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Dev Diary #025 - Friendship and Rivalry

[p][/p][p]With the upcoming update 0.10, we are introducing a new system that makes the dynamics among soldiers even more lively and personal: relationships between soldiers. Over time, they can become friends or rivals.[/p][h2]How do relationships develop?[/h2][p]Relationships most often form through journal entries. Rivalries can then arise during disagreements, such as in the story about the dirty boots. However, other occasions in the game, such as shared tasks or caring for feverish soldiers, can also change the relationship.[/p][p][/p][p]This often involves a check of personalities: if the soldiers' personality values are strongly opposed (e.g. by-the-book vs. pragmatic), the likelihood of a rivalry developing between two soldiers increases. The chances of friendship increase if there are many similarities.[/p][p]A friendship or rivalry may also be ended under certain circumstances.[/p][p]The differences in personalities in numbers. Higher probability of: rivalry = red, friendship = green. The values do not indicate how many friends/rivals a soldier will have.[/p][p][/p][h2]What impact do relationships have?[/h2][p]Some journal entries or other events can only be triggered if soldiers have a certain relationship with each other. We already wrote a few stories for this update that revolve around the relationships between soldiers. We focused particularly on the topic of bullying in this update.[/p][p]Relationships also affect other systems: for example, if a close soldier dies, the consequences are more severe for his friend than for his other comrades.[/p][p][/p][p]The relationship between the soldiers involved can also play a small role in individual projects. Whether soldiers get along or not sometimes affects their mood and other values in the game.[/p][p]This adds another decision-making element to projects: in addition to exhaustion, suitability (traits such as dextrous) and experience points, there will now be another factor to consider when assigning tasks.[/p]

Small Patch 0.9.6

[p]This patch fixes a security vulnerability in the Unity3D game engine we use. According to Unity, there is no evidence that this vulnerability has been actively exploited or that anyone has been affected. We are applying this update as a precautionary measure to ensure the long-term security of the game.[/p][p]If you would like to read more about this: https://discussions.unity.com/t/unity-platform-protection-take-immediate-action-to-protect-your-games-and-apps/1688031[/p][p][/p][h3]Patch Notes 0.9.6[/h3][p]Security[/p]
  • [p]Update of our Unity version to close a security vulnerability[/p]

Soldiers Update 0.10 - Release date

[p]We are happy to officially announce that the Soldiers Update (Version 0.10) will be released on 30 October![/p][p][/p][h2]Adjustments to the roadmap[/h2][p]Originally, we planned to cover soldier deaths in more detail in version 0.10. A large part of this feature will be moved to the Hospital Update (version 0.11), as it fits better thematically and into our workflow.[/p][p]But don't worry: as with all of our updates so far, we were able to implement additional new features that weren't originally planned.[/p][p][/p][h2]What's coming before the release?[/h2][p]Before the update on 30 October, we will publish 3-4 more Dev Diaries, in which we will present the new features and other adjustments.[/p][p]As with the last major update, there will be a beta phase a few days to about a week before release.[/p][p]We look forward to the coming weeks and to your feedback during the beta and upon release![/p]

Dev Diary #024 - Insights into the Skills

[p][/p][p]In our previous Dev Diary, we announced that the upcoming update 0.10 will introduce unique skills for soldiers. Today, we want to take a closer look at some of these skills to explain how they can be acquired and what effects they have.[/p][p][/p][h2]Overview[/h2]
  • [p]Soldiers gain experience throughout the war[/p]
  • [p]It is checked if they can learn one of the 13 abilities[/p]
  • [p]If not, they gain a positive trait or lose a negative trait[/p]
  • [p]Each ability can only exist once in the troop[/p]
[p][/p][p][/p][h2]Skill: Poacher[/h2][p]It is unclear where this soldier acquired his knowledge of hunting, but he is well versed in tracking, sounds and hiding places in the undergrowth. He hunts game with traps or a rifle and also knows how to gut the animals. He follows his instincts rather than orders, as long as no one goes hungry at the end of the day.[/p][p]Pragmatic soldiers who are dextrous or attentive and have a good relationship with the Unteroffizier can become poachers if circumstances require. If he is sent away from camp to hunt, he will bring back different prey (depending on the time of year, weather and other factors). This increases the food supply and creates a good mood among the soldiers. But be careful: if he is caught, there will be consequences![/p][p][/p][p][/p][h2]Skill: Looter[/h2][p]Whether it's the strap of an abandoned backpack or the gleaming casing of a fallen weapon, this soldier moves skilfully through the chaos and finds things that others overlook or don't want to see.[/p][p]A swift and attentive soldier can become a looter. When equipment runs low, he moves independently across the battlefield, searching for ammunition, bandages and grenades over several turns, collecting them and returning as soon as he has gathered enough. As he skilfully avoids enemy troops, the risk of him being injured is extremely low.[/p][p][/p][p][/p][h2]Skill: Helper[/h2][p]Sometimes you just need another pair of hands to save yourself a lot of effort. This soldier has a good eye for noticing where his help is needed.[/p][p]Sociable soldiers with high fitness and morale can be instructed to help other soldiers in camp. This relieves everyone of their work, depending on the helper's exhaustion and mood, which slows down fatigue. The more exhausting the tasks are, the faster the helper himself tires. However, he has a healthy sense of not collapsing in the process.[/p][p][/p][p][/p][h2]Skill: Sniper[/h2][p]He sees targets where others see only shadows. With a steady hand and sharp eyesight, he has mastered the art of precision shooting.[/p][p]An attentive or dextrous soldier who is skilled at shooting and not too compassionate can become a sniper under the right circumstances. If the current cover and position allow it, he can fire an aimed shot. In the trench phase, he also achieves significantly better results when fighting enemy snipers.[/p][p][/p]

Dev Diary #023 - Experience and Skills

[p][/p][p]With the upcoming Soldiers Update 0.10, we want to introduce one of the biggest new features since our Early Access launch: an experience and skill system. Our goal is to expand the game with new possibilities, to make soldiers more individual and experienced as the war progresses, without being too ‘gamey’ and thus remaining in line with our concept so far.[/p][p][/p][h3]Overview[/h3][p]Over time, soldiers will be able to[/p]
  • [p]learn new traits (e.g. Dextrous, Trained in first aid)[/p]
  • [p]lose negative traits (e.g. Slow, Inattentive)[/p]
  • [p]unlock new, unique skills[/p]
[p][/p][h3]Gain Experience[/h3][p][/p][p]The system is based on hidden experience points, which soldiers can earn in several ways:[/p]
  • [p]Passively, as long as they are part of the troop (i.e. not applicable to soldiers who are, for example, not in battle or have been sent to rest while in the trenches)[/p]
  • [p]Actively, through projects (should soldiers gain experience by doing a task, it will be indicated)[/p]
  • [p]rarely also in special situations (e.g. journal)[/p]
[p][/p][h3]Traits Through Projects[/h3][p][/p][p]The traits a soldier learns are closely related to the projects they are involved in. For example, those who spend time scouting in trenches or searching battlefields for equipment are more likely to develop the Attentive trait over time. Those who help out in the field hospital or treat wounds are more likely to become Trained in first aid.[/p][p]This raises an additional consideration when assigning tasks: should I send the experienced medic, or give another soldier the chance to learn?[/p][p]Important: Soldiers who start with a negative trait can never learn the corresponding positive counterpart.[/p][p][/p][h3]Unique Skills[/h3][p][/p][p]In order to unlock special skills, soldiers not only need sufficient experience, but also have to meet certain requirements: Specific traits or personalities are usually needed, however other attributes or special game situations may also be necessary.[/p][p]Theoretically, a soldier can learn any number of skills, but this is limited by the conditions and experience points required. In addition, each skill is unique. Once one soldier has learned it, it is blocked for others. In rare cases, a skill can also be lost again.[/p][p]At this point in time, there will be 13 unique abilities in the upcoming update. We will introduce a few of them in more detail in the next Dev Diary![/p]