Patches

**Patches** are updates to *Last Train Outta' Wormtown*.

The following is a list of all the Patches that have been released for the Game since its release.

## April 21st, 2023

Fixed resolution & fullscreen mode resetting when returning to the main menu

Ultrawide monitors should display UI correctly

Fixed Worm being softlocked when a player in their mouth leaves/crashes

Added a visual indicator to the graveyard, so you know exactly where to throw/drop a Heart Jar

## April 22nd, 2023

Fixed screen resolution setting not applying

Fixed a specific situation where you could kill yourself in the Pardner tutorial

The "Leave Game" button should now work all the time, instead of being a fickle stubborn little guy

Remade the options/settings menu

Added a framerate limit setting

Added separate camera sensitivity sliders for Pardners and Worms

## April 25th, 2023

Fixed a issue when sometimes picking up an item would "banish it to the shadow realm" and unable to retrieve it. (Andy did this to the key in one of our games and we couldn't leave town. Like, what a jerk, right?)

Added pardner status UI as part of the rightclick/left trigger "inspection mode". It will show all the pardners and their current status. White heart = Healthy, Cracked heart = living, but has been revived, White Skull = Dead but can be revived, and Red skull = Dead Dead.

## April 26th, 2023

Fixed some inconsistencies with the new Pardner status UI. Will now also show when someone has disconnected.

End game rewards now exclude scores of 0 in all categories

Reworked the small round cactus colliders for easier platforming

Pinging as a ghost will now ping your Heart Jar location

Expanded Pardner Tutorial to include the right click/left trigger "Inspection Mode" camera, and the church/Heart Jar

The area you can deposit the Heart Jars into at Church is greatly increased in size.

## April 29th, 2023

Fixed some UI clipping on the new Pardner status hud

Added a ceiling to the map so clever pardners can't climb outside of the map

(hopefully) fixed the bug where your pardner lacks any facial features when you first launch the game

Added 2 new hats, 2 new eyebrows, and 1 new mustache to the Pardner customizer

Added player count UI to the lobby

## May 3rd, 2023

New custom match settings. Set the difficulty for the Pardner objectives, the "worm escape" mini game difficulty, Pardner health, number of cactus fruits and more! See all the options under the Match Settings dropdown in the pregame lobby.

QOL camera features, Invert Y camera and a setting to hopefully reduce motion sickness in some players.

Dynamite now spawns inside of the mine carts in Quarry, instead of randomly on the ground. Quarry also had some tweaks to the platforms and layout, to make it a bit more interesting.

Implemented an over-the-shoulder view when in the rightclick/lefttrigger "inspection mode".

Pinging when in the new over-the-shoulder view will ping where you're aiming, while pinging while in the normal camera will ping where you're standing. (Pinging as a ghost will still ping your heart jar location if it's active on the map)

Fixed a handful of small bugs

## May 9th, 2023

Introducing: Ed, The Balloon Pilot. (Full name, Edmund Deluka for you deep lore folks out there) Ed flies into Wormtown in his trusty hot air balloon when there's only one Pardner remaining.

Look for the big blue indicator where Ed will land, and climb up the ladder into the balloon to escape. (Note: If a pardner is revived after Ed arrives, the balloon escape won't be active until there's only one pardner remaining again.)

Since the balloon is airborne, the worm can only see the balloon with their scream ability.

I'm hoping this mechanic makes the very one-sided 1v1 end game scenarios a little more interesting, especially in games where the pardners are behind on objectives.

Added a new "Event Feed" that shows up in the top right corner of the screen. This will pop up alerts during key moments of a match, like Pardners being eaten, Worms getting exploded by dynamite, Pardners Revived, the balloon being summoned, etc. etc.

Fixed issue with some match settings being flipped (setting cactus fruits to MORE spawns was actually spawning less, lol my bad)

Fixed Heart Jars sometimes falling through or flying out of the map. This should happen less often now, and if it happens they should respawn back inside the map roughly where they exited it.

Fixed some post-game menu issues not recognizing the correct winner/situation when the game ended. (It was saying pardners successfully left town if the train departed with no one on it, for example)

Fixed a display bug in the lobby where it could incorrectly display "9/8 players"

Misc changes:

changed the wordage of the Worms "Dive" ability to "Pounce", as there was some confusion over diving meaning to dive underground.

## May 10th, 2023

Two new hats added: Propeller Beanie and Pierrot clown hat

## May 19th, 2023

Added new victory screens for the 4 ways the game can end: Pardners escaping on train, Worms winning, Pardner escaping via balloon, and the train leaving with no one on it. Hopefully this makes the end of each match feel a little more exciting. (note: music and sfx will be added soon for these!)

Gameplay Changes:

Worms can now see other worms while underground.

The "all living players on train" timer will stop if a Pardner is in a Worm mouth.

Touching the ground while under the effects of a Worm scream will no longer reset your visibility timer (i.e. you'll be visible for the entire duration of the scream effect)

Bug Fixes:

Dynamite in a Worm's mouth will no longer detonate multiple times.

Fastest escape from worm mouth now calculates correctly.

Fixed an issue where a pardner disconnecting while on the train would still count as a pardner on the train.

Fixed issues with multi-worm games. Most notably, fixed an issue where worms were getting confused at what range they should be seeing pings at.

Fixed the Hot Air Balloon spawning in the tutorial. (It wasn't supposed to be doing that. Come on, Ed!)

Fixed issues with the propeller beanie hat cosmetic not swapping ghost materials correctly.

## May 26th, 2023

New Additions:

Restarting Lobbies! After a game has ended, the host will see a "play again" button. No more having to exit to the main menu and send out new join codes. Woo!

Now displays Pardner health values in the end game victory screens. I'm hoping this will give a better idea of how close the game was for the Worms.

Gameplay Changes:

Pardners now hold barrels sideways, which means when thrown they will roll on the ground creating an effective Worm distraction.

The Worm now "chomps" slower. Meaning, it takes longer for the Worm to fully consume a prop or item they grabbed in their mouth. (This only applies to props, not Pardners). I'm hoping this will buy a few more valuable seconds for Pardners to escape to safety when the trick a Worm into eating a prop.

I FINALLY fixed the lobby bug causing some Pardners to not load in correctly and not being visible. Also fixes them not appearing in the end game victory screens.

## June 1st, 2023

New Additions:
Tumbleweeds now spawn randomly around the map. They are a 0 fuel/1 weight item. They roll super well and are a fantastic item to distract the Worm with.

Poltergeists! (ahh spooky :o) Ghost can now throw nearby props short distances. This is on a 45 second cooldown. I'm hoping this gives ghosts ways to creatively interact with the game even while dead.

Anti-Tunneling (is this a pun?) When escaping the worms mouth, the difficulty of the minigame is drastically reduced for the next 15 seconds. This should alleviate Pardners getting bullied, especially in multi-worm games where it's possible to grab a pardner immediately after they escape another worm's mouth. You can still use this strategy, but it should be much less effective now. (Note: the difficulty ramps up linearly throughout the 15 seconds)

Lobby Music buckle up, everyone. It's another banger.

Misc Changes:

Barrels are now worth slightly less fuel. Due to the changes in how they are thrown last update, it's now much easier to roll them to train and thus needed a small nerf.

Fixed dynamite fuses in Worm mouths being much longer than intended. It's slightly longer than it used to be, but much shorter than last update where it was inadvertently doubled in time.

The "Hard" setting for the Worm mouth escape mini game now has 5 "bubbles" instead of 4.

Bug Fixes:

Fixed the pardner tutorial getting stuck on the "connecting" pop up. This was only a bug in the Steam build, and not in the editor - sorry I missed this!

Fixed Pardners heart jars not disappearing when they were revived but nobody had picked up the jar yet. (like say, when a Pardner died inside the revive zone)

## July 2nd, 2023

New Additions:

The Lobby Browser is now in game! It completely replaces Quickplay. (Good riddance!) When hosting a lobby, you'll noticed a button in the top left corner that will make your lobby visible for players to join. Note: Your lobby will only be visible when in the actual pre-game, and won't be joinable once the round starts. Similar to Quickplay, the Lobby Browser is not available in the Friend's Pass.

Misc Changes:
Dynamite now spawns 1 every 60 seconds, regardless of how many are active on the map. Plenty of boom-booms to go around!

Hosts can now kick players while in the lobby.

Added a setting in the options menu to change the speed of the map generator. If you're crashing when the map is building, try lowering this setting and see if that helps!

Bug Fixed:

Hopefully, this patch will help with the frustrations when joining matches.

Fixed getting stuck on "Joining Game". If you fail to connect to a server, a new popup will appear and attempt to explain why.

Fixed more than 8 people joining a lobby. While I know y'all want larger game lobbies, this unfortunately caused all sorts of unintended and broken behavior. I'll look to increase the lobby size in the future!

Added a pop up if you fail to connect to the Unity Online Services, with potential fixes.

Fixed an issue in multi-Worm games where another Worm could eat your healing orbs, essentially softlocking you underground.

Fixed the collision on the train "caboose" so the Worm can no longer dive in and get stuck.

## July 5th, 2023

Gameplay Changes:

Dynamite now spawns every 90 seconds. (Previously was 60 seconds)

Climbing too high on the outer walls of the map will now tank your grip strength, forcing you to fall faster.

You can no longer eat Cactus Fruits while at full health.

Cactus Fruits now spawn a flat amount. (Previously, it was based on the number of Pardners in the match)

Tweaked the values for the "Hard" worm escape mini-game. (It's slightly easier now)

You no longer see your own sand particles as a Worm, which was occasionally obscuring vision.

Added a version handler, which will make sure people on different builds won't accidentally connect to each other.

Bug Fixes;

The "anti-tunneling" mechanic with the Worm escape mini game is working again. (Accidentally goofed it last patch, my b!)

Fixed a rare issue where multiple levels were being generated and over-layed on top of each other.

Fixed a Worm only visual bug in multi-worm games. (no more invisible Worms!)

## July 12th, 2023

Sunset: The Sun will now slowly set in Wormtown. Once nightfalls, the Worm's scream will detect Pardners globally and their cooldowns are reduced. (Time until sundown is now a match option: 10 min, 20 min, 30 min)

New Worm Healing Mechanic: The pink orbs are gone, you now heal automatically but you heal faster the further you are away from where you took damage. This now guarentees Pardners at least a few seconds to run for safety before the Worm resurfaces, and should help with "tunneling" players as well.

Train cars are not 100% safe anymore: Both the main train caboose and the blocker trains have been redesigned so the Worm can intentionally get inside them. Note: the back door of the main train is still too small for the Worm, but all other entrances are big enough for them to fit. No more train campers!!

Camera fixes: I removed the mouse acceleration, which should make the camera feel much more responsive and accurate. Also fixed the awful wiggly over the shoulder camera. Note: You'll need to edit your sensitivities in the options menu, most likely.

Engine and Netcode upgrades: This should hopefully add some stability and fix some annoying networking issues.

Misc Changes:

Added additional cleanup of burned objects, which should hopefully fix the late-game performance issues.

The "Failed to join server" pop up will now display the reason you failed to connect.

Bug fixes:

Fixed an issue where Worms could occasionally see floating backpacks on hidden Pardners.

## July 17th, 2023

New escape mini game! Hit the correct series of inputs to fill the bar. Missed inputs lose progress.

Changes to Damage and Healing:

Pardners now take 10% of their current health when they get grabbed by the Worm. The health loss per second during the mini game has been reduced to counteract this. It can be frustrating for the Worm to grab an experienced Pardner, and have them escape super quick, so this should guarantee a small amount of damage, while still incentivizing quick escapes.

Note: This is 10% current health. At 100 health, you'll take 10 damage. At 10 health, you'll take 1 damage etc. I still want there to be dramatic last second escapes, so it made sense to do it this way.

The rate at which the Worm auto heals underground has been slightly reduced, but you now gain a burst of health when entering a new healing ring. This hopefully will further incentivize not focusing the Pardner that escaped your mouth. (or at least give them a few more seconds to recover)

The underground Worm healing rings have been increased in size.

Worm Physics Changes:

The Worm can now push and move physics objects. This was always the case for host Worm, but due to how the physics are handled, it wasn't affecting client Worms. This should stop Pardners barricading themselves inside train or trapping the Worm behind a mass of physics objects.

Note: You can move objects by simply pushing up against them, or you can move them further by pouncing into them.

Worm Visibility Changes:

The Worm now reveals props that are very close to them (basically touching them). This DOES NOT affect Pardners, only props - so standing still on the sand is still a vital strategy.

Large props (crates, beds, tables, ladders - anything you hold above your head) that are on the sand will now always be visible to the Worm. Again, this is only for when they're touching the sand, and will be hidden if on a rock or train etc.

Misc Changes:

Added 5 minute intervals to the Sundown Timer match settings. It goes from 5 minutes - 40 minutes, with the additional "Never", if you don't want to play with it at all. Note: Sundown Timer is now 25 minutes by default (was 20).

## July 27th, 2023

Added QuickChat! I removed the old ping system and replaced it with a radial menu. This can be used in the lobby or in game as a Pardner. Default Key is T or clicking the Right Stick. Note: the quick chat is context sensitive, similar to the old ping. Aiming and using it will ping where you're aiming, not aiming will ping your position.

Lobby Changes:

I've added a new tab for a handful of the match settings, giving a slider to set values to exactly what you want. Access the Custom tab by clicking the > next to certain settings until you see it.

Match settings now save when clicking "Play Again". Note: They'll reset back to default when you return to the main menu.

More event feed pop ups: For disconnecting players, connecting players, and more.

Clients can now "suggest" a rule change by clicking the yellow arrows in the match settings panel.

Host can now force start the game and ignore if players are readied up or not.

Escape Mini Game Changes:

Cleaned up the effects on a successful input, so it should be much less visually noisy and cluttered now.

Can no longer get duplicate inputs in a row.

Mini game now accepts arrow key inputs as well.

You now only lose 6 inputs of progress when failing on the Hard Mini game setting, instead of all of your progress.

Sundown Changes:

New music added for when nighttime begins.

Worm Scream now deals 10 damage to Pardners in the close AOE. Just to be clear: This only happens at nighttime and when a Pardner is in the normal AOE of the scream - not the global detection range. Reasoning: Night time is supposed to be an extremely Worm-sided end game scenario to stop long stalemate games. Even with the previous changes to buff Worms at night, there were still instances of Pardners camping inside the train with dynamite traps on all of the doors, allowing for more stalemates. Note: This change is most likely a temporary fix for this issue until the new Worm abilities are added in the near future.

The Worm healing rate of the second and third rings has now been significantly boosted at night. The center ring has been unchanged. Design insight: Dynamite should be very punishing for the Worm, but I felt healing back to full took too long at night. This also is a nerf to the above mentioned stalemate strategy.

Gameplay Changes:

Dynamite explosions will now light the fuse of other dynamites, but at half their normal fuse time

Ghosts now push objects slightly further and their push cooldown has been reduced to 25 seconds (was 40)

Heart Jars now have a permanent ping indicator when in inspection mode (right click/left trigger camera mode), so Pardners no longer need to intentionally ping it's location. Note: Only applies when they are lying around the map, not when inside of an inventory.

You now see other Pardners health over their head in inspection mode.

Misc Bug Fixes:

Fixed 9 players being able to join a lobby (again lol). Note: I'm still planning on raising the player cap in the future, but this bug was causing other issues so it needed to be fixed in the short term

## July 27th, 2023 Hotfix

Removed the arrow keys being used as alternate movement keys, due to it breaking the control remapping screen. Woops!

## September 22nd, 2023

Joining games in progress and Spectator mode

- You are now able to join games in progress. When doing so, you'll be in a new spectate mode, a free-flying camera you can control and watch the rest of the round!

After the round, if the host continues the same room, you'll load into the lobby and can select between Pardner or Worm as usual.

- This also means that public lobbies are now visible in the public browser menu until the Host leaves the game. (Previously, they were only visible while the pre-game lobby was active, since you couldn't join in-progress games). This should help with some of the frustrations from lack of public lobbies!

Damage reduced to 20 (was 30)

Detonation time increased to 3.5 seconds (was 3.3 seconds)

Scorching Sands:

Duration reduced to 25 seconds (was 30)

Damage reduced to 2.5 per second (was 3)

Body Slam

Range reduced to 30 (was 35)

## September 22nd, 2023 Hotfix

Fixed an issue with Pardners not being able to leave on the train if there was a spectator in the match

## September 29th, 2023

Additional Destruction and Terrain Deformation:

Dynamite explosions now create craters in the sand.

Dynamite explosions now destroy rocks and cactuses in their blast zone.

The "Body Slam" Worm ability also creates a small crater at the impact zone.

Note: The are limits to how far the sand can be lowered, with Quarry and the ground under the Train being it's lowest point. So these areas will not be deformed by explosions.

Spectator Mode Fixes:

Fixed a myriad of bugs with Spectator mode. Blocker trains, destroyed buildings, ghost players, time of day, and the fuel indicator on the train now sync properly.

Fixed the Worm winning end screen displaying spectating players as "winners".

Misc Bug Fixes/Changes:

Added a new on screen prompt on how to equip a Kit item you're holding.

Fixed public lobby browser UI text overlapping itself.

Fixed Dpad Up/Down Controller issues when selecting items from your inventory.

Added additional names to the credits.

## October 20th, 2023

Added a map theme setting to the Match Settings panel, for those who want to play on the standard map.

(Note: The Halloworm map theme will remain in the game after the event ends via this setting)

Cleaned up the match setting panel UI to look a bit better.

Fixed the grave stone sand mound being orange in the Halloworm map theme.

Fixed ladders falling through the map occasionally.

Hat 1 slider ranges now match Hat 2's (Hat 1's vertical sliders had a smaller range previously)

The "Hide Worm Mouth" option now works correctly with the new Worm cosmetics.

## November 17th, 2023

Netcode Overhaul:

We've completely reworked a lot of how the game handles various network interactions - from Worm grabbing Pardners, inventories and more. But what does this mean for you? It means:

A noticeable difference in Worms "lag grabbing" Pardners from far away. (Unfortunately, we can't fix latency completely, but this really helps!)

Object interactions are much more responsive. Everything from picking up objects, throwing objects, adding and removing things from your inventory, equipping Kit, etc. should now feel as quick and snappy when playing as a client as they do on host.

Fixes bugs related to network timings, such as the Worm occasionally pulling Pardners underground, items disappearing from inventories etc.

Worm Changes

Sneaking:

The Worm can now move slowly and "sneak". (Default Right Mouse Button) While sneaking, the Worm doesn't make ground rumbles or noise while moving. Holding down the "sneak" button mid-air will act as brakes, and slow your momentum down.

Air Control:

The Worm now has slight "air control" when pouncing, airborne, or on top of a non-sandy surface (i.e. the train/rocks/houses/etc.) The Worm will redirect it's momentum slightly in the direction the camera is facing, allowing you to do curved pounces and adjust your angle mid air.

New Innate Ability: Sinkhole

Sinkhole creates a vortex underground the slowly pulls the surface rocks downward into the sand.

Primarily used to clear out troublesome rocks, it also slows Pardners by 80% if they walk inside of it.

Scorching Sands Removed, Replaced with a new Ability: Magma Trail

Only usable underground, Magma Trail creates a trail of... well, Magma, on the surface above the Worm. The magma burns Pardners who walk through it.

Tar Wall Rework:

The spikes of the Tar Wall now spawn further out and then pull inward to create the ring. Tar spikes no longer ignore rocks and buildings when spawning (and thus will always spawn. No more gaps between the spikes!)
Cooldown increased to 65 seconds.

Pardner Changes:

Pardner movement has been reworked internally to be more consistent and smooth.

Pardners can now run on sloped surfaces without speed loss. This makes running up stairs, sloped rocks, roofs etc. feel much better.

Improved landing "sticky-ness", so landing on top of cactuses and other small platforms should feel less slippery and frustrating.

Improved standing on props of all sizes.

New Mechanic: Train Horn

The Train Horn is a usable pull-chain next to the Train furnace. Activating the Horn will disorient all Worms in a wide area around the train for 10 seconds.

The disorienting effect is the same as the cymbal monkey, in which the Worm won't see any props, Pardners, or ground pings, and will have their camera controls inverted for the duration.

The Horn has a 3 minute cooldown.

For balancing reasons, the Train Lever cannot be pulled for 12 seconds after the Horn has been activated, and you cannot use the Train Horn after the Train Lever has been pulled.

Zipline Changes:

The endpoint of a zipline (the arrow part) will now fall if it's not supported. (for example, if you shot it at a building and that building has been destroyed.)

You no longer fall off a zipline if it's end points are currently moving.

Riding a zipline now makes an audible noise. Worms can hear this too!

Snake Oil Rework:

The Snake Oil buff now gives you a random 1-10 health back whenever escaping a Worms mouth.

The amount is rolled at the time of your escape (the amount you heal will be different each time).

No longer heals you for 20 health, and no longer gives you the max health increase.

Luigi Board Changes:

Luigi Board now grants a move speed bonus based on how many ghosts there are.

Max move speed bonus is 30%.

Bonus move speed is only for the Pardner that has the Luigi Board equipped.

The bonus is calculated by the percentage of Pardners who are ghosts (not including yourself). Which means: If you're the last Pardner alive, you'll always have the full 30% movement speed. This percentage keeps the item balanced, even with 7 Pardner games.

Note: These changes are in addition to the old effects of the Luigi Board - it still buffs ghost cooldowns and makes ghost visible to you.\*

Fuel Objective Balancing:

Reworked the algorithm for how much fuel is needed per Pardner player, for all difficulties. This should make lower Pardner games a bit easier and more Pardner games scale harder.

Misc Changes:

Added a texture to the rocks

Mouse cursor can now leave the game window when in menus

Added a small UI to the Train Lever when it's usable or not

Any speed bonus or speed reduction is now visible below your Pardners stamina bar

Ghosts are much speedier now

Worm ability cooldown timers are displayed on the Hud icons

Additional forces for Pardners, such as Sandstorm wind and rifle recoil knockback are more consistent

Added an "are you sure you want to quit?" prompt when exiting the game

Worm can no longer use Sonar Scream underground

Attempting to equip a Kit item while already having one equipped will now swap the Kit (before you had to unequip and drop the previous one)

Pressing drop with an equipped Kit will now place the Kit in your hands instead of immediately dropping it on the ground.

Normalized object throw distances per item size class (all small objects should throw similar distances, and all large objects should throw similar distances)

Added new match settings to disable each Worm ability slot. (Disabling certain abilities can make multi-Worm games much more balanced)

Bug Fixes:

Kit usage has been moved serverside to fix multiple exploits (like infinite use, etc.)

Fixed being able to pick up backpacks from far away

Fixed dynamite explosions resetting the fuse timer of already lit dynamite

Fixed jittery ladders constantly pinging Worms

Fixed the Worm head/teeth models being hidden when underground

Fixed saving/loading issues when using "none" Worm cosmetics and the Friend's Pass

Known Bugs:

Rocks that have been moved via the Sinkhole ability don't sync in spectator mode

There's a rare bug where the train leaving doesn't end the game, and the train timer loops. If this happens, restart your game. We're hoping to have a fix soon!

## November 18th, 2023 Hotfix

Fixed (for real this time) the game being able to pick multiple endings/winners

New error log (the f3 log) that displays much more useful information when things break

## November 20th, 2023

Changes:

Sandstorm no longer pushes ghosts

Bug Fixes:

Fixed the "anti-tunneling" mini game mechanic that was broken in the previous patch.

Fixed flickering texture issues on Pardner ghost heads and hats when sandstorm is active.

Fixed being stuck in place as a ghost if you died while climbing.

Fixed the skybox not resetting on the main menu if your last game ended during sundown.

Fixed a handful of miscellaneous under-the-hood bugs that were throwing errors.

## December 2nd, 2023 Hotfix

Added festive lights to the church

The key is now golden in the Winter theme. It should be much more noticeable against the snowy ground

## December 4th, 2023

Sandstorm visual effects now match the map theme

Crossbows shoot 20% farther

Fixed Ed's festive hat being visible to the Worm (lol oops)

## January 6th, 2023

New console and "cheats":

We've done a complete overhaul to the debug console. Okay, cool, so why is that exciting? Well, it makes it much easier for us to find and fix bugs - but also means we've added fun commands and "cheats" for you to play around with!

Now, don't worry, these cheats are strictly for having fun in private lobbies, and CANNOT be activated in public games. When cheats are enabled in a lobby, a yellow icon will appear on the left side of the screen, so all players in a lobby know they're on.

To activate cheats:

* Be the host of the game
* Press F3 to open the console
* Type "cheats true" and hit enter

After that you can type "list" in the console to see all of the commands at your disposal, including:

- forcestart: Want to run around solo? Want a game where everyone is Pardners? All Worms? This command forces the game to start with any configuration of players.

- endless: the game won't end when there's no Pardners left alive (good for silly custom games!)

- and more, including resurrecting yourself (any number of times!), spawning props/kits/dynamite, flying, teleporting!

Note: once cheats are enabled by the host, clients can also use the cheat commands via the console.

Misc Changes:

Now displays a props fuel percentage next to it's actual fuel value on the pick up UI. This directly corresponds with the percentage on the train furnace, so no more guessing!

Added a "leave game" confirmation pop up when leaving a match.

Starting with this update, we're storing basic stats for wins, fuel items deposited, and others. This means you can start gaining progress towards these stats now, for the inevitable achievements for them once they're officially added to the game later in 2024.

Bug Fixes:

Fixed Snake Oil giving Pardners health when escaping a Sand Trap. (woops lol)

Fixed unstable camera issues when looking directly down with the Pardner aim camera.

Hopefully fixed a rare bug where a Pardner would "break" when grabbed by a Worm, making them invincible for the rest of the match.

## January 6th, 2023 Hotfix

Fixed "key not found" text issues in non-english speaking regions