Update log
Full Death Road to Canada update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Compatibility
- Maps
- Fixes
- Store
There's so much stuff in this update I'm not even going to try to summarize it yet. See below for a list of changes! We're shooting for launching this in March or April, but we're getting testing going early. Also, the console is turned back on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out:
New locations: [c]to_the_train[/c] [c]to_the_railyard[/c] [c]to_the_citadel [/c] City Rework Testing: [c]road{ sycacity_test1 }[/c]
[c]road{ sycacity_test2 }[/c]
[c]road{ sycacity_test3 }[/c] TO ACCESS THE TESTING BRANCH:
[olist]
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
[/olist]
1/10 Hotfix Changes
Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents.
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Evil Sycamore can now unlock all perks and traits for you (testbranch)
Adjusted wording of Bison Crossing
Chickens should now properly not pickup loot
RPG and Scepter Mode files now in correct place
Fixed new gamemodes not having icons
New Changes for STOMACH Update
Rare characters
Admiral : prevents bandits and car breakdowns! Loves water!
Zeus : SMITE ME OH MIGHTY SMITER
B*yonetta : Combo madness!
Magus
Pewter
New Weapons
Dolt ACP, fires twice as slow, always pierces two targets
Target rifle, 1-3 penetration range
Battle rifle, faster than hunting rifle but much lower pen
New Police Station loot:
Added Machinepistol, an interim between uzi and pistol
Added SWAT shotgun, an interim between the shotgun and top tier shottys
Weapon Reworks
GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:
Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun
Axe Rework!
Axes now all hit one singular target, but create an AoE effect around the target!
In many cases, this allows them to cleave more than before!
Many axes have also had their cooldowns reduced!
WHIP NERFS
Leather whip power -> 0.2
Gave leather whips a 0.5% break chance
Infernal whip multihit -> 3
All CDs increased by ~10%
New Locations and Adjustments
Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions!
Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo!
Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.
Added alternative prison layout
Adjustment to City generation, including new setpieces!
Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents
Mysterious factory has received improvements to it's loot table. No more umbrellas!
Removed buoys from beach after consistency complaints
Added pool noodles to the beach
Nerfed prison loot slightly
Gameplay Modes
Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time!
THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions!
RPG mode has been reworked! Many of the classes have
Source
