In this update12
Full notes
Full MEAT TRAIN update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
- Maps
MEAT TRAIN changes
WASSUP PLAYERS,
Timothy here with another Meat Train update... ENJOY!
New Enemy: Skull Bomber
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. Steam post image
New Boss enemy: GRM Strider
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. Steam post image
Notable changes
Player Arms
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.
Fists + Melee changes
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.
Weapon Wheel System
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.
Graffiti and rebellion symbols
Self explanatory really... I'll leave these for you to discover yourself.
Various Improvements
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
Full changelist
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
Whats next for Meat Train?
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
Source
Changelog.gg summarizes and formats this update. How we read updates.
