Defend The Train Changelog

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Version 0.6.3 BETA
This update adds some new items on-top of a bunch of fixes and changes.

Added

  • Added new gamemode (Extreme Pressure [VIP])
  • Added 2 new songs (Road to Ghost Town, Road to Bandit Base)
  • Added new weapon (Tomahawk [Secondary])
  • Added new skin (Guests [Medic, Psycho])
  • Added new style (Streetwise [Desert Intern, Desert Waste Manager] {Campaign})
  • Added 2 new weapon skins (Dinner Blaster [Budget Bomber], Mercenary [Budget Bomber])
  • Added new emote (Jelly)
  • Added new sticker (Man)

Fixes

  • Fixed campaigns mistakenly awarding a root item alongside the style they earned
  • Fixed kill triggers on Road to Forest, Forest, and Road to Hunting Grounds
  • Fixed enemies targeting by lowest switching to their previous distance after a single firing cycle
  • Fixed destructible objects not scaling health properly
  • Fixed players being able to fall off of the train during cutscenes
  • Fixed Bill and Louis not being reseated on timeout
  • Fixed Snakes spawning during cutscenes
  • Fixed Senior or Junior’s sector shocks not dealing enough damage to upgraded passengers
  • Fixed players being able to heal passengers hit by a sector shock in Campaign
  • Fixed Medicopter not ignoring a player’s Medic hitbox
  • Fixed Scapegoat’s Pinata skin being immune to attacks with damage cooldowns
  • Fixed enemies being able to fire during cutscenes
  • Fixed passengers being able to fire during cutscenes
  • Fixed the Combat train’s Turret being able to fire during cutscenes
  • Fixed players being able to block the Bandit Enforcer’s intro cutscene
  • Fixed Tank’s primary part positioning
  • Fixed Senior and the Bandit Queen’s intros not being played locally

Removed

  • Removed Laboratory Lockdown
  • Removed Pumpkin Valley
  • Removed Graveyard
  • Removed Circus
  • Removed Fire Rate upgrade from the Dart Gun

General Changes

  • Set Halloween items off-sale
  • Campaign is no longer able to be voted whenever a server has played it twice in a row
  • Reduced enemy and vehicle health on the second wave of campaigns
  • Enemies will now always target low sectors
  • Snakes will now only spawn on populated sectors
  • Senior and the Ranger Trio will now move their vehicle forward if a sector was destroyed
  • Reduced Louis’ health increment from 1500 > 1000
  • Increased Louis’ firework self damage from 10% > 15%
  • Explosives will now damage destructibles within it’s radius
  • Explosives will now ignore the resistance sound when damaging the opposite type through radius
  • Stun immune enemies will now take instant damage instead
  • Dart Gun will now gain increased meter on critical hit
  • The Scapegoat will now display it’s current health while equipped with one placed down
  • Increased Backstreet Business’ damage upgrade maximum from 4 > 5
  • Reduced Backstreet Business’ spread from 0.6 > 0.4
  • Reduced the Medicopter’s rearm time from 1s > 0.5s
  • Reduced the Medicopter’s delay time from 1.5s > 1s
  • Increased Budget Bomber’s damage upgrade maximum from 3 > 5
  • Reduced Budget Bomber’s splash damage dropoff increment from 5% > 3%
  • Increased Budget Bomber’s gravity from 200 > 300
  • Reduced Sniper’s hipfire spread from 20 > 4
  • Reduced Quickshot Rifle’s hipfire spread from 20 > 4
  • Idle players will now appear grayed out on the playerlist
  • Active special waves will now display on the dead spawn wave counter
  • Updated Desert Intern, Desert Waste Manager, Senior, Junior, Hunter, and Lumberjack
  • Updated Burn upgrade’s icon
  • Updated Ads
  • Updated Gallery

CREDITS

NOTES

In addition to all of the changes made this update, the Halloween content has also been removed. All of the season’s shop items have been taken off-sale and will return on the game’s anniversary and on next year’s Halloween. Thank you to those who participated!

Our Christmas update will be coming up next, so stay tuned for that!

Documentation

New Gamemode

In VIP Servers, you’ll now have access to a new bonus gamemode titled “Extreme Pressure”. As the name implies, it’s a beefed up version of the Pressure gamemode seen in rotation. Things become even harder than before as all caps such as the wave time, enemy health, damage, etc. are all removed. The difficulty will keep scaling up each wave to levels that’d become impossible, so it’s essentially an extremely unbalanced version of the original gamemode (granted that you can make it that far!)

New Weapon & Balance Changes

New to this update is the Tomahawk, the aforementioned prize item for beating the Forest campaign on the Hard difficulty. It is a relatively straightforward all-class melee secondary that has the added ability of being throwable. As a melee it’s damage output and swing speed is slower than the Baton, though when thrown the player is able to inflict some extra damage and headshots. A Bleed upgrade is able to be purchased to add some extra damage over time to enemies hit.

The weapon mainly serves as an alternative to the Baton and is not suited for tracks without boarding enemies. You can certainly use it on standard tracks, though your guns will of course do a better job at dealing damage.

All of the balance changes made to existing weapons are pretty simple and don’t need much of an explanation, but I will go over the changes made to the Budget Bomber as I have more to say regarding that.

For the weapon itself, I went ahead and increased it’s maximum damage, made the splash damage dropoff per target very minimal (in the few situations you can make use of it), and then I adjusted it’s gravity a bit to make sniping super far away vehicles a bit harder. I did want to include a new upgrade this update that’d add some extra damage & radius on-top of explosions, though I was unable to finish this in time for the update so I will instead let these changes ride out to see if the new upgrade I had in mind will be necessary.

Explosive weapons in general have been given some universal changes as well, most notably that multiple objects on the same vehicle can now be damaged at once. For example, previously you were only able to damage the tube on the Toy Tank by directly hitting it. If it hit the main vehicle, the tube would be ignored in the explosion’s splash. This is now fixed so it doesn’t matter what you hit, as if it’s in range they’ll both be damaged as one would expect! On-top of this, I made a small change to make the resistance sound be ignored if enemy passengers were damaged via radius. Very often you’d hear this sound when shooting at vehicles which happened to have passengers inside (despite not deliberately targeting them), so you’d hear this sound effect play every time which may have made players think they were doing something wrong.

I will be paying attention to any feedback for this weapon’s changes and whether it needs anything more in the following update, so be sure to share your thoughts if you have any!

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