
All Quiet in the Trenches
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Small Patch 0.9.2May 21, 2025 - Community AnnouncementsBugfixes: Fixed logic of First Gas Strike battle persisting after battle which could sometimes lead to errors or unforseen behaviour Fixed a rare error on loading battle save involving dead soldier Fixed a rare error occurring in dialogue Fixed 'Somme Offensive' story to be able to trigger in august 1915 Small Patch 0.9.1May 20, 2025 - Community AnnouncementsBugfixes: Fixed an error when a soldier collapses during 'Recon' Fixed a potential error when a gas battle level was loaded Fixed a potential error with tooltips Hotfix: fallback to prevent error if movement path is missing Fixed broken choice element in the English 'Framm Conference' story Fixed text issues in 'Danner Mülhausen' and 'Framm Introduction' story Fixed Alfred Lotze gets highlighted when Framm mentions Alfred Adler in several stories Fixed description of attribute 'In Smoke Cloud' Minor other adjustments Gas Update 0.9 – now live!May 19, 2025 - Community AnnouncementsThe Gas Update 0.9 has now been released! We are extremely happy to present you with the biggest update to All Quiet in the Trenches to date. {STEAM_CLAN_IMAGE}/43883449/ceef5ccce12308a13b901826351a0c6070f67f03.png The core features of this update are: The game has been expanded to include the period up to spring 1917 Over 40 new stories about the soldiers, historical events, gas warfare and more have been added The effects of poison gas, smoke grenades, fog and artillery smoke have been integrated The save and load system has been improved New events and levels have been added Existing content has been revised, improved and rebalanced And here is the list of the full patchnotes: Patch Notes 0.9.0 Features Expanded the game until spring 1917 - The game will progress after the first home leave and end before the second home leave Added over 40 new stories in the journal: - Themed around soldiers, historical events, gas, moods and more Added over 20 mini events during skirmish in trench Added scenarios: - Special events, that can trigger during the game and might last for several turns - Can introduce new projects, change balancing for a specific period or prepare for a special level - Shortened the game tutorial by reworking the 'Friendly Fire' level and the 'Bloody Offensive' into two separate scenarios Added poison gas: - Gas attacks can now occur in the trenches - 3 new battle levels feature gas attacks - German and French gas masks, gas particles and new animations - 2 loading screens for gas masks Added visual obstructions: - Unknown danger and other factors on the battlefield when enemy troops cannot be seen from the current position - Gas, fog, smoke grenades and artillery smoke obstruct vision Added smoke grenades: - Can be found on French soldiers - Can be used in battle Added heavy artillery impacts: - Can occur randomly in battle - Produce fire that will prevent soldiers from moving onto that position - Produce smoke that obscures vision Added fog: - Reduces danger in the trenches and modifies other circumstances - Limits vision distance in battle Reworked savegames: - Autosave every turn - New 'Load Menu' UI with a thumbnail for each save file - Savegames are assigned to and grouped by playthrough - Better performance and smaller save files Improvements Changed equipment (ammunition, bandages and grenades) so that it will persist over the phases and be handed out by Hennek before every trench and battle Added possibilities to give and receive bandages from the hospital Added Home Leave to grant recovery for soldiers Steel helmets are now visible after first Home Leave Reworked individual rations (reward/punishment) Added mood impact of 'No Rations' Allowed to send soldiers to camp in trench barrage Added forced 'Catch Breath' project in battle when soldiers are overexerted Reworked existing 'Friendly Fire' battle level and made it winnable Added 'Rations' attribute which shows how many turns the selected rations level will sustain Chan...Dev Diary #021 - Scenarios, Game Start and moreMay 9, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/981cdff8a815ca4e0f1619fb9d0ce10041724e3d.png The next major update 0.9 (Gas Update) is just around the corner! In the last Dev Diary before the release, we want to introduce you to some exciting new features. Scenarios: Variety and Challenge Internally, we refer to a scenario as a special event in the game that is triggered randomly under certain circumstances. It differs from normal events in the game mainly by the fact that scenarios have a longer-term impact on the game and bring new challenges, additional tasks or even their own levels. Furthermore, only one scenario can be active at a time. A well-known example of a scenario is home leave, which was already integrated into the game. With the new update, there will be five such scenarios. Game start: Get into the sandbox faster The grand offensive at the beginning of the game has been removed and replaced with two separate scenarios that can now occur randomly during the course of the game. This means that after the trench phase and the subsequent retreat in battle, you are thrown directly into the ‘sandbox’, i.e. the next level is randomly selected. {STEAM_CLAN_IMAGE}/43883449/8f212745149f46f220c530a62fc8419df66a04dd.pngFor those who still remember this battle: it is now possible to win it. More detailed rations display We have made a change to the supply UI. Rations are now displayed as a separate attribute with a numerical display indicating how many turns the selected ration will last. This replaces the previous supply attribute. The number of available grenades is now also displayed as a number rather than a level symbol. {STEAM_CLAN_IMAGE}/43883449/2071d7d1331358a35a531e2e46c5ed11c1f476b3.gif Skirmish mini-events in the trench phase To bring more action and unpredictability to the trench phase, we have added over 20 mini events. A soldier from the troop can inform the Unteroffizier during the turn that, for example, a brief gunfight has cost ammunition or that a French troop has secretly entered the trench at night and stolen supplies. {STEAM_CLAN_IMAGE}/43883449/5cd228bce90ada73bda4c326c13cf774399ec110.png The outcome of such events depends, among other things, on how much equipment is available. What else? As always, we've made further small changes and numerous balancing adjustments to make the game more enjoyable. By the way: Steel helmets have been in the game for years, but will now be visible after the 1916 home leave! {STEAM_CLAN_IMAGE}/43883449/936de62c1cb415133b13337ed508ceb3f1c9be88.pngDev Diary #020 - Journal StoriesMay 3, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/54b2e47e6b073edb438ccc1147660fc535ae996d.png For our upcoming Gas Update, we plan to extend the game time by another in-game year. This also means that you will experience another year with the soldiers through your diary entries – for better or for worse. A total of over 40 new diary entries are planned for the Gas Update. Personal stories of the soldiers Each soldier in your squad already has stories tailored specifically to them and their character development. We have added more stories for all soldiers, which primarily deal with personal topics related to that soldier, their background and motives. Stories about the gas war In addition, there are stories that deal specifically with the gas war and its consequences. They are intended to show how the gas war was experienced from the personal perspective of an individual soldier, how its effects were felt and what difficult decisions this new form of warfare entailed. Historical stories More historical stories are planned to be included that shall establish a connection to specific events of the time as experienced by soldiers on the front lines and place the soldiers' own experiences in a historical context. Various other topics Additional stories on a wide variety of topics are planned to be added to the game. These are stories that deal with the personalities, moods or other attributes of the soldiers, or that focus on specific unusual game situations. {STEAM_CLAN_IMAGE}/43883449/12ff44115e33592b1fc6f86dc2c1cb1276e7c456.pngA current screenshot of our ticket system.Gas Update 0.9 - Release Date and Steam BetaApr 28, 2025 - Community AnnouncementsHello everyone, We are excited to officially announce that the next major update for All Quiet in the Trenches will be the Gas Update (Version 0.9) and will be released on 19 May 2025! Version 0.9 will be our biggest update yet. It extends the game to early 1917 and brings new features, content and improvements to the game. We plan to release 2-3 more Dev Diaries before the release date. There will also be an Open Beta available to everyone in a Steam beta branch roughly one week before the official release. Please note: Not all game content may be included in the beta No official patch notes will be published for the beta We cannot guarantee that save files from the beta will work in the release version Feedback and bug reports in Discord, on Steam or via email are very important to us and expressly welcome, but depending on the number of reports, we may not be able to respond to everyone Thank you very much for your support!Dev Diary #019 - Poison GasApr 19, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/3700520c213e731bf5cfa94718e71bbb718bacda.png All Quiet in the Trenches is set in a (fictional) secondary theatre of war on the Western Front. Many soldiers stationed away from the main front lines probably did not come into direct contact with poison gas very often. Nevertheless, poison gas is one of the most well-known and devastating weapons of the First World War. That's why it was clear to us from the very beginning that we wanted to incorporate this topic into the game. Poison Gas in the Diary With less than one percent of all World War I deaths, poison gas is considered an ineffective weapon in retrospect, but its cruelty and the effects it had on soldiers give it its terrible reputation. We have written several new journal entries on this topic, which deal with various aspects of gas warfare. We plan to have 6-8 stories by the time of release of the next update, but due to our dynamic storytelling, it is of course possible that you will not experience all of them in one playthrough. {STEAM_CLAN_IMAGE}/43883449/dda962c28df1ff9bcaf9fc2b107af7d6d9b04ab1.png Gas Masks We designed the gas masks in the game based on the German ‘GM15’ rubber mask and the French ‘M2’ mask. Both variants have been given their own storage locations: A carrying bag for French soldiers and the ‘Bereitschaftsbüchse’ ('emergency box') for German soldiers. {STEAM_CLAN_IMAGE}/43883449/24b61d05fb6a84f2b9f3c3dc703a1db8453fff3a.png Gas Attacks in the Trenches During the trench phase, occasional gas attacks may now occur. The main consequences are increased exhaustion and mental stress for the soldiers. The use and duration of a gas attack depend on the wind. Gas can affect life in the trenches for several days, but it is ineffective in strong winds. The wind, in turn, depends on the weather. So heavy rain now has its good sides too. {STEAM_CLAN_IMAGE}/43883449/ca7cb0e2986c08d8a6240d70b9acdfdc3c4d8d90.png Chlorine Gas on the Battlefield Some new levels have been designed in which chlorine gas is used. Soldiers who are near poison gas clouds automatically put on their gas masks. The gas clouds behave similarly to artillery smoke or smoke grenades. However, gas adds additional penalties to the visibility impairment: reduced stamina and lower soldier effectiveness. {STEAM_CLAN_IMAGE}/43883449/98adde9eff3d10568cd80cbdf142cca0c7ce227d.gif Stamina Adjustments As part of this, we have made minor changes to stamina, which is reflected in the game via the ‘Out of Breath’ attribute. In addition to balancing changes, we have introduced a mechanic where soldiers who are not given a break on the battlefield will eventually become unable to carry out orders. {STEAM_CLAN_IMAGE}/43883449/c7a2b8395ae9f4a712c03c7c7701c857fd006271.pngDev Diary #018 - Visual obstruction: FogApr 4, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/d0dc26d3b7467059141779e32a302fb67b02e7c5.png In the last two Dev Diaries, we talked about the limited visibility caused by artillery smoke and smoke grenades. This will be supplemented by fog as a natural challenge that will be added with the gas update and which we will tell you about today. Occurrences of Fog Fog will occur as an additional weather effect in the game and will influence both the battle and the trench phases. While fog cannot occur in hot or sunny weather, there is a certain probability of it occurring in moderate or rainy weather, as well as in cold snaps (in order of increasing probability). {STEAM_CLAN_IMAGE}/43883449/18b8e8c3c6463b54a34bd29d5bec3f4f69901bda.png Effects of Fog in Battle During a battle, fog drastically reduces visual range to about half of the normal distance. This makes movement through no-man's land less dangerous, as generally there are fewer enemy troops in sight. However, careless movements can also be extremely risky, as you can now move into close combat or grenade range of one or more enemy troops that were previously out of your sight. Fog in the Trenches In the trench phase, fog reduces the danger of all tasks and also affects other circumstances: while enemy snipers, for example, can no longer carry out their tasks, which further lowers the danger level, the probability of an enemy attack increases. Unknown Factors There will be another change in battle: if a movement poses dangers from enemy troops that were not previously visible, this information will be hidden. This also applies to tactical attributes such as flanking or close combat. It does not matter whether visibility is restricted by terrain, fog, smoke or other factors. {STEAM_CLAN_IMAGE}/43883449/edc1cd0217c83cf4124f4a7c490dcd9c28f64308.png This is supposed to make movements through fog or smoke more interesting and encourage cautious, short movements. Positions that can be seen by many enemy troops are generally more dangerous, but also give the player more information about the battlefield. The aim is to create a new strategic weighing of safety and information gain. NPC troops are subject to the same restrictions. Graphical and Technical Improvements As part of the integration of the fog effect, further adjustments were made: The shader has been modified in such a way that the graphical outlines are now also influenced by the fog, which previously caused unwanted artifacts in the distance, especially at low resolutions. {STEAM_CLAN_IMAGE}/43883449/b0a07f1a79e2fe9d59d8197601685eb45febc2d4.pngBoth screenshots in low resolution without anti-aliasing The transitions to the skybox, especially in hot and sunny weather, have been optimized, which overall leads to a more beautiful appearance in the depths. This has also prompted us to tilt the camera up a little during the battle so that it can now see further into the distance. {STEAM_CLAN_IMAGE}/43883449/ee2cba689d819766b3517b344ab4c5d69dc140e9.pngDev Diary #017 - Visual obstruction: Smoke GrenadesMar 21, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/3b944d77f77b4954937b6af10501b61ab96cbc2a.png The last dev diary was about the effects of artillery fire and the resulting smoke as a tactical challenge in the upcoming Gas Update 0.9. Now we can present another way in which obscuring visibility can affect gameplay: smoke grenades Smoke Grenades in the First World War On the German side, production of the Nebelbombe Typ N (literal translation: ‘Fog Bomb Type N’) did not begin until 1917, while the French had used smoke grenades before then, but in the form of hand grenades for infantry they were quite rare. Due to the similarity in development to gas and smoke and the tactical component in the game, we still wanted to introduce them with this update. Up until 1917, they can only be found occasionally on the battlefield or on French soldiers. Use of Smoke Grenades Soldiers can actively throw smoke grenades during an advance or retreat. When doing so, they try to place the grenades with the aim of obscuring the largest possible fields of vision. Smoke grenades produce a grayish-white smoke and are similar in effect to the smoke from artillery strikes. The emitted smoke disappears after two turns. {STEAM_CLAN_IMAGE}/43883449/5ce47978e1d4ea95ec58f79c7a2036667ceed699.gifKohn places the smoke grenade as a barrier to the French troop Equipment Changes With the introduction of smoke grenades, we have also adjusted our general equipment system. Previously, ammunition, bandages and hand grenades were set to a fixed value at the start of a battle. With the upcoming update, equipment that is won will be retained throughout the entire game and the troop will receive additional equipment from Feldintendant Hennek at the end of each camp phase. The amount can depend on various factors, such as the supply situation or your standing with your superiors. {STEAM_CLAN_IMAGE}/43883449/60cda07a71fb9cb849338bed6c671af9d1750616.png... or if you hoard far too much ammunition ...Dev Diary #016 - Visual obstruction: smoke from artilleryMar 8, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/096d994df0ba534659e43bf02664a254761fcaa7.png With the upcoming Gas Update 0.9, there will be new tactical challenges in battle that restrict visibility and movement. These new features are primarily intended to provide more depth and more dynamic gameplay in battle. Today we would like to take a closer look at one of these new features: Fires caused by artillery strikes Artillery is already a relentless threat on the battlefield. With version 0.9, it will be expanded by one more dimension: As soon as an artillery salvo hits the battlefield, there is now a chance that areas will be ignited by the detonations. These (smaller) fires then produce dense smoke that spreads across the terrain depending on the wind direction. After a random number of turns, the fires extinguish themselves. Restricted visibility due to smoke The emerging smoke blocks the lines of sight, obscuring troops at a certain distance behind it. They can then no longer be suppressed or focussed in any other way. ‘Fire on sight’ is still possible, but the chance to hit is greatly reduced. {STEAM_CLAN_IMAGE}/43883449/996ac8fce4c0a40e252dcd82303117d94b07a088.png{STEAM_CLAN_IMAGE}/43883449/e3ae131e64f6d19b5c424b79cae69f5f2deb1bd6.gif Comparison of the fields of vision of the French and German troop. Impassable positions A burning position is also impassable for a certain period of time. Especially in narrow trenches, this can mean that certain routes are blocked or that favoured positions with good cover can no longer be used. {STEAM_CLAN_IMAGE}/43883449/8d4071704c75c1018d4d01269de3954afe340c26.pngThe position further ahead would have been passable under normal circumstances.Dev Diary #015 - Revision of Save GamesFeb 3, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/8ad6c8ebb399b10318448186bdb160a8fe21996c.png In early January, we started working on the Gas Update 0.9. The first thing we did was to revise the save system in response to numerous requests from the community. We would like to present the changes to the save games that will come with the 0.9 update in a few months today. Saving After Every Turn From the beginning of development many years ago until today, All Quiet in the Trenches has undergone many changes. The decision to only save at the beginning of a level was made at a point when the playing time of a single level was still considerably shorter. This system was easy to implement and served its purpose well at the time. This system became increasingly impractical the longer a single level took to play. This revision of the save system has therefore been on our to-do list since the beginning of Early Access. Due to the many requests from the community to adjust the save system, we felt it was important to address this now. With the 0.9 update, the game will save at the beginning of each turn. While saves at the beginning of each level will remain permanently, there will be a certain number of save slots (currently 10, but there may be an option to set this in the settings) per game for turn-based saves. Revision of the User Interface {STEAM_CLAN_IMAGE}/43883449/a1f1495547b166f0940f4a15312b57987e7c9da6.png The most important changes to the UI are as follows: A thumbnail for the game is created when saving, which improves the overview and identification of the individual saved games. The active soldiers are displayed as icons. The saves for each playthrough are grouped together to provide better structure in the window, and the key information has been restructured. {STEAM_CLAN_IMAGE}/43883449/a380a188eeb4b92fafa109ef3ae01584e2275bb8.gif Further Changes Due to the aforementioned changes, it will no longer be possible to open older saves from version 0.8 and earlier. However, the system revision will also bring other improvements: the size of the individual save games has been reduced somewhat, whilst the performance when loading the information has been significantly improved. This has eliminated the lag when opening the window.One year Early Access!Jan 17, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/ab98941b3e2e2204fbbbd5e25d09a622ce3a245a.png One year ago today, we released All Quiet in the Trenches in Early Access. It has been a very exciting year for us, with difficult moments but also many wonderful experiences. Thank you for accompanying and supporting us on this journey. During this time, we have concentrated our updates on the trenches and the battle. The upcoming update aims to focus on the gas war and extend the playable time to the spring of 1917. We then plan to look more closely at the soldiers, the military hospital and the French civilian population before tackling the final year of the war. You can find a detailed list of all previous and planned future updates here: https://totallynotaliens.com/aqitt#roadmap Your feedback and your opinions have repeatedly given us new insights and perspectives on our game over the past year. We are happy and grateful to have found such a thoughtful and pleasant community in you. We are looking forward to the coming year, which will continue to be dedicated to our Early Access, and wish you many exciting and memorable experiences with All Quiet in the Trenches! Your Totally Not Aliens team!Update 0.8.4 - Christmas and Hard ModeDec 21, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/c44f730158c18822c056be57e9af39882e5be9f3.png With the update to version 0.8.4, we are releasing a few new features in addition to some bug fixes. In addition to a new offensive level and two Christmas stories, there are also new settings for a new game. We have split Hard Mode into smaller modes, added a few new modifications and made balancing changes. {STEAM_CLAN_IMAGE}/43883449/41f4d61a32fa7bfcc4049d0423764968d0084f6c.png It is now possible to select only some of the Hard Mode options. If you select all Hard Mode sub-options, the game will be slightly more difficult than before. Game saves from version 0.8.3 should be compatible with the new update, but the new stories can only occur in a new game. If you still encounter errors, you can switch back to version 0.8.3 at any time via the Steam beta. And here are the full patch notes for 0.8.4: Features: Added new difficulty settings, hard mode has been slightly rebalanced and divided into: - Hard times - Ailing troop - Outsider - Out of luck - Incompatible ammunition Added two new stories around Christmas Added new offensive level MG Decoy Improvements: Added a bonus for Trained in first aid in Assist in the hospital Added a chance of mood Disgusted when failing to loot corpses Bugfixes: Fixed game over in battle not working when a soldier is in the hospital in the camp Fixed soldiers may not automatically return even if they are in close range at the end of a battle Fixed some stories that deal with the death of a soldier happening for a soldier who didn't know the dead comrade Fixed an error when a machine gun is repositioned while it's firing Fixed not cleaning up the Drive away MG-troop task at the end of a battle, which leads to an error in the camp Fix an error happening in camp, when a soldier lost his glasses in battle and died All Quiet in the Trenches Early Access 0.8.3 Small PatchDec 14, 2024 - Community AnnouncementsBugfixes: Fixed Trench Defend MG defensive battle level was not finishable when winning Fixed Sneak To Disturb MG offensive battle level optional move to area task was always returning, when failed Balancing: Minor balancing adjustments in Trench Defend MG defensive battle level All Quiet in the Trenches Early Access 0.8.2 Small PatchDec 13, 2024 - Community AnnouncementsBugfixes: Fixed an error in Death Blamed Story that caused a certain choice to be unavailable Fixed a crash that could occur when some movement paths were invalid Fixed an error when successfully completing Recover wounded soldier in trench Some minor adjustments All Quiet in the Trenches Early Access 0.8.1 Small PatchDec 12, 2024 - Community AnnouncementsIt's time for the first patch, in which we've fixed a few things you've sent us! Bugfixes: Fixed an error that could occur after a soldier helped another soldier get rid of negative moods Fixed an error that occurred when loading a new level or exiting the game while the machine gun was firing Reduced possibility of soldiers giving first aid in awkward positions (e.g. behind a wall or above a trench) Hotfix for the boundary boxes of the continue button and journal Minor text adjustments Machine Gun Update 0.8 – now live!Dec 12, 2024 - Community AnnouncementsThe time has come! The Machine Gun Update 0.8 has now been released. {STEAM_CLAN_IMAGE}/43883449/3a52193ea1d84c8d697e68edf3a65ae195e1ca28.png The core features of this update are: Integration of stationary machine guns into the game Soldiers can be influenced by moods Faster and skippable cutscenes in battle New ways to obtain equipment in a battle An expanded battle map, new levels, events and stories Some things to be aware of: 1. Saves from version 0.7.x will no longer work. However, we will continue to make version 0.7.8 available on the Steam Beta Branch for some time. 2. Please note that due to the random selection of some battle levels, it is possible to have a playthrough without specific machine gun logics. 3. Last but not least: As we won't start development on the 0.9 update until next year, we're planning a few more improvements over the next few days in addition to the usual bug fixes. And here is the list of the full patchnotes: Patch Notes 0.8.0 Features Added machine gun feature: - Model MG08 and usable by two soldiers - Placed at various positions in certain levels - Can be constructed at some positions in the trench - Adds danger, stress and suppresses all visible troops in the fire cone - Can be used by the player troop, although at way less efficiency Added moods: - 10 new attributes that changes morale - Soldiers will get moods in several situations - Replaces the Positive- and Negative Events attributes Added new ways to get ammunition, bandages and grenades: - Possibility to loot dead soldiers - Possibility to loot surrendered enemies - Possible rewards when giving allied soldiers first aid Added new response options for Karrsbruck after a mission Expanded the battle map in the south-western region Added 6 new battle levels Added 7 new stories Improvements / Adjustments Added the ability to bring wounded allied soldiers into cover Changed that separated soldiers within a certain range now always return to the troop when a battle ends (previously, e.g., a wounded soldier could go MIA by chance even if he was only in a nearby area) Improved battle cutscenes to run in parallel, making them generally faster Improved firing animations in cutscenes Changed cutscene camera to also highlight rifle shots and artillery impacts Reduced size of the black border bars in cutscenes Battle cutscenes now can be skipped after all NPC troop calculations are finished Added blood particle effect Added blood on uniforms for wounded soldiers Added 'startled soldier' animation in trench Improved finding positions in an area to reduce the possibility of soldiers getting stuck Improved selection of default movement order when not allowed to hold position in battle Improved looting corpses: possibility to fail depending on skill checks Changed sorting of notifications: new notifications now appear at the top Added notice from soldiers when they have shot an enemy Added notice from soldiers when the troop is suppressed Added notice from soldiers when ...Dev Diary #014 - Moods, Map, Stories and moreDec 10, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/0198dcbc4e81ba3d1431d1846f9ebb4cf7a74f82.png Only a few days left until the release of version 0.8! Today we would like to give you an overview of further improvements that will come with the new update. Moods With the new update, we are introducing moods that soldiers can obtain at various points in the game. They replace the previous attributes Positive Events and Negative Events. {STEAM_CLAN_IMAGE}/43883449/af2c1f8972ef7e01e43235f33c98ff2076e1ff6f.pngOf course, we made sure that there are more negative moods than positive ones! From left to right: - Disappointed - Upset - Resentful - Nauseated - Shaken - Dejected - Determined - Grateful - Belonging - Relieved Moods change morale and remain for a certain period of time until they disappear naturally. A soldier can have several moods. Expanded map We have focussed on expanding the south-western area of the map, but also made some minor changes to the existing locations. We have also defined three placeable machine gun locations for Constructions. {STEAM_CLAN_IMAGE}/43883449/8b5b7fc8c7198af2758e1441ff754927795fb173.png {STEAM_CLAN_IMAGE}/43883449/7604f6ca2c87c1b600530dabe4cf800e019d6926.png Stories We have added a few new stories that can appear in the diary. The focus of this update was on dealing with the death of soldiers. Karrsbruck's feedback Some changes have been made to Lieutenant Karrsbruck's feedback after a battle. There are new situations and the previous situations have been slightly adapted. In general, it is now more about how you behave in the battle and less about whether the battle was won or lost (although this remains the main criteria!). Visuals Blood spatter from a wound can occur and wounded soldiers will have blood on their uniform. {STEAM_CLAN_IMAGE}/43883449/a202010d9fdf35d614ee7baf51c097247e4c954d.png Soldiers are startled, e.g. by an artillery strike. {STEAM_CLAN_IMAGE}/43883449/df75c5b14f7ee8b5365a272b3eb62001ff0e4930.gif More Further improvements are coming with the update: - Improved positioning in an area (should reduce the likelihood of multiple soldiers getting in each other's way) - Notification of soldiers when they have wounded an enemy or are suppressed - Some smaller ones, which we will then publish in the patch notesRelease date of the ‘Machine Gun’ updateDec 5, 2024 - Community AnnouncementsThe time has come! We can announce a release date for the ‘Machine Gun’ update 0.8. It will be the 12th of December 2024. In addition, we plan not only to release bug fixes but also other minor improvements in the subsequent days before we start developing version 0.9 next year. Among other things, these patches will include more starting options, in which individual components of the hardcore mode can be selected (e.g. more exhaustion per soldier, no ammunition from French soldiers, etc.).Dev Diary #013 - Machine Gun GameplayNov 30, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/43883449/064afb9013e1d3514e4ad0d7cd19c75013868b39.png Hello everyone! Version 0.8 is almost here and we would like to give you a few insights into the new gameplay with machine guns. If you haven't seen the last dev diary with the graphics yet, you can watch the showcase again here: All Quiet in the Trenches - MG08 Showcase for Update 0.8 For the Machine Gun Update, we have focused on the MG08, which was already in use on the German side at the beginning of the First World War. So when we talk about MG in the following, we are referring to the gameplay with the MG08. If other types of machine guns are integrated in future updates, it is of course possible that they will have different modes of operation. The MG has a longer range and a limited firing radius. When you click on a firing machine gun troop, the range is indicated by a cone of light. This does not necessarily mean that every area is affected by MG fire. As with rifle fire, all areas are tested beforehand with raycasts to see whether they can be hit at all from the respective position and it is calculated how good the cover is. If an area is completely behind a hill, for example, it is not visible to the machine gun. Each area that is under machine gun fire is therefore also marked accordingly. {STEAM_CLAN_IMAGE}/43883449/8ba8e1eba03430a8514ffee4d77e437cacd07cf0.gif MG suppresses all troops in the cone simultaneously. The logic is similar to the existing suppression system, except that all troops in range are suppressed simultaneously. This means that these troops cannot shoot or throw grenades. Furthermore, it is not possible to shoot back against MG suppression. So there’s only one choice: persevere or flee? Movement under machine gun fire is dangerous. Here we were able to fall back on our existing ‘Overwatch’ system. Depending on the terrain, movement distance, etc., the system simulates how dangerous the corresponding movement is. {STEAM_CLAN_IMAGE}/43883449/3a2d3f4734715f433fa4ad9cc396ef42a64cedb7.png Persevering under machine gun fire increases soldiers' stress. Continuous machine-gun fire demoralises the affected soldiers. The ‘stress’ increase under machine gun fire is therefore very high. Poor cover can also be fatal. {STEAM_CLAN_IMAGE}/43883449/2e2e5dced433eee07797e940dd426ace734b1b19.png Machine guns must be reloaded. Machine guns can fire for several turns. They then take a complete turn to be reloaded. This can be the moment to flee the danger zone. Machine guns can be repositioned. When balancing, we realised that all these brutal effects are useless if you simply stay out of range of the machine gun. The possible angle of rotation of the gun on the mount is limited by the mount, so we built in the ability to slightly move a machine gun in the same area. This is not possible at every position and the possible positions are predefined. Such an action also takes an entire game turn. {STEAM_CLAN_IMAGE}/43883449/6d49337ddedbde0e64888f09a962793bf3e33660.gif...
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