In this update10
Full notes
Full Death Road to Canada update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- Fixes
- Balance
- Events
- Store
Death Road to Canada changes
Lots of changes this time! We've been updating testing branch, but haven't posted a changelog in a bit. So this post will catch the changelog up for all the recent additions and tweaks.
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:
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"
STOMACH Testbranch #3 New Changes
Exchanged some old trees for better looking ones; relevant to beach, bus depot
Fixed zombie sprite bug
Drastically improved the Prefab Generator tool for modders. Check parking_lot_example for details
Prefab Generator now supports room generation and entry tags, as well as irregular shapes
Laid groundwork for several TRACHEA locations. ( to_the_forge if you are curious )
Added Parking Lot to starting locations. Experimental!
Improved consistency of parking lot spawns
Fixed Phoenix bottle bug
Resilient type rework; now provides 1 damage reduction from events
Hidden potential rework; check in game for details, now provides max bonus to stats when training
The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets
Changed Van Smelt scaling to make it more effective, especially past 30 headshots
Added flavour text for when a stat is maxed out but tries to increase
MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate
Added interactable posters to Parking Lot
Adjusted parking lot loot
Adjusted parking lot layout to be more logical
Added extra decor to parking lot
Added bathrooms to parking lot
Improved parking lot consistency
Added tire irons to the parking lot
Removed +1 HP for resilient type
Fixed medical text in the library... I'm not a doctor!
Resilient type now grants damage reduction once per event as intended
Adjusted wording on posters in parking lot
Fixed bug with ammo in railyard
Fixed weapon lists bug
Fixed various other bugs
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 and Adjustments
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%
Trait Reworks and Adjustments
Resilient type rework; now provides 1 damage reduction from events
Removed +1 HP for resilient type
Hidden potential rework; check in game for details, now provides max bonus to stats when training
The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets
Trademark Weapon rework: the following traits now have a weapon...
[c]--------------------------------[/c]
[c]Bandit || Switchblade[/c]
[c]Warrior || Steel Pike [/c]
[c]BERSERK || Skullcutter[/c]
[c]BTTW || Switchblade[/c]
[c]Hero Type || Silver Longsword[/c]
[c]Oblivious || Frozen Ham [/c]
[c]Resilient || Mailbox [/c]
[c]Fierce Temper || Sledgehammer[/c]
[c]Hyperfixated || Phaseblade [/c]
[c]Craftsman || Stillson Wrench [/c]
[c]TBD || Megaphone [/c]
[c]---------------------------------[/c]
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
Exchanged some old trees for better looking ones; relevant to beach, bus depot.
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 received balance changes or been
redesigned outright. Furthermore, your starting perks, traits and stats matter much more now!
Text Events
BISON CROSSING
CULTIST BANDITS
DARK CARNIVAL
SKELETON CAPTAIN
Added calmshot interaction to merciless bandits
Ringmaster can now command his spider to eat other spiders in events
QOL Improvements
Expanded list of tips and tricks at game start screen - now 100!
Fixed many temporary chars being able to steal your loot!
INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!
Other New Content
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding
Changed Van Smelt scaling to make it more effective, especially past 30 headshots
Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH
Added VISUAL ONLY military zombies to military depot and citadel
More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!
Tweaks and Bugfixes
Pet shop dogs no longer pick up items until recruited
Added flavour text for when a stat is maxed out but tries to increase
Fixed "brandish guns" option showing when you don't have any guns
Fixed "JUMP IT MAN" outcomes not dealing car damage
Fixed various bugs and text issues in other events
Improved wording of the tutorial and throwing objects guide
Reduced prices of gimmick trader items
Improved compatibility between Back To The Wall and other perks
Chickens should now properly not pickup loot
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Fixed Lynn Thompson grammar error
Fixed G*rf text event bug
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
Fixed zombie sprite bug
Fixed weapon lists bug
Fixed various other bugs
Fixed Phoenix bottle bug
- MODDERSDrastically improved the Prefab Generator tool. Check parking_lot_example for details
MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate
Source
Changelog.gg summarizes and formats this update. How we read updates.
