The much-anticipated Khareni update is finally here. Below you'll see the list of most important changes.
New hacking mini-game for pick-up objectives! Additionally, being near these objectives will show you the item that's inside.
Matheria containers have been standarized so they're easier to recognize throughout every sector.
Maps have been redesigned and improved, and animations and particle effects have been added.
Two new enemies: Corrupted and Possessed. They've been added to the patrolling enemies list. The Khareni aren't fooling around.
You can now change your display name from the main menu.
Reworked enemy spawn system to address difficulty spikes.
Desolator enemy has improved animation when destroyed.
AlienFX support is here! Your supported Alienware peripherals will now change color according to your chosen Sentinel, and when an enemy raises the alarm.
Localized subtitles for the end game cinematic.
Lots of bug fixing and improvements.
Thank you for your patience! Happy hunting!
Out of Early Access, yay!
Hey there ECHOs!
First let me begin with a HUGE Thank You! Not only to those who played our game, but also to those who helped out in the process of making it better, and even a thank you to those who had criticisms - we are humbled by your great feedback, and by your help in making our project better.
As you can see we have come a long way since the last days of February.the game back then lacked a ton of features, variety, SFX, VFX, maps, balancing, Sentinels, and so many more things.
But our focus now, is not to talk about the past, but about the future. You see we promised that we would leave Early Access by the end of April, and we intended to keep that promise within a reasonable timetable, and lo and behold here we are a month later, but no more delays, today Trident’s Wake goes live.
This past month, we were working on some extra QoL fixes, such as localization in a plethora of languages, reworked a enemy from scratch and also added a final mission. For those interested in the story, we also added an outro movie to wrap up the game’s narrative.
Once we fully launch, we still have plans for Trident’s Wake. One of the core issues players have mentioned is the necessity of making the networking more flexible; drop-in/out from sessions, ongoing parties, more users, and so forth. We aim to fix this by doing a whole revamp of the networking system, this of course, will take time (probably more than a couple of months) in which we will make the game platform agnostic, which, hopefully will increase its reach, while also addressing the issues mentioned above. Also, this networking revamp will allow for cross-platform play to give more possibilities for the future.
Needless to say, this is not the only thing we would like to work on, oh no! We will also seek ways to keep improving the game - within the realm of possibilities - with suggestions that you, the community have made alongside us. Some things that come to mind are: mission variety, more player agency, more weaponry, enemy AI, and some other tweaks that could improve the overall experience of the game, alongside the matchmaking system.
Once again we thank you for your support, and if you’d like to give us a hand, please reach out to us, talk to us, or even just post a review!
We at Bacus Studios, and Graffiti Games bid you an amazing day.
Another Big Update makes an appearance!
Hey there ECHOs!
We are glad to announce that version v0.95b70 is out and about!
This real beefy update carries a lot of goodies and fixes. Amongst a plethora of bug fixing and general tweaking we are also adding a ton of extra stuff. Below are the details of the new features.
New Sentinel: Cyberin – Late in the Mechaphage Crisis, breakthroughs in synthetic-lattice structures produced the Cyberin, a chassis with exemplary reflexes and strength. While the lattice heatsinks reduce the Cybrin’s overall durability, advanced engineering techniques allow the chassis to concentrate waste energy into a temporary kinetic barrier, allowing the soldier to control a battlefield on the fly. The Cyberin deploys a shield dome which absorbs enemy projectile, but allows friendly ones to pass through, creating an amazing safe zone for covering fire.
New Sector: Hydroponics – If humanity wishes to see the flora of its now-dead home planet again, its last warriors must secure this Sector of the ship. Hydroponics contains the means to nurture and harvest all manner of terrestrial plants, securing the nutritional and ecological needs of humanity’s next colony.
New Enemy: Desolator – Desolator is an enemy that is capable of emitting powerful electric shockwaves across long distances. If you see a power surge beneath you – run!
New Weapons:
Wasp W-A5 – A reliable submachine gun that makes up for its relatively small bullets with a very high rate of fire and low recoil.
Falcon FA-12 – A modified carbine rifle that fires high-precision bursts, three at a time.
Ravager R4-V – A shoulder mounted “mortar rifle” that fires explosive rounds at high velocity. This gun causes high damage at and immediately around the target.
Additional updates: • General Bug fixing and tweaking
• Introductory mission (tutorial)
• Steam Achievements.
Without further ado, we leave you to it, and thank you once again for your support and interest.
Cheers
Content Update #1
Hey ECHOs! The first major content update (v.093b65) for Trident’s Wake is now live!
Thanks to your feedback, we've been able to improve the game and make it an overall better experience for everyone involved. We’ll continue working on new features and lots of polishing, so expect regular smaller updates over the next days. There’s also another major update planned, but the particulars of which cannot be stated just yet.
This update brings a new sector (Crew Quarters) and a new Sentinel (Roka), descriptions of both can be found below.
Crew Quarters - A once cozy section of the Trident featuring malls, parks and recreational amenities, it was designed as the main habitable for when humanity were to reach its destination. You must prevent the aliens from corrupting this peaceful retreat!
Roka – A friendly and sturdy Sentinel that can take a beating, but better yet, prevent it from happening. The Roka’s signature skill, Bulwark, provides an unmovable wall of energy that can temporarily block off a hallway or other key point, giving everyone a respite and allowing them to focus on one front at a time.
Additionally, we've added several new features to the game, some of which requested by you - the community! Some of these are:
Steam Invite. There’s a dedicated UI menu from within the Lobby (default key: F1) that will open Steam Friends overlay.
Voice Chat. On by default when in a mission. There’s a new option on the in-game menu that allows you to mute yourself or others.
Cinematic Intro. When launching the game, a story movie will run right after the splash screen.
Sentinel Garage Animations. Each Sentinel has their own personal moves when customizing them.
Reworked movement animation for the Mechanakis.
Improved Hosting Options. The host can now kick players in-game. This is experimental and we may need to update or remove altogether in the future.
Visual feedback for when you gain or use a weapon magazines.
Improved progression system to make it more fun and engaging.
A special treat (work-in-progress) for when you liberate all three available sectors.
And many other tweaks and improvements based on your feedback and suggestions. Thank you all very much for supporting us this far!
Known issues:
- End of mission report screen will sometimes not display mission performance date correctly. We've only seen this happen with a full squad.
- Under certain circumstances, there are at least two weapons that can allow a player to shoot themselves: “Viper” the Hand Cannon and “Buster” the Plasma Rifle. We’re looking into ways to prevent this from happening.
- Damaging yourself by any means (like causing a Zodiac to explode near you) triggers a friendly fire warning bark. Your feedback is always welcome as we continue to improve the game for everyone!
Thank you very much for supporting us! Happy hunting!
Alinware Stream
Hey everyone! today at 4 PM EST Alienware will be streaming the game. You can check their stream over here.
You can help us out a lot by playing the game during that time, or just watch the stream and see how Alienware's peeps fare in Trident's Wake.
Cheers, and good day!
New things in v0.91b61!
ECHOs, at long last, I'm glad to announce that we've updated the game to v0.91b61. The following are the most important changes:
- Quick-chat commands are here! In order for them to work, restoring default Key Bindings will be necessary just this time. The texts are not final, and the GUI needs improvements. Next update will include these improvements.
- Auto-reconstruction is now a thing! The motto "You Only Print Once" is no longer true for while playing solo. You get one free reconstruction, regardless of where you are within that mission. [HUD indicator will be added as soon as possible.]
- Elevator event reworked. While waiting for the elevator, relentless waves of enemies will storm through trying to stop the players from leaving. If there are no players present within the elevator by the time the doors close, the event will fail and must be restarted in order to complete the mission.
-Weapon swapping while reloading is now available!
- Weapon Tinkering update: displayed values should now be working as intended, and already account for the passive bonuses of the weapon marks.
- Fixed a bug that caused your chosen Sentinel's skill upgrades to not display correctly in a multiplayer lobby.
- Fixed an issue where the lobby chat would sometimes still repeat itself if you joined another lobby after finishing a mission.
- Added a visual cue in the lobby that shows which key opens the chat panel.
- Returning to the main menu from a mission that was played with a controller will now allows you to properly navigate through the menus.
- You Sentinel's paint job will now follow you in locally-hosted missions as well.
- Tweaked Beamer weapon ("Firefly" F1-R). Increased damage distribution.
Known Issues:
- Lost footstep SFX when sprinting.
- The Mission Report screen sometimes has issues when a mission is completed by 4 players.
Enjoy!
We present v0.91b60
Hey ECHOs, small update today, v0.91b60. We fixed several issues that came up during our last update, with the most important being:
- Sector selection is functional again and controller-friendly.
- Locally hosted games can now correctly access the three available options: "Continue", "Quit Mission" and "Exit Game".
- When obtaining a new rank, all exceeding experience points carry over and count towards the required experience of the following rank. If the conditions are right, you can even rank up twice after one mission.
We expect to have a juicier update by Friday at most, including some features we've been teasing you with for a while.
Also, please keep in mind that we're still working on a Big Update that is primed to release on the later half of March, and that one will bring some much-welcome goodies with it!
Patch v0.91b59 now Live!
Good Lord, that office screenshot is old!
Hey ECHOs! A new version has been pushed to Steam! Let's see what's changed for v0.91b59:
New end of mission / elevator sequence logic. Players will now have to endure a wave of enemies while the elevator arrives, and then exfiltrate before the doors close.
Major UI rework to Sentinel customization scree. More to come.
Improved the UI when creating a lobby and choosing a sector.
Players will not be able to join a lobby hosted by a different game version than the one they are running. This should reduce the amount of issues encountered while playing.
Mission modifiers that require multiple players will now no longer have any effect if a mission launches with just one player in it.
Chat no longer closes randomly or lose focus when hovering over other elements.
Chat is still accessible even when choosing to play with a controller (TAB to open; still missing an proper UI to indicate this).
4K resolution support fix.
Ultra Wide support (black bars will be present, but it should not stretch the UI beyond the screen).
Fixed issue where weapons would have higher stats than intended on first unlock of passive Mark upgrades.
Reduced the amount of damage from other players when the Friendly Fire modifier is active.
Rocket Barrage cooldown increased from 5s (dev testing values) to 20s.
Fixed Lobby text chat where messages would be repeated several times.
Minimap no longer stops working when the host's Sentinel is destroyed.
Added UI element to indicate that a Sentinel has been destroyed.
Fixed an issue where sometimes combat music would stop working.
Fixed an issue with the Flamethrower would continue to emit sound when in multiplayer.
Enemies can now open doors and should no longer be stuck in inaccessible locations.
Some known issues for v0.91b59:
- Mission report screen will sometimes not track the player's stats and medals correctly. We're still trying to figure out where it's going wrong and what triggers these stats to stop working.
Patch v0.91b58 is now live!
Menus fixed for full controller navigability. There may still be a few quirks, but a full mission can be launched / joined and played to completion. Guaranteed working with XBox 360 and PS4 Controllers. Please report any issues or success cases with other controllers!
Mission modifiers now work correctly. All four have been enabled and tested in a multiplayer environment. So if you're feeling confident, go ahead and do extra large missions with tougher enemies!
Patrolling enemies now correctly call reinforcements once the indicator fills up. Also, if you're already fighting reinforcements, they will directly join the fray instead of calling more reinforcements. That was unfair!
Combat music has been enhanced so that it does not stop between waves of enemies belonging to the same event; additionally, a new "fade-out" for transitioning to the default mission music is in place.
Doors make have a sound effect when they're opened! Not quite like Star Trek, but it's a welcome indicator!
Your favorite skateboarding robot space ninjas are no longer as stealthy: when sprinting, you can hear their footsteps! (This is a work-in-progress, and our next "step" would be to add sound effects to regular walking as well).
Patrolling enemies should no longer give you a cold shoulder while their alarm meter fills up. They would sometimes continue with their life and all of a sudden remember to call down reinforcements. We're happy to announce that they are now doing what they're paid to do!
The Hull integrity (Health) bar and Shield pips have been swapped around. It makes more sense to have the red bar closer to your Sentinel.
Some more tweaking to enemies! Trying to strike a balance that's neither too challenging nor too boring. Hopefully this does it. Keep in mind that enemies should scale in number while playing multiplayer.
Plenty of minor tweaks and adjustments!
We know there's still some issues we haven't addressed, and we thank you for your patience while we do our best to tackle them in an orderly fashion. You are an amazing and supportive community, and we want you to know that!
Please continue to report any issues you may find, and provide us with your invaluable feedback whenever you can!
Future Localization
Greetings ECHOs!
First of a warm welcome to all of you how are recently coming into our game. We welcome you and bid you to participate in the Early Access, help us by spotting bugs, and give us your suggestion as to what way you would like the game to improve. We encoruage you to join our Discord Server, and please do not hesitate to ask us any questions whatsoever, we are a small indie team, but we know, as gamers, what it means to have a fluent communication with the players.
Besides that little introduction, I would also like to answer a question that was made by several players: Which languages -if any at all- was the game going to be localized.
Well, our good friends and Parteners from Graffiti Games told us that we would be able to localize the game to the following languages in the upcoming weeks:
English (Already Implemented)
French
German
Italian
Spanish (Latin America)
Brazilian Portuguese
Russian
Simplified Chinese
If your language is not on this list, don't fret, we will continue to see how we can add more in the future. Nontheless, bear in mind that those which are not yet here, might need to take extra time if we will add them (hopefully we can, but no promises!) .