Defend The Train - Version 0.3.3

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Version 0.3.3 BETA
This update marks the start of the Beta stage and adds many new important additions!

Added

  • Added Shop & Inventory
  • Added cash currency
  • Added reputation system
  • Added 9 new weapons (Gunslinger’s Leverage [Gunslinger, Primary], Sniper [Gunslinger, Primary], Dark Robloxian Roast [Gunslinger, Secondary], Boba Blaster [Medic, Primary], Contaminated Waste [Medic, Secondary], Second-Rate Sawed Off [Psycho, Primary], Mag-Fed Shotgun [Psycho, Primary], Radicola [Psycho, Secondary], Mini-Dragon [Psycho, Secondary])
  • Added 12 new skins (Receptionist, Racer, Mobster, Luxurious, Retro, Passenger [Gunslinger], Gentleman [Gunslinger], Doctor [Medic], gokruu [Medic], Dr. Fuzzy [Medic], Worker [Psycho] Desert Intern [Psycho])
  • Added 5 new emotes (Gangnam, Poisoned [Medic, Psycho], Hotline Bling [Gunslinger], Griddy [Psycho], Dynamite [Psycho])
  • Added new train type (Cable)
  • Added new track (Void City [Night])
  • Added 2 new settings (Zoom Sensitivity, Emote Audio)
  • Added new control setting (Toggle Ready [Keyboard])
  • Added 2 new badges (BETA Tester, Deliss-cious Revenge)
  • Added new gamepass (Valued Contractor)
  • Added 6 new songs (Shop, Inventory, First Wave, Late Wave, Late Wave [Night], Reputation Up)
  • Added ALPHA Tester tag
  • Added highlights to Ammo Crates when drained on ammo
  • Added break room to lobby

Fixes

  • Fixed the game being able to softlock if no alive players were available during an intermission
  • Fixed EXP rates not accounting for reduced damage
  • Fixed headshot criticals not being applied when hitting hats
  • Fixed Doors upgrade not disabling if a sector ahead of it blew up
  • Fixed upgrade prices rarely not resetting properly(?)
  • Fixed passengers being able to spawn on burning sectors
  • Fixed distance marker not reassigning when an extra sector’s health was low
  • Fixed Ammo Crates being visible on Classic
  • Fixed Vanessa announcing train upgrade discounts on non-full stop waves
  • Fixed characters being slightly off-scale
  • Fixed damage tests not having their tag shown
  • Fixed grammar mistake on the wave results screen
  • Fixed clothing on the Swat Van passengers
  • Fixed Swat Van not transitioning into the track properly
  • Fixed Downtown’s enemies using incorrect names

Removed

  • Removed Extra Ammo upgrade
  • Removed Character Type option
  • Removed Playing/Idle button from the sidebar

General Changes

  • Set game state to BETA
  • Modcall now requires a certain amount of reputation rather than games played to be used
  • Playercount difficulty will now scale by total players in the server and not players alive in Permanent Deaths and Limited Respawns
  • The train’s ammo box will now dynamically move based on sectors left
  • Updated the Extra Sector to only blow up on the next full stop when playing on Rapid
  • EXP rates will now account for critical damage
  • Reduced increment of the damage upgrade on the Assault Rifle from 2 > 1
  • Reduced maximum upgrades on the Assault Rifle’s damage from 6 > 4
  • Reduced maximum upgrades on the Heal Gun’s firerate from 3 > 2
  • Reduced maximum amount of barrage spawns from 7 > 5
  • Reduced Bandit Queen’s final phase health scale increment from 500 > 400
  • Reduced Bandit Queen’s final phase health scale increment on the Bullet Train from 250 > 200
  • Price increases or decreases from the Passenger train will now display a percentage
  • Players who have been away for a certain amount of time will now automatically be set to idle
  • Enemies will now also get knockback applied when killed by bullets
  • Disabled ALPHA Tester badge
  • Renamed Sky Islands > Sky Ruins
  • Updated Sky Ruins
  • Updated UI for Class Select, Options, Sound Test, Statistics, Upgrades, Inspect, Weapon, Modcall, Server Message, Wave Statistics
  • Updated Ads

CREDITS

NOTES

The Beta update is now out! This officially ends the Alpha stage which means our focus will now shift from the core game to the replayability and cosmetic content of the game. To start, I’ve provided documentation below that describes the major additions for this update.

Documentation

Shop & Inventory

The shop and inventory is a newly added feature that allows players to purchase and equip items with the new Cash currency that’s earned when playing the game.

In the lobby you’re now able to meet the Cosmetics Guy where he’ll sell you new weapons, skins, and emotes for a fee. With the cash you earn from defeating enemies & destroying vehicles, any items purchased here can be equipped in your inventory screen which is accessible at the lockers or on your sidebar.

With a proper per-class inventory system being added, this called for the removal of the old Character Type setting. Any default or event skins previously available there have now just been moved to your inventory! Any skins that have different styles available will be marked with a shirt icon. Upon clicking, a different page with all the styles owned will display.

Weapons & Reputation

The biggest feature included in this update are the new weapon unlocks. Each class has been given a set of new weapons that can be unlocked or purchased that each have their own statistics, strengths, downsides, and use cases.

With weapon unlocks comes in a new rank system, which goes under the name “Reputation” here. Reputation requirements are set on each unlockable weapon with your current reputation determining the price. As you reach it’s requirement, the weapon will drastically decrease in price until it eventually is just rewarded to you for reaching that level if you did not end up purchasing it early.

Your reputation will increase as you earn credit (fancier name for XP) based on your own performance in a wave. Once you hit the maximum threshold, your reputation will increase by one, your credit will reset back to zero, and your maximum credit threshold will increase by a bit. Reputation is currently capped to 15, though may increase in the future if we deem it necessary. Your current reputation can be viewed by highlighting yourself on the playerlist or in the statistics menu.

For our first batch of weapons, we’ve kept things pretty safe as we need to start out a basic set to get an idea for how far we can take our ideas. Gunslinger’s new primaries both fall under a rifle type, Medic’s new primary being an alternative to the Heal Gun’s function, and Psycho’s primaries being some stat-swap shotguns with a handful of differences to stock.

With weapon unlocks existing, the idea is not to make the higher levelled guns objectively better than everything else, but to rather keep everything equally balanced to the best of our abilities. With this being a pretty game-changing feature that we want to make sure is handled correctly, we especially want to hear input from the community on the balancing!

Cable Train

The Cable Train is a new train type added with this update! This train trades the space given by any other train for a single bulky sector that provides a flat area on the outside and relatively good cover on the inside. For upgrades, everything carries over though the Extra Sector is buyable right away for some more space similar to the Bullet train.

Valued Contractor

The Valued Contractor is a new gamepass that serves as this game’s VIP. Upon purchase, you’ll receive a handful of cosmetic benefits both in the short and long term. The current benefits include:

  • Special “Luxury” style for the Defaults
  • Special chat & character tag
  • 1.25X multiplier for Cash & Credit earned

In the future, we plan on adding a special gold skin for the stock weapons when weapon skins are added alongside granting a sale on any featured items when the respective page in the shop is added. Any current or future benefits to this gamepass will remain STRICTLY cosmetic and will never feature any pay to win elements.

Break Room

The break room serves as a replacement for the “Playing/Idle” button on the sidebar. The previously confusing sidebar button has been replaced with a physical space in the lobby players can enter to sit any waves out. When a player wishes to participate again, all they’ll need to do is walk outside of this room during the intermission and they’ll be brought back into the game.

For any players that are automatically detected as being idle, they’ll be teleported here during the intermission or sent straight to spectate if this occurs during a wave.

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Version 0.3.3a
This patch fixes a few issues from the Beta update’s launch.

Fixes

  • Fixed data not saving on shutdown(?)
  • Fixed new user prompt sometimes not closing properly(?)
  • Fixed Gunslinger’s Leverage gaining critical multiplier when shooting the lobby dummies during a wave
  • Fixed Gunslinger’s Leverage losing critical multiplier when shooting glass
  • Fixed Gunslinger’s Leverage losing critical multiplier when shooting a destroyed vehicle
  • Fixed unequipping the Toxic Waste during a throw starting the cooldown
  • Fixed ammo box being able to disappear entirely if the front is low on health
  • Fixed Tron Car’s weapon not working
  • Fixed weapon upgrades in Classic displaying equipped weapons
  • Fixed Dynamite icon not loading
  • Fixed Cupcake having no idle animation
  • Fixed new user prompt buttons having incorrect text
  • Fixed wave warning tooltip sticking when the UI disappears

General Changes

  • Reduced EXP multiplier from critical enemy damage from 2 > 1.25
  • Gunslinger’s Leverage intro & outro animation now account for the reload speed upgrade
  • Increased Gunslinger’s Leverage base damage from 15 > 20
  • Increased Second-Rate Sawed Off’s base damage from 4 > 6
  • Reduced Second-Rate Sawed Off’s spread from 2 > 1.8
  • Reduced max for the Damage upgrade on the Mag-Fed Shotgun from 5 > 4
  • Cash earned per kill & assist now have a cap like Credit
  • Set Griddy, Frontline Bling, and Poisoned to all-class
  • Increased base health for the Tron Car from 250 > 350
  • Increased health cap for the Tron Car from 800 > 900
  • Increased base health for the Tron Van from 350 > 450
  • Increased health cap for the Tron Van from 1000 > 1200
  • Updated Ads

CREDITS

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