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Death Road to Canada News

ILEUM Update Launched!



The ILEUM Update was released last night. The update features Steam Cloud save support, a new system for locking weapons on AI followers so you can force them to use something specific, a buff to dogs, and more.

There will also be a part two to this update in a couple weeks that will add more events and rare trader camps, along with access to some additional weapons like the Napalm Launcher and two new special characters.

Read on for a list of changes, and our plans for future updates!


List of Changes


- AI Weapon Locking added! Select a weapon twice to lock it. AI followers will try to use whatever weapon is locked, and they will try to not drop it

- If you lock an empty slot, they should treat it like it's a weapon and not replace it. This was added for characters with good unarmed skills or if you want a dog to not pick up anything

- Dogs now have a realistic poop system

- Cloud Saving in (launched earlier this month)

- New Event: Fast Food, can YOU challenge the Big McDowell?

- New trader added, Heavy Ordinance Trader. Sells the new Grenade Launcher, Bazooka, and Land Mine

- When a square is selected and flashing in the Swap Meet weapon menu, it will show a flashing lock indicator to hint to players that the locking feature exists

Weapons

- New weapons: Tableware (spoon, fork, butterknife), rake, hoe, wood saw, blacksmith hammer, land mines, bazooka, electric leaf blower and weed whacker, grenade launcher, electric chainsaw, haunted tableware

- Rakes and Hoes added to farm loot
- Blacksmith hammer, woodsaw, electric chainsaw/blower/whacker, rakes and hoes added to hardware store loot
- Electric Chainsaw how has 80 juice when found instead of 250
- Electric Blower and Whacker now have 50 battery
- Fix for Moody's Plasms Rifle
- Tableware added to kitchen loot table, spatula chance halved (NERF)

- Replaced ghost mansion turret rewards with haunted tableware set and 3-5 food
- Removed pistol, snubnose, regular rifle from forest bunker end loot, added both turret types
- Secret city bunkers how have a 30% chance of green turret, 10% chance of red
- Mansions now have haunted furniture, the ULTIMATE weapon
- Mansion kitchens now have a small chance of haunted tableware
- Rocket launcher now fires more slowly
- Fairy bat added
- Charge-based ranged weapons now use reload for shot time and cooldown for melee, like regular guns
- Character strength added to bow draw speed
- Fixed a bug with swapping a knocked bow with another

Misc

- Characters in Canada Crossing now invincible for a bit at the beginning of the round
- Dirtier Yallmart floors, as a test to maybe make the world more filthy
- Reduced items spawning behind immovable objects
- Fixed a particle effects issue when smashing trees and bushes
- More particle fixes
- Tweaks to some collision things
- Fix for a UI exploit that let you skip events
- AI followers should now get out the same side of the car as the player

- Ammo Emporium Dog no longer drops his claws on death
- Special boxing trainer no longer drops boxing gloves on death

- New code to make it so the game doesn't confuse Mechamountie for Mason
- Code optimizations
- Buffer overflow fix
- Many behind the scenes tweaks and memory leak fixes


Future Plans


This update went for a big new feature in the weapon locking, and took us awhile to do. We're now going to go back to our original plan of smaller updates, more often. Except another one in 2-3 months, and our focus will be some new locations and then something else. Some things we're considering for the "something else" is more character customization or some new gameplay modes.

This update will be coming to mobile and consoles. Consoles have a longer approval process and we don't handle them directly, so we don't know the exact time they'll come out. Usually it takes a couple months, so that's my guess.

We're also planning new games, but nothing to really show yet.

Thanks for all your support so far, word of mouth has made Death Road successful!

6/18 ILEUM Update is now live

The update is out! I'll be making a longer post tomorrow, along with compiled patch notes and news on the future. You can see all the patch notes for it in the last several posts, in the meantime. The biggest two changes are an AI weapon locking system and Steam Cloud support.

There will be another part to this update in a couple weeks, which will add new events and finish adding all the rare trader camps.

Post here if there's any problems with the new update!

6/17 Testing Branch + Update Tomorrow

EDIT 6/17 4:51 PM: I just uploaded another testing branch for some final checks. Now with Linux and Mac support along with Windows. Read below for a list of the newest changes.

Posting the update some time tomorrow, it will have some new events and other changes we've been testing on the dev branch, the AI Weapon Lock, and the other changes we've previously posted to the testing branch.

We will also do a part two to the update in a couple weeks like we've done with some previous updates, which will add more events and the new rare trading camps. This will also let us address any issue that pops up when a lot more people get to see the new weapon lock feature when it's live.

INSTRUCTIONS

IMPORTANT NOTE: The testing branch and the retail version use different save files! Testing Branch saves also get cleared out on occasion.

HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.


List of Changes


New Changes as of 6/17 4:51 PM:

- New Event: Fast Food, can YOU challenge the Big McDowell?
- Stubs for upcoming events
- Weapon testing removed
- Rakes and Hoes added to farm loot
- Blacksmith hammer, woodsaw, electric chainsaw/blower/whacker, rakes and hoes added to hardware store loot
- Blacksmith hammer buff
- Electric Chainsaw how has 80 juice when found instead of 250
- Electric Blower and Whacker now have 50 battery
- Fix for Moody's Plasms Rifle
- Tableware added to kitchen loot table, spatula chance halved (NERF)
- Tableware now at trashmelee AI value
- Replaced ghost mansion turret rewards with haunted tableware set and 3-5 food
- Removed pistol, snubnose, regular rifle from forest bunker end loot, added both turret types
- Secret city bunkers how have a 30% chance of green turret, 10% chance of red
- Mansions now have haunted furniture
- Mansion kitchens now have a small chance of haunted tableware
- Haunted fridge now looks like a fridge instead of drawers

Older Changes:

- Switched from debug/testbranch to live version (uses live saves, debug options no longer show up)
- Fix for a bug with the AI weapon lock that let you move the cursor over slots that didn't exist (such as with Specialist characters)
- Crash fix bug for some weird rare cases with the AI weapon lock
- Preparation for upcoming text events

6/10 ILEUM Testing Branch

We've been doing testing branch updates for the last week or so, but I haven't been posting the notes. The builds have mostly been about tweaking the new Weapon Lock system for followers, and notes on this have been included below.

Next up: New event testing, there will be about 7 normal events and 2 bandit events added. Then testing the new special trading camps (one of which will let you get the two new special characters), and placing the new weapons in different places. I want to get out the update as soon as possible, so we will likely hold off on new fighting locations for this update and instead make the next update around two months from now be focused on new locations to splat zombies in.

List of Changes


- New trader added, Heavy Ordinance Trader. Sells the Grenade Launcher, Bazooka, and Land Mine. Let me know what you think of the costs, I tried to make them pretty close to grenade costs, maybe even a little less for the power

- When a square is selected and flashing in the Swap Meet weapon menu, it will show a flashing lock indicator to hint to players that the locking feature exists
- No-drop slots now have an error effect if you try to swap them
- No-drop weapon slots can now be AI locked
- The no-drop weapons on Special Characters can now also be AI locked
- More tweaks and fixes for the weapon lock system

- Characters in Canada Crossing now invincible for a bit at the beginning of the round

- Ammo Emporium Dog no longer drops his claws on death
- Special boxing trainer no longer drops boxing gloves on death

5/31 - Cloud Saving Up + New Testing Branch

Cloud Saving is up! This should already be on the retail version, not just on testing branch. Let me know if there's any problems.

Smaller testing branch this time as we spent a lot of time testing Cloud Saving. Another one will come over the weekend.

INSTRUCTIONS

IMPORTANT NOTE: The testing branch and the retail version use different save files! Testing Branch saves also get cleared out on occasion.

HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.


List of Changes


- Steam Cloud support up!

- Grenade launcher tweaks, now it's more safe and convenient to use, but also has weaker explosives. It's about the strength of a lnk bomb, so less than a pipebomb but easy to spam. Its grenades also no longer explode on contact, but will instead knock zombies down
- Rocket launcher now fires more slowly
- Dog buff tweaks to make it more mysterious
- Napalm launcher overhaul to make it more powerful and distinguished from a flamethrower. The flame stream is much stronger, flies further, push zombies back much harder, is harder to swing around during shooting, and the flame patches linger more
- Small tweaks to the AI weapon lock behind the scenes, to prepare for more changes to it