test the game and share your thoughts

[h3]More About This Game[/h3]