Update log
Full Death Road to Canada update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Compatibility
- Fixes
- Workshop
- Balance
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:
[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 #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
Source
