VEIN Weekly: Hotfix 15

VEIN Weekly: Hotfix 15

Hi everyone, and welcome to another VEIN Weekly! Most of this last week has been focused on more hotfixing and bugfixes, but there are a couple new things work-in-progress for 0.023.


Hotfix 15

We fixed an issue where dismantling things inside specific containers (like log storage) would vanish the results. We fixed some scaling issues when you put crates on shelves, and fixed tires exploding out of battery racks when searched.

Car batteries as intended.

We did some networking improvements to character movement. It's unlikely you'll feel much of a difference but it's a process. We also improved how TVs network their data in multiplayer.

We did some work on localization in preparation for getting the game translated into a variety of languages. We're going to be starting with German, as that's the most-wishlisted language on Steam. We have plans for many more languages of course.

We fixed an exploit where you could kick a Utility Cabinet owner and leave the base, causing the UC to be stuck and un-removeable by anyone but an admin. We also patched out the ability to charge makeshift batteries using other makeshift batteries.

We fixed one of the many issues with collision when you place stuff on vehicles, especially in multiplayer. I don't think this is completely fixed though, so be wary if you decide to try it out.

Barbed wire on gates.

You can now build barbed wire on fence gates.

We fixed an issue where Utility Cabinets would not destroy decayed base parts. The UC capacity has also been increased from 300 to 600 lbs.

New UC capacity.

We added a setting to enable or disable items respawning in the world. This has been in for a while but for some reason it wasn't exposed to the settings menu.

All of the above has been patched in Hotfix 15, now live on Steam. Check the full changelog here.


Next Update

On stuff that's work-in-progress for the next major update, Yan has been hard at work on the new save game functionality. This will not be added to the game until 0.023 is out as it's quite a big change. He's making great progress and hopefully it should be ready to be tested on the Experimental branch at some point in the coming weeks.

Azi has been doing game design work and has been replacing double doors in the world with purpose-made double door sets. These function like doors currently, but are linked to each other so that you can't lock them independent of each other, and destroying one destroys both.

Double doors are now a single unit.

I've been working on the new foliage art that's going to be replacing our forests and grass. It's higher fidelity than our current foliage, so I have to make many performance adjustments to them. Ideally we'd like them to perform better and look better than our current forests, so it's taking a while to get done.

Some new foliage.

I've also been working on the second iteration of hunting. Hunting being 'searching a corpse' is going to be replaced – you can bloodlet, harvest organs, perform butchery, skin animals and shear sheep, etc. It's still very work-in-progress and not functional yet but the design work is mostly done.

Remancer has finished a new music track for the game which tends to play in your base. It's currently on the Experimental beta branch on Steam so if you're adventurous you can listen to it there.

A quantity slider.

I added a quantity slider to the crafting menu, so you can now start crafting a stack of up to 50 with one click.

All the above is going to be in 0.023 and is not currently in-game.


So that about wraps up this VEIN Weekly! We're still going through business setup and legal processes so that we can start hiring people. We are however collecting resumes or portfolios at jobs@ramjetstudios.com, especially for character artists, hard surface artists, and animators.

Also, we'd like to announce that we're going to be participating in the Steam winter sale for 15% off. That's between the 18th and the 5th of January, so that's a good time to get the game on a discount.

See you next week!