Defend The Train - Version 0.7.2

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Version 0.7.2 BETA (Highway Update)
This update ends the great drought with the anticipated Highway campaign, a new train type, minigame, and plenty more!

Added

  • Added new campaign (Highway)
  • Added new train type (Vintage)
  • Added 2 new bosses (Police Chief, Lieutenant Steels [Campaign])
  • Added new minigame (Whacky Whacka)
  • Added 4 new tracks (Outskirts [Campaign], Southwind City [Campaign], Bridge [Campaign], Freeway)
  • Added new weapon (Deagle [Secondary])
  • Added new weapon skin (Golden [Deagle] {Campaign})
  • Added 9 new skins (Civilian {Campaign}, Household Brands {Campaign}, Builders Club {Premium}, Mayor M. Goode [Gunslinger] {Campaign}, Security Guy [Gunslinger] {Campaign}, Aviatrix [Gunslinger], Crimson Cobra [Gunslinger], Memento [Medic], CYCL-OP [Psycho])
  • Added 4 new styles (Covert Ops [Police Chief, Lieutenant Steels] {Campaign}, Showtime [Illusionist], Mercenary [Augmenter], Forgo [Wild Tigress])
  • Added 3 new emotes (Gamer Rage, So Much More, Donut Party {Campaign})
  • Added 4 new stickers (Super Star, Incoming {Campaign}, Bear {Campaign}, Shut Up)
  • Added 2 new songs (Road to Forest, Road to Hunting Grounds)
  • Added 5 new badges (Virtuous Fighter, Shooting Star, City Buster, New Tracks, Old Grudges, Yum)
  • Added new server setting (Free Upgrades)
  • Added starter pack
  • Added visual indicator for refill cooldowns
  • Added Ranger Trio to Forest’s prize list

Fixes

  • Fixed being able to get stuck on cutscenes(?)
  • Fixed collision on Cliffside
  • Fixed Ambush on boss waves having the incorrect duration
  • Fixed enemies being unable to lane switch on certain tracks
  • Fixed boarding enemies being able to miss their jump
  • Fixed sector tops sometimes being miscalculated
  • Fixed homing rockets not dealing damage to players
  • Fixed reflectable rockets not blowing up if the sender is missing
  • Fixed reflectables being able to be hit after exploding
  • Fixed APC’s driver sometimes failing to pop out
  • Fixed Bandit Queen’s sidecar minion’s muzzle position
  • Fixed Laboratory Carrier’s doors being missing
  • Fixed Rented Copter’s driver facing the wrong way
  • Fixed Boat’s driver’s animations
  • Fixed The Huntdown & Blunderbrass’ max charge not working on mobile
  • Fixed cutscene copies of bosses sometimes failing cleanup
  • Fixed wave stats and level ups not functioning if Ready Ups were disabled
  • Fixed mismatching equipped emotes on respawn
  • Fixed certain emote sounds not ignoring cleanup
  • Fixed low health effects not stopping during cutscenes
  • Fixed lights on extra sectors
  • Fixed upgrade menu factoring whether a weapon is owned in Weapon Test
  • Fixed forcing no weather not working in console
  • Fixed new highscores not displaying in gold on arcade games
  • Fixed viewports in a profile card’s prize list not matching the background colour

General Changes

  • Updated lighting
  • Event tracks and items will now automatically appear in their respective seasons
  • Campaign timeouts are now ignored if all enemies were successfully cleared
  • Campaign completions on Hard will now grant an additional random item
  • Enemies with lane switching capabilities can now switch on arrival
  • Arriving enemies will now fire less shots than normal at players
  • Reduced enemy health divider on Secondaries Only
  • Boss wave enemy spawn rate is now increased for all server sizes during phase 2
  • The Object target type now has a priority system
  • Train clipping now covers small gaps
  • Updated collision on Default train
  • Updated collision on Bullet train
  • Disabled collision on previous and upcoming tracks on Campaign lobbies
  • Combat’s Turret can now change between targeting enemy vehicles or passengers
  • Thickened Plank on Subway
  • Bill’s jetpack now registers hits locally
  • Void Bombs are now capable of damaging multiple sectors at once
  • Sector fire now emits light
  • Reduced distance of Enemy Radar’s ping sound
  • Certain emotes will no longer change the character’s face
  • Updated Gunslinger’s Leverage
  • Updated Tablet
  • Updated Augmenter
  • Updated Storm
  • Updated Tango
  • Merged Hunter, Park Mascot, and Lumberjack into one set
  • Filled wave warning icons for Rooftops and Sewers
  • Increased default dialog speed
  • Special wave theme no longer takes priority over campaign songs
  • Hid boss healthbars during their intro
  • Updated bar UIs
  • Renamed Training > Weapon Test
  • Styles can now be searched
  • Robux items in the shop now automatically obtains price
  • Updated Gallery
  • Updated Ads

CREDITS

NOTES

The highly anticipated Highway update is now out! Since this update was one of two major updates till the game exits the Beta stage, I put ourselves in another great drought in order to focus on getting everything we wanted to done and not to get sidetracked by any menial content we otherwise would’ve had to put time into. More details about the game’s development going forward can be read about in the Progress Report section!

With the update we also made sure to prepare another wave of UGC! This one includes the Capo Gunslinger, the Capo Psycho’s clothes (his hat is still a placeholder, sorry!), and lastly the bulk of this which is every piece of clothing we’ve yet to publish for the bosses! You’ll not only find the default outfits for the Bandit Enforcer or the Ranger Trio, but also their alternate styles!

I did attempt to upload one of our faces as a head, tho unfortunately it got moderated and I was subsequently warned for it. I didn’t wanna risk getting my account banned before the big update, so I’ll have to try those another time! In the next update, we’ll have another UGC sale which’ll include some more of our original hats and the clothes of some popular characters (that are created by us of course, community-made skins are up to their creators).

Documentation

Highway Campaign & Bosses

The main attraction of the update — set foot in Southwind City as you’re tasked with delivering cargo to the Morelli Family, a well established Bolitalian mafia family who operate an Ambrosian branch within various states.

The campaign is played on the Bullet train. There’s no special mcguffins to protect, though the gimmick this time around is that your team will have a star meter that’ll dictate which type of enemies spawn. At 0 stars you’ll face off against generic jobbers, 1 star you’ll fight the police, 3 stars the SWAT, and lastly 5 stars you’ll be up against the military.

Stars are primarily gained through the News Chopper enemy. They cover your operation on live television, so keeping them alive will gradually raise your star count till you hit the max. Their chopper is very loud with the reporter having multiple cues to indicate that the star count is about to increase, so you can’t miss it!

As you progress the campaign the star count will also lock itself to certain enemy types, though it will never get locked to max. The military is blatantly overpowered on purpose, so if you stay on them for too long your team is bound to die. Stars earned from the News Chopper will decay after the wave ends depending on difficulty.

Halfway through your adventure you’ll face off against Lieutenant Steels, the notorious lieutenant of the Southwind City Police Department. He’s brash, ruthless, and will do whatever it takes to get the job done his way. Fully decked out in SWAT gear, he fights dirty using his modified gear and military-grade weaponry.

The main boss is the Police Chief, a seasoned veteran of the SCPD. Unlike Steels, he has a strong code of honour that he upholds with every fiber of his being. He fights using more standard weaponry in comparison, though doesn’t shy away from taking advantage of his bionic arm to enhance his capabilities. The Chief has the unique ability to freely switch between locations at will, so you’ll see him on his own vehicle, a chopper that carries him around, or he’ll board right onto the train. He has a different moveset for each location.

Vintage Train

This compact train comes with a simple premise. You can repair it, but at the cost of each sector being very fragile. With small sectors in total that’re all small in size, you’re able to navigate the train easily. It also comes with the standard upgrades you’d expect, so an extra sector can be bought at any time or the doors to the caboose can be opened up.

After the end of each wave, if the train has any health missing the Repair upgrade will become available. Each time this is bought, the furthest sector will be healed by a certain amount of health till it’s full, in which it’ll then heal the sector ahead. Due to the train’s low health, a bad wave may result in much more severe consequences as there isn’t much wiggle room for the train to be tanking a lot of damage.

The idea is that coordinated play and strategies will allow this train to thrive while being reckless will cause this train to go down faster than any other. This train’s gimmick incorporates one of DTT’s original big no-nos (train healing), so I’m curious to see how this one will pan out. Hopefully what I landed with makes for something that’s fun while not being a free wave 19919 ticket, so be sure to let us know what you think as you play on it! If healing for this ends up sucking hard, I’ll go back to the drawing board with something else.

Whacky Whacka

This update adds the second minigame to the arcade cabinet! This one is a lot simpler than The Chef, as it is a standard whack a mole game.

Play as Farmer Pete where you’re tasked with getting rid of the Whackas who’re ruining your crops right before harvest season. You simply click on the whackas to score points while bombs will stun you and cause you to lose a life. Pass the required threshold of whackas hit before the timer runs out and without losing all of your lives in order to pass the stage.

Deagle

The new secondary weapon included in this update is the Deagle, the Police Chief’s prized weapon. You’ll earn it for beating him alive on the Hard difficulty on either Endless or Campaign and subsequently will be able to use it on any class!

This one’s a pretty standard sidegrade to the Pistol and Micro Uzi. It offers higher damage, critical multiplier, and a bigger clip size at the cost of firing and reloading slower. The only gimmick on the weapon is that spread will be nearly perfect, though consecutively firing will greatly increase the spread. The current spread is indicated via the white bar underneath the ammo label.

Starter Pack & Premium Skin

For new players, I’ve added in a starter pack that can be purchased to give them a little headstart. Upon purchase, they are given a simple n’ easy to understand weapon for each class, the gokruu Cola to assist with survivability, and some cash that they can use to buy some items of their choice from the jump.

The offer can be found in the Cash & Products section of the shop or on the dedicated sidebar button. It will automatically expire as soon as they reach Reputation 4.

We’ve also added in a bonus Builders Club skin set for those who’re subscribed to Roblox Premium. There is basically no benefit to us doing this, but we thought the skin idea was funny and only fitting as some dumb Premium reward. So if you subscribe to or are currently subscribed to premium, you’ll automatically have this skin! It’ll stay in your inventory forever, so if your Premium expires you won’t lose the skin!

Progress Report

As I mentioned before, this update was one out of two major updates left before the game is finally out of Beta! So, what’s next?

First is that we’ll begin working on a follow-up update that’ll contain content I couldn’t squeeze into here and any balance changes that I deliberately left out of this one. I didn’t wanna focus on things like weapon balance as nothing stood out to me as being urgent, so I thought putting the time aside for more menial changes like that was better suited for the following regular update.

This upcoming update will also serve as the game’s Halloween update with some brand new themed items. As the changelog mentioned, old event content automatically appears in rotation now without me having to update the game, so the previous Halloween shop items will be available soon as October hits!

At the same time I’ll also take a quick detour to produce an update for RBLXWare and Battleboards just so we don’t totally DTT ourselves out after working solely on it for months. Once those things are done, we’ll start production on the release update.

Compared to Highway, its actually quite smaller in scope since we aren’t adding an entirely new campaign or boss. Originally the plan was to add a Versus game type that we’ve thought up of years ago, tho we realized how big of an undertaking that would’ve been at this point of time and were absolutely not ready to stomach that after coming off of the 5th Anniversary Special, April Fools, AND the Highway update.

Instead, the main thing we were looking to do was spice up the game loop (more-so Endless) with a perk system. I’ll spare the specifics for another time as perks are only a concept as of right now and its possible that I’ll can the idea entirely if I think they suck hard in excecution, but the general gist is that they’d be unique abilities or boosts you’d buy with EXP throughout matches that aren’t offered through regular upgrades. Just like upgrades, they’d reset after the match ends and wouldn’t be permanent.

Aside from that, I’ll be giving a lot of the UI a makeover to get it looking nice nice for release. There’s quite a few menus that have never or hardly changed since they were added that I think could use some more flare to them. There’s of course more additions that’ll be in the Release update, tho those will be shared as we work on it.

Thanks!

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Version 0.7.2a BETA
This patch fixes a few issues from the update’s launch.

Added

  • Added second upgrade station to Southwind City’s lobby

Fixes

  • Fixed place selection UI not appearing
  • Fixed Police Chief & Lieutenant Steels’ Covert Ops style being incorrectly awarded

General Changes

  • Improved performance on Southwind City’s lobby
  • Previous sectors of campaign lobbies now unload independently
  • Increased volume of News Chopper
  • Reduced News Chopper’s health from 350 > 325
  • Reduced News Chopper’s max health from 1100 > 1000
  • Reduced X axis movement from the Swat Chopper and Military Chopper
  • Adjusted spawnpoints on Outskirts
  • Adjusted spawnpoints on Southwind City
  • Adjusted spawnpoints on Southwind City’s lobby
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Version 0.7.2b BETA
This patch fixes more issues from the update’s launch and adjusts balance.

Fixes

  • Fixed EXP, Cash, and Credit being able to be set to NaN
  • Fixed Golden Deagle being awarded incorrectly
  • Fixed Chief Chopper breaking if destroyed while in the pickup state
  • Fixed Police Chief disappearing on vehicle destruction if Destruction Debris was turned off
  • Fixed Police Chief being unable to drop onto the train if his vehicle is destroyed
  • Fixed Police Chief not immediately calling for a chopper after a new one arrives and an attack pattern has finished
  • Fixed Police Chief’s shoulder bash end time
  • Fixed Endless timeout on Police Chief
  • Fixed intro on Bandit Enforcer playing incorrectly
  • Fixed timeout on Bandit Enforcer
  • Fixed Mag-Fed Shotgun’s animations conflicting
  • Fixed Deflector’s shield not playing the block sound for damageless attacks
  • Fixed Wendigo
  • Fixed healthbar being hidden on the Chief Chopper’s driver
  • Fixed Starter Pack button being visible in the Tutorial
  • Fixed Builders Club in the Robux section missing it’s viewport
  • Fixed Bandit Queen’s death dialog not disappearing
  • Fixed straw dispensers in BTHG HQ and Restaurant

General Changes

  • Re-enabled last played Game Type limiter
  • Adjusted boss timeout time
  • Boss health & attack patterns now factor difficulty
  • Restricted Double Trouble on Police Chief and Lieutenant Steels
  • Reduced spawn rate of Snakes during boss waves
  • Improved performance on Southwind City
  • Increased Stun Gun’s duration from 10 > 15 ticks
  • Decreased Stun Gun’s duration upgrade’s max from 3 > 2
  • Increased Medicopter’s heal amount from 1 > 2
  • Increased Medicopter’s fire rate from 0.085s > 0.08s
  • Decreased Medicopter’s fire rate upgrade’s max from 3 > 2
  • Deflector can now block lassos
  • Deflector now grants EXP to blocked Scapegoats
  • Increased Ammo Bag’s recharge time from 40s > 32s
  • Increased Pop-N-Heal’s heal amount from 20 > 25
  • Decreased Pop-N-Heal’s heal amount’s max upgrades from 5 > 3
  • Increased Pop-N-Heal’s recharge time from 10s > 8s
  • Decreased Pop-N-Heal’s recharge time’s max upgrades from 3 > 2
  • Increased Heal Spray’s heal amount from 2 > 3
  • Increased Heal Spray’s recharge time from 14s > 12s
  • Decreased Heal Spray’s recharge time’s max upgrades from 3 > 2
  • Increased Gasoline’s recharge time from 12s > 10s
  • Decreased Gasoline’s recharge time’s max upgrades from 3 > 2
  • Increased hitbox size of Police Chief’s stinger
  • Decreased Police Chief’s stinger counter damage from 4% > 3%
  • Decreased Police Chief’s shoulder bash counter damage from 15% > 10%
  • Police Chief’s stinger now travels slower on Easy
  • Decreased Lieutenant Steels’ health increment from 3800 > 3500
  • Increased Lieutenant Steels’ wait time before attacking after his intro
  • Increased News Chopper’s health from 325 > 350
  • Increased News Chopper’s max health from 1000 > 1100
  • Decreased News Chopper’s driver’s health from 275 > 250
  • Decreased News Chopper’s driver’s max health from 650 > 625
  • Decreased News Chopper’s passenger’s health from 225 > 200
  • Decreased News Chopper’s passenger’s max health from 550 > 525
  • Increased Police Bike’s health from 125 > 175
  • Increased Police Bike’s max health from 225 > 325
  • Increase Police Chopper’s passenger’s damage from 6 > 8
  • Increase Police Chopper’s passenger’s max damage from 12 > 14
  • Decreased Police Truck’s driver’s health from 200 > 175
  • Decreased Police Truck’s driver’s max health from 450 > 350
  • Decreased Police Truck’s passenger’s health from 150 > 125
  • Decreased Police Truck’s passenger’s max health from 350 > 275
  • Swat Truck’s driver is now weaponless
  • Swat Truck now carries 2 passengers
  • Decreased Swat Truck’s passenger health from 150 > 100
  • Decreased Swat Truck’s passenger max health from 325 > 275
  • Increased Swat Van’s defense from 30% > 40%
  • Decreased Swat Van’s driver’s spread from 3 > 2
  • Decreased Swat Chopper’s passenger’s health from 175 > 150
  • Decreased Swat Chopper’s passenger’s max health from 500 > 475
  • Decreased Swat Chopper’s driver’s health from 250 > 200
  • Decreased Swat Chopper’s driver’s max health from 650 > 600
  • Increased Swat Summoner Van’s health from 800 > 900
  • Increased Swat Summoner Van’s dish health from 250 > 300
  • Increased Swat Summoner Van’s dish max health from 400 > 500
  • Swat & Military Summoner Van now makes a noise for each enemy spawned
  • Increased Rat Cart’s passenger’s delay time from 0s > 0.5s
  • Reduced Rat’s max health from 50 > 30
  • Decreased Burden Cart’s passenger delay time
  • Skeleton Fish no longer adheres to normal enemy spawn rates
  • Lassos and vines now respect forcefields
  • Updated Civilian
  • Updated Gallery

NOTES

A laundry list of balance changes and fixes is now available!

To start, the Highway campaign overall has been adjusted so that it should no longer feel so Psycho-sided. Gunslingers should now have a much easier time dealing with enemies catered to them or for ones that go both ways.

For the bosses, the big thing is that all of them were greatly reduced in difficulty when playing on Easy mode. Not only do they have much less health, but certain attacks no longer occur as frequently, are less strong, or are disabled outright (such as the phase 2 exclusives). The intent is to make the experience of completing the campaigns or beating bosses less of a demanding task for newer players.

Outside of that universal change, the Police Chief received many bug fixes and changes that should make the fight feel smoother. A notable change I’d like to highlight is that his health scaling is lower, so a more Gunslinger oriented team should have an easier time taking him out than before. The intent of the Chief was that it’d be equally viable to clear the boss both ways since each method has their own pros n’ cons, so if things still feel outta whack please let us know.

For the weapons, I mostly just increased the base power of a handful of items in order to make them feel better to use in the early game and less of an EXP commitment. More proper balancing and QOL features will come in the Halloween update.

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