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Trident's Wake Ativador Download [License]

  • opcripcomcini
  • Sep 12, 2019
  • 11 min read




















































About This Game As an ECHO – a digital entity representing a human’s consciousness – you can transfer yourself into a Sentinel, a mechanized chassis built specifically for this purpose. Manufactured by various companies, each has been built to fulfill a different role on the battlefield. Now that the Trident, humanity’s last colony ship and bastion of hope, has been overrun by an unknown alien force, it’s up to you to take it back and ensure humanity’s embryo’s survival. Choose from several Sentinels, each offering unique capabilities. Will you take the enemy head-on with a Moskva, deploying a barrier that allows your allies to take some cover? Or perhaps you’d prefer the nimble Mogami that can dash behind enemy lines, deliver a deadly spread of super-heated projectiles, and dash back to safety? Choose wisely and co-operate with your team, and humanity may still have a chance to start anew. You also have at your disposal a wide array of weaponry and abilities. Mix a flamethrower, the “Guzzler”, with a “Javelin” railgun or a "Viper" hand cannon with the "Buster" plasma rifle. Throw a supply pack for your teammates and receive a repair station as a thank you. Add mission modifiers to raise the stakes in exchange for increased rewards. Fight through each of the ship’s sectors, and free them to unlock new weapons and abilities. Customize your weapons by re-rolling their stats, and upgrade them once you’ve found enough tech. Unlock passive bonuses as you increase in rank, and become the legend that aliens fear. Remember your training and what’s at stake. Humanity is counting on you, ECHO! 7aa9394dea Title: Trident's WakeGenre: Action, Indie, Early AccessDeveloper:Bacus StudiosPublisher:Graffiti GamesRelease Date: 21 Feb, 2019 Trident's Wake Ativador Download [License] trident's wake review. trident's wake ps4. msi trident wake on lan. trident's wake gameplay. trident's wake steam. trident's wake wiki. trident's wake game. trident's wake. trident wake forest You have to remake a lobby after each 3minute game.. As the game stands now, i cant honestly advise playign it and asked for a refund.does it have potential? hell yes!but the devs should take some classes on usabillity and game design first. the online lobby needs a lot of work, the controlls need work. the UI needs work. the entire flow of the game needs work. the graphics are fine as is. the "flow of the game" needs LOADS of work (as in when do you unlock what)everything needs to be 300% more logically placed on the screen. check back on this game after about a year and a half of constant updates, it might be a "late bloomer" gem.. I refunded this buggy mess. I could barely get a game started because the menus didn't seem to be setup for a controller. Not good considering this is a twin stick shooter. Once, I got that figured out I found the gameplay to be rather uninspired and dull.. As of now the game is riddled with bugs.. I could barely complete 2 missions without alt+F4, there is just too many bugs.. Buy HELLDIVERS instead. You'll thank me later.https://www.youtube.com/watch?v=o-Ufk7FJrVs. lolz don't Stop moving (loading) GDC and GCA Aftermath.: Greetings ECHOs!Our CEO finally came back from GDC and Game Connection. There he had plenty of meetings and things are looking good. Right now, we are doing a bunch of follow ups with various companies (we cannot disclose which those companies are, but if we sign with one we will surely be telling you about it).We believe we will be getting a new update in a couple of weeks at most (this of course may vary, since this is our first time signing a deal). If you would like to give us a helping hand tell your friends to add Trident’s Wake to their wishlist.If you would like to know more about Trident’s Wake, and to be in contact with the devs, join our Discord Channel. Discord Channel[discord.gg].Regards, and have a good day!. 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 ChineseIf 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!) .Without further ado, i bid you a good day!. 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!. End of Alienware Closed Beta: So, we have come to an end to the Alienware Arena Closed Beta. We had a plethora of players, and we gathered useful data, as well as lots of comments on things to improve and work upon. We are now going to tweak a bunch of things in game and we will come back to you soon. The general objective of the beta was successful: gather metrics, information about play-styles and gather player feedback. Moreover, we received a lot of praise for the game, (and criticism -of the good kind-) in order to make Trident’s Wake a better game for you, our players.. 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.. The Present and Future of Trident's Wake: Greetings ECHOs! After a mild period of radio Silence, we are now able to express all of the things that happened to Trident’s Wake.Originally an indie project with an extremely limited budget in tow, now with a signed deal with Graffiti Games, based in Vancouver Canada. This deal meant that we could add more beef to the game, improving graphics, animations, enemy AI, add a procedural map generation, and a plethora of other updates. This took the game to a whole new level, and thanks to our Friends in Graffiti, a lot more exposure to the game is now being given.The Game is now running a Closed beta with the amazing people from Alienware Arena, and also the small but budding Trident’s Wake Fan Community. In the upcoming weeks we will see articles explaining more about the game, and more news of the upcoming future.If you’d like to help us out on this path, feel free to add us to your wish list. Thank you for your time and love.The Bacus Studios team.. 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!. 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!. 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!

 
 
 

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