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Last Train Outta' Wormtown News

Public Beta Patch Notes: Aug 28th, 2023

[h2]Changes to the Beta Branch:[/h2]


[h3]Pardner Status Effects:[/h3] Added a new status effect system for Pardners to help balance and add fun new interactions. These status effects are visible by particle effects directly on your Pardner character. This opens up a whole lot of creative options for various effects in the future!
Status Effects:
- Tar Wall Slow: Touching a Tar Wall will slow your Pardner by 50% for 5 seconds.
- Scorching Sands Burn: Scorching Sands now adds a “burn” status effect to the Pardner touching the sand. This effect deals 2 damage per second, and lasts for 1.5 seconds. The status effect gets reset when touching the sand. (The previous damage was 5 per second, and jump spamming would essentially mitigate nearly all of the damage. This new status effect version will guarantee at least 3 damage every time you touch the sand, but overall the damage has been nerfed.)


[h3]Sandstorm + Scorching Sands combo ability balancing:[/h3]
Sandstorm Changes:
- Reduced wind push force while airborne. This should make it much easier to get off of the sand during the storm.
Scorching Sands Changes:
- Time between the Worm using the ability and the sands starting to heat has been increased to 3 seconds. (was 2 seconds)
- The sand must be fully red before damaging Pardners.

[h3]Camera Fixes:[/h3]
There’s been annoying quirks and issues with the camera (especially the over-the-shoulder Pardner view) for a while now. Multiple camera changes are included in this patch to hopefully resolve the lingering issues.

[h3]Bug fixes:[/h3]
- Fixed not resetting additional zipline momentum when grabbing a wall.
- Fixed issue where Pardners would occasionally stay holding onto a ladder that was moved.

[h3]Misc changes:[/h3]
- Reduced the intensity of the “taking damage” screen effects.
- Added event feed messages for Pardners dying to Bile bomb, Scorching Sands, and Body Slam.
- Lantern material is now bright and fancy
- Added the new Tar Wall and Scorching Sands changes to the Guidebook

Thanks for all the great feedback on the new beta updates! It's been vital in getting the new content ready for the main branch soon!

- Vyv

To Access the Beta Branch:
Right-click Wormtown in your Steam library -> Properties -> Betas, and select "public beta" from the dropdown list.
Discord.gg/Wormtown

Public Beta Branch Update August 25th, 2023

Changes/Tweaks/Fixes for the Beta Branch:

Changes:

Tar Wall Rework:
- Now spawns a ring of tar around the Worm, instead of in a line in front of them.
- Drastically increased size of tar spikes.
- Added dithering effect on the tar spikes for the Worm only, so you can see through them at close range. (Also means you can hide inside of a tar spike and leap out onto an unsuspecting Pardner.)

- Sandtraps will now be destroyed if any part of their radius is in a Dynamite explosion. (Before it had to be the center of the trap)
- Added the Sandtrap/Dynamite interaction to the Guidebook.


Fixes:
- Fixed ragdolls having equipment items still on their body.
- You’ll now fall off of ziplines if the zipline post has moved since grabbing it. (No more flying through the air on an invisible zipline!)
- Fixed issues when grabbing a wall and climbing a ladder at the same time.
- Can now jump from a ladder to another ladder (previously, you wouldn’t grab the second ladder).
- Fixed issues when “burrowing” while using the Body Slam ability. You now burrow and cause the Slam effect when passing through the ground.


Have a great weekend, Pardner!
- Vyv


To Access the Beta Branch:
Right-click Wormtown in your Steam library -> Properties -> Betas, and select "public beta" from the dropdown list.
Discord.gg/Wormtown

Public Beta Branch Update: August 24th, 2023

More tweaks, fixes, and changes for the Beta branch:

Changes:
- The escape mini game now has “checkpoints” when you reach certain points filling the escape meter. A failed input will revert the escape meter progress back to the last checkpoint you crossed. On normal difficulty, you get a “checkpoint” after 3 correct inputs. This means you still lose progress for failed inputs but multiple quick failed inputs in a row won’t set you back all the way.

- Lowered the grip loss when jumping while climbing from 22% to 8%.

- The Armored Carapace ability is inadvertently blocking all damage sources, not just external ones. (i.e. it’s blocking damage when you eat a dynamite, too!) I’m going to keep this in for now and see how it affects balance, as Armored Carapace felt like one of the weaker abilities as it was. To counter some of it’s new strength, I’ve lowered the duration of the armor to 16 seconds (was 20).

- Lookout Tower chests no longer contain normal loot drops (coal, fruits etc.) - They will only drop one guaranteed equipment.

- Dynamite explosions will now destroy sandtraps in their blast zone

- Added a dithering effect for hats when in over-the-shoulder cam view, as they were blocking vision while aiming equipment. Big hat gang rejoice!


Bug Fixes:
- Added “spam protection” to dropping objects.

- Fixed issue where Pardners were sliding around longer than intended from push-back effects (Rifle recoil, body slam etc.)

- Fixed being able to enter the over-the-shoulder camera view while in a Worm mouth, and thus allowing you to shoot rifles/crossbows.



If you haven't already, hop in the Discord! Discord.gg/Wormtown
Thanks for all the great feedback on the beta updates!
- Vyv

Public Beta Branch Update: August 23rd, 2023

This is a small balancing/fix patch for the public beta branch.
As a reminder, you can access the test build by Right-Clicking on Wormtown in your Steam library --> Properties --> Betas, and selecting "Public Beta" from the drop down menu.

Changes:
- Fixed "super throw" exploit, which allowed Pardners to absolutely YEEEET objects. (this *should* also fix Heart Jars not always disappearing when their Pardner is revived.)
- Pardners are unable to trigger a sandtrap for 5 seconds after escaping a Worm mouth OR escaping a sandtrap.
- Ghosts no longer can get stuck in sandtraps.
- Fixed furnace explosions and explosions from other Worms eating dynamite ignoring the Worms armor ability.
- You now lose a little "grip" when jumping while climbing/clinging to a wall.
- Renamed the "Ghost Board" to "Luigi Board".
- Worm no longer sees unintended parts of Pardner equipment. (Label on the snake oil, letters on the Luigi Board, etc.)

Tiny Teams Festival!

Howdy!

I'm excited to announce that Last Train Outta' Wormtown is featured in this years Tiny Teams Festival, right here on Steam!

You can checkout great games made by small and solo developers, many of which are discounted for the event. Wormtown will be 15% off for the duration of the festival, which runs from August 3rd - 9th.

Go check it out and find some hidden indie gems!

Shoutout to Yogscast Games for putting this wonderful event together! :D