This is a small update for Death Road, the smallest one I can think of in memory. This is out for Windows as of now (10/30), Linux and Mac editions will be out early next week. After that we will update it on the other storefronts, though I need to get confirmation whether or not this update is big enough to hit console, or it will just be included in the next update 2-3 months from now.
LIST OF CHANGES
- Some new faces and hairstyles, for both men and women - In trading camps, your resting characters will now be forced to show up. This is to make it so you can do things like sell their weapons to traders if you want, or put their weapons in the trunk - Weapon slot locking now overrides the "do not use this" AI setting. Have fun blowing your team up with this!
- Mall loot tweaked to be less horrible, now with much less chances of useless filler. No more double chance for umbrella shops or skeletons. You can still get a horrible mall, but it's much less likely - Mall Rescue variation also loses most of its useless filler - Mall Siege loot just slightly less horrible but still bad. You can no longer get an entire mall of umbrellas, at least (though you can still get a mall of skeletons, or a mall with half skeletons, half umbrellas
- Scripting language tweaks
Mod Support Changes
- Modders now can make twice as many gameplay modes as before, now 36 - Statmods limit increased to a little more than double, now 64
ILEUM Part 2 Launched!
After a lot of delay, here's the second part of the ILEUM Update!
We had to remove the Last Arcade rare trading camp, as it was causing too many crash issues. This also means you can't get the Bryu and Saguts rare characters. We're hoping to fix this in the update coming up next.
Next up is sending this off to mobile and the console porters for the Switch/PS4/Xbox editions, and also the GOG version. The delay for ILEUM Part 2 was so long that it's dug into the next update, JEJUNUM. I think my plan for that will be to get that out as soon as I can, so it will likely be pretty small and focused. Not sure what it will contain now, maybe just go for fixes and character customization?
List of Changes
- 3 new events. The Last Internet Connection, Death Car to Right Here, and Cloud Watching.
- 2 new rare events added, Wonkor Burger and Trust Building Exercise
- Player 2 should now be able to give up control
- Player 2 should now be able to pick new characters
- Fireproof special recruit now gets a 20 charge Napalm Launcher, losing the 200 charge blowtorch
- 50 charge Napalm Launcher added as a Fire Sale 8th option to the 10 food list
- The bandit events for the ones that take everything and the weapon stealing ones tweaked to be slightly less harsh
- New weapons added to weapon buyer
- Overpowered and Endless mode added to game-info streak tracking
- Changes to how Fireproof works so it's statmod based instead of a Trait check. This will allow new methods to gain fireproof that doesn't eat up your Trait slot completely
- Checks to make sure previous fireproof things don't break with this change
- Napalm Launcher will spawn in the Inferno locations, replacing the flamethrower
- Napalm Launchers found on the ground give 50 charges
- Burning locations now have a slightly higher chance of flamethrower
- Fast Food event now has a title
- Blowtorch and similar weapons will now properly work again, instead of characters swinging them around like a melee weapon at full ammo
- Fixed a crash that would happen if you replaced your playable character in a trading camp with a full team, when the playable character was the only character not resting
- Tweaked a hash table function which could lead to some crashes, especially on the Switch
8/17 ILEUM Part 2 Update Testing - Windows/Mac/Linux
Update 8/18: Now also available for Mac and Linux!
We've been trying to deal with a crash bug involving the new trading camp for a long time now. We're finally giving up and moving it possibly to the next update, instead. At this point the next update will probably be 1 to 1 and a half months from now.
This will also unfortunately remove the BRYU and SAGUTS new special characters.
Help test so we can launch this and get the update on mobile and consoles!
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
- Removed The Last Arcade special trading camp from the rotation for now
- Some small tweaks to the Last Arcade as we tried to hunt down a crash bug
- BRYU and SAGUTS no longer available
- Tweaked a hash table function which could lead to some crashes, especially on the Switch
- Added a broom alien special character we will have show up in the game later
7/29 ILEUM PART 2 Update Testing: Windows/Linux/Mac
This should be the last testing update before we push this to the live version, unless something comes up. Please help test for Windows, Linux, and Mac! Post in the comments if you run into any problems.
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.
NEWEST CHANGES
- Changed method of obtaining the Last Arcade special characters, to prevent a crash error
- Fixed a crash that would happen if you replaced your playable character in a trading camp with a full team, when the playable character was the only character not resting
- Updated Linux and OSX builds
FULL LIST OF CHANGES
- New Special Trading Camp, The Last Arcade. Contains a way to train shooting until you run out of food, and also two new special characters
- Fireproof special recruit now gets a 20 charge Napalm Launcher, losing the 200 charge blowtorch
- 50 charge Napalm Launcher added as a Fire Sale 8th option to the 10 food list
- The bandit events for the ones that take everything and the weapon stealing ones tweaked to be slightly less harsh
- New weapons added to weapon buyer
- Overpowered and Endless mode added to game-info streak tracking
- 2 new rare events added, Wonkor Burger and Trust Building Exercise
- Changes to how Fireproof works so it's statmod based instead of a Trait check. This will allow new methods to gain fireproof that doesn't eat up your Trait slot completely
- Checks to make sure previous fireproof things don't break with this change
- 3 new events. The Last Internet Connection, Death Car to Right Here, and Cloud Watching.
- Player 2 should now be able to give up control
- Player 2 should now be able to pick new characters
- Napalm Launcher will spawn in the Inferno locations, replacing the flamethrower
- Napalm Launchers found on the ground give 50 charges
- Burning locations now have a slightly higher chance of flamethrower
- Fast Food event now has a title
- Blowtorch and similar weapons will now properly work again, instead of characters swinging them around like a melee weapon at full ammo
7/27 ILEUM Part 2 Testing Branches
The second part of the ILEUM update got delayed as we hunted down bugs, and then was delayed more by some personal life stuff. I will keep editing this announcement as the testing branches come up, and will do a new post when we're very close to launch.
7/27 News: Very close to launch, soon I'll do another post with final news and Linux and Mac support.
7/7 1:40 PM Update: Fixes to multiplayer, some broken weapons, and some other tweaks. Please test the multiplayer fixes!
7/21 11 AM Update: Some new events! I'm posting another update tomorrow that should have most of the rest of the update. We've tested most of this already on our end, but I want to do final tests before we send this to mobile and to the console update people.
7/24 Update Getting there. Events finished, along with some adjustments for how Fireproof works so it will no longer fully take up the Trait slot necessarily. New trading camps will be up next.
7/27 Update New trading camp, cut the other one for now to get update out faster. Also some other tweaks.
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.
7/27 LIST OF CHANGES
- New Special Trading Camp, The Last Arcade. Contains a way to train shooting until you run out of food, and also two new special characters
- Fireproof special recruit now gets a 20 charge Napalm Launcher, losing the 200 charge blowtorch
- 50 charge Napalm Launcher added as a Fire Sale 8th option to the 10 food list
- The bandit events for the ones that take everything and the weapon stealing ones tweaked to be slightly less harsh
- New weapons added to weapon buyer
- Overpowered and Endless mode added to game-info streak tracking
7/24 LIST OF CHANGES
- 2 new rare events added, Wonkor Burger and Trust Building Exercise
- Changes to how Fireproof works so it's statmod based instead of a Trait check. This will allow new methods to gain fireproof that doesn't eat up your Trait slot completely
- Checks to make sure previous fireproof things don't break with this change
7/21 LIST OF CHANGES
- 3 new events. The Last Internet Connection, Death Car to Right Here, and Cloud Watching.
7/7 LIST OF CHANGES
- Player 2 should now be able to give up control
- Player 2 should now be able to pick new characters
- Napalm Launcher will spawn in the Inferno locations, replacing the flamethrower
- Napalm Launchers found on the ground give 50 charges
- Burning locations now have a slightly higher chance of flamethrower
- Fast Food event now has a title
- Blowtorch and similar weapons will now properly work again, instead of characters swinging them around like a melee weapon at full ammo
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