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Last Train Outta' Wormtown News

Lobby restarting + bug fixes + gameplay tweaks

Howdy!

Lobby Restarting:
You can now restart the lobbies when in the post game screens. The host can simply click the "Play Again" button, which will prompt the clients to do the same if they want to join back into the same lobby.

Gameplay changes:
- Pardners now hold barrels sideways, so when thrown they will roll on the ground for an effective worm distraction.
- Worm now "chomps" slower, meaning they will take longer to fully consume props and items they manage to grab. I'm hoping this will buy Pardners valuable seconds to get to safety when they manage to land a prop in the Worm's mouth.

UI Changes:
- Now displays living Pardners remaining health in the end game victory screens. I'm hoping this helps give all players a more realistic idea of how the game went. Sometimes the game was much closer and more dramatic than the initial end game result implied. Note: I'm planning on adding Worm stats to the end screen soon so everyone can see exactly how much carnage they caused.

Bug fixes:
FINALLY fixed the lobby bug causing some players to not load their pardner correctly. (This has been driving me crazy for months now!) This also fixes their pardner not showing up in the end game victory screens.

With lobby restarting and the lobby bug fixed, I can now focus on more significant gameplay changes and content. Expect some exciting updates in the near future!

Keep Wormin' and Squirmin',
- Get(Color)

New Victory Screens + bug fixes

- Added new victory screens for the 4 ways the game can end: Pardners escaping on train, Worms winning, Pardner escaping via balloon, and the train leaving with no one on it. Hopefully this makes the end of each match feel a little more exciting. (note: music and sfx will be added soon for these!)

Gameplay Changes:
- Worms can now see other worms while underground.
- The "all living players on train" timer will stop if a Pardner is in a Worm mouth.
- Touching the ground while under the effects of a Worm scream will no longer reset your visibility timer (i.e. you'll be visible for the entire duration of the scream effect)

Bug Fixes:
- Dynamite in a Worm's mouth will no longer detonate multiple times.
- Fastest escape from worm mouth now calculates correctly.
- Fixed an issue where a pardner disconnecting while on the train would still count as a pardner on the train.
- Fixed issues with multi-worm games. Most notably, fixed an issue where worms were getting confused at what range they should be seeing pings at.
- Fixed the Hot Air Balloon spawning in the tutorial. (It wasn't supposed to be doing that. Come on, Ed!)
- Fixed issues with the propeller beanie hat cosmetic not swapping ghost materials correctly.


Note:
I'm aware of a bug where occasionally you won't see certain player's Pardners in the lobby screen. This also means they won't appear in the new end game victory screens. It's been a particularly finicky bug to fix, but I'm hoping to get it sorted in an upcoming patch.

Thanks for playing! And as always, feel free to leave any feedback commented on these patch notes or in the Discord.

Keep on 'Wormin, y'all.

Introducing: Ed, The Balloon Pilot

Introducing a new end-game mechanic for Last Train Outta' Wormtown: Ed the Balloon Pilot!

When only one Pardner remains, Ed will fly his trusty hot-air balloon into Wormtown and attempt an emergency extraction. Look for the large blue indicator of where Ed will land, and climb the ladder into the balloon to escape!

Unfortunately, there's only room for one Pardner - and Ed won't leave unless there's only one pardner left.

I'm hoping this new mechanic will make 1v1 late-game scenarios a little more interesting, and offer the last Pardner a glimpse of hope if they're behind on the objectives.

Along with the new Balloon mechanic, this update also includes:
- An event feed that shows on screen pop ups for notable events, like Pardners getting eaten, Pardners being revived, Worm getting blasted with dynamite etc.
- Various bug fixes, include: heart jars no longer can be launched out of the map, and fixes to some match settings bugs.

Let me know what you think about the new Balloon mechanic!

Stay safe out there, Pardners!

New Custom Match Settings + QOL features + Bug Fixes

- Added new match settings: customize objective difficulty, "Worm escape mini-game" difficulty, and more to cater the difficulty/balance to your specific group of players. Find all the new options via the "Match Settings" dropdown when in a lobby.

- Invert Y camera options and "motion sickness" mode.

- Added additional on-screen controls for using items and Worm abilities.

- Dynamite now spawns more frequently and inside the mine carts in Quarry (as opposed to randomly on the ground in Quarry)

- New Ping changes: using the new right-click/left trigger over the shoulder camera, pressing your ping button will now ping where you're aiming at. When in the normal camera view, you will ping where you're standing. (Ghosts will still ping their heart jar, if it's active)

- and a handful of bug fixes!

Happy Wormin'!

New Cosmetics + Bug fixes

* Added 2 new Hats, 2 new Eyebrows, and 1 new Mustache to the Pardner customizer.
* Added a player count UI in the lobby.
* Fixed some clipping issues for the pardner team status UI.
* Fixed a first time launch issue where your pardner face would be creepily empty.