Version 0.3.4 BETA
This update adds new weapons and items alongside a handful of changes.
Added
- Added 3 new weapons (Micro Uzi [Secondary], Energy Drink [Secondary], Dart Gun [Medic, Primary])
- Added 10 new skins (Explorer, Victorian, Navy Crew, The Train Troop, Sky Voyagers [Gunslinger, Medic], Sergeant [Gunslinger], Personal Trainer [Medic], Crankbot [Psycho], Punk [Psycho], Aerial Ace [Psycho])
- Added 5 new skin styles (Pirate, [Default], Popstar [Default (Gunslinger, Psycho)], Officer [Default (Gunslinger)], Crook [Default (Psycho)], Steampunk [Default (Psycho)])
- Added 3 new emotes (Seahorse, Hype, Facepalm)
- Added new upgrade (Decay Time [Boba Blaster])
- Added 3 new settings (Screenshake Intensity, Zoom Control [Mouse, Controller], Weapon Firing [Mobile])
- Added sound effect for when throwable or consumable items are available again
- Added sound effect for when a consumable item’s effects wear off
- Added recharge meter display on the backpack for weapons that use one
- Added music to the Frontline Bling
- Added music to Poisoned
Fixes
- Fixed Radicola and Dark Robloxian Roast’s duration upgrade being reversed
- Fixed being able to gain headshot multiplier if the target was not an enemy
- Fixed Ammo Reserve upgrade sometimes not appearing after Classic
- Fixed the Bandit Queen’s molotov not properly applying to the Cable Train
- Fixed Cable Train’s extra sector on Basebound
- Fixed being able to stand survive the Cable train’s extra sector explosion by standing on the plank
- Fixed enemies being able to damage their own passengers
- Fixed enemies spawning at an incorrect position if no populated sector was found
- Fixed the void bomb not de-attaching from a sector that’s blown up
- Fixed the ammo box still spawning on Classic
- Fixed inventory button sometimes being hidden on full-stop waves in Rapid
- Fixed mobile action buttons not being layered correctly
- Fixed softlock where the Bandit Queen’s dynamite can destroy the train after being defeated
- Fixed emote objects rarely being able to linger on respawn
- Fixed characters being scaled at the wrong height
- Fixed visual error on Industrial Canyon
General Changes
- Increased first wave intermission time from 10s > 20s
- Permanent Deaths and Limited Respawns now use the classic intermission system
- Disabled Extra Speed upgrade on the Cable train
- Medic can no longer be picked in Hive Mind on boss waves
- Damage directed towards vehicles and enemies with the Toxic Waste effect now count towards EXP
- Afterburn from the Mini-Dragon now awards EXP
- Increased Sniper base damage from 25 > 35
- Boba Blaster bubbles will now grant a 15% defense buff
- Boba Blaster will now heal a small fraction of health when a bubble is placed
- Updated mobile button placement
- Doubled price of items in shop
- Decreased cash rate
- Late game songs no longer have a wave requirement in order to play
- Reduced max damage of the Tourist Jeep’s assault rifle from 8 > 4
- Reduced health cap of the Tourist Jeep from 500 > 350
- Updated Ads
CREDITS
- whimsicalducks999, ZXEZX, @matteo19919, @BriggeyBruh, raddoob, @doshcollector - New Weapons
- @Cawrle, @astralumi, @DiscreetFreddy19, @RediblesQW, @Maid_Commander, GuilRoman, kasotea, @BriggeyBruh - New Skins
- @fan1gIam, @doshcollector - New Emotes
- @Heathsroms2 - Emote Music
- @BriggeyBruh, @ssails - Assets/Textures
- chloepokkemon, GuilRoman, BigBoxRevengeSaga, kasotea, NAZTYJAM, @doobywad, @Maid_Commander, DiamondLover1435, @Kariverse, @ItzMeCream, sk0rbias - New Ads
NOTES
This update should cover some more fixes and changes from the initial Beta release alongside a plethora of new items!
Next update, our focus is on adding a tutorial for new players will be prompted with upon joining if they have not yet completed it. The tutorial will cover the fundamentals people need to know like how each class works, how the train health functions, and how to use upgrades.
Documentation
New Weapons
Dart Gun
The Dart Gun is a new primary for Medic that’ll allow them to give further aid with damage support. In exchange for stock’s quicker healing, you’re given a handgun that stores damage dealt to enemies as health that can be used on teammates by firing at them. Statistics listed are in comparison with the stock Pistol with the damage being higher overall.
This weapon can come in handy if your teammates aren’t taking as much damage in a wave and you’d rather run a secondary that isn’t able to damage others or to combine it with a damaging secondary for even more damage.
Micro Uzi
The Micro Uzi is an all-class automatic secondary that’s able to do more damage than stock overall, though is worse at longer range with it’s weaker spread.
Energy Drink
The Energy Drink is a new all-class consumable item that’s generally meant to be used as a way to traverse the train quickly or make an escape. On consumption, you’ll temporarily be given infinite stamina, much higher movement speed, and a slightly quicker fire rate & bullet speed at the cost of taking more damage while the effect is active.