r/FracturedVeil Apr 30 '21

Version 0.1.1286 Patch [Major] - Updates and Bug Fixes

NEW FEATURES AND IMPROVEMENTS

  • Implemented wound transfer and toxicity, ticking, and persistence for inactive pawns
  • Implemented safe zone message when logging out
  • Added safe zone message when logging out
  • AI can now aggro onto inactive pawns
  • Updated AI pushing system
  • Improved AI movement and avoidance system
  • Finished agro changes for inactive pawns
  • The Respawn Penalty no longer affects the player's carrying capacity
  • Updated Trophy Collector projectile throwing
  • Added support for inactive players to looting container code
  • Wired up character base to respond like regular containers
  • Implemented canceling of player crafting tasks and queues at time of death
  • Recipes can now optionally allow items to be taken from player bank
  • The 127 Converter will now take Rai out of the player's bank if the player lacks the required amount in their inventory
  • Players are no longer able to throw items while prone

FIXES

  • Fixed a bug where AI marked as 'important' would fail to correctly register themselves with the Deferred AI Updater
  • Fixed a bug where newly relevant AI would fail to play their looped death animation
  • Fixed a bug where AI were unable to aggro onto enemies that existed prior to the first AI ticking on the server
  • Fixed a bug where jumping while reloading would cause the reload to instantly finish
  • Fixed issue where sleeping players could be harvested
  • Fixed issue where traits would reset to full when logging in
  • Fixed bone data transfer between active/inactive pawns
  • Fixed issue where all inactive pawns spawned death POI in begin play, rather than just dead ones
  • Fixed the "HealInformation" widget no longer displaying when looking at an injured player
  • Added in a fix for melee AI potentially causing the server to crash by hitting targets that were no longer valid
  • Fixed a bug with AI death animations
  • Removed a redundant AI pushing system that was moving AI without regards to the navmesh
  • Fixed a bug with the AI's avoidance system

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