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FracturedVeil
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Re: Fractured Veil Updates Thread

by FracturedVeil Thu Jan 21, 2021 11:42 am

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We made several adjustments to a wide variety of systems to kick off the new year. After gathering your feedback and crunching the numbers we changed the amount of time it takes to research items and craft them without the use of a crafting bench. Converted items (127->energy, ore->iron…) take a bit longer to process as well. All loose items will now be cleaned up after 30 secs to help keep Lahaina clean, and we changed clip sizes across the board. You can still blast away at anything that moves, especially stuff that’s moving towards you, but the new clip size is a more realistic reflection of what each gun can hold.

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Timers and ammo counts aren’t the only things that got some attention this week. We made some improvements to AI movements to make them run players down more efficiently, and we fixed a bug that would cause the mutants to float or get stuck if a construction piece was destroyed beneath them.

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You might remember that we fixed a bug that caused arrows to bounce off the walls then get stuck which was not helpful in a pinch. Our way of staying “on brand” with those fixes meant we also took a closer look at overall weapon damage and updated a few things.

Homemade bows and some of the traditional Hawaiian weapons in particular were a little overpowered. We dialed back the damage so players can no longer blast through the walls of a wooden base after a few hits. Wood isn’t the most resilient building material but it should be able withstand more than a few well placed arrows or swings of an axe.

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We made a sizable dent in our bug list recently. Some of the biggest issues that our testers help us find and fix this week include: A problem with items doubling or tripling in weight after being put into a chest, some players finding themselves spawned under the map, and torches that would somehow burn underwater. We fixed the infamous disappearing door/door lock bug and we fixed a problem with players physically colliding with pings. Marking an item to make it easier to see for your party members will no longer act as a barrier to your teammates.

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FracturedVeil
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Re: Fractured Veil Updates Thread

by FracturedVeil Tue Jan 26, 2021 10:28 am

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Sticking Around For the Long Haul
With almost as many ways to pick up, interact with, and store items as there are mutants on the island, nailing down inventory and item persistence has been one of our biggest tasks and our main focus. We know how important it is to be able to return to your bases and access inventory so we’ve been devoting all our attention to ensuring everything is where you left it.

This week, with the help of our testers, we hopefully nabbed the last of the bugs and worked out the final edge cases making sure that your stuff stays where you put it after you log out.

We also fixed a crash that would occur when moving attachments around in your inventory. While we were at it, we fixed double clicking on equippable items in a bank, worked out issues with items that were put into containers from the ground, and a whole host of inventory storage bugs.

Gathering loot isn’t much fun if some of it disappears when you log out. You can now stroll down the beach, finding loot along the way and then cramming your base full of goodies. It will (at least it should) still be there waiting for you whenever you travel to Lahaina.

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Out of the Woods
With container and inventory persistence worked out there’s never been a better time to stuff your warchests with building materials. Unfortunately, our testers ran into some trouble harvesting wood using certain tools. We fixed those bugs and players should find the sawtoothed axe and shark-toothed pan to be good options for chopping down trees and gathering wood again.

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Wooden Head of the House
Some of you have reported problems with totems and we fixed many of those bugs. We adjusted the energy requirements for totems, fixed a bug where they would disappear after a server restart and made it impossible to build a totem underwater.

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One Head is Better Than Two
Lastly this week we fixed a bug with rotting head throwing Trophy Collectors. Avoiding the clouds of poison gas the putrid heads make when they land is already hard enough.

With some help from the community, we learned that a few overzealous Collectors were tossing them two at a time. We fixed the problem so our missile throwing mutants are playing by their disgusting rules once again.

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Re: Fractured Veil Updates Thread

by FracturedVeil Tue Feb 02, 2021 10:31 am

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Tinkering Around
Everyone likes crafting gear in a survival game and our players are no different. After listening to some suggestions about item quality and the speed it takes to make some gear by hand we decided to introduce a valuable tool in the crafting system, a crafting bench.

The bench will unlock higher tiered items like guns and ammo and makes general crafting faster. We’re also planning for it to improve the quality of the items you make with it compared to items made by hand in the future.

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Silencers Are Golden
While our heads were focused on gear we made a few improvements to weapon attachments. We fixed a bug with inventory attachments not freeing their slot when removed from the inventory, and some issues with persistence. It’s never been easier to add a silencer to your favorite gun and shoot at the neighbors from behind a tree.

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Zip Zip and Away
We worked out a few kinks in everyone's favorite way to quickly travel across the map too. Taking the zipline can not only save you time but it can help avoid some of the most dangerous areas on the way to the safe zone. We made sure equipped items are now unequipped when you get on to avoid getting stuck in the air and removed a few trees that would literally leave you hanging.

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Quick Fixes
As always our testers kept us on our toes with bug reports and suggestions. This week we fixed a problem with totems “stealing” items and putting them in a hidden energy slot, an issue with players getting stuck if they died while loading into the game, and a bug with canteens not assigning water slots properly when filling up from water containers.

We also made some changes to the Trophy Collector’s poison clouds damaging buildings, and a bug with bed health not displaying properly. A good night’s sleep is important especially after an apocalypse, and now players don’t have to worry about getting an accurate read on the quality of their mattress.

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Re: Fractured Veil Updates Thread

by FracturedVeil Tue Feb 02, 2021 4:02 pm

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They say the best defense is a good offense but sometimes a strategic retreat is the only option if you want to survive the deadly wilds of Lahaina. With some feedback from players in our test sessions, we made a few improvements to movement and medical gear in the game.

Items can now apply a speed modifier while they are being used by players whether they are walking or running. Contrary to what you might have heard you don’t run faster with a construction tool in your hand.

We also made bandages usable while a player is moving, although their sprint speed will be reduced 25% while they’re making sure they don’t bleed out.

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While we were fixing running away, we addressed a few issues with combat. First we fixed a bug that would allow a player to shoot behind them when in 3rd person.

Next we fixed a long-standing issue with thrown weapon damage. One shot one kill might be exactly what you want as a sniper but it makes for a pretty lousy game experience. We adjusted thrown weapon damage removing one hit kill shots on the animals and mutants as well.

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Some of you reported a crazy bug that would cause someone interacting with a bed to find themselves auto running. This doesn’t exactly lead to a restful sleep so we fixed the sleep runners and we also added proper collison to the rear doors of trucks.

Players hiding inside should be able to count on the doors acting as a barrier between them and the arrows being shot at them again.

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We’ve spent countless hours building and adjusting our construction system and we recently fixed a batch of bugs found by our community. We started with fixing a bug where players could place items on support beams on thatch foundations.

We addressed an issue with some construction pieces that resisted being upgraded and a bug with building regeneration making floors that weren’t solid. We appreciate your help in making sure our building system stays up to code (even if you’re still not totally ‘safe’).

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Re: Fractured Veil Updates Thread

by FracturedVeil Thu Feb 04, 2021 1:57 pm

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Familiar Faces in Unexpected Places
From the very beginning, we’ve tried to add little touches to the world that remind players of the thriving Lahaina that existed before the Fracture. There’s no doubt that the forests and beaches frame the setting in the game, but the buildings and dilapidated neighborhoods help tell the story of the people who didn’t make it through the apocalypse.

Followers of our discord will know that one of the projects we’ve been working on is adding pictures and posters to the ruins and abandoned homes around the map. Community members have submitted photos of their fur babies and we’ve set out to make them Lahaina famous.

We’re happy to share that we’ve finally fixed a few bugs that saw posters stacked on top of each other and rooms having too few or too many pictures to reach just the right amount of wall hangings.

Right now it’s mostly pictures of the team and some friends but if you head over to the #pets channel on our discord and submit a photo, you might just see their picture hanging in a house in the future.

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Where’d You Get That?
We continued making persistence and inventory improvements this week and squashed a long list of bugs with the help of our testers. That includes some updates to the research bench and fixes an issue with boot and hat recipes not producing boots or hats.

We made it impossible to place sleeping bags under benches and we fixed an interesting bug where players could steal items from other players' inventories. There are plenty of reasons for you to kill other players but stolen arrows won’t be one of them anymore.

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One of our testers discovered that the meat spoilage timer was being applied to other crafted items like iron and charcoal. Nothing smells worse than putrid ingots so we fixed the problem. We also fixed an issue where dragging a stack from a player-built smelter into a stack in a player inventory wasn't working correctly.

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Locked and Loaded
AI should be lootable again so players can feel free to go through the mutant’s disgusting pockets after they’ve been put down, and we fixed a bug with weapon reloading animations. As you can see loading your rifle after shooting one of the neighbors looks as good as it feels.

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FracturedVeil
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Re: Fractured Veil Updates Thread

by FracturedVeil Wed Mar 10, 2021 10:41 am

Our players explore a lot of the island during our weekly tests. Here's a look at a few of the best shots they submitted from their adventures. If you'd like to become part of the group, or just learn more about Fractured Veil visit our Discord.

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Ack
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Re: Fractured Veil Updates Thread

by Ack Thu Mar 11, 2021 12:21 pm

Hey man, I like the look (and especially the Hawaiian shirts), but I am a little confused on one point. Is this a hybrid of first and third person or a first person game where you're taking screenshots from another person's perspective? I ask because I like what I see but generally prefer first person for my shooting.
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Re: Fractured Veil Updates Thread

by prfsnl_gmr Thu Mar 11, 2021 9:15 pm

Looking impressive. How many people are on the dev team?
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FracturedVeil
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Re: Fractured Veil Updates Thread

by FracturedVeil Tue Mar 23, 2021 2:07 pm

Ack wrote:Hey man, I like the look (and especially the Hawaiian shirts), but I am a little confused on one point. Is this a hybrid of first and third person or a first person game where you're taking screenshots from another person's perspective? I ask because I like what I see but generally prefer first person for my shooting.


You can switch between first and third-person views.
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Re: Fractured Veil Updates Thread

by FracturedVeil Tue Mar 23, 2021 2:13 pm

prfsnl_gmr wrote:Looking impressive. How many people are on the dev team?


We're a tiny team but we're very passionate about what we do. You can check out our Discord to see what we're currently working on. We're running playtests twice a week currently and would love to get some more people interested in trying out the game involved.
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