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TrenchesWIP

Patch Notes - 0.173 AND 0.174

Howdy everyone. Ok so, patch 0.173 and 0.174 uncovered a bunch of issues with our game that we really wanted patched and good to go before announcing to the world the list of changes, considering they were frequently changing.

Most of the major issues were fixed, theres still some pretty glaring ones we need to address right now, but here are the patch notes for 0.173, and 0.174:

0.173:
- Trenches now cost 60 requisitions (as opposed to 4)
- Factories now cost 600 req, 200 steel, 150 copper
- Tank factories now have 2000 HP
- Jeep garage now has 2001 hp
- Bridges now cost 150 req and 10 steel
- Old Blue Jeep removed from the crafting menu.
- Fixed construction blueprint "outlines" scaling incorrectly and totally jank
- Tanks can no longer fall through walls
- Grenades no longer fall through floors
- Resource respawn rate nerfed to 1 node per 30 seconds instead of 1 node per 1 second
- Requisition nodes nerfed from 1500 resource to 900
- Copper node nerfed from 300 resource to 50
- Steel node nerfed from 1000 resource to 300
- Tanks now drop requisition nodes to the world when killed
- HQ flags are now no longer destroyable
- Tracer rounds orient properly when fired
- [CODE CHANGE] GUN REWORK - We've rewritten how our guns work under the hood to better let us extend them with unique functionality, new types of guns, multiple guns per entity (tanks, battleships ;) etc ). As an end-user, you won't notice a change immediately, but we should be able to make more dynamic gun content in the future.
- Gun rework totally erased the old bug where reloading and swapping weapons would destroy the new gun's ammunition.
- Gun rework allows guns to now hold ammunition in their magazine when not in use, so if you fire 3 rounds out of a pistol and swap to the shotgun, when you eventually swap back the pistol will still have 3 rounds fired.
- Gun rework fixed sticky bomb spam
- Gun damage is now shown on the HUD
- Fixed bug where players spawn with no gun in their hand
- Buffed 1911 pistol to 20 damage
- [NEW TANK] Added the Renault FT, a cheap light tank. It has 300 hp, deals 60 damage per shot, and has a respectable fire rate. Don't expect to be sieging any bases with this thing :wink: It's made of paper and hits about as hard as wet tissue, but should contend with foot soldiers relatively well. Buffs/nerfs according to playtesting to come!
- [NEW BUILDING] Light tank factory. Currently can only build the Renault FT, but will be where light tanks are built for the immediate future. Much cheaper to build than the standard tank factory
- Flag cost increased to 1000 requisition, 600 copper, 400 steel
- Changed grenades from dealing "water" damage to explosion damage (so they now no longer 1 shot a bunch of stuff)
- [MAJOR CHANGE] All soldiers are now loosely tracked on the map. You won't know precisely where anyone is, but you can roughly see where the fights and troop movements of the map are occurring.

======================== END 0.173 ====================

0.174:
- Can no longer reload guns that aren't active. Swapping weapons during a reload will cancel the reload (however the reload sound file still plays)
- Guns cease firing when swapped out
- Some buildings now drop 25% of their resource cost on death, more to follow.
- Updated flag pole mesh to make our lives easier developing.
- Updated spotlight mesh for the same reason.
- Added "reload pose" for when a first-person gun is reloading
- Added Aim Down Sights
- Added Renault FT (light tank) mesh
- Doubled the resolution of all textures (for finished meshes)
- Fixed orientation of KAR98
- [BUG FIX] The Previous patch introduces building blueprints that couldn't be destroyed. This is fixed now.
- [BUG FIX] The previous patch introduced a few build menu related bugs that have since been fixed.
- [CODE CHANGE] VEHICLES - Vehicles are now getting a slight rework under the hood to be more unified and easier to extend, similar to the gun rework in the last patch.
- [MAJOR CHANGE] PLANES! - We now have basic planes in the game. They can shoot unlimited machine gun ammo, and drop bombs. Ballence to follow TM.
- [MAJOR CHANGE] Added new map! - We're experimenting with Island-based gameplay and what that means for TrenchesWIP. We've had a lot of good feedback from the community and this maps content will change as needed.
- [MAJOR CHANGE] Landing Boats! - We've added a driveable "landing boat" for several players to hunker down in when approaching an enemy shoreline.
- [MAJOR CHANGE] Aircraft Carrier! - We've added an Aircraft carrier to the new island map that each team can spawn off of. Aircraft carriers will spawn planes and boats when old planes/boats die. The point of this is just to expose players to the new mechanics and check what the gameplay implications are at large.
- Removed almost all items from player starting inventory, players are now required to construct their equipment and ammunition pretty heavily.
- Changed several crafting costs.
- [BUG INTRODUCED] Medikits - Medkits no longer work, they now fire shotgun shells. :( Will fix this in the near future.
- Added M1 Garand mesh
- Adjusted the main menu scene to have art more reflective of the current patch, and will likely keep this pattern in the future.

Sorry for the long-overdue patch notes everyone!

0.172 Patch Notes!

Hey everyone! Thanks to everyone who came along to the playtest and helped us break the heck out of the game. We got to see the new artillery art in there (which was crazy awesome), along with sticky bombs and a new equipment bar, and a few other quality of life changes.

Most of the bugs since the test have since been patched. We will be sneaking in a few cheeky hotfixes to 0.172 to get these changes into live before too much damage is done ;)

Here are the 0.172 Patch notes:

- Bit of cheeky code refactoring to make the subsequent building nerfs way easier
- Made all bunkers cost 400 requisitions and 200 steel
- Set all factories to 600 HP
- Set all trenches to 2000 HP
- Set light post HP to 200
- LMG's now cost 50 steel and 200 requisition
- AT Gun now costs 50 copper, 100 Steel, 100 Requisition
- Set wall HP to 12000
- Tank factories cost 1500 Requisition, 900 Steel, 150 Copper
- Replaced all broadleaf trees with pine tres trees for now (to squeeze some extra FPS)
- [MAJOR CHANGE] Added massive section of flatland map rich in resources
- Guns now fire "Tracer rounds" on occasion when fired
-[MAJOR CHANGE] Hammer "tink" on buildings sound distance significantly reduced
- Added Dynamite mesh, fixed the shininess of a lot of assets
- Replaced placeholder mesh for KV1 and Artillery (THE THICC BOI ARTY HAS ARRIVED)
- Reduced size of mini-map on screen.
- Moved old player data to the leaderboard.
- [MAJOR CHANGE] Weapons are now craftable and equippable.
- Added corresponding weapon items/crafting setups.
- [MAJOR CHANGE] Items can now be stored on a players 'Equipment bar'
- This equipment bar has been designed to be used in tanks/vehicles/other types of players etc, so expect that functionality a few patches down the line
- Equipment bar fade hides inactivity (1s) and shows on scroll or 1-6 key input. Selection to another weapon via LMB when highlighting the desired item. Selection different from main hand item swaps and closes bar visual immediately.
- [MAJOR CHANGE] Added stickybombs. Stickybombs are thrown with Left mouse Button, and detonated with right mouse button.
- [MAJOR CHANGE] Added Medkits. Medkits will heal either yourself, or a player you're aiming at depending on which mouse button you press.
- Medkits have infinite ammo.
- Added Medkit mesh
- Added UI sound effect when navigating equipment bar.
- Made equipment bar stay open when UI is focussed / mouse is visible. Hover tooltip now works with these items too.
- Items from slots in the inventory can now be moved to the equipment bar for use!
- Items can be moved from the equipment bar to the inventory.
- Items can now be dropped to the world from the equipment bar.
- Patched glitchy KV1 collision. Not perfect, but at least it isn't the most anxious tank in existence anymore.
- [MAJOR CHANGE] Fixed dupe bugs and drag / dropping / swapping of items from the equipment bar to the inventory and vice versa. Should be good to go for next patch
- Smoothened out main terrain areas and fixed a lot of the tilted trees.
- Dead players drop equipment slot items as well as inventory.
- Coloured the high score player entries by their team colour.
- Added a simple sound effect when placing the sticky bomb TnT, when triggering TnT and health pack sounds so that players know something is happening.

-----------------

Phew. Big patch lists are what we like to see!

Thanks again for anyone that got to come along and blow some cheeky brums up with those stickybombs, and explore the large new flatland area we added to the game. We must have had over 50 people come and go across the course of the night - after we left the server running into the late evening ;)

The moment we opened up larger flattish areas suddenly everyone began spamming vehicles more. It would be fantastic to see that trend continue to the other types of vehicle content we want to add in the future.

Happy Trenching!

0.172 PLAYTESTING!

Hey there everyone, we're going to be uploading and testing 0.172 in a few hours, we would love for you to come along.

We've got a number of new mechanics we're playing with, equipping weapons, sticky bombs, MEDKITS!

All highly experimental, all UNTESTED. Hopefully, we don't break anything too much ey?

Patch notes 0.171

Hey everyone, thanks so much for playing the test! Everything went (mostly) smoothly, and we had some pretty awesome base sieging and firefights with 15+ players. Was an absolute blast.

Here are the 0.171 Patch notes:

- When canceling a message in chat, you can move fully again. It would get you stuck till you click once before this change.

- Fixed the mag dry sound playing on the hammer and pick.

- Re-Added and fixed building scuttling functionality to work with the new inventory setup. You can now "deconstruct" buildings currently in progress by pressing and holding 'Right Mouse Btn' to scuttle incomplete structures.

- Most trees and rocks are now harvestable via the pickaxe (we have some bugs associated with this resulting in not all rocks being harvestable, and sometimes awarding 0 copper)

Trees give you requisition, rocks give steel. There's a random chance of getting copper when harvesting rock (it a 10 in 100 chance). Harvestable item types are placeholder and will be set up correctly in the future, such as wood instead of requisition and stone instead of steel. Steel will be a special rock type.

- Fixed the 'm' key while chatting so that it won't cause a loss of focus of the text entry field.

- Fixed barbed wire damaging each other.

- Gave AT guns ability to rotate left and right. Tidied up turn logic on this gun so it's smoother to interpolate and clamps appropriately.

- Added our Discord invite link in the main menu as a tester for hyperlink use. It opens the Steam overlay web browser, so it's not as overly intrusive as an actual browser.

- Landmines are no longer invisible (if they weren't frustrating enough before ;)

- Items can no longer be duplicated between inventories (hope you had fun with this while it lasted ;) )

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Excited to keep adding polish and features to the game! If you haven't dropped by the discord yet, feel free to here: https://discord.gg/ns7QZp6 - We would love to hear from you!

Playtest! 0.171

Hey everyone, 'Monkey' is now hosting up our 0.171 build for playtesting. If you want to come along, make sure to force steam to update your copy of TrenchesWIP (give it a cheeky restart).

We've added a few experimental features like the ability to gather requisition, steel, and copper from the different surface types of our world - so rocks and trees will be able to grant resources.

We also touched up the AT gun a bit - more patch notes to come post playtest. Hopefully, we see yall there!

0.170 Patch-notes

Well, that playtest was AWESOME! Thank you so much for everyone who came along, we had a few big fights, tanks sieging a trench line, lots of cheeky harassment by the blues. As always, we found bugs so thanks for that.

Here are the 0.170 Patchnotes:

- Removed some old floaty mesh around the map and some null objects for clean up.
- Polished the main menu layout a tad.
- Polished the spawn map a tad.
- Added indicators when connecting/failed to connect.
- Added logic that should allow jumping to another server when already connected to another. Bit unsure as to the reliability till live.
- Collapsed ping for now, as the service is borked with "presence" servers. May also affect player count, but Idk for sure yet.
- Fixed layout of spawn map widget for different resolutions.
- Reduced the pickiness of vehicle pads.
- Added/Fixed armored plates crafting.
- Added/Fixed Bullets/Rifle Ammo crafting.
- Fixed a critical error from some bad casting logic.
- Buildings no longer vomit walls of red text when damaged by barbed wire
- Added dev color to chat log
- Added PPSH and Vickers MG mesh to their respective weapons
- [MAJOR CHANGE] Removed the horrid 'TAB' to cycle/change focus of UI. Tab no longer targets text box input.
- Revamped the leader board UI and included ranking by K/D score.
- Leader board should (hopefully) show your avatar and ping. I need to test this on a build to know.
- Made the chat window show a "Press 'T' to send message" placeholder while the actual text field is disabled; Only till 'T' is pressed. It disables again on loss of focus.
- (Needs online test) Added an experimental way for the server browser to display current player counts.
- Made resource nodes spawn on the contour of the landscape.
- Mines no longer have a red outline and do not use a sphere collider for physics anymore. The mine falls to the ground in a manner you would expect.
- Rocket launcher should no longer launch you.
- Mines no longer interact with pawns on a physics level due to dodgy behavior when walking over them.
- Found a pretty good way to have both middle mouse click to release or lock the mouse, along with the ability to simply open some UI and have the mouse present till closed where it then goes away.
- Opening the inventory or spawn screen unlocks the mouse once more! You can, however, hide the mouse again with the middle mouse if you want to run around with it open. Toggling 'I' will once again close the open inventory and hide the mouse.
- The mouse is unlocked once again on spawn screen startup.
- Fixed generic leaderboard bug. Whichever bug specifically that was, nobody will ever know ;)
- Map is now only open while holding 'M'
- Added a proper grenade explosion effect! It changes slightly depending on the surface that it detonates on. So far things like metal, concrete/rock, grass, mud and wood. Still no water detonate effect, but soonTM.
- Added Watchtower to buildable structures.
- Added AT gun to blueprint mesh and updated old mounting code to behave as tanks do currently. Only up/down rotation and gun data, as it's a stationary gun at this time and does not move-- yet. Woot! (ALSO currently quite bugged)
- Fixed up the production building's UI and logic for displaying blocked builds and the missing required items.
- Cleared some unnecessary urgent debug messages to reduce player confusion.
- Made grenade damage environmental based, so that it should damage anything disregarding teams. (It's just too weird not to receive damage from an explosion you're standing on) ;)
- Made "AUTO CRAFTING" way more reliable. Build orders that need items will properly updated when new required items are added to the crafting building.
- Further fixed UI toggling and cleaned up old code for efficiency.
- Optimized framerate some more
- Tweaked PPSH and 1911 gun textures to have more accurate reflections
- Made bullets cheaper to craft.
- Made rifle bullets cheaper to craft.

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Lots of changes this week! Plenty of quality of life changes. Our playtests over the last few weeks have really helped highlight just how frustrating some of our UI related bugs have been for everyone, so we fixed those asap.

We've optimized the framerate a fair bit, both in art visuals and CPU logic, so players should observe some speedups there (more to come).

And we've also been doing a lot of dedicated servers related RnD, so those will be around the corner in the next month or so.

Thanks again for everyone that came along to the playtest.

0.170 Playtest!

Monkey is hosting v0.170 for playtesting right now! Make sure to force steam to update TrenchesWIP! Would be awesome to see you all at the playtest.
p.s (Server is in Australia, so anyone outside Oceana might be a tad laggy, so apologies)

0.166 Patch Notes!

Hey everyone, cheeky patch in here getting ready for our playtest. Quality of life changes + team wide pings. I sat down and did a chunk of optimization for our level, so players should see a bit of a speed up there.

Here are the 0.166 Patch notes:

- Significantly optimized building rendering (7-10x speed up)
- Significantly optimized key trees that were crazy expensive.
- Started laying the groundwork for inventory inspection, currently pressing "K" will inspect the inventory of tanks.
- Added the first iteration of inspecting code, pretty sure it's exploitable but it'll work
- Added "Press E to interact" widget for tanks/guns (anything marked interactable should show it)
- Added bloom light shafts to the sun, shrank sun size, removed the expensive volumetric fog, for now, to try and get the framerate somewhere decent on mid-spec machines
- Added team-specific "pings" to the game, Numpad 1,2,3,4,5,6 etc will ping the team where your mouse is pointing with notifications like "Fortify this area!" "Attack this area!" etc.

Thanks for playing! We have a lot of new faces playing the games these days, so that's exciting.

PLAYTEST!

Howdy, everyone! The playtest server is up! Please join AnonymousCheese's game. Good luck!

0.165 Patch Notes

Hey everyone, uploaded 0.165 for tonights playtesting to live. I will also be doing another announcement when we've hosted the server. We have a lot of new faces around, so hopefully, you can make it. It will also be hosted in Australia, so we're sorry for that :'( The ping will be pretty bad.

There is also a known issue where if you die with your inventory open its impossible to close it unless you drag it onto the chat.

Make sure you force steam to update!

Here are the 0.165 patch notes:

- Players now drop items on death HELLA DAB
- Fixed item duping bug
- Cranked tank replication distance up
- Made buildings update more frequently; players spawning in a new area dont get buildings when it replicates slowly, investigate
- Set new bunkers replication distance to the massive distance all other buildings have
- Players can no longer shoot while dead
- Veteran tanks now require 2 Armor plates, costing 20 steel each
- IMPORTANT - Middle mouse button now toggles Input between Game and UI, making it possible to have inventories open while in-game, this change and the accompanying code changes should make it impossible to become locked out of the UI
- Visually differentiated m1 and kar98
- Buffed m1 Garand to 50 damage(from 45)(is now capable of 2 shotting a full HP player provided shots are well placed)
- Zoom right click is now based on Gun Data
- Added Mosin-Nagant, has Zoom FOV of 25 (as opposed to rifle default of 45), deals 30 damage per hit
- Players can now equip mosin-nagant
- Nerfed Kar98 zoom fov to 55
- Nerfed shotgun zoom fov to 65
- Nerfed 1911 zoom fov to 70
- Halved pistol recoil
- Set m1 garand zoom FOV to 40
- Added PPSh-41 Machine gun, 71 round magazine, automatic fire, 8 damage per shot, 0.06s shot cooldown
- guns now play dry fire click when out of ammo and attempting to fire
- ABOUT TIME, FIXED THE WHITE ICON BUG, icons now actually display their icons
- A few keybinds are displayed on the UI now along with an Icon
- Game now shows when you toggle between UI and between GAME (Currently bound to middle mouse click, no more getting locked out of the game by the UI) (hopefully)
- Deleted river sounds
- You can now open the inventory of guns/vehicles you are in, but the behavior of dropping their inventory items is buggy atm
- Fixed bunker window height (you can actually shoot through it now lol)
- Added Barbed wire field
-Made barbed wire less T H I C C
-Removed some meshes from level logic that were left over from AGES ago
- Added large bunker to buildables
- Refactored scroll wheel to look up an array of available weapons
- Nerfed Mosin Nagant shot speed