Defend The Train - Version 0.6.5

DefendTheTrainLogo_Christmas

Version 0.6.5 BETA
This update adds a new special wave and items on-top of a ton of fixes and quality of life changes.

Added

  • Added new special waves (UFOs)
  • Added new weapon (Blunderbrass [Psycho, Primary])
  • Added new weapon skin (Modded [Sniper])
  • Added new emote (Garry’s Dance)
  • Added 5 new control settings (Primary [Keyboard], Secondary [Keyboard], Tertiary [Keyboard], Backpack Next [Controller], Backpack Last [Controller])
  • Added wave signs to the Forest campaign lobbies
  • Added Fire Rate upgrade to the Dead-Man’s Gambit
  • Readded Fire Rate upgrade to the Dart Gun

Fixes

  • Fixed Festive Boba Blaster having collision
  • Fixed Classic Racecar not respecting stun
  • Fixed Railgun not respecting stun
  • Fixed Arcade being missing from the Christmas lobby
  • Fixed DPad Up selecting the emote and sticker topbar buttons
  • Fixed spectate and gallery controls on controller
  • Fixed spectate and gallery controls displaying incorrectly on mobile
  • Fixed backpack recharge display being inaccurate
  • Fixed playerlist not properly updating idle players
  • Fixed the item searchbar not being respected when opening a new page
  • Fixed The Chef’s game over screen not being hidden after exiting
  • Fixed stamina not being infinite while dead
  • Fixed Dual Pistols firing out of the opposite gun
  • Fixed skins on the Dual Pistols not properly hiding the original model’s magazine
  • Fixed rain being unable to appear on Road to Forest or Road to Hunting Grounds

Removed

  • Removed Modcall keyboard shortcut

General Changes

  • Updated badge item loading system
  • Tool equips are now handled locally
  • Weapon reloads are now displayed on the respective backpack icon
  • Stock enemy animations are now played locally
  • Special Wave track bans are no longer applied in Stacked
  • Unrestricted Thunderstorm in Stacked
  • Boss intros will no longer teleport players upon ending
  • Adjusted Tutorial messages to disallow skipping for a few seconds
  • Updated Tutorial to have the player manually change classes
  • Enabled Extra Speed upgrade on the Cable train
  • Reduced Heal Gun’s Range upgrade increment from 10 > 5
  • Reduced Heal Gun’s Fire Rate upgrade increment from 0.2s > 0.1s
  • Increased Micro Uzi’s base damage from 3 > 4
  • Extended Heal Spray’s vertical hitbox size from 4 > 6
  • Boarding enemies will no longer collide with Scapegoats
  • Updated Enemy Radar’s icons for Nearest and Farthest
  • Updated UTE’s engine sound in Campaign
  • Updated Demon Red’s preferred class from Gunslinger > Psycho
  • The cursor is now automatically toggled on controller when opening and closing menus
  • Updated settings and tutorial prompts to use translated keybind names
  • Updated spectate, gallery, arcade, emotes, and item descriptions to use colour coded face buttons
  • Leaving players who rejoin the same server will now have their match stats tracked
  • Updated Gallery
  • Updated Ads

CREDITS

NOTES

Documentation

New Special Wave

This update adds the UFOs special wave! As the name implies, throughout the wave UFOs will continually spawn in tandem with the track’s enemies and will attempt to abduct unsuspecting players. If you are caught in their beam, you will be suctioned up into the UFO and dropped onto the track in an instant kill.

You’re given ample time to react , so be sure to destroy any UFOs as soon as possible. If all else fails, you’re able to take cover inside of the train as the UFO beams will not be able to pierce through roofs. The UFOs are functionally the same as regular vehicles, so they’re not immune to a deceptive Scapegoat or an emergency Missile Launcher.

New Weapon & Changes

To start, this update brings a handful of universal improvements to weapons. Most notably, tool equips are now handled locally instead of on the server. I admittedly wasn’t aware this was something you could just do and it’d replicate just fine, so I went ahead and updated the backpack system to have local tool equips. There is still a 0.3s delay between switching weapons as that has always been intentional, but you’ll notice that there is no longer any kind of input latency when switching weapons which should make swapping between them feel much smoother!

As a side effect, it seems that the bug where you were able to emote with a weapon equipped has been fixed. I didn’t thoroughly test if this was the case so it may just be ultra super duper hard, but alas if you have any complaints, be sure to throw your tomatoes at this guy here:

Aside from that, reload times are now indicated to you on your backpack icons on all weapons. I also went ahead and made them way more accurate than before too, so now you won’t be mislead into thinking your weapon finished recharging seconds early!

The new weapon in this update is the Blunderbrass, the promised prize item for beating the Ghost Town campaign on Hard. It’s a makeshift blunderbuss (if you uhh… even wanna call it that!) that was crafted by the Bandit Enforcer herself. This is a short ranged Psycho primary that shoots bombs that’ll stick wherever they land and blow up shortly after. Charging the weapon before firing will cook the bomb’s fuse in advance and dictate how long it’ll take to blow up after letting go. If you time the explosion within 0.25s of the bomb’s landing, that explosion will instead be a mini-crit for extra damage.

This weapon is harder to use and will take more to master, so be sure to let us know what you think! I think this should be okay and not be another launch Budget Bomber situation where it was totally busted, so I’ll be observing its use in-game for the next few weeks. If I find that its too weak or strong, adjustments will be made in the next update.

Quality of Life Changes

This update comes with a handful of quality of life changes and fixes that I’ll briefly describe here. Many of these pertain to controllers, so to start you’ll now notice that opening and closing menus will now automatically toggle the cursor instead of you manually having to do it. This should make navigating the menus feel more seamless!

Menus will now display colour coded face buttons across the board, as before this was only the case on some of them. The controls menu and tutorial messages now display the translated key names too so there’ll be no more code names such as “ButtonX” being shown to you. Controls on spectate and the gallery’s picture viewer were also fixed so that certain keybinds weren’t being ignored and that mobile wasn’t just seeing “?” instead of “TAP”.

The Enemy Radar upgrade was given a small update with redrawn graphics for the Nearest and Farthest distance types. Before they had unique text-less icons like the others, but in actual gameplay they were impossible to distinguish. It has now been changed to display “CLOSE” and “FAR” in plain text which should hopefully be easier to spot.

Lastly, I’ve went ahead and added a new section to the tutorial that teaches the player how to properly change classes. Before, the player would just automatically switch to each class which would sometimes leave them confused on how to switch after completing the tutorial. This new section has the player manually change class themselves like they normally would in an actual game. I also made it so the tutorial messages couldn’t be skipped right away as I’d sometimes notice players mistakenly advancing when they didn’t mean to.

Progress Report

We’re still hard at work on the Highway campaign and are hoping to have it done within the next few months. We’re close to finishing all the builds needed with the new tracks all being done, though right now we just need to finish all of the lobbies. While I and the builders have been working on that, the modelers have also been working on all the new enemy vehicles. After that’s all done, I’ll be implementing all the enemies and the campaign’s objective before we start working on the bosses.

This update I’ve also went ahead and added the previously top secret Versus artwork to the gallery as they’re well over a year old at this point. In case you forgot, the Versus game type is what we’re working on after the Highway campaign is done and is our last big big big feature to be done before I call an end to the Beta.

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