These guys will spawn near radiated areas, including the new Nuclear Crater at the Airfield.
They throw their own head at you, which will explode on impact... then they will grow another head.
If you hear a creepy shrieking noise, you are in danger.
These giants protect the factory and will come for you if you are spotted by a GRM camera in its territory.
It has a deadly laser and will shoot homing rockets at you when locked on. You will need explosives.
The player now has arms, so you are no longer a floating weapon... you are a floating pair of arms holding a weapon hehe. I'll probably add a playermodel eventually, but its not a priority right now.
Melee weapons now have durability and can break... and so they are a lot more common in the world.
Throwing weapons: You can also throw melee weapons by holding right click.
Fists: When you have no melee, you can use your fists to punch zombies and crates.
I wanted to make it easier to select weapons and reduce the amount of UI on screen while playing the game.
You can now press the Middle mouse button OR hold one of the number keys to select weapons using the weapon wheel.
Self explanatory really... I'll leave these for you to discover yourself.
- The aiming crosshair will change size based on the accuracy of the weapon you are using.
- AWP variable scope zoom
- Can control Meat Bike while in the air now
- Meat Priests give you a master prompt to help you unlock the train after rebelling
- Improved Kick physics and damage bonus when jump kicking
NEW!
- GRM Strider boss enemy
- Skull bomber enemy (spawns near radiated areas)
- Weapon wheel selection system (Hold number keys OR middle mouse to show)
- Player actually has arms now
- Nuclear Crater near Airfield
- Aim crosshair now changes size based on accurarcy of equipped weapon
- Graffiti art and rebellion symbols near Green Bunkers
Gameplay changes
- Meat Priests give you a Master Prompt now when you feed them
- Meat Chests no longer increase in price and will always be 50 meat to open
- Can turn Meat Bike in the air now, handles a bit better
- Kicking something while jumping gives a 25% damage + force bonus
- Improved enemy ragdoll physics when kicked
- Added variable zoom to AWP sniper (scroll middle mouse)
Melee overhaul
- Melee weapons now have durability and can break
- Melee weapons can be thrown, hold RMB to aim then click to throw
- If you have no melee weapon, you can use your fists
Balance tweaks
- Reduced M16 recoil
- GRM meat quota starts at 50 now instead of 100
- Reduced rad zombie health as they were a bit tanky
- Military backpack allows you to hold 6 weapons now (was 5)
- Reduced Flintlock pistol reload time from 2.2s to 1.8s
Misc
- When you are low on health its a lot more obvious, screen goes red
- Made it more clear where you are meant to deposit meat to fulfill quota for GRM
- Added a tip explaining what rad meat is used for the first time you collect it
- Can now holster equipped weapon by pressing the slot number key
- Added flashlight to Railgun and fixed crosshair not showing
- Made player flashlight brightness dynamic, when looking at things far away its brighter.
- Fixed achievements not triggering the moment you get them
- Fixed bug where enemies could damage the train camera and cause you to become a rebel
- Fixed annoying sounds looping when game is paused (like drones, train breaks squealing, etc.)
- Fixed lag when shooting military zombie helmets
- Fixed bug where hacking train was taking 2 master prompts instead of 1... DOH
Input rebinding... Meat Train got its first negative review and this was one of the reasons so its a must for the next version. If you like the game and haven't left a review yet, please do! Permanent Train Upgrades... I've realised that it doesnt really make sense to upgrade the train over and over again and place your turret upgrades each time you play. Plus, I'd like to add more customisation to the train, so if your upgrade progress is saved, it would make a lot more sense to do so.
I also think that it'd be good to have something else to work towards other than buying weapons. The way I'm planning on doing this is by making it so you have the ability to upgrade your train when you return to the factory with meat. Some kind of Train mechanic at the factory who you give scrap, that way you need to extract materials back to the factory while you aren't a rebel, and once you are a rebel, scrap can be exclusively used for repairing the train. Survival mode... I've been itching to add a wave based survival mode. Each large monument on the map (Barn, Sugar Mill, Airfield, etc.) could be an area to set a record for how many waves you can survive against endless enemies that get stronger with each wave. Also the Random Weapon Roll from the gunshop could function as a substitute for the mystery box, like in COD zombies.
That's all... thanks for playing Meat Train!
Hope you enjoy the new update :)
- Timothy