With our next big update right around the corner, we wanted to show off a video of our reworked weapon handling alongside our upcoming firing range map!
[previewyoutube="ZM564jCepco;full"]
p.s These changes can already be accessed in the testing branch
This can be accessed by going to Properties > Betas > Testing
FAQ - Answering things you've been asking!
Heya everyone!
We've noticed a LOT of the same questions popping up over our Discord and Steam, so we thought we'd drop in to answer the most common ones.
Q."Is this game WW1 or WW2? I've noticed things from both wars in the game"
A. So when we first planned out Trenches (we're a couple weeks off our 1 year anniversary!), we decided to set the game in a fictional alternate-historical setting. The reason for this was primarily a personal one, all the devs are huge nerds for the history of both wars and because of this we didn't want to limit our creative freedom to just one of them. A big advantage to this is it allows us to flex our creative muscles a LOT during development and introduce all the cultures and technology we want to the game!
Note: At the current time of this post, we haven't really looked too deeply into the narrative/political/lore side of the game. But as we finalize the gameplay, we'd like to explore the backstory of the setting alongside out community!
A. One of the core pillars of Trenches development has been to prioritize gameplay over the historical accuracy of it's contents. While we are huge fans of history and want to see it represented, we want to prioritize the balance and gameplayof our weapons and mechanics over anything else. That being said, we do want to preserve the *feeling* of the setting and represent the visuals and technology of the era as much as possible. A good example of this is the Owens SMG, which was modelled to represent the actual gun, but features a lower firerate in order to diversify our SMG range.
Q. "How do I build?"
A. To build, players must capture a zone on the map (You can see the borders of these zones when you view your map). To capture a zone, you must construct a Command post within the zone. Only zones adjacent to a currently owned zone can be captured*. To construct buildings, press F to bring up your hammer and hold F to open your build menu. You can navigate the build menu with the scroll wheel, LMB and RMB. All buildings require Requisition, which can be acquired by harvesting trees using your axe. Once a Command post is constructed, all other buildings can be built within that zone.
Q. "How do I get weapons?"
A. Players can craft weapons from the Munitions factory
NOTE: We plan to change this in an upcoming patch. This will remove the crafting element and players will be able to purchase weapons by grabbing them off the tables in the munitions factory.
Q. "It won't let me place buildings anywhere"
A. Currently the PvE map is really outdated and for the time being, building does not function in the mode, this is due to the addition of the terrain deformation system, which required us to alter our building system.
Q. "How do you fly the planes?"
A. Currently you can pilot the planes by controlling the speed with W and S and the nose with the arrow keys. We do intent to change this in the future.
If you have any other questions, I'm more than happy to answer this in the comments or have a discussion over on our Discord: https://discord.gg/BZ45sDE We're super active over on there and love to hear from our community!
Trenches has come a long way since our first release, and has an even longer way to go! (I'd say we're roughly 10% through development) But we're excited to be taking this journey alongside our wonderful community, so a big thanks from all of us at Big OOF Games.
If you'd like to help support the development of the game, we have a Patreon: https://www.patreon.com/TrenchesWIP
Every dollar helps us push the game closer to completion!
Thanks again for everyone's help
-Big OOF Games
Update V0.185
Howdy everyone!
Despite the awful period that is Covid-19, Big OOF Games have still been hard at work developing Trenches. Over the last couple of weeks, we've spent a lot of time going through the game with a fine-tooth comb and fixing up every little bug and issue thats constituted to lower performance and high network lag. The good news is, we've made major strides in our tests!
So what are some of the major changes in this update?
PVP MODE The PVP mode now has a full gameplay loop! Players are tasked with capturing territory by constructing Command posts; once built, the regions can then be fortified with a variety of defenses and production buildings. If a team can destroy all enemy Command posts, they will win after a short period of time (the enemy team will be able to construct another Command post during this time, but will be visible to all players)
Owen SMG We've added a new SMG to the roster, this one comes from our very own homeland of Australia (The Owen SMG is the only 100% Australian designed and manufactured gun of WW2). We decided to give the Owen a much slower fire rate than their real-life counterpart to give the machine gun roster some variation.
The Owen SMG can be crafted from the munition factory.
AUDIO We've been working with an incredibly talented audio engineer to finally bring the quality of sound to a higher standard! Currently a couple weapons and explosions will sound a LOOOOT nicer, as well as some more subtle effects such as footsteps and ambience. Over the course of the next couple months, we should see a massive change is the sound quality!
Biplane We've finally given a mesh to the planes! Currently we're still in the super early phases of implimenting planes, so expect many bugs.
Major network fixes Over the course of development, we've created a lot of small networked elements that've slowly piled up into a LOT of unnecessary network traffic. We're in the process of ironing out as many of these as possible. As of this build, you should encounter a LOT less network lag or connection issues (also way less framerate issues) There's still plenty to do on this front, so expect to still encounter lag here and there.
SNEAK PEAK We've also been working a bit on the upcoming cosmetic customization! You can see a cheeky sneak peak at our new French character model (keep an eye out as we'll be uploading sneak peaks now and then)
Detailed Changelog - Added some UI to warn a player's team that they have no territory and are about to lose. - When a player's team is about to lose a game over countdown begins, and their positions are marked for the enemy to see. - When a loss timer expires, a post game screen appears and shows the player leader board. At which time a small on screen 30 sec timer starts that restarts the map on expiry. - Fixed discord menu link to be unlimited users, unlimited timeframe. - Fixed spline on sandbags - Added Blockades (above ground trench walls) - Added LoDs to a BUNCH of assets that were missing them (this should improve performance a fair bit) - Map camera improvements. It's a lot less buggy, but we're still finding and ironing bugs. - You can now open and close the map while mounting a tank or emplacement. - At the end of a map session, players successfully travel with the server to a new game. - Tank turret no longer spams shells. Needs property tweaks, but otherwise works well. - New build progress indicator for when placing and constructing defences etc. This is set up with states that I can later use to test building upgrading and repairs on stuff. - Removed old 3D text on buildings while building. - Seem to have inadvertently fixed a lot of hammer bugs. Not all. - Client-sided the blueprint planning placement of structures so that there is no lag when planning where to place a building. - Optimised net code on a lot of various actors for less network lag. - Aim down sights now instant on clients. - Added conditions to the build menu to disable and mark red the structures you cannot build while in a territory your team doesn't control. A step towards telling people why they can't build sometimes. - Fixed a game breaking bug, where players would teleport across the map based on the lodding of the server player. - Fixed interaction with production buildings. - Removed 3D text on players and added a proper 2D text that only appears when you look at someone. - Added a red indicator on enemy players when in LOS. - Fixed up some server logic for hosting. - Fixed some buildings not loading on clients. - Patched hot bar and inventory not showing on start for some clients. - Added Owens SMG to munition factory - Fixed crouch hit collider (players collider for being shot was below their waist when crouching)
Known bugs - Network response on some objects and actions is still a bit slow - Survival mode is still super broken - Players are launched above mountables when they disembark - Long load time on launch - Spawning will occasionally drop players into the map (press M if this happens) - Spawning will occasionally require a couple clicks in order to spawn
WHAT WE'RE WORKING ON Our biggest priority right now is polishing the existing systems, so we'll most likely be focusing on network stability for a while, alongside tweaking a couple features to be more functional. Once that's sorted, we'll be focusing on adding a couple things that can deform the terrain! (artillery, tanks, planes, etc)
If you wanna get in touch with us or report a bug, head on over to our Discord, where we're super active: https://discord.gg/ns7QZp6 We recently hit 1000 members!
If you'd like to help support us while we work, we've also go a Patreon and Ko-fi
Thanks again for joining us on this awesome journey of development, we genuinely appreciate all of the feedback and helping hands we've had along the way! More to come soon!
- Big OOF Games
Update V0.184 (Main Branch)
UPDATE 0.184 See Testing Branch Update V0.184 for more details Please note: There's been a change to the building system. Players need to capture a zone in order to build within it. To capture a zone, build a spawn flag anywhere within it. We're still in the process of creating tooltips for this.
CHANGES - New Map - Terrain Deformation - Simplified economy using only requisition - Restored PvP mode - Added SMLE bolt-action rifle - Added tunnel system - Refined spawning system - New Crafting UI - Added depth-of-field effect when aiming - Added OWENS Service Carbine
FIXES - Fixed Spawning bug!!! - Quitting to menu functions correctly - Fixed texture issue on larger rocks - Pickaxe no longer fires tracers lol - Building noise fades with distance
KNOWN BUGS - Survival mode is temporarily broken (it didn't survive the transition to terrain deformation) - Can't harvest some very specific trees - Currently no win condition for PvP mode - Vehicles and mountables aren't very stable - Quite a few latency issues - Voxels can occasionally be a bit funky and do some weird things - Some performance issues on higher settings - Spawning occasionally doesn't work for clients (press 0 if this occurs) - Bots are still pretty dumb as heck - Long load times
WHAT WE'RE WORKING ON - Making tanks more functional - Artillery - Adding in some more weapons
If you happen to find anymore, we'd love to hear from you over on our Discord. All the devs are super active in talking with the community on how to make the best game possible! https://discord.gg/ns7QZp6
We'd like to thank everyone who's given the game a test and given us their honest feedback, we hope we can deliver a game that we all want to play!
- Big OOF Games
Testing Branch Update V0.184
Hey everyone!
We've been pretty busy over the last couple of months working on the foundation of the game. Long story short: we wanted to add terrain deformation, but it altered the fundamental way a lot of existing features worked. Due to this, we haven't been in a position to push any hotfixes or updates to the games main branch for quite some time.
BUT, we're in a position now where we're able to show off a pretty stable WIP build of the new game foundation. Of course, we're still in the process of adding in a couple of much needed mechanics and there's a host of exciting new bugs for us to test and iron out! :/
Due to the super unstable nature of a lot of the updates we're making, we've added an optional testing branch with all the fancy new features! You can access this by right-clicking on TrenchesWIP, going to Properties, selecting the BETAS tab and choosting 'testing'
So what's in this fresh new testing branch you might ask?
Terrain Deformation Well buckle up because we've finally added working terrain deformation! most buildings will alter the terrain in some way, from just flattening to cutting into it! Over the coming months as we update our artillery and ordenance systems, there should be some new fun and exciting ways to turn the environment into a muddy hellscape!
New Map
With the addition of terrain deformation, we needed to create a new map to work with it! so welcome the lush vallies of -*Working Title*- island!
One of the major advantages of all this tinkering to the foundation, is we can now put together maps and alter the playable area super easily, which means we can eventually stretch the playable area of this bad boy to encompass the whole map if we'd like! But what good is a new map if you're fighting against those dang bots? they don't even know how to build!
PvP IS BACK
Heck yeah! you can now blase away your friends in the new version of our PvP mode. The major difference between this mode and the older ones is that we're incorporating a more dynamic territory control system into it. Now the map is split into sectors and players will need to capture a sector by building a spawn flag within it in order to construct defenses and other buildings. We hope this'll lead to more 'frontline' style combat with teams launching attacks on one anothers entrenches positions.
Harvesting resources
We finally had a chance to iron out all the kinks in resource harvesting and decided to simplify the hell out of the economy. At the current time, everything uses a single resource now, Requisition. This can be harvested from any trees within the environment. Currently, there's a limited amount that can be harvested from the map, so we're still sorting out the best approach to providing players with a reliable amount in the long term, but this means players can build some really nice structures super easily now! (you also don't need to convert things at the pesky HQ anymore)
THAT BLOODY SPAWN ISSUE IS FIXED So we did a huge blunder, when we released our last major update to the main branch, we were aware of an issue with the spawning. Unfortunately in our eagerness to get into terrain deformation, a majority of the base features were broken in the same update that would fix spawning. Due to this, we weren't confident in pushing a hotfix that broke a LOAD of other features until we ironed all of the new content out. BUT REST EASY, FOR THAT DAMN BUG IS NOW PURGED (super sorry to all the people who had a bad time due to this!)
Keep in mind that anything is subject to change as we keep refining the player experience, but we hope you have fun with all our hard work!
As of this post, there are a couple of known bugs and unfinished features that we're in the process of ironing out (and a lot that were brought to our attention thanks to our many testers).
KNOWN BUGS - Palm trees can't be harvested - There currently isn't a win condition in the PvP mode - Vehicles and mountable objects are broken as heck for the time being - A massive variety of latency issues we still need to fix - Voxels can occasionally be really funky and do some very weird things - Occasional perfomance issues on higher settings due to some LoD bugs - Spawning occasionally doesn't work for clients (currently you sometimes need to press 0 to fix) - Bots are still dumb as heck, but they shouldn't clip through barbed wire and structures anymore - Survival mode is preeeeeetty broken in this one, we still need to port the mode over to the new voxel map - Load times are still a bit long
If you happen to find anymore, we'd love to hear from you over on our Discord. All the devs are super active in talking with the community on how to make the best game possible! https://discord.gg/ns7QZp6
We'd like to thank everyone who's given the game a test and given us their honest feedback, we hope we can deliver a game that we all want to play!
- Big OOF Games
Sneak peek at what's coming to TrenchesWIP! (Video)
Hey hey everyone!
So the Team at Big OOF Games has been pretty hard at work since our last update, and we're finally ready to show off some of the spicy new features!
We've wanted to add terrain deformation to the game since day 1 (the game is called TrenchesWIP afterall) And so we've been quietly working away at them over the last month of two. To show our progress on how it's all coming along, we've put together a video of us building a small defensive line to show just how easy it is to put together a working base with the new system!
[previewyoutube="RSqNAERhwiI;full"]
There's still plenty more to be done before we're ready to say it's done, but we are aiming to release a very rough build in the coming weeks.
Patch notes V0.183
Update - Added tank: Bob Semple - Added friendly bots to the last stand mode - Bots how shot the correct weapons - Updated main menu
Known Bugs - Tank physics are pretty unreliable and have a high tendency to flip - Harvesting resources currently isn't working until the pickaxe is implemented
All Quiet on the Front
Hey hey everyone! So truth been told, we've been pretty radio-silent over the last couple of months, but the good news is that it's not from a lack of work! So we wanted to go over what we've been working on, and where TrenchesWIP will be going from here.
SO WHY THE SILENCE? About 3 months ago, we were invited to present TrenchesWIP at an Unreal Engine meetup in our home city of Brisbane. We realized this was a good opportunity to give us a deadline to get the game into the state we really want. But to make something that'd really "wow" people, we needed to do some pretty big modifications to the core of the game, meaning we wouldn't be able to push a stable, working version of the game for quite some time. BUT ALAS, we did manage to get what we envisioned done by the set time and were pretty damn happy with the outcome.
So what exactly was changed you ask?
A BIG OL FACELIFT Well the most obvious change is the look of the game. We'd had a pretty good idea of what we wanted TrenchesWIP to look like from the very beginning, but getting it to that look was easier said than done. In the end we have Quixel to thank for implementing their Megascan library into UE4 at the perfect time!
WOAH WHERE'D ALL THESE SOLDIERS COME FROM? BOTS, we'd discussed implementing bots into the game for ages, and over the last couple months, we've seen that come to fruition.
WAIT, WHY CAN'T I FIGHT OTHER PLAYERS ANYMORE? So one of the temporary casualties of this HUGE update is the original PVP mode. In order to get something that was fun and engaging for a presentation build, we decided to pool our efforts into the creation of a wave defense mode. But due to this decision, the original mode has temporarily fallen behind (but not for long) The new mode sees players work together to defend several capture points from increasing waves of AI attackers. Fortunately this mode plays well with less players, allowing us to test mechanics while our current player count is low.
WHERE TO FROM HERE? So we've got a big road ahead of us, the first steps being to polish up what we have to make it even better. Additionally, we're experimenting with some terrain deformation (thanks to our wonderful patrons!) That'll hopefully form a big part of the PVP mode. Speaking of which, the PVP mode will be updated back to a playable state shortly!
THANKS FOR YOUR PATIENCE We'd just like to thank everyone for their patience and positive reviews. TrenchesWIP has been a rollercoaster of a time and an absolute blast to work on (it's been our dream game tbh) and we hope you'll continue to stick with us while we morph this game into something everyone will love to play!
HOW TO STALK US So the big twist is while we haven't talked much on social media, we've been VERY vocal on our Discord (a little bird also told me it's the best way to give the devs your suggestions)
We also have a Patreon and a Ko-Fi: Patreon: https://www.patreon.com/TrenchesWIP Ko-Fi: https://ko-fi.com/trencheswip
Patch notes! 0.175 - 0.181
Howdy, everyone! Due to the last month being pretty hectic, we’ve been keeping our patch notes in the discord, but now we’re going to post them up here. The latest and current patch on live (0.181) is posted at the top, and then the rest, 0.175 -> 0.180) are posted below that chronologically.
=========== 0.181 (CURRENT) ===========
- [MAJOR CHANGE] Added a co-operative horde style defence game mode. AI spawn in waves of increasing difficulty until capturing all available flags. How long can your team hold out? - [MAJOR CHANGE] Added a new map to support the new game mode! - Inventory system rewritten for additional flexibility and performance. - Fixed building wrong team flag. - Made some bots for both teams. - Improved bot targeting. - Made bots move to centre of map to hold flag point, till they see enemy to eliminate. - Bots replicate movement to clients from server. - Bots now replicate when they fall into dead state. - Bots rag on death, but rag position is not replicated to everyone. - Bots drop a dog tag on death. - Fixed bots not playing gun fire sound. - Bots de-spawn on death after 60 seconds, so that new bots can take it's place. - Fixed bots not targeting player. - Bots now face movement direction properly. - Added second character mesh - Added hammer and pickaxe mesh - Added first person animations for weapons/tools - Altered some weapon textures - Added first person Pistol animations - New character mesh added to AI. Visual aid differential. - Bots now receive damage from grenades and tank shells. - Bots now throw grenades at both humans and tanks. - Fixed up bullet smoke trails for everything. Previously it would sometimes spawn pointing towards world zero. - Added FPS-Hand animation logic for the Kar98. Equip/Unequip, reload, shoot, run and idle states with some rough audio - Fixed sound attenuation on bot body hits so they can not be heard from all over the map. - All first person meshes are skinned to the same rig now - Added visual effects to hit locations from bullet trails. - Added visual decal effect to hit surface types. - Added random modulating sounds on material hits. Grass / Stone / Metal / etc. - Made AI less accurate. - Made 20% chance to spawn ppsh AI - Tank is set up with material type in order for metal hit effects to fire from bullet trail. - "Single shot magazines" now reload as expected, and their reloads will be shorter the fewer rounds you need to reload. - Buffed kar98 shot cooldown from 1.6 to 1.4 - Replaced physics actor on AI so they flop more realistic and without mesh stretching. - Modified collider on AI so that the bullet trails can go through to the mesh layer and not get blocked by the standard capsule. - Made held weapon actor hide when bot killed. - Bots no longer keep shooting when killed / if they were in the process of it. - Bots can get squished by tank. Still a bit rough, but it works. - Added Panzerfaust anims to project - Re-Added older some map visuals. - Clients now see ballistic visuals. - Added surface material based left/right footstep sounds, for bot walk and run states. - Added surface footstep sounds to player character. - Added a very slight camera shake to player movement. Intensity driven by movement speed. - Reduced jog speed and run slightly, to reduce floaty movement a bit. - Made an indicator that shows up above all teammates including bots. - Indicators hide when obscured from vision. - Added panzerfaust and pickaxe anims - Raised friendly unit indicator height. - Added hammer anims - Fixed memory leaks causing massive built up lag over time on ballistics and grenades. - Clients will now see a third person mesh of the other players instead of floating hands. - Third person mesh no longer red / blue, but instead display proper texture. - Massive refactor of file structure as well as a big project clean up which needed to happen. - Debugged and optimised existing UI at the time. - Debugged AI and explored ways to optimise them. - Upgraded to Unreal Engine 4.24 - Fixed the hot bar which stopped working as desired - Made player auto equip first slotted weapon on spawn. - [MAJOR CHANGE] New spawn map and map visuals. Camera now flies in and out of the soldiers head when viewing the map or spawn map. You can now see the entire 3D field from a top down perspective, rather than a texture. - Laying the groundwork for UI that doesn't look like hot garbage - Gave the main menu scene and main menu UI a bit of a face lift - [MAJOR CHANGE] Set up an out of bounds field that we can use to auto kill / warn the player with. Players will die after 10 seconds of stepping outside of the field and ignoring the warning. - Optimised the input handing to save a good 2ms per frame. - [BUG ADD] … however, it means our keybinding system has been broken. - Removed legacy code, players shouldn’t notice this change. - Removed the "Ouch that hurt" text - Barbed wire doesn't block bullets again. - Made the hammer build faster. - Made a better mountable Vickers. - Added some effects to the map, such as smoke, embers and wind. - Adjusted spawn map camera starting position and tightened it's logic so that if you try to move it too far from the established world zero, it'll pull you back. - Added some new spawn logic, so that when you're dead and in the map you can click-select a controlled flag location and spawn in a random point around it. - Added some visuals to the main map to make it more alive. - Fixed an error on the minimap component - Buffed m1 garand to 4 shots per second - Buffed m1 garand clip size from 5 to 8 - Shotguns can now reload round by round similarly to the kar98 - Added an artillery strike region that can be spawned in via the AI wave spawner - Removed shotgun red rays. - Improved artillery spawn and effect colouring / duration to better suit the dirt colour. - Fixed damage on the mountable guns, so they can now be destroyed (at least by bots. Yet to test player) - Improved the spawn in around the flag to not clip through mesh as much when spawning in. - Updated the wave spawner with more detailed bot count / wave tracking and patched a death event that was being called more than once (causing odd numbers). - Added some UI elements to reflect the AI wave state - Fixed client spawn in ability and "some" terrain clipping. Still needs some details. - Set up mesh visuals for hands / third person per client basis. Clients mesh was not showing, only the steam name. - Fixed the session ready-up to work on clients machines. - Added random bot title/first/last names for kill cards when they die by a player. You also receive score from killing bots now. - Finalized ingame scope visuals. When aiming down sights with the Mosin Nagant, the screen will be obscured by the scope. - Fixed bug where bots were incapable of receiving regional damage (headshots) - Buffed the crap out of the mosin nagant in terms of reload time and base damage - Can no longer fire while sprinting - Guns no longer fire while dead, or can be fired while dead - All weapons recoil will now be 40% less intense when aiming down sights rather then firing from the hip. - Players move 60% walk speed when aiming down sights - Buffed the 1911 pistol fire rate from 0.175 to 0.125 - Changed the M1 garand, shotgun, and Mosin Nagant to no longer be "automatic" fire rates, and instead be semi auto (one mouse click per round) - Fixed head wobble applying to all clients regardless of it being relevant to local player or not. - Updated / fixed high score board for new mode. - Added more spawn points for bots / waves. - Added a scalar to bot spawn count based on player count. - Set up new game state conditions for a full session loop. It tracks total player deaths, total bot deaths, rounds complete and time elapsed. - Bots auto die if they get stuck or do nothing for too long, to keep the game moving forward. - Capture flag spawn in buttons now refresh state depending on team owned. - Bots get kill recognition when they kill a player. - Vickers now only are considered a player's when they are mounted only. - Bots can now capture flags easier.
=== OLD PATCHES ===
=========== 0.175-0.178 =========== - Many trees/other map props can now be destroyed/harvested - Fixed collisions on palm trees - All trees on the map are now harvestable for requisition, as of yet, they don't respawn - All resource nodes are now destroyable via damage (including trees) - [MAJOR CHANGE] - Tanks and planes (and by extension all vehicles) should bloody be able to see everything around them now, without players/buildings vanishing or disappearing. - Nerfed Anti-tank gun to 1500 HP - Made camera in anti-tank gun more "first persony" - Changed mountable component to position characters more appropriately - Added 15 shells to starting inventory of AT gun - Buffed AT gun Max traversal to 16 degrees - AT Guns can now rotate the entire gun by pressing A or D at a rate of 6 degrees per second - Added team scoring and global target score functionality. - Added capture points that display a ring of control. When uncontested, it grants the representing team points every 5 seconds. - Added UI to display current team scores and total score required to win the game. - UI animates to congratulate the winning team. More reward and feedback will be going in later, we have some plans to try out. ;) - Artillery/tank shells no longer fly through meshes/other vehicles - Added meshes+textures for the 2 Farmhouse models - Added reward of an item in conjunction with points when holding capture points. - Fixed change teams / re-spawning at enemy flags bug. - Made the textures sharper on buildings
=========== 0.178 =========== - Added MUCH nicer farmhouse meshes - Munition, Light, Heavy and Jeep factory meshes replaced with proper ones - Made some buildables use their proper meshes for placement (StaticMG) - Prevented team damage from anything to reduce griefing - Added credit in our credits section for our Patreon heroes - Removed the 'Y' to destroy HUD that was left in a commit by accident. - Pickaxe no longer has iron sighting. - Medpack works as intended again. You can heal others or yourself. Though atm I don't have a way for healers to tell what another's health is at, so not so useful for healing others yet. - Sticky bombs work again. - Fixed minimap visuals and desync. - Added a basic stroke of color to the minimap to help identify water areas, roads, cliffs and trees. - Removed all starting vehicles apart from the Boats. - Moved the capture points closer together and in a formation that should promote moving up the mainland from the beach. - Removed all flags except the spawn points on carriers to start the game off. - Planes are buildable from a "very rough" airport structure. - Made boats take damage when away from carrier and unpossessed so that they can de-spawn and respawn back at the carrier. - Fixed collision on production building mesh. - Planes can now be easily shot at too deal damage.
=========== 0.179 =========== - [MAJOR CHANGE] New networked tank controllers. Driving tanks should “feel lag-less”, we do however need to adjust the tank handling physics and turret turning. -Tank wheel physics to move over terrain; and with track animation. - Implemented effects and sounds to placeholder tank mesh I purchased for testing (needed a specific skeletal setup to test with). - Tanks have weapon fire effects. - Tanks have hit effects. - Tanks have engine smoke. - Implemented some additional and temporary UI - UI tracks tank head rotation and displays as an offset to body forward direction. - Tank UI displays a cardinal direction along top of screen. - Tank UI displays elevation of turret as value. - Tank UI displays speed of vehicle as value. - Implemented ricochet and smoke trail to tank shells. Ricochet works when shot angle is wide. - Implemented destroyed variant of tank which spawns on death, along with explosion, fire and sound effects. - Tank impact sparks on hitting other objects. - Added art for the Tank code rework (specifically the KV1 tracks/suspension meshes) - Added collision meshes for the KV1 body, turret, gun, and sideskirts - [MAJOR CHANGE] Added code for detecting of dynamic damage for tanks. Armor plating and weak spots, shell angle of entry/deflection, and relative armor thickness constitute our “tank damage and penetration” framework - similar in style to other more “sim like” tank damage gameplay you may have seen in other games. - Set up default entry parameters for dedicated servers (not available yet) - Added configuration .INI files for dedicated servers, allowing hosts to launch maps/player counts etc from text files without having the game open (not available yet) - Enabled logging on dedicated servers (not available yet) - Added projectile tank penetration mechanics. - Shells will bounce off a tank if landing at 70 degrees or more - Shells will fail to penetrate if the relative armor of the area it hit is greater then the shell caliber - Shells will penetrate and deal flat damage if their caliber is greater than the relative armor of their hit location - Made tank damage scale by caliber - armor thickness. So that certain hits deal more. - Changed map to be set up as more tank battle team deathmatch for a tank test. - Removed points UI bar for now. - Patched replication distance on tanks. - Tank UI now removes on disembark or death. - [MAJOR CHANGE] Added new map based on the idea of "frontline combat" (A map that is longer then it is wide, hopefully communicating more clearly where the core action will head from each teams perspective) - Added an out of bounds actor that will hurt players if they step outside of it - Added better explosion visuals for the kv1 - Made tank less glitchy on dirt and rock terrain. - [MAJOR CHANGE] Added bots! - They spawn, have health and region damage, minimap markers, movement animation, movement and attack logic, equipped weapon with shooting animations and effects, Ragdoll death, drop dog tag on death and are associated with teams for damage and color consideration. - Fixed hammer not working. - Added tracer effects to weapons, but excluded things like pickaxe, hammer and bombs for example, that do not want it. - Added crosshair with hit-target feedback. - Collision on tank head working. - Production buildings should now not get blocked by building pads message if placed sensibly. - Added simple sounds to hit locations on bots. Headshots spawn a metal tink sound - Simplified crafting of all items. - Removed foundry, in the interest of short term simplification. - Removed drop inventory on death, and replaced with dropping dog tags that can be exchanged at flags for Requisition. - Requisition is only gathered from flags or HQ buildings now in exchange from wood/mineral/dogtags. - Wood gathered from trees. - Minerals gathered from nodes. - Fixed network issues with the tank audio/effects and possession of players. - Removed old tank assets from craftables till they are implemented in the new system. - Fixed tank head collision. - Patched tank shells to radially hurt other players. - Profiled and fixed a major lag spike in the level. - Items can now be crafted/refined in much bigger batches.
=========== 0.180 =========== - Added flak cannon mesh - Resized Mosin Nagant to correct scale - fixed up the iron sight locations for some weapons - Added rifle blend tree for animations, characters now strafe while holding their hands out in a gun pose - The new character art is now the default mesh, no more base UE4 mannequin asset. - Added crouch anim instead of TPOSING into the floor - Added second-team texture variant
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Thanks to everyone who played during our recent indie dev game showcase! It was a fantastic showing all of yall the new content. As always, we’ve still got heaps of bugs to fix especially due to this new content.
As of 0.182 our patch notes will return to a more regular and less frantic schedule.
TrenchesWIP 0.180 Playtest!
Howdy everyone - our playtest will be up and ready go soon, here's the count down: https://countingdownto.com/?c=2768145
We're primarily testing some new animations for the new character model, the new tweaked economy/crafting changes, and the new KV1 tank controller.