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  3. RELEASE NOTE

RELEASE NOTE

[h2]Critical changes[/h2][p]
Big shifts are coming — and they’ll change how you climb through the Classes, how you survive, how you fight, and how you build. This isn’t just balance tuning. This is a fundamental evolution of the Train.

Class Registration Gets Serious
No more hopping around between Classes without a pass.
• Upper airlocks to 2nd and 1st Class now require a matching Class Ticket.
• You can craft these tickets at the general crafter.
• The Undercarriage airlock? That one’s simple: just break the barrier — opening the airlock itself is free. Time to earn your seat in the upper decks.

Limited Lives 2.0 — Redemption & Karma
Lives just became a tradable, redeemable resource — and a moral choice.
Passenger Chips can now be used to redeem lives.
• Anyone can redeem a chip, but the life goes to the chip’s owner or their party.
• Redeem a stranger’s chip? You gain +3 positive karma.
◦ Yep, you can now become the saints of the Train.
• And yes, you can still sell chips for solid profit if that’s more your style.

3rd Class Economy & Combat Tweaks
Things just got more scarce — and more intense — in 3rd Class.
Chemicals are now very rare.
• T1 weapons are a bit more expensive to craft.
Pistol and SMG ammo cost more.
Harpoon ammo now requires chemicals.
• Base upkeep no longer uses chemicals (good news!).
• T1 pistol is now the default weapon in crafting stations.
• Once you reach 2nd Class, you can’t return to 3rd via airlocks — only via respawn.

3rd Class Supply Drops Got an Upgrade
They're no longer filled with scraps — this time, you might strike gold.
• Supply drops now include top-tier mining equipment.
• You might even find a T4 hammer or a legendary drill in there.

Train Wall HP Buff[/p][p]Fortifying just got more meaningful.
• All train walls now have 15,000 HP.
• Compartment carriages are now a fast and easy way to build a base:
◦ Just place a foundation and a door.
• Add reinforcements and they become seriously safe — unless you’re hit with proper raiding gear.

C8 Exit Airlock Enhancements
No more wandering around confused:
• We’ve added new visual and audio cues to guide you out of C8.

Max Lives by Class — Risk and Reward
Higher Classes now come with higher stakes:
3rd Class: 20 lives
2nd Class: 15 lives
1st Class: 10 lives
Conductors: 10 lives

Engine Vault Fixes & Rewards
Cracking the Vault is now worth it — just be prepared.
• Vault Card now has 25 uses — check durability.
• Loot crates now contain a selection of very generous rewards.
Make space in your inventory before opening — don’t let full bags ruin your haul.

Grenade Damage Balance
Booms are still powerful — just not base-wiping powerful.
• All grenades now deal less structural damage.
• It now takes ~30 T3 grenades to destroy a T3 wall.
T1 demolition charge got a buff — the rest remain unchanged.

Safe Zones Tweaked
A bit safer. A bit cleaner.
• All safe zone exits now have sliding doors.
• Fixed poking/clipping issues on doors and airlocks.
• A countdown before reapplying safe zone effects is coming soon.

Pumpkin Patch Fixes
Yes. Pumpkins.
• Grown pumpkins now yield the same amount as those in the botanical carriage.
• Their yield is Class-specific — best resources only grow in 1st Class.[/p][p][/p][p] Other Changes Worth Knowing
Batteries can now be crafted in 3rd Class.
Cargo carriages have more building space (more improvements soon).
Mining charges deal more damage to structures and players.
Base upkeep doesn’t use chemicals anymore, but will be more expensive in the future.
2nd Class Ticket is cheaper to craft and doesn’t need chemicals — still takes 5 minutes though.

A New Era of Strategy, Risk, and Reward
This update changes how you play, how you climb, and how you survive. Choose your Class. Redeem or profit. Build or raid.



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