Major Update V0.186

Hey everyone! After a long period of bugfixing and polish, we're finally able to bring to you a new content update! This update brings with it some pretty neat new features. [img]{STEAM_CLAN_IMAGE}/35438430/2f88f14ebb6ac4a2a97b6edcef19b9eb1ec601da.png[/img] [u][b]New Map[/b][/u] The island map has been replaced with our first iteration of a proper map! The map features a large open field with two small (completely destructible) neighbouring towns for players to fight over. Our hope is that with so much open space, it'll encourage players to construct their own cover and fortifications. Of course, we'd like to hear what you have to say about the map as from now on, we'll most likely be looking to make tweaks to the existing layout based on player feedback. [img]{STEAM_CLAN_IMAGE}/35438430/70ce95c5a4383bcf8fcf8d9864c60aeb58143cfa.png[/img] [u][b]Weapon Handling[/b][/u] A massive upgrade that we've been working super hard on is the gunplay. We always felt that the shooting was really floaty with a massive lack of feedback. Therefore, we've added elements such as weapon sway, accuracy penalties, hit marker feedback, headshot feedback and indicators and some reeeeeally nice camera shaking to even out the shooting experience. We recently previewed this in a previous post [previewyoutube=ZM564jCepco;full][/previewyoutube] [u][b]Visual Tweaks[/b][/u] We've added a bunch of visual tweaks and optimizations to try and squeeze every bit of detail we can get out of the game. One of the most notible changes will be the addition of tesselation (which can be toggled from our reworked settings menu) This should help bring some added detail to your trench building experience [img]{STEAM_CLAN_IMAGE}/35438430/652ba279a3a2aab9cabb737c70873d0cd47df774.png[/img] [u][b]Wave defense[/b][/u] WAVE DEFENSE IS WORKING AGAIN WOOO! We've finally ported over the old map to work with our terrain deformation, this means that building is now enabled on the map! [img]{STEAM_CLAN_IMAGE}/35438430/594ea93534a4bce6a5ab70c55e96f1ca4a2cbb49.png[/img] [u][b]Changelog[/b][/u] - Added building upgrade and repair abilities. - Fixed map camera lock-up when there's no flags available to swoop to (When pressing closest flag). - Made territory markers visible in first person when you equip the hammer. That way you can tell a bit easier where you can build. - Fixed up the territory capture states, so it should be more solid. - Added Owens SMG to munition factory - Fixed crouch hit collider (players collider for being shot was below their waist when crouching) - Improved the border spline so that it now doesn't reply on raycasts which in turn reduces how much collision the world has to manage. - Fixed up the exit tunnel collision and materials. -Added structure for destroyed variants in buildings. When repaired to full health, the mesh is restored. - Added sandbags as obstacle to AI. They should move around them a bit more, but they seem to not care much. At least now they get hurt by them in secret. - Barbed wire now hurts players and bots. - Improved accuracy of bots nav mesh movement. Still looks janky, will do a complete bot pass soon. - Slowed bot movement down a little. - Increased tick frequency for enemy proximity checks. - Reduced grenade use on bots. They still seem to more than I'd like. Logic rework to come. - Fixed up nav mesh generation, however it may have a slight impact on server performance. Needs testing. - Made enemy indicator hide on dead bots and players as soon as dead. - Fixed kill feed showing unknown killed ~"bob" when bots kill other bots. - Improved to prevent bots running right over trenches and defences like they aren't there. - Artillery waves should track a players position and actually hurt. - Artillery can send characters flying a little bit. - Building deformation should remove unwanted assets in a radius. - Capture flags generate a no edit region to terrain. - Added new interact widget with delayed interact. Making way for future content. - Fixed up terrain disappearing when mounting a gun. - Fixed up not being able to dismount guns sometimes. - Added ability to retain previous position when dismounting things. (no longer fly into air) - Fixed up capture flag stopping interaction with things when interacting from within. - Added supply value to players. - Added warbonds value to players. - Added ability to purchase items by interacting with them in the world and spending earnt warbonds. - Added UI to HUD that tracks your supply and warbonds. - Updated resource nodes to give you supply instead of inventory item. - Turned off shadow on FPS hands mesh. - Made buildings constructible with supply. - Created new HUD design. - Added new Kill feed system that displays weapon used and whether a headshot was made. - Added cardinal direction. - Added hit direction indicators. - Added kill badges that appear only to clients on a confirmed kill. - Fixed chat window closing when user is still focused. - Made bots valid kills with the new kill feed etc. - Fixed tracers firing on hammer and pickaxe. - Added all main guns to starting area for test buying. - Polished hit markers and added headshot crosshair marker. - Added gain of warbonds on bot kills. Bonus for headshots. - Added gains to warbonds on structure upgrading. - Added helper text elements to the hammer when equipped, and to the building selection menu. Helper text on the hammer tells you when you're obstructed, not in owned territory, upgrading, repairing, no selection / how to access build menu and how to place structure. - Added helper UI icon to building progress element to show when you can't place a building. - Reordered the HUD so the building menu isn't rendered behind the equipment. - Added new details UI that appears when you go to purchase a weapon or convert materials at the HQ. - You can now convert Supply into Warbonds and vise versa. Eventaully the cost / reward values will be tied in to a stock price, like a trade post seen in RTS games. - Fixed collisions and scale of the upgraded HQ mesh so that you can enter it. - Added wave survival UI back to that mode. Made some visual tweaks. - Applied specific health to all buildings so they are no longer all 100pts each. Depending on the size of structure and it's material, the hit points are different. - Reduced ally bot count to 10 try make enemy waves a little more threatening. Will be adjusted proper later. - Tweaked building restrictions on the ramps. - Trees now give you 10 supply rather than 5. - New crosshair and recoil addded. Shooting, jumping, moving in any way, as well as changing weapons effects recoil and the crosshair state. This makes it a lot harder to shoot things, but feels more natural. - Added slight gun lag as you rotate your view and move. - Added blood burst to bots when hit in body and head for feedback testing. - Fixed hit scans not spreading properly. - Tweaked specs of some guns for spread etc. - Added blood hit effect to player also for testing feedback. - Added a weapon testing map. - Added multiple types of camera shake for walk / run / shoot / reload. Will be adjusted over time. - Fixed crosshair not showing in builds. - Added crash reporter. - Added 90 degree corner trench - added tessellation - Added new in-game settings menu that features key-binding that works, graphics settings, input sensitivity, volume control and a save/load tab that makes saves, but not saving anything useful yet - Made enemy markers and name badge not show when too far away. [u][b]Known Bugs[/b][/u] -Player built munitions factories currently don't allow you to purchase weapons -We're already working on a hotfix that should be out in a couple days [u][b]What we're working on now[/b][/u] We still have a lot of polishing to go, but our plans are to look into getting artillery up and running, as well as having a look at bots. 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 If you'd like to help support us while we work, we've also go a Patreon and Ko-fi Patreon: https://www.patreon.com/TrenchesWIP Ko-fi: https://ko-fi.com/trencheswip We thank you again for joining us on this journey of development and thank every single person who's spent their time giving feedback or talking with us and the community, it genuinely makes a world of difference! We hope to hear from you all soon :) [img]{STEAM_CLAN_IMAGE}/35438430/5dec7d07addb1f4e2bc5cbf689f40757f7175772.png[/img] [b]-Big OOF Games[/b]