Version 0.5.1 BETA
This update serves as a bug fix and balancing update.
Added
- Added 3 new skins (Stand-In [Medic, Default], Robo-Medic [Medic], Beretta [Psycho])
- Added new weapon skin (Piñata [Scapegoat])
Fixes
- Fixed Sacred Ocean and Naval Harbour being absent from the track rotation
- Fixed player bullets being able to get stuck on respawn
- Fixed EXP not properly distributing on finishing blows
- Fixed the Boba Blaster failing to clear defense buffs on manual pop
- Fixed explosives being unable to damage certain special objects
- Fixed Subway’s spawns rarely not working
- Fixed certain weapons not appearing in Armoury Circuit’s rotation
- Fixed Stacked being able to apply existing conditions
- Fixed Snakes not working if played multiple times within a match
- Fixed the Plank upgrade not accounting for Cart Swap
- Fixed the Bandit Queen’s cannonball and rockets sometimes being able to fail damaging the boss
- Fixed the Bandit Queen’s cannonball targeting sectors burnt by the molotov
- Fixed Senior’s turret not dealing self damage after being destroyed once
- Fixed The Reel Deal not tracking pull kills
- Fixed certain UI elements not respecting proper button names
- Fixed incompatible binds showing up for controllers in the Controls menu
- Fixed active ammo box highlights or markers not updating on position change
General Changes
- Reloads will now automatically be triggered after a refill with auto reload on
- Increased Stun Gun’s base shock duration from 0.7s > 1s
- Increased Stun Gun’s base bullet speed from 400 > 600
- Reload Speed can now be upgraded on the Stun Gun
- Explosives now factor vehicle size for damage scaling
- Increased dropoff range for explosive splash damage ticks from 3 > 8 studs
- Decreased Budget Bomber’s base damage from 100 > 60
- Decreased Budget Bomber’s splash damage dropoff increment from 20% > 5%
- Increased Budget Bomber’s base radius from 13 > 19 studs
- Increased Budget Bomber’s gravity from 150 > 200
- Increased Budget Bomber’s refill cooldown from 7s > 15s
- Decreased Budget Bomber’s damage upgrade increment from 20 > 15
- Decreased Budget Bomber’s damage upgrade maximum from 5 > 3
- Decreased Budget Bomber’s bullet speed upgrade increment from 25 > 10
- Reduced Budget Bomber’s EXP gain
- Roadside Rampage no longer builds meter slower against boss vehicles
- Increased Gasoline’s base damage from 25 > 35
- The Bandit Queen can now be damaged directly during the first and second phase
- The Bandit Queen’s main vehicle is no longer resistant to the Borrowed Technology
- Increased Bandit Queen’s base health from 5000 > 20000
- Increased Bandit Queen’s health increment from 7500 > 12500
- Increased Bandit Queen’s cannonball self damage from 10% > 15%
- Increased Bandit Queen’s rocket self damage from 3% > 5%
- Senior’s vehicle health will now scale based on class composition
- Senior’s health will now scale based on class composition
- Senior’s big harpoon and turret now deal less damage to the vehicle on destruction
- Senior’s vehicle is no longer resistant to the Borrowed Technology
- Increased Senior’s vehicle health increment from 4450 > 9000
- Increased Senior’s big harpoon self damage from 15% > 20%
- Adjusted Senior’s attack pattern
- Increased Junior’s health increment from 750 > 1000
- Adjusted Junior’s attack pattern
- Increased ATV’s base health from 150 > 300
- Increased ATV’s health cap from 450 > 800
- Updated Gallery
CREDITS
- RlTUAL, yg237, @Maid_Commander, @BriggeyBruh - New Skins
- RlTUAL - New Weapon Skin
NOTES
This update was originally gonna be a quick patch, though it quickly devolved into a large list of fixes and changes that I thought would be better to tackle in one update. The update after this will be one to include some more content such as playable minigames within the break room and an overhaul to the Classic gamemode to better emulate how DTT 2011 played.
Documentation
Weapon Balance Changes
The biggest weapon changes made this update are to the Budget Bomber from last update. I realized after it’s release that I’ve made a monster, so I’ve now toned it down and reworked it’s purpose to play more into the fact that it’s an explosive weapon more while also still being fair.
The weapon now features a much weaker base damage though has less severe of a dropoff for splash damage and a much bigger blast radius to compensate. While I’m aware leaning into this aspect is definitely a niche as there aren’t a whole lot of tracks that have bunched together vehicles, this is what was decided after testing multiple playthroughs to try various nerfs. I hope to factor vehicle spacing more in new tracks to allow for more use of it’s splash. Another important note is that the damage will scale based on the size of the vehicle hit. Smaller vehicles will take less damage, medium sized vehicles will remain unchanged, and large vehicles will have a slight damage bonus. I’ll let these changes ride for a while before I consider thinking about any further changes.
For the Stun Gun, I’ve given it a higher base bullet speed, a longer base stun duration as it was originally too short, and a reload speed upgrade. The Gasoline has been given an increase in tick damage as well!
Boss Rebalances
Both bosses in the game have been rebalanced to play more like how I originally envisioned them. Back in the Alpha when stock weapons only existed, the Bandit Queen was a much longer fight which was unfortunately lost once weapon unlocks became a thing and gradually evolved. This update brings that back where dealing raw damage to the vehicle will no longer be enough to carry you through the entire fight. You are now encouraged to not miss any of the reflectable projectiles or the engine as they’re your ticket to dealing big damage to the vehicle. Gunslingers are now able to fire directly at the Bandit Queen herself while her shield is down in order to deal supportive damage. While you’re by no means intended to defeat her this way, cutting a significant amount of health during phase one & two will shave off health during the third phase.
Senior and Junior have been updated to lean better into being a Gunslinger oriented fight like it was originally envisioned. Senior himself and his vehicle now scale their health based on your team’s class composition with more of a favour towards the Gunslingers. The vehicle has a higher scaling increment for every Psycho while Senior himself has a significantly lower increment for every Gunslinger. Junior has his health scale the same, though his increment has been increased to discourage stacking Psychos and making it nearly impossible to defeat him without any Gunslingers present. Both of their attack patterns have been adjusted to make use of their counterable attacks more.
Lastly, any boss specific restrictions on certain unlocks have been lifted! The Roadside Rampage no longer scales it’s meter slower against boss vehicles and they’re all no longer resistant to the Borrowed Technology. Neither are deemed a problem anymore due to the drastic increase in vehicle health.