Version 0.7.1 BETA
This update removes the Easter items and makes a boatload of fixes and changes to various things.
Added
- Added new track (Sewers)
- Added 3 new skins (Accountant [Gunslinger], Mime [Gunslinger], Augmenter [Psycho])
- Added new style (Modern [Retro])
- Added new option (Weather)
- Added particles to UFOs
- Added additional statistics
- Added loop toggle to Sound Test
- Added more death messages
Fixes
- Fixed Bandit Enforcer not respecting boss special wave restrictions
- Fixed enemies sometimes not dying properly
- Fixed Thief Van and UTE’s strong status not working
- Fixed Louis’ Bug Spray smoke being additive
- Fixed passengers not being ignored in wall checks
- Fixed metered weapons that can build from vehicles not accounting independent destructibles
- Fixed the camera’s focus not being updated during cutscenes
- Fixed plantables not clearing during victory screens
- Fixed Cart and Toy Chopper’s rocket launcher not working
- Fixed special wave tooltip not displaying properly on Rapid if a single one was chosen
- Fixed special waves not accounting playercount on wave 1
- Fixed Cranked’s timer not being accurate before the wave starts
- Fixed Locked Camera Mode’s live setting not clearing on respawn
- Fixed incorrect particles for sector damage being spawned
- Fixed Medicopter, Pop-N-Heal, and Heal Spray not properly clearing labels
- Fixed Deflector ricochet hits not using correct damage colour
- Fixed Ambush intro not playing correctly
- Fixed UFOs not having light
- Fixed C. Allition’s head having the wrong link in the shop
- Fixed statistic displays not being rounded
Removed
- Removed spawns that’re distant from the Upgrade stations in the campaign lobbies
General Changes
- Set Easter items off-sale
- Cranked’s timer is now more forgiving on boss waves with no naturally spawning enemies
- Restricted Half on boss waves
- Unrestricted Cranked on boss waves
- Updated Gunslinger’s Leverage
- Increased Boba Blaster’s heal amount from 10 > 20
- Decreased Boba Blaster’s Heal Amount upgrade’s max from 4 > 3
- Decreased Roadside Rampage’s Drain Rate from 0.6 > 0.5
- Decreased Roadside Rampage’s Drain Rate upgrade’s max from 3 > 2
- Increased Borrowed Technology’s defense pierce from 0.7 > 1.5
- Decreased Budget Bomber’s gravity from 300 > 250
- Reduced Blunderbrass’ damage from 40 > 30
- Gasoline now ignites on impact
- Gasoline can contribute burn time on already burning vehicles
- Increased Gasoline’s gravity from 75 > 175
- Decreased Gasoline’s Recharge Time upgrade’s max from 4 > 3
- Increased Tomahawk’s projectile speed from 200 > 225
- Increased Tomahawk’s throw bonus damage from 15 > 25
- Senior now always starts his fight with the revolver attack
- Decreased arch of Louis’ bug spray
- Snakes now have an EXP cap
- Decreased UFO’s max health from 600 > 500
- EXP Earned on the wave stats is no longer server-wide
- Profile cards will no longer display Credit progress when at the absolute max
- Updated Passenger
- Updated Default Male, Female, Summer, Luxury, and Stand-In Medic
- Updated Robo-Medic
- Updated Retro
- Updated Cybernetics
- Updated Scapegoat
- Updated Medicopter
- Updated Winner and Victory
- Updated Gallery
CREDITS
- @Luomixer, @matteo19919, @veryfakeguest - New Track
- @Care4Chloe, @matteo19919, ESC0PHOBIA, PortalFaux, @BriggeyBruh - New Skins
- Presenting_Nuke, @fan1gIam - Animations
- @exwumm - Particles
- @ssails - Assets/Textures
NOTES
The Easter sale is now over, so all the associated items have been put off-sale. If you missed out on any, you’ll be able to buy them again on the game’s anniversary or next Easter.
Progress Report
For anyone wondering what our progress on the Highway campaign is, we’ve resumed production not too long after the April Fools update came out, though still have a ways to go before it’s complete.
We’re currently finishing up building on the last lobby we have to make for the campaign and modelling the last few brand new enemies that’ll be seen in the campaign. After this, I can begin implementing all of the enemies while the modellers work on the boss vehicles. Once those are done, we’ll be ready to start production on the fight itself.
I expect to be done with everything in the next month or two, though to ensure things go smoothly, as of today DTT will be entering another great drought. With the game being on hiatus, we’ll be able to focus entirely on developing the next major update without putting time aside for these filler updates. My number one goal is to finish Defend The Train (as in out of Beta) by the end of the year, so it’s important that I don’t waste any time.
I made sure to include just about all the less substantial changes I wanted to make right now in this update, so the projected changelog I’ve written for the next update almost entirely focuses on the bigger changes I wanted to make and will likely not feature many smaller changes. We of course won’t be going radio silent and will still post previews of the stuff we’re working on.
See you then!