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Death Road to Canada News

Death Road to Canada STOMACH Update

[p][/p][p]This update again adds tons of content, of all types. There's new locations including 2 new starter locations, 5 rare characters, weapons, gameplay modes, text events, 4 new vehicles with special properties. There are also major reworks to some old content, along with the usual bugfixes. There's so much that it's hard to focus on one thing, but I would like to point out that there's some new changes to City locations! Now you can find interesting setpieces in the cities, to vary those locations a bit. [/p][p]
Read more for a full list of changes for this update and quick news on on my next game, Space Dingus! All the way at the bottom of this post, there will also be a mysterious preview for the next update, TRACHEA.

EDIT: Hotfix changes below, as we add them.
[/p][p][/p][p]Here is a message from the update developer, Professor Sycamore:[/p][p][c]Hello my beloved community! I hope you're all doing well. I've been hard at work on this update, and the next update - TRACHEA - is already in development. [/c][/p][p][c]The improvements this update are quite visible - you will almost definitely notice new things if you start a run.[/c][/p][p][c]I hope you enjoy this mountain of content! This is our largest update yet. I'm going to sleep for a good 200 years now. [/c][/p][p][c]Lots of love
Sycamore![/c] [c]
[/c][/p][p]As always, let us know what you think about this update! Either on this steam page, or the Official Rocketcat Discord.[/p][p][/p]
Space Dingus News
[p]Monthly developer logs about our progress continue. We started limited playtesting awhile back, but haven't opened up wider Discord/Steam playtesting yet. We figured that we got this far, so instead of doing a tiny "does this run?" kind of playtest, we may as well get the entire gameplay loop running.[/p][p]
Here is a link to our last developer log, so you can see what experimental stuff we've been working on while we work towards the Big Playtest:

[dynamiclink][/dynamiclink][/p][p]As always, please Wishlist the game and sign up for the upcoming Steam Playtest:[/p][p][/p]
[dynamiclink][/dynamiclink]
HOTFIX #1 Changes (4/4 9:03 AM PDT)
  • [p]Fixed issue where car could sometimes collide with road signs in freak accident[/p]
  • [p]THE HORRORS zombie spawns no longer continue to occur after end state is reached at Canada border
    [/p]
Full List of Changes for STOMACH Update
[h3]Rare characters [/h3]
  • [p]Admiral : prevents bandits and car breakdowns! Loves water! [/p]
  • [p]Zeus : SMITE ME OH MIGHTY SMITER [/p]
  • [p]B*yonetta : Combo madness![/p]
  • [p]Magus[/p]
  • [p]Pewter[/p]
[h3]New Weapons[/h3]
  • [p]Dolt ACP, fires twice as slow, always pierces two targets[/p]
  • [p]Target rifle, 1-3 penetration range [/p]
  • [p]Battle rifle, faster than hunting rifle but much lower pen[/p]
  • [p]New Police Station loot:[/p]
    • [p]Added Machinepistol, an interim between uzi and pistol[/p]
    • [p]Added SWAT shotgun, an interim between the shotgun and top tier shottys[/p]
[h3]New Locations and Adjustments[/h3]
  • [p]Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions! [/p]
  • [p]Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo! [/p]
  • [p]2 New Starting Locations[/p][p][/p]
    • [p]Railyard: Pry open containers w/ a crowbar.[/p]
    • [p]Parking lot: A wide variety of cars are available, including the new vehicles![/p]
  • [p]Adjustment to City generation, including new setpieces!
    [/p][p][/p]
  • [p]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[/p]
    • [p]Reworked cities have all sorts of new decorations[/p]
[h3]Gameplay Modes[/h3]
  • [p]Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time![/p]
  • [p]THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions![/p]
  • [p]RPG mode has been reworked! Many of the classes have received balance changes or been[/p][p]redesigned outright. Furthermore, your starting perks, traits and stats matter much more now![/p]
[h3]Weapon Reworks and Adjustments[/h3]
  • [p]GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:[/p]
    • [p]Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun[/p][p][/p]
    [p][/p][p][/p]
  • [p]Axe Rework![/p]
    • [p]Axes now all hit one singular target, but create an AoE effect around the target![/p]
    • [p]In many cases, this allows them to cleave more than before![/p]
  • [p]Many axes have also had their cooldowns reduced![/p]
  • [p]WHIP NERFS[/p]
    • [p]Leather whip power -> 0.2[/p]
    • [p]Gave leather whips a 0.5% break chance[/p]
    • [p]Infernal whip multihit -> 3[/p]
    • [p]All CDs increased by ~10%[/p]
[h3]Trait Reworks and Adjustments[/h3]
  • [p]Resilient type rework; now provides 1 damage reduction from events[/p]
    • [p]Removed +1 HP for resilient type[/p]
  • [p]Hidden potential rework; check in game for details, now provides max bonus to stats when training[/p]
  • [p]The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets[/p]
  • [p]Trademark Weapon rework: the following traits now have a weapon...[/p][p][c]--------------------------------[/c][/p][p][c]Bandit || Switchblade[/c][/p][p][c]Warrior || Steel Pike [/c][/p][p][c]BERSERK || Skullcutter[/c][/p][p][c]BTTW || Switchblade[/c][/p][p][c]Hero Type || Silver Longsword[/c][/p][p][c]Oblivious || Frozen Ham [/c][/p][p][c]Resilient || Mailbox [/c][/p][p][c]Fierce Temper || Sledgehammer[/c][/p][p][c]Hyperfixated || Phaseblade [/c][/p][p][c]Craftsman || Stillson Wrench [/c][/p][p][c]TBD || Megaphone [/c][/p][p][c]---------------------------------[/c][/p]
[h3]Location Adjustments[/h3]
  • [p]Added alternative prison layout[/p]
  • [p]Mysterious factory has received improvements to it's loot table. No more umbrellas![/p]
  • [p]Removed buoys from beach after consistency complaints[/p]
  • [p]Added pool noodles to the beach[/p]
  • [p]Nerfed prison loot slightly[/p]
  • [p]Exchanged some old trees for better looking ones; relevant to beach, bus depot[/p]
  • [p]Added 4 new vehicles to mechanical rare trader camp[/p]
[h3]Text Events[/h3]
  • [p]BISON CROSSING[/p]
  • [p]CULTIST BANDITS[/p][p][/p]
  • [p]DARK CARNIVAL [/p]
  • [p]SKELETON CAPTAIN[/p]
  • [p]Added calmshot interaction to merciless bandits [/p]
  • [p]Ringmaster can now command his spider to eat other spiders in events[/p]
[h3]QOL Improvements[/h3]
  • [p]Expanded list of tips and tricks at game start screen - now 100! [/p]
  • [p]Fixed many temporary chars being able to steal your loot![/p]
  • [p]INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics![/p]
[h3]Other New Content[/h3]
  • [p]Reworked Nimbus[/p]
    • [p]Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding[/p]
  • [p]Added new vehicles, exclusive to harbour and parking lot...[/p]
    • [p]Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing[/p]
    • [p]Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events[/p]
    • [p]18-wheeler. Hard to repair but chonky[/p]
    • [p]Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect[/p]
  • [p]Changed Van Smelt scaling to make it more effective, especially past 30 headshots[/p]
  • [p]Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH[/p]
  • [p]Added VISUAL ONLY military zombies to military depot and citadel [/p]
  • [p]More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it![/p]
  • [p]Flavor text for when TIRED is successfully avoided[/p]
[h3]Tweaks and Bugfixes[/h3]
  • [p]Pet shop dogs no longer pick up items until recruited[/p]
  • [p]Added flavour text for when a stat is maxed out but tries to increase[/p]
  • [p]Fixed "brandish guns" option showing when you don't have any guns[/p]
  • [p]Fixed "JUMP IT MAN" outcomes not dealing car damage[/p]
  • [p]Fixed various bugs and text issues in other events[/p]
  • [p]Improved wording of the tutorial and throwing objects guide[/p]
  • [p]Reduced prices of gimmick trader items[/p]
  • [p]Improved compatibility between Back To The Wall and other perks[/p]
  • [p]Chickens should now properly not pickup loot[/p]
  • [p]Fixed bug where cities would not always generate their selected store[/p]
  • [p]Improved visibility of keys and safe combos in edge scenarios[/p]
  • [p]Fixed several events not accounting for gourmands, pets or tiny eaters[/p]
  • [p]Fixed ancient bug pertaining to healing events[/p]
  • [p]Fixed campfires in trader camps not using the right food amount when resting[/p]
  • [p]Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)[/p]
  • [p]Fixed Lynn Thompson grammar error[/p]
  • [p]Fixed G*rf text event bug [/p]
  • [p]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[/p]
  • [p]Fixed zombie sprite bug[/p]
  • [p]Fixed weapon lists bug[/p]
  • [p]Fixed various other bugs[/p]
  • [p]Fixed Phoenix bottle bug[/p]
  • [p]Fixed ancient bug that made keys not spawn in houses[/p]
  • [p]Fixed bug with Quiet Hotel and similar locations[/p]
  • [p]Fixed Isabelle smite applying to incorrect weapon types[/p]
  • [p]Adjusted Isabelle smite sfx for less audio fatigue[/p]
  • [p]Fixed car key spawning bug in specific area[/p]
  • [p]Fixed bug where post mission screen wouldn't show in some locations[/p]
  • [p]Fixed bug where keys could spawn twice [/p]
  • [p]Fixed bug where Mecha Mountie could kill people still [/p]
  • [p]Fixed bug where halberd was inadvertently affected by axe rework [/p]
  • [p]Fixed typo in hints[/p]
  • [p]Museum treasure spawning reliability improved[/p]
  • [p]Improved consistency in Mansion loot spawning, both rare and uncommon[/p]
  • [p]Improved consistency in for rare Altar location[/p]
  • [p]MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details[/p]
  • [p]MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate[/p]
[p][/p]
TRACHEA Update Preview
[p]Working on a new Prefab Builder for easier creation of buildings. Also shown, a couple of new Rare Characters!

[/p][p]New Location WIP, the Harbor.[/p]

STOMACH Update Testbranch - Release Candidate (Windows, Mac, Linux)

[p]Last testing! We could even get this out tomorrow, if we get enough feedback. The testing branch at this point will use retail saves, like we normally do for late testing.

EDIT 8:22 AM 4/2 - Release Candidate 2 changes posted below. A little pre-launch hotfix, and also to turn console off before launch.[/p][p] [/p][p]The console is turned back on for this testing period, I will turn it off for the launch. Use the ` key to open the console, and then read below for a list of some commands to try out: [/p][p]New locations:
[c]to_the_harbour
to_the_train[/c]
[c]to_the_railyard[/c]
[c]to_the_citadel[/c][/p][p][c]
[/c]
City Rework Testing:
[c]road{ sycacity_test1 }[/c][/p][p][c]road{ sycacity_test2 }[/c][/p][p][c]road{ sycacity_test3 }[/c]


TO ACCESS THE TESTING BRANCH:
[/p]
  1. [p]Right Click "Death Road to Canada" in your Steam Library[/p]
  2. [p]Go to Properties[/p]
  3. [p]Click on the Betas tab on the left of the Properties window[/p]
  4. [p]Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"[/p]
STOMACH RC2 New Changes
  • [p]Adjusted wheel positional issue in train[/p]
  • [p]Stopped duplicate spawns in mansion[/p]
  • [p]Fixed text bug in new event[/p]
  • [p]Laid groundwork for new event[/p]
  • [p]CONSOLE OFF[/p]
  • [p]Windows gets DINK Trait again, Mac and Linux do not (hoping to fix this next update)[/p]
STOMACH RC1 New Changes
  • [p]Art updates for 2 new characters, the shipping containers in Harbour, and the Taxi and Camper vehicles[/p]
  • [p]Fixed bug where post mission screen wouldn't show in some locations[/p]
  • [p]Fixed bug where keys could spawn twice [/p]
  • [p]Fixed bug where Mecha Mountie could kill people still [/p]
  • [p]Fixed bug where halberd was inadvertently affected by axe rework [/p]
  • [p]Fixed typo in hints [/p]
  • [p]Reworded medieval axe sell text [/p]
  • [p]Made masterkey shotgun a sellable item [/p]
  • [p]Museum treasure spawning reliability improved[/p]
  • [p]Improved consistency in Mansion loot spawning, both rare and uncommon[/p]
  • [p]Improved consistency in for rare Altar location[/p]
  • [p]Removed leftover "warden" in prison[/p]
  • [p]TRACHEA character and other groundwork for next update[/p]
All Changes for STOMACH Update
[h3]Rare characters [/h3]
  • [p]Admiral : prevents bandits and car breakdowns! Loves water! [/p]
  • [p]Zeus : SMITE ME OH MIGHTY SMITER [/p]
  • [p]B*yonetta : Combo madness![/p]
  • [p]Magus[/p]
  • [p]Pewter[/p]
[h3]New Weapons[/h3]
  • [p]Dolt ACP, fires twice as slow, always pierces two targets[/p]
  • [p]Target rifle, 1-3 penetration range [/p]
  • [p]Battle rifle, faster than hunting rifle but much lower pen[/p]
  • [p]New Police Station loot:[/p]
    • [p]Added Machinepistol, an interim between uzi and pistol[/p]
    • [p]Added SWAT shotgun, an interim between the shotgun and top tier shottys[/p]
[h3]New Locations and Adjustments[/h3]
  • [p]Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions! [/p]
  • [p]Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo! [/p]
  • [p]2 New Starting Locations[/p]
    • [p]Railyard: Pry open containers w/ a crowbar.[/p]
    • [p]Parking lot: A wide variety of cars are available, including the new vehicles![/p]
  • [p]Adjustment to City generation, including new setpieces![/p]
  • [p]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[/p]
    • [p]Reworked cities have all sorts of new decorations[/p]
[h3]Gameplay Modes[/h3]
  • [p]Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time![/p]
  • [p]THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions![/p]
  • [p]RPG mode has been reworked! Many of the classes have received balance changes or been[/p][p]redesigned outright. Furthermore, your starting perks, traits and stats matter much more now![/p]
[h3]Weapon Reworks and Adjustments[/h3]
  • [p]GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:[/p]
    • [p]Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun[/p]
  • [p]Axe Rework![/p]
    • [p]Axes now all hit one singular target, but create an AoE effect around the target![/p]
    • [p]In many cases, this allows them to cleave more than before![/p]
  • [p]Many axes have also had their cooldowns reduced![/p]
  • [p]WHIP NERFS[/p]
    • [p]Leather whip power -> 0.2[/p]
    • [p]Gave leather whips a 0.5% break chance[/p]
    • [p]Infernal whip multihit -> 3[/p]
    • [p]All CDs increased by ~10%[/p]
[h3]Trait Reworks and Adjustments[/h3]
  • [p]Resilient type rework; now provides 1 damage reduction from events[/p]
    • [p]Removed +1 HP for resilient type[/p]
  • [p]Hidden potential rework; check in game for details, now provides max bonus to stats when training[/p]
  • [p]The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets[/p]
  • [p]Trademark Weapon rework: the following traits now have a weapon...[/p][p][c]--------------------------------[/c][/p][p][c]Bandit || Switchblade[/c][/p][p][c]Warrior || Steel Pike [/c][/p][p][c]BERSERK || Skullcutter[/c][/p][p][c]BTTW || Switchblade[/c][/p][p][c]Hero Type || Silver Longsword[/c][/p][p][c]Oblivious || Frozen Ham [/c][/p][p][c]Resilient || Mailbox [/c][/p][p][c]Fierce Temper || Sledgehammer[/c][/p][p][c]Hyperfixated || Phaseblade [/c][/p][p][c]Craftsman || Stillson Wrench [/c][/p][p][c]TBD || Megaphone [/c][/p][p][c]---------------------------------[/c][/p]
[h3]Location Adjustments[/h3]
  • [p]Added alternative prison layout[/p]
  • [p]Mysterious factory has received improvements to it's loot table. No more umbrellas![/p]
  • [p]Removed buoys from beach after consistency complaints[/p]
  • [p]Added pool noodles to the beach[/p]
  • [p]Nerfed prison loot slightly[/p]
  • [p]Exchanged some old trees for better looking ones; relevant to beach, bus depot[/p]
  • [p]Added 4 new vehicles to mechanical rare trader camp[/p]
[h3]Text Events[/h3]
  • [p]BISON CROSSING[/p]
  • [p]CULTIST BANDITS[/p]
  • [p]DARK CARNIVAL [/p]
  • [p]SKELETON CAPTAIN[/p]
  • [p]Added calmshot interaction to merciless bandits [/p]
  • [p]Ringmaster can now command his spider to eat other spiders in events[/p]
[h3]QOL Improvements[/h3]
  • [p]Expanded list of tips and tricks at game start screen - now 100! [/p]
  • [p]Fixed many temporary chars being able to steal your loot![/p]
  • [p]INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics![/p]
[h3]Other New Content[/h3]
  • [p]Reworked Nimbus[/p]
    • [p]Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding[/p]
  • [p]Added new vehicles, exclusive to harbour and parking lot...[/p]
    • [p]Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing[/p]
    • [p]Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events[/p]
    • [p]18-wheeler. Hard to repair but chonky[/p]
    • [p]Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect[/p]
  • [p]Changed Van Smelt scaling to make it more effective, especially past 30 headshots[/p]
  • [p]Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH[/p]
  • [p]Added VISUAL ONLY military zombies to military depot and citadel [/p]
  • [p]More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it![/p]
  • [p]Flavor text for when TIRED is successfully avoided[/p]
[h3]Tweaks and Bugfixes[/h3]
  • [p]Pet shop dogs no longer pick up items until recruited[/p]
  • [p]Added flavour text for when a stat is maxed out but tries to increase[/p]
  • [p]Fixed "brandish guns" option showing when you don't have any guns[/p]
  • [p]Fixed "JUMP IT MAN" outcomes not dealing car damage[/p]
  • [p]Fixed various bugs and text issues in other events[/p]
  • [p]Improved wording of the tutorial and throwing objects guide[/p]
  • [p]Reduced prices of gimmick trader items[/p]
  • [p]Improved compatibility between Back To The Wall and other perks[/p]
  • [p]Chickens should now properly not pickup loot[/p]
  • [p]Fixed bug where cities would not always generate their selected store[/p]
  • [p]Improved visibility of keys and safe combos in edge scenarios[/p]
  • [p]Fixed several events not accounting for gourmands, pets or tiny eaters[/p]
  • [p]Fixed ancient bug pertaining to healing events[/p]
  • [p]Fixed campfires in trader camps not using the right food amount when resting[/p]
  • [p]Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)[/p]
  • [p]Fixed Lynn Thompson grammar error[/p]
  • [p]Fixed G*rf text event bug [/p]
  • [p]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[/p]
  • [p]Fixed zombie sprite bug[/p]
  • [p]Fixed weapon lists bug[/p]
  • [p]Fixed various other bugs[/p]
  • [p]Fixed Phoenix bottle bug[/p]
  • [p]Fixed ancient bug that made keys not spawn in houses[/p]
  • [p]Fixed bug with Quiet Hotel and similar locations[/p]
  • [p]Fixed Isabelle smite applying to incorrect weapon types[/p]
  • [p]Adjusted Isabelle smite sfx for less audio fatigue[/p]
  • [p]Fixed car key spawning bug in specific area[/p]
  • [p]Fixed bug where post mission screen wouldn't show in some locations[/p]
  • [p]Fixed bug where keys could spawn twice [/p]
  • [p]Fixed bug where Mecha Mountie could kill people still [/p]
  • [p]Fixed bug where halberd was inadvertently affected by axe rework [/p]
  • [p]Fixed typo in hints[/p]
  • [p]Museum treasure spawning reliability improved[/p]
  • [p]Improved consistency in Mansion loot spawning, both rare and uncommon[/p]
  • [p]Improved consistency in for rare Altar location[/p]
  • [p]MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details[/p]
  • [p]MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate[/p]

STOMACH Update Testbranch #4 (Windows)

[p]This post is another big compilation of recent changes that we haven't posted for awhile.

We're wrapping this update up, and testing for bugs. We will launch this likely very early in April.

Next up: Linux and Mac testing.
[/p][p]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: [/p][p]New locations:
[c]to_the_harbour
to_the_train[/c]
[c]to_the_railyard[/c]
[c]to_the_citadel[/c][/p][p][c]
[/c]
City Rework Testing:
[c]road{ sycacity_test1 }[/c][/p][p][c]road{ sycacity_test2 }[/c][/p][p][c]road{ sycacity_test3 }[/c]


TO ACCESS THE TESTING BRANCH:
[/p]
  1. [p]Right Click "Death Road to Canada" in your Steam Library[/p]
  2. [p]Go to Properties[/p]
  3. [p]Click on the Betas tab on the left of the Properties window[/p]
  4. [p]Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"[/p]
[p][/p]
STOMACH Testbranch #4 New Changes
  • [p]Adjusted railyard loot to make chainsaw much less common[/p]
  • [p]Started work on new location: harbour. Use "to_the_harbour" if you are interested. Feedback is welcome[/p]
  • [p]Added new vehicles, exclusive to harbour and parking lot...[/p]
    • [p]Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing[/p]
    • [p]Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events[/p]
    • [p]18-wheeler. Hard to repair but chonky[/p]
    • [p]Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect[/p]
  • [p]Flavour text for when TIRED is successfully avoided[/p]
  • [p]Fixed ancient bug that made keys not spawn in houses[/p]
  • [p]Fixed bug with Quiet Hotel and similar locations[/p]
  • [p]Fixed Isabelle smite applying to incorrect weapon types[/p]
  • [p]Adjusted Isabelle smite sfx for less audio fatigue[/p]
  • [p]Fixed car key spawning bug in specific area[/p]
  • [p]Added more harbour rooms[/p]
  • [p]Added Easter egg to harbour for Dexter enjoyers[/p]
  • [p]Updated camper van sprite; thanks Zeich![/p]
  • [p]Added 4 new vehicles to mechanical rare trader camp[/p]
All Changes for STOMACH Update
[h3]Rare characters [/h3]
  • [p]Admiral : prevents bandits and car breakdowns! Loves water! [/p]
  • [p]Zeus : SMITE ME OH MIGHTY SMITER [/p]
  • [p]B*yonetta : Combo madness![/p]
  • [p]Magus[/p]
  • [p]Pewter[/p]
[h3]New Weapons[/h3]
  • [p]Dolt ACP, fires twice as slow, always pierces two targets[/p]
  • [p]Target rifle, 1-3 penetration range [/p]
  • [p]Battle rifle, faster than hunting rifle but much lower pen[/p]
  • [p]New Police Station loot:[/p]
    • [p]Added Machinepistol, an interim between uzi and pistol[/p]
    • [p]Added SWAT shotgun, an interim between the shotgun and top tier shottys[/p]
[h3]Weapon Reworks and Adjustments[/h3]
  • [p]GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:[/p]
    • [p]Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun[/p]
  • [p]Axe Rework![/p]
    • [p]Axes now all hit one singular target, but create an AoE effect around the target![/p]
    • [p]In many cases, this allows them to cleave more than before![/p]
  • [p]Many axes have also had their cooldowns reduced![/p]
  • [p]WHIP NERFS[/p]
    • [p]Leather whip power -> 0.2[/p]
    • [p]Gave leather whips a 0.5% break chance[/p]
    • [p]Infernal whip multihit -> 3[/p]
    • [p]All CDs increased by ~10%[/p]
[h3]Trait Reworks and Adjustments[/h3]
  • [p]Resilient type rework; now provides 1 damage reduction from events[/p]
    • [p]Removed +1 HP for resilient type[/p]
  • [p]Hidden potential rework; check in game for details, now provides max bonus to stats when training[/p]
  • [p]The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets[/p]
  • [p]Trademark Weapon rework: the following traits now have a weapon...[/p][p][c]--------------------------------[/c][/p][p][c]Bandit || Switchblade[/c][/p][p][c]Warrior || Steel Pike [/c][/p][p][c]BERSERK || Skullcutter[/c][/p][p][c]BTTW || Switchblade[/c][/p][p][c]Hero Type || Silver Longsword[/c][/p][p][c]Oblivious || Frozen Ham [/c][/p][p][c]Resilient || Mailbox [/c][/p][p][c]Fierce Temper || Sledgehammer[/c][/p][p][c]Hyperfixated || Phaseblade [/c][/p][p][c]Craftsman || Stillson Wrench [/c][/p][p][c]TBD || Megaphone [/c][/p][p][c]---------------------------------[/c][/p]
[h3]New Locations and Adjustments[/h3]
  • [p]Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions! [/p]
  • [p]Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo! [/p]
  • [p]Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.[/p]
  • [p]Added alternative prison layout[/p]
  • [p]Adjustment to City generation, including new setpieces![/p]
  • [p]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[/p]
    • [p]Reworked cities have all sorts of new decorations[/p]
  • [p]Mysterious factory has received improvements to it's loot table. No more umbrellas![/p]
  • [p]Removed buoys from beach after consistency complaints[/p]
  • [p]Added pool noodles to the beach[/p]
  • [p]Nerfed prison loot slightly[/p]
  • [p]Exchanged some old trees for better looking ones; relevant to beach, bus depot[/p]
  • [p]Added 4 new vehicles to mechanical rare trader camp[/p]
[h3]Gameplay Modes[/h3]
  • [p]Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time![/p]
  • [p]THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions![/p]
  • [p]RPG mode has been reworked! Many of the classes have received balance changes or been[/p][p]redesigned outright. Furthermore, your starting perks, traits and stats matter much more now![/p]
[h3]Text Events[/h3]
  • [p]BISON CROSSING[/p]
  • [p]CULTIST BANDITS[/p]
  • [p]DARK CARNIVAL [/p]
  • [p]SKELETON CAPTAIN[/p]
  • [p]Added calmshot interaction to merciless bandits [/p]
  • [p]Ringmaster can now command his spider to eat other spiders in events[/p]
[h3]QOL Improvements[/h3]
  • [p]Expanded list of tips and tricks at game start screen - now 100! [/p]
  • [p]Fixed many temporary chars being able to steal your loot![/p]
  • [p]INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics![/p]
[h3]Other New Content[/h3]
  • [p]Reworked Nimbus[/p]
    • [p]Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding[/p]
  • [p]Added new vehicles, exclusive to harbour and parking lot...[/p]
    • [p]Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing[/p]
    • [p]Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events[/p]
    • [p]18-wheeler. Hard to repair but chonky[/p]
    • [p]Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect[/p]
  • [p]Changed Van Smelt scaling to make it more effective, especially past 30 headshots[/p]
  • [p]Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH[/p]
  • [p]Added VISUAL ONLY military zombies to military depot and citadel [/p]
  • [p]More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it![/p]
  • [p]Flavor text for when TIRED is successfully avoided[/p]
[h3]Tweaks and Bugfixes[/h3]
  • [p]Pet shop dogs no longer pick up items until recruited[/p]
  • [p]Added flavour text for when a stat is maxed out but tries to increase[/p]
  • [p]Fixed "brandish guns" option showing when you don't have any guns[/p]
  • [p]Fixed "JUMP IT MAN" outcomes not dealing car damage[/p]
  • [p]Fixed various bugs and text issues in other events[/p]
  • [p]Improved wording of the tutorial and throwing objects guide[/p]
  • [p]Reduced prices of gimmick trader items[/p]
  • [p]Improved compatibility between Back To The Wall and other perks[/p]
  • [p]Chickens should now properly not pickup loot[/p]
  • [p]Fixed bug where cities would not always generate their selected store[/p]
  • [p]Improved visibility of keys and safe combos in edge scenarios[/p]
  • [p]Fixed several events not accounting for gourmands, pets or tiny eaters[/p]
  • [p]Fixed ancient bug pertaining to healing events[/p]
  • [p]Fixed campfires in trader camps not using the right food amount when resting[/p]
  • [p]Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)[/p]
  • [p]Fixed Lynn Thompson grammar error[/p]
  • [p]Fixed G*rf text event bug [/p]
  • [p]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[/p]
  • [p]Fixed zombie sprite bug[/p]
  • [p]Fixed weapon lists bug[/p]
  • [p]Fixed various other bugs[/p]
  • [p]Fixed Phoenix bottle bug[/p]
  • [p]Fixed ancient bug that made keys not spawn in houses[/p]
  • [p]Fixed bug with Quiet Hotel and similar locations[/p]
  • [p]Fixed Isabelle smite applying to incorrect weapon types[/p]
  • [p]Adjusted Isabelle smite sfx for less audio fatigue[/p]
  • [p]Fixed car key spawning bug in specific area[/p]
  • [p]MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details[/p]
  • [p]MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate[/p]

STOMACH Update Testbranch #3 (Windows)

[p]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.
[/p][p]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: [/p][p]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][/p][p][c]road{ sycacity_test2 }[/c][/p][p][c]road{ sycacity_test3 }[/c]


TO ACCESS THE TESTING BRANCH:
[/p]
  1. [p]Right Click "Death Road to Canada" in your Steam Library[/p]
  2. [p]Go to Properties[/p]
  3. [p]Click on the Betas tab on the left of the Properties window[/p]
  4. [p]Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"[/p]
[p][/p]
STOMACH Testbranch #3 New Changes
  • [p]Exchanged some old trees for better looking ones; relevant to beach, bus depot[/p]
  • [p]Fixed zombie sprite bug[/p]
  • [p]Drastically improved the Prefab Generator tool for modders. Check parking_lot_example for details[/p]
  • [p]Prefab Generator now supports room generation and entry tags, as well as irregular shapes[/p]
  • [p]Laid groundwork for several TRACHEA locations. ( to_the_forge if you are curious )[/p]
  • [p]Added Parking Lot to starting locations. Experimental![/p]
  • [p]Improved consistency of parking lot spawns[/p]
  • [p]Fixed Phoenix bottle bug[/p]
  • [p]Resilient type rework; now provides 1 damage reduction from events[/p]
  • [p]Hidden potential rework; check in game for details, now provides max bonus to stats when training[/p]
  • [p]The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets[/p]
  • [p]Changed Van Smelt scaling to make it more effective, especially past 30 headshots[/p]
  • [p]Added flavour text for when a stat is maxed out but tries to increase[/p]
  • [p]MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate[/p]
  • [p]Added interactable posters to Parking Lot[/p]
  • [p]Adjusted parking lot loot[/p]
  • [p]Adjusted parking lot layout to be more logical[/p]
  • [p]Added extra decor to parking lot[/p]
  • [p]Added bathrooms to parking lot[/p]
  • [p]Improved parking lot consistency[/p]
  • [p]Added tire irons to the parking lot[/p]
  • [p]Removed +1 HP for resilient type[/p]
  • [p]Fixed medical text in the library... I'm not a doctor![/p]
  • [p]Resilient type now grants damage reduction once per event as intended[/p]
  • [p]Adjusted wording on posters in parking lot[/p]
  • [p]Fixed bug with ammo in railyard[/p]
  • [p]Fixed weapon lists bug[/p]
  • [p]Fixed various other bugs[/p]
All Changes for STOMACH Update
[h3]Rare characters [/h3]
  • [p]Admiral : prevents bandits and car breakdowns! Loves water! [/p]
  • [p]Zeus : SMITE ME OH MIGHTY SMITER [/p]
  • [p]B*yonetta : Combo madness![/p]
  • [p]Magus[/p]
  • [p]Pewter[/p]
[h3]New Weapons[/h3]
  • [p]Dolt ACP, fires twice as slow, always pierces two targets[/p]
  • [p]Target rifle, 1-3 penetration range [/p]
  • [p]Battle rifle, faster than hunting rifle but much lower pen[/p]
  • [p]New Police Station loot:[/p]
    • [p]Added Machinepistol, an interim between uzi and pistol[/p]
    • [p]Added SWAT shotgun, an interim between the shotgun and top tier shottys[/p]
[h3]Weapon Reworks and Adjustments[/h3]
  • [p]GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:[/p]
    • [p]Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun[/p]
  • [p]Axe Rework![/p]
    • [p]Axes now all hit one singular target, but create an AoE effect around the target![/p]
    • [p]In many cases, this allows them to cleave more than before![/p]
  • [p]Many axes have also had their cooldowns reduced![/p]
  • [p]WHIP NERFS[/p]
    • [p]Leather whip power -> 0.2[/p]
    • [p]Gave leather whips a 0.5% break chance[/p]
    • [p]Infernal whip multihit -> 3[/p]
    • [p]All CDs increased by ~10%[/p]
[h3]Trait Reworks and Adjustments[/h3]
  • [p]Resilient type rework; now provides 1 damage reduction from events[/p]
    • [p]Removed +1 HP for resilient type[/p]
  • [p]Hidden potential rework; check in game for details, now provides max bonus to stats when training[/p]
  • [p]The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets[/p]
  • [p]Trademark Weapon rework: the following traits now have a weapon...[/p][p][c]--------------------------------[/c][/p][p][c]Bandit || Switchblade[/c][/p][p][c]Warrior || Steel Pike [/c][/p][p][c]BERSERK || Skullcutter[/c][/p][p][c]BTTW || Switchblade[/c][/p][p][c]Hero Type || Silver Longsword[/c][/p][p][c]Oblivious || Frozen Ham [/c][/p][p][c]Resilient || Mailbox [/c][/p][p][c]Fierce Temper || Sledgehammer[/c][/p][p][c]Hyperfixated || Phaseblade [/c][/p][p][c]Craftsman || Stillson Wrench [/c][/p][p][c]TBD || Megaphone [/c][/p][p][c]---------------------------------[/c][/p]
[h3]New Locations and Adjustments[/h3]
  • [p]Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions! [/p]
  • [p]Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo! [/p]
  • [p]Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.[/p]
  • [p]Added alternative prison layout[/p]
  • [p]Adjustment to City generation, including new setpieces![/p]
  • [p]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[/p]
    • [p]Reworked cities have all sorts of new decorations[/p]
  • [p]Mysterious factory has received improvements to it's loot table. No more umbrellas![/p]
  • [p]Removed buoys from beach after consistency complaints[/p]
  • [p]Added pool noodles to the beach[/p]
  • [p]Nerfed prison loot slightly[/p]
  • [p]Exchanged some old trees for better looking ones; relevant to beach, bus depot.[/p]
[h3]Gameplay Modes[/h3]
  • [p]Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time![/p]
  • [p]THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions![/p]
  • [p]RPG mode has been reworked! Many of the classes have received balance changes or been[/p][p]redesigned outright. Furthermore, your starting perks, traits and stats matter much more now![/p]
[h3]Text Events[/h3]
  • [p]BISON CROSSING[/p]
  • [p]CULTIST BANDITS[/p]
  • [p]DARK CARNIVAL [/p]
  • [p]SKELETON CAPTAIN[/p]
  • [p]Added calmshot interaction to merciless bandits [/p]
  • [p]Ringmaster can now command his spider to eat other spiders in events[/p]
[h3]QOL Improvements[/h3]
  • [p]Expanded list of tips and tricks at game start screen - now 100! [/p]
  • [p]Fixed many temporary chars being able to steal your loot![/p]
  • [p]INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics![/p]
[h3]Other New Content[/h3]
  • [p]Reworked Nimbus[/p]
    • [p]Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding[/p]
  • [p]Changed Van Smelt scaling to make it more effective, especially past 30 headshots[/p]
  • [p]Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH[/p]
  • [p]Added VISUAL ONLY military zombies to military depot and citadel [/p]
  • [p]More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it![/p]
[h3]Tweaks and Bugfixes[/h3]
  • [p]Pet shop dogs no longer pick up items until recruited[/p]
  • [p]Added flavour text for when a stat is maxed out but tries to increase[/p]
  • [p]Fixed "brandish guns" option showing when you don't have any guns[/p]
  • [p]Fixed "JUMP IT MAN" outcomes not dealing car damage[/p]
  • [p]Fixed various bugs and text issues in other events[/p]
  • [p]Improved wording of the tutorial and throwing objects guide[/p]
  • [p]Reduced prices of gimmick trader items[/p]
  • [p]Improved compatibility between Back To The Wall and other perks[/p]
  • [p]Chickens should now properly not pickup loot[/p]
  • [p]Fixed bug where cities would not always generate their selected store[/p]
  • [p]Improved visibility of keys and safe combos in edge scenarios[/p]
  • [p]Fixed several events not accounting for gourmands, pets or tiny eaters[/p]
  • [p]Fixed ancient bug pertaining to healing events[/p]
  • [p]Fixed campfires in trader camps not using the right food amount when resting[/p]
  • [p]Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)[/p]
  • [p]Fixed Lynn Thompson grammar error[/p]
  • [p]Fixed G*rf text event bug [/p]
  • [p]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[/p]
  • [p]Fixed zombie sprite bug[/p]
  • [p]Fixed weapon lists bug[/p]
  • [p]Fixed various other bugs[/p]
  • [p]Fixed Phoenix bottle bug[/p]
  • [p]MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details[/p]
  • [p]MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate[/p]

STOMACH Update Testbranch #2 (Windows)

[p]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!
[/p][p]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: [/p][p]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][/p][p][c]road{ sycacity_test2 }[/c][/p][p][c]road{ sycacity_test3 }[/c]


TO ACCESS THE TESTING BRANCH:
[/p]
  1. [p]Right Click "Death Road to Canada" in your Steam Library[/p]
  2. [p]Go to Properties[/p]
  3. [p]Click on the Betas tab on the left of the Properties window[/p]
  4. [p]Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"[/p]
[p][/p]
STOMACH Testbranch #2 New Changes
  • [p] Reworked Nimbus[/p]
    • [p]Nimbus can now sometimes pick a stat-up when a mission ends[/p]
  • [p]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[/p]
  • [p]Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)[/p]
  • [p]Added road signs[/p]
    • [p]In reworked cities, 1 road sign is guaranteed to spawn[/p]
  • [p]Adjusted frequency of The Horrors. Further adjustments may be necessary in future [/p]
  • [p]Fixed Lynn Thompson grammar error[/p]
  • [p]Fixed Zeus, Admiral and Rubick sometimes being female[/p]
  • [p]Refined train premission text[/p]
  • [p]Fixed critical issue with cultist bandit event[/p]
  • [p]Fixed G*rf text event bug [/p]
  • [p]Minor rewordings elsewhere [/p]
  • [p]Lots of other stuff I am forgetting[/p]
[p][/p]
All Changes for STOMACH Update
[h3]Rare characters [/h3]
  • [p]Admiral : prevents bandits and car breakdowns! Loves water! [/p]
  • [p]Zeus : SMITE ME OH MIGHTY SMITER [/p]
  • [p]B*yonetta : Combo madness![/p]
  • [p]Magus[/p]
  • [p]Pewter[/p]
[h3]New Weapons[/h3]
  • [p]Dolt ACP, fires twice as slow, always pierces two targets[/p]
  • [p]Target rifle, 1-3 penetration range [/p]
  • [p]Battle rifle, faster than hunting rifle but much lower pen[/p]
  • [p]New Police Station loot:[/p]
    • [p]Added Machinepistol, an interim between uzi and pistol[/p]
    • [p]Added SWAT shotgun, an interim between the shotgun and top tier shottys[/p]
[h3]Weapon Reworks[/h3]
  • [p]GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:[/p]
    • [p]Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun[/p]
  • [p]Axe Rework![/p]
    • [p]Axes now all hit one singular target, but create an AoE effect around the target![/p]
    • [p]In many cases, this allows them to cleave more than before![/p]
  • [p]Many axes have also had their cooldowns reduced![/p]
  • [p]WHIP NERFS[/p]
    • [p]Leather whip power -> 0.2[/p]
    • [p]Gave leather whips a 0.5% break chance[/p]
    • [p]Infernal whip multihit -> 3[/p]
    • [p]All CDs increased by ~10%[/p]
[h3]New Locations and Adjustments[/h3]
  • [p]Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions! [/p]
  • [p]Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo! [/p]
  • [p]Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.[/p]
  • [p]Added alternative prison layout[/p]
  • [p]Adjustment to City generation, including new setpieces![/p]
  • [p]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[/p]
    • [p]Reworked cities have all sorts of new decorations[/p]
  • [p]Mysterious factory has received improvements to it's loot table. No more umbrellas![/p]
  • [p]Removed buoys from beach after consistency complaints[/p]
  • [p]Added pool noodles to the beach[/p]
  • [p]Nerfed prison loot slightly[/p]
[h3]Gameplay Modes[/h3]
  • [p]Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time![/p]
  • [p]THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions![/p]
  • [p]RPG mode has been reworked! Many of the classes have received balance changes or been[/p][p]redesigned outright. Furthermore, your starting perks, traits and stats matter much more now![/p]
[h3]Text Events[/h3]
  • [p]BISON CROSSING[/p]
  • [p]CULTIST BANDITS[/p]
  • [p]DARK CARNIVAL [/p]
  • [p]SKELETON CAPTAIN[/p]
  • [p]Added calmshot interaction to merciless bandits [/p]
  • [p]Ringmaster can now command his spider to eat other spiders in events[/p]
[h3]QOL Improvements[/h3]
  • [p]Expanded list of tips and tricks at game start screen - now 100! [/p]
  • [p]Fixed many temporary chars being able to steal your loot![/p]
  • [p]INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics![/p]
[h3]Other New Content[/h3]
  • [p]Reworked Nimbus[/p]
    • [p]Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding[/p]
  • [p]Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH[/p]
  • [p]Added VISUAL ONLY military zombies to military depot and citadel [/p]
  • [p]More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it![/p]
  • [p]Trademark Weapon rework: the following traits now have a weapon...[/p][p][c]--------------------------------[/c][/p][p][c]Bandit || Switchblade[/c][/p][p][c]Warrior || Steel Pike [/c][/p][p][c]BERSERK || Skullcutter[/c][/p][p][c]BTTW || Switchblade[/c][/p][p][c]Hero Type || Silver Longsword[/c][/p][p][c]Oblivious || Frozen Ham [/c][/p][p][c]Resilient || Mailbox [/c][/p][p][c]Fierce Temper || Sledgehammer[/c][/p][p][c]Hyperfixated || Phaseblade [/c][/p][p][c]Craftsman || Stillson Wrench [/c][/p][p][c]TBD || Megaphone [/c][/p][p][c]---------------------------------[/c][/p]
[h3]Tweaks and Bugfixes[/h3]
  • [p]Pet shop dogs no longer pick up items until recruited[/p]
  • [p]Fixed "brandish guns" option showing when you don't have any guns[/p]
  • [p]Fixed "JUMP IT MAN" outcomes not dealing car damage[/p]
  • [p]Fixed various bugs and text issues in other events[/p]
  • [p]Improved wording of the tutorial and throwing objects guide[/p]
  • [p]Reduced prices of gimmick trader items[/p]
  • [p]Improved compatibility between Back To The Wall and other perks[/p]
  • [p]Chickens should now properly not pickup loot[/p]
  • [p]Fixed bug where cities would not always generate their selected store[/p]
  • [p]Improved visibility of keys and safe combos in edge scenarios[/p]
  • [p]Fixed several events not accounting for gourmands, pets or tiny eaters[/p]
  • [p]Fixed ancient bug pertaining to healing events[/p]
  • [p]Fixed campfires in trader camps not using the right food amount when resting[/p]
  • [p]Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)[/p]
  • [p]Fixed Lynn Thompson grammar error[/p]
  • [p]Fixed G*rf text event bug [/p]
  • [p]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[/p]