Update log
Full Death Road to Canada update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Compatibility
- Fixes
- Maps
- Events
More changes for the Testing Branch, still shooting for March or April for the launch. See the new stuff in the Testbranch #2 section, below. It's mostly bugfixes, but also an experimental addition plus a rework for Nimbus Ordeal!
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]
STOMACH Testbranch #2 New Changes
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends
Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Added road signs
In reworked cities, 1 road sign is guaranteed to spawn
Adjusted frequency of The Horrors. Further adjustments may be necessary in future
Fixed Lynn Thompson grammar error
Fixed Zeus, Admiral and Rubick sometimes being female
Refined train premission text
Fixed critical issue with cultist bandit event
Fixed G*rf text event bug
Minor rewordings elsewhere
Lots of other stuff I am forgetting
All 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
Reworked cities have all sorts of new decorations
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
Source
