Hello soldiers!
We are immensely grateful for your support and patience as we continue working on TDP4: Team Battle – HTML5 edition. Here are the latest updates on our development progress, as well as some challenges we're still facing.
Current Development Status:
1. Maps:
• Early access will consist of the currently only available map: Evilzone. When the open beta comes around, it will be replaced by the most popular maps: Hangar, Corridor, Corridor2, Canyon, Slaughterhouse and Arena.
• We are aware of issues where players get stuck or can shoot through walls, which we will try to resolve before entering open beta.
• Single Player is currently working on the Evilzone map, except the last mode. We are still deciding whether it will be included in early access or open beta, of course on the Nuclear Power Plant map. Let us know if you’d like this feature to be included!
2. Browser Compatibility and Visual Issues:
• We are aware of the issues with sound loading on Firefox, Opera GX, and Maxthon. Rest assured, Chrome and Edge users should not experience these problems.
• We're aware of issues with blurry text and graphics compared to the Flash version and are looking into it.
3. Weapons Adjustments:
• We are working on making Railgun bullets visible and fixing visual glitches with the Flamethrower and Toxic Gun.
• Unlocking weapons based on your level and skill points, to make the game more balanced with more equally strong opponents and reduce the pay to win aspect. More on this later.
• Weapon damage rebalancing, to make them more consistent and some less overpowered. We will be finetuning this with patrons.
4. Additional Features and (Gameplay) Enhancements:
• We plan to introduce some new graphics. More about this soon, stay tuned. Patrons will see these sneak peaks early! If they are well received, we will continue working on this.
• Efforts are underway to rebalance currency rewards for obtaining medals.
• A minimum level requirement to activate promo codes, so people won’t be able to collect and stack low levels to make them way stronger than their opponents to gain a competitive advantage.
• Upon activating a promo code, you will no longer lose currency from your current session.
• We are exploring automatic/manual respawn options for regular rooms and implementing a daily challenge system to enhance player engagement.
• Post-round actions: We're working on implementing a feature to prevent shooting or throwing grenades after a round ends in Elimination (ELM).
• Artifacts will unlock based on your level, more on this later.
• 60 FPS! The game is currently running at 60 FPS, in terms of server ticks, 60 ticks per second. However, as the animations and physics are tied to the tick-rate, they are running at 2x speed. The visuals can support up to your monitor’s maximum refresh rate, for example 240, given your computer hardware can handle this.
• Critical hit multiplier decreased to 1.5x damage from 2x damage.
• Additional customization options within the settings menu, updated the UI texts.
• Decreased vests items to grant a 25% defence increase from 50% to make them less powerful.
• Slots win chance adjustments, increased chances to win PG Mark II.
• Adjustments to level selection options room and tournament creations. More on this later.
• Rapidly changing weapons should no longer increase ping, neither should rockets/elemental weapons. To be tested in early access with Patrons.
• Adjustments to player rating calculations are being explored.
5. Beta Testing:
• We are in the process of initiating a closed beta phase for patrons where we will thoroughly test the new weapon unlock mechanisms and test gameplay balancing. Mostly, the game is now in a playable state.
• **Please beware**: we cannot promise progress of beta accounts will remain in a potential upcoming future release.
Looking Ahead:
During closed beta, we will continue working on enhancing the game and making the six mentioned maps available. Once we enter open beta, further development will depend on donations / in-game purchases. Further development could consist of things like weapon skins, character skins, a monthly battle pass, custom sound effects and more.
In the HTML5 edition, everyone will start with new accounts. In open beta, there is a possibility of opening servers per region, such as USA, EU, Asia. In early access, there will only be 1 server: EU. The game is meant to return to (several) social platforms and Steam, Facebook will no longer have its separate version.
Regarding donations and its monthly target, if the target has been reached, the game will be worked on full-time by one developer and will therefore receive either new features, fixes or content (examples mentioned above). The target is 5000 euros monthly, this target can be reached by donations as well as in-game purchases. This target consists of the mentioned full-time salary of this developer, server costs and taxes related to this game. If the target is not met, the servers will remain online (assuming they are not constantly being attacked/failing like before). If for example 50% of the target is reached, we can look at part-time work being put into further game development. The donation progress will be shared/updated weekly.
Thank you once again for your unwavering support. Stay tuned for more updates! Of course, legacy players from the Flash version and patrons will be receiving exclusives.
Best regards,
The TDP4 Staff
