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All Aboard! The Train Defense Express News

Minor Patch v0.7.7

  • Relic icons have been updated to use new placeholder art.

  • Number abbreviations have been expanded greatly.

  • Cursed Orb is now subject to Low Effect Mode.

  • A rare crash, and performance issues, have been fixed with high level Hand of Midas. It has been changed temporarily to use a different formula for how much gold it generates. It has a lower exponent at lower levels but higher at higher levels, and also scales of the enemy's max health. I expect that it's a little worse at low levels but better at high levels. It also has a fixed attack speed (the amount of times it generated gold was causing severe lag at very high levels) for now.

Patch v0.7.5 - Performance Improvements

Hello gamers, this afternoon I got drunk off of some Kikkoman Plum Wine and decided to optimize the game's performance, especially All In. All In is now very fast compared to before. Also the game should in general perform a little better, but let me know if it doesn't. Thanks

It used to take me 6 minutes to open 2 million chests, now it takes about 4.5 minutes to open 13.5 million. Going from level 15 to 16 took me less than 5 minutes (on a successful attempt. Unsuccessful attempts may take a bit longer). Expect this to perform way better in future patches.

Other changes:
  • A bug with Saw Blade was fixed: it was accidentally doing area of effect damage before, now it only damages things that it actually hits. This inflated Saw on the DPS meter, but it also made it pretty laggy. Expect it to go down on the DPS meter, but it's still an excellent boss killer.

  • Necromancer's base HP was increased by about 300.

  • The Cog in the Wheel starting relic's ticket drop rate was increased from 20% to 50%.

  • Health bars are now easier to see in general.

v0.7.4 - All-In Performance Improvements

  • Significantly improved performance in the All-In dialog. It still takes a while as you get to level 9+, but it should be faster in general.
  • Fixed a display issue with the Patience relic tooltip.


Please let me know if you see any issues with All-In or anything else. This should hopefully be the last minor patch until v0.8 comes on May 9th (American time).

Enjoy!
- Likadev

Minor patch 0.7.3

  • Fixed a crash that could occur when attempting to load save files that were about a month old (from the first patch of All Aboard!).
  • When displaying train carriage cards in the "Buy Carriages" window, it will no longer display the "Upgrade" label when the carriage is >= level 5. This is to prevent the number growing so big that it becomes bigger than the card itself.
  • Fixed some display issues when viewing Wise Investment or other economic train carriages. It should no longer show a negative number when it grows too big.
  • The maximum gold limit was raised from 9223372036854775807 to 9999999999999999999999999. Why not?
  • (Wise Investment is still capped at 9223372036854775807 per 10 seconds for now.)


I want to know if there are any bugs with the new huge gold numbers, and I want to know if there are any more bugs with numbers being so big that it causes text to flow out of its container. Please report those to me if you see them.

Enjoy!
- Likadev

Minor patch 0.7.2

v0.7 Patch Notes v0.7.1 Patch Notes

  • Reduced enemy health scaling (especially on hard mode). Many bosses were pretty much impossible by the 3 hour mark on Hard mode. I want it to be a challenge but not impossible, at least not at the 3 hour mark.
  • Added 10 levels to the health upgrade. The total amount of bonus health it gives at level 30 is 1,000, but the cost scales up sharply. Bosses like Werebear will eventually scale up in health so high that they'll get on top of the central objective, so this will help tank them a little bit longer.
  • Nerfed "Deal with the Devil" relic by 100% of the gem value. It turned out to be very overpowered, especially if obtained early.
  • Nerfed "Divine Intervention" relic's power growth with multiple stacks. There's too few relics in the game, so it's a bit too easy to stack these.
  • Fixed a bug where Contract Work was not applying the upgrade correctly.
  • This is a bit technical, but I'm now using an infinitely scaling number type to represent scores and gold. This should hopefully mean an end to the negative score/gold collected bug. The max amount of gold is kept at its old value however. (The Gold/Minute label hasn't been updated to use this yet and may still be affected.) Please let me know if you see any issues.