We've already started up the next update. The next one will be named EYEBALL, and should be launched somewhere in October or November. I am planning on getting testing branches going again at the end of this month.
This update will focus more on content. Characters, weapons, some locations, and new CYOA events. Especially more road CYOA events, which I wasn't able to get to in the DUODENUM Update. I think Death Road could really use a pile of new road events, for more variety there.
I will also be including some things that just barely missed the last update, like the pictured turtle man. You will be able to find him in a secret sewer, as part of a rare city location. There are also at least a couple more Rare Trader Camps on the way, which will also let me make those a little more common than they are now.
Madgarden is also going to start work on looking at the BIG FEATURES we have on our list. More details below.
The Next Year of Death Road
We're going to continue doing content and feature updates for Death Road to Canada. There are still some big features we want to do. Some of the remaining ones are ones we tried to do in the past, but ran into problems for.
A big feature we've been wanting to do since launch is co-op improvements. We've put a bunch of time into this in at least two separate updates in the past, but ran into problems. Most of the issues involve getting splitscreen support in, which I think would make co-op much more interesting as a whole. That's why we haven't done things like 4-player support yet, as I think splitscreen would help a lot.
Also on our planning board are things like trying online support, localization, expanded mod support. We're going to try all of these. I'm not sure which will be successful, as they're all difficult features.
Attempting any of these features will take a lot of time, so updates coming up will likely have more of a focus on content and less on new small features. That way we can work on prototypes of the big features.
As I've been saying for quite awhile now, Online Co-Op is likely the biggest feature of all in that short list above. This will likely require a followup game of some sort. Then we could attempt to back-port it to Death Road. There's a lot of points where this plan could fail, but we'll try it.
You can see our task board of update ideas here: http://steamcommunity.com/games/deathroad/announcements/detail/1439316974569800468
All of our other Anniversary announcements can be found in this post: http://steamcommunity.com/games/deathroad/announcements/detail/1425804364184359221
ːanimegirlːːgnomeyːːhorsemannːːmeltychanːːmountieːːskeleːːsuperdogːːzombfaceːːanimegirlːːgnomeyːːhorsemannːːmeltychanːːmountieːːskeleːːsuperdogːːzombfaceːːanimegirlːːgnomeyːːhorsemannːːmeltychanːːmountieːːskeleːːsuperdogːːzombfaceː
This ends our first Death Road Anniversary month! Here's hoping that we have another strong year, all the way to the second anniversary of Death Road!
I'd also like to thank everyone for their support. We don't get much press coverage. Outside of some exceptions, Death Road really doesn't get covered at all. I'd say most of our success has been due to streamers and word of mouth, fans recommending the game to their friends.
The results have been pretty amazing for us, so we can't complain too much.
If you like what we're doing with the game and updates, keep getting the word out to others!
You can also follow me on Twitter of Facebook for frequent news:
http://www.twitter.com/rocketcatgames/
http://www.facebook.com/rocketcatgames/
You can also follow Madgarden on Twitter:
http://www.twitter.com/madgarden/
Death Road Update Plans MEGABOARD and FAQ
As part of our Anniversary celebration, we're making our To-Do list for updates visible to the public. Check out our plans on this Trello board:
https://trello.com/c/PrW0bxXr
The link above leads to a note on some caveats. Quick summary: NO PROMISES! Things can and probably will change at any moment for future plans, especially once you get down to fine details and/or tricky changes with a chance of failure.
Read the above if you skimmed it. I feel like I should try to make that super clear, as there's some risks to having our future plans be this transparent.
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I've also posted a Frequently Asked Questions topic to the Steam discussions board. Check it out here:
The recent DUODENUM update was so big that I wanted to make a separate post to detail all the changes. Here's a link to the Anniversary Update announcement, earlier today:
http://steamcommunity.com/games/deathroad/announcements/detail/1439316518693473996
I can't believe we did all of this in a month.
We ended up doing a lot more new systems than intended, we were trying to do none so we could only do content. For the next update, I'll try that plan again. I'd especially like to focus on road CYOA events for awhile, and sneak in more characters and weapons, maybe a location.
DUODENUM Changes
New Lighting System
- Nights can be much more dark, making it hard to see zombies or even doors.
- You start each game with a couple flashlights in the trunk.
- Flashlights, fire, and some other sources can provide light.
Fire Changes
- Fire now does a lot more damage
- Fire now doesn't spread between zombies, for the most part
- Fire now doesn't spread from zombie to human, for the most part
- Fire patches set zombies on fire a lot more easily
New Locations
- Burning Building: Contains fire loot and a lot of fire.
- Rare - Raging Inferno: Rare, bigger burning building. Higher difficulty, different loot.
- Farm: Has a farmhouse, and a barn with farm tools that will have a scythe or sickle.
- Pig Farm, Chicken Farm: Farm variants, has living livestock to interact with.
- Rare - Gothic Farm: Rescue mission with special characters
- Dark Mansion: Bring a flashlight. Big, lots of loot, with a special loot room at the end.
- Rare - Haunted Mansion: G-g-g-g-ghost mansion????!
- Rare - Frozen Friend: Solve the mystery of the big chunk of ice
- Rare City Location: Secret Mansion
- Rare City Location: Toy Store
New Cheevos
- 8 cheevos added
- 2 additional cheevos added for the America Day and Canada Day holidays
New Music - Soundtrack for the game about doubled
- New song if you get to City of Lost Hope in higher difficulties
- Music in cities will change if you stay up too late at night
- Reshuffling old song logic
Barricading Doors - You can now put furniture near a door to barricade it, preventing it from breaking for awhile. The furniture will get jostled around, instead.
- Furniture and other objects will slowly get jostled away from the door, unless you shove them back in.
- Doors will eventually break even if barricaded. Heavier objects used to barricade the door will make this breaking take longer.
- You can push your character against a door to barricade it with your body.
- Zombies and projectiles don't count as barricades.
New Recruitable Characters
- Some Pig: SOME PIG
- Pirate Captain: Recharging cannonball launcher
- Caveman: Good game-breaking potential
- Fireproof Pyromaniac: Take the new Fireproof trait for a spin
- Bee man: Finally, a hard counter to the bee event
- Wood Woman: Two characters for the price of one
- Giga Guy: Shoots lemons, can be charged up to do big blasts
- Puppy, Kitten: Formerly Kickstarter backer rewards, now can be rarely found in trading camps
- Renaissance Faire Bard: Luteing and looting
- Scientist: Her gun gets really strong if you can get her shooting up
- You now have a 5.5% chance of finding a rare trading camp
- Bunker Laboratory and Shopping Center
- Ye Olden Renaissance Faire
- SWOLE MOUNTAIN
New Weapons
- Hot Poker: Hit a zombie to set it on fire, never runs out of charge
- Firelunk Greatsword: The Hot Poker's dad
- Eggs: Throw to spawn chicken
- Turrets: Throw to place an automated turret. Comes in red and green flavors.
- Blue and Red Robots: Your new robot pals, throw to deploy.
- Weed Whacker: The chainsaw's disappointing son. Gets great gas mileage, though.
- Golden Spear: Even better than the Devil's Fork
- Flashlight: It's a flashlight
- Tacticop Lite (TM): A no-break flashlight that can break zombie heads. Somewhere between a nightstick and aluminum bat in stats
- Pickaxe: A deadlier, slightly lighter shovel, making it pretty effective
- ULTIMATE LOG: Absurd stats, absurd weight
- MegaKnight Blade: In case the claymore wasn't strong enough. A bit slower to make up for the extra power. (Has same stats as the Guster Sword but you can actually drop it)
- Golden Knife: A little knife that does more damage than a claymore, but only to one target at a time.
- Mazer Beam: Weapons of the future, today. A more accessible UFO laser.
- Pukeyballs: ????????
- Silenced Pistol: Silenced weapons attract less zombie attention, though at the cost of 20% damage or so. Also, not truly silent.
- Sniper Rifle: More than silenced, also has especially high piercing value.
- Quiet Shotgun: friendo
- Deployable Turrets, Green and Red flavors
- Giant Club: An enormous weapon that Caveman carries
- Gigamann's Ball Guster (!!!!!!!)
- Branch Trimmer: Also trims zombies
- Lute: The Ren Faire Bard's instrument/weapon
- Dagger: A great stabbing weapon, at low stamina
- Halberd: Some cross between claymore cleave and knight sword speed/damage
- Spiked Bat: Rare variant of baseball bat, 50% more damage, more sturdy
- The Whammer: Rare variant of aluminum bat, 50% more damage
- Boots: Well, you can throw them
- Spine, Spineskull, Zombie Leg: Rare skeleton-derived weaponry
- Brass Knucks: So light
- Dragonslayer: If the Guster Sword and Megaknight Blade weren't strong enough for you
- Cavalry Sabre: Mansion-only loot drop, kind of like a Knight Sword with extra cleaving
- Pirate Cutlass: Pirate Captain's personal sword. Strong, fast, cleaves.
- Pirate Cannon, Captain's Cannon: Shoots heavy cannonballs! The Captain's version recharges each mission
- Science Doodad: A working teleporter
- Wooden Club: Imagine a really strong baseball bat
- Sickle: A faster/weaker but more cleave friendly variant of the machete
- Morning Star: Knockback, damage, big cleaving potential but unreliable
- Toy Hammer: Finally usable after being in the spritesheet since the game's launch, Bee Man's weapon
- Possibly more that I may be missing, past the 43 weapons above
Weapon Changes
- Flamethrower jet now pushes and knocks down zombies strongly
- Flamethrower flame jet now pierces into crowds better
- Leaves longer lasting burn patches on the ground
- Takes much less ammo, both when idle or when in use
- Now has a minimum fire spray/ammo use amount, if you just tap the shoot button
- Flamethrower now cheaper, from 60/50/40 cost from various traders to 50/40/35
- Flamethrowers can carry 100 gas max, instead of 200.
- Molotov burn patches now last a lot longer
- Molotov burn patches are now a lot bigger
- Blowtorch now uses its own internal charges instead of gas
- Blowtorch gets better fuel efficiency, and a minimum ammo use on tap
- Alien's Raygun now uses its own internal charges instead of gas
Cosmetic Changes
- Many new faces added for each gender
- 3 new hair colors added, including the often requested "darker black"
- Graphics tweak for female straw hat
- New hair types, including the often requested male mohawk
Tweaks
- Propane tanks now vents gas and freaks out when hit, then explode shortly after. They can also still explode instantly if they take a lot of damage at once.
- Flee from burning building event changed to let you pick from all members of the group, instead of picking from 3.
- A T*S*T*C character, if they ALSO have maximum strength, can now pick up SWOLEWEIGHT objects such as fridges! In practice, this means that those characters can now pick up everything The Last Bodybuilder can, with the notable exception of car wrecks.
- Things carried by humans can no longer be shot or hit. This should make furniture throwing and Ex Wrestler/Grappler easier to do in a full group.
- AI followers now try to avoid fire.
- Valkyrie values her hammer more.
- Special thing if you make it to the final map with a working car.
- You can now open or close doors in the middle of a weapon swing
- You can now pick up weapons in the middle of a weapon swing
- AI followers now have the ability to use throwing weapons more appropriately, for certain weapons like boomerangs and glass bottles.
- Pickaxes can spawn in farms and hardware stores
- Pickaxe be used to break into the crypt
- Ouchie Spray renamed to Healing Spray
- Ninja now lasts an extra day
- Many temporary recruits now put weapons they're carrying in your trunk, if you get out of the mission with them. This includes things like humans/dogs that you rescue, Samedi skeletons, and more.
- Above temporary recruits now also unload any supplies they may have picked up into your trunk.
Fireproof Trait
- Fireproof trait added, does as advertised
- Can be purchased from the Trait Seller
- Works in the "flee from fiery building" event
- Provides protection against hot sauce
Fixes - If you pause in Canada, the game will now acknowledge that you're in Canada
- Added a missing wall type to sewers
- Added a mission wall type to museums
- You can no longer drop nodrop weapons that have charges built in
- Fixed that bug where Car Nut wouldn't work if you were solo
- Fixed a long standing bug where the ending would get messed up if you had someone with a very boring personality
Other - A trashcan added to rest stops
EDIT: Hotfix 8/6 12:15 pm PST
- Fixed bad blurb logic for Bee Man
- Removed an old outdated countdown timer for Scientist that was making her leave your group after one event
- Added in a personality randomizer on game start, so your starter characters will no longer have the same personality stats each game if they're supposed to be random
- "True Katana" in weapon buyer menu changed to "Strong Katana" for consistency
- Fixed costs for the bots
- Changed Specialist and Travel Light to properly account for Gun Collector
- Surgeon now starts with Scalpel instead of Cleaver
EDIT: Small Update 8/8 12:15 pm PST
- Fixed a new bug with Phoenix damaging team members and the Phoenix character itself
- Added Leaf Blower for the hell of it
- Made the default recruit full group replace let you pick from all 4 characters, instead of 3 + "don't get new character"
Death Road Anniversary Update: DUODENUM
This is the big DUODENUM update, released as part of our One Year Anniversary month. See all our plans for the anniversary here:
http://steamcommunity.com/games/deathroad/announcements/detail/1425804364184359221
Keep reading for a list of the changes you can expect in DUODENUM! There are new locations, characters, features, many new weapons, tweaks/fixes, and more! We somehow managed to do this giant update in about a month.
Death Road Shirts
If you like sapient, weapon-carrying dogs, you can buy a Death Road shirt featuring them! Order them here: https://www.levelupstudios.com/collections/new-stuff/products/dang-it
This shirt is also good if you like the phrase "Dang It".
DUODENUM Update
DUODENUM brings a lot of new content and features to the game. The below list is a short summary.
For a more detailed list of changes, go here: http://steamcommunity.com/games/deathroad/announcements/detail/1439316518695405801
Later I'll try to do a giant summary post of everything we've added to Death Road since its launch, a little over year ago.
Big Features
- Lots of new music! The soundtrack has more than doubled!
- Big revamp to all the fire weapons.
- New lighting system with darker darkness
- Flashlights
- New barricading system! Furniture and characters can be used to reinforce doors.
- New system for AI followers using thrown weapons
- New Rare Trading Camp system! Contains Hidden Laboratory, Ye Olden Renaissance Faire, and Swole Mountain: THE place u get SWOLE[tm]
Major Content
- Over 40 new weapons!
- 11 new recruitable special characters!
- 4 new traders added for the normal Trading Camps
- 10 new cheevos (8 for this update, 2 for America Day/Canada Day)
- 9 new location events: Burning Building, Pig Farm, Ghost Mansion, Frozen Forest, and more!
Weapons
- Weed Whacker added
- Scientific Doodad/Teleporter
- Pirate Ship Cannon
- Chicken Eggs that turn into chickens
- Deployable friendly robots
- Calvalry Sabre
- Halberd
- Automated turrets
- And a lot more
Little Content
- New heads and hairstyles for random and custom characters!
- New Fireproof trait
- Spooky ghosts you can kiss (*^ - ^*)
- Ghosts have real ghost sounds
Tweaks and Fixes
- Propane tanks now fly around before exploding
- Jerks that you temporarily recruit will now leave their weapons/food/jars of peanut butter/so on in your trunk before they take off
- Too Swole 2 Control characters can now lift refrigerators if they completely max out their strength potential.
- Things carried by humans can no longer get hit by allies, for easier throwing of chairs
- Many more!
Here's a preview video of some of the new content:
https://youtu.be/kEM3_z3gHtk
Future Plans
We will be continuing to update Death Road to Canada. The next year of updates will focus more on content than new systems. We still have some big new features/systems we want to attempt. Future updates will focus on one feature/system at a time, instead of several at once.
Next week, as part of the Anniversary, we will be posting a public Trello of all the things we have on our list. I will update this post with a link, when that's up.
We're also going to start looking into prototyping for future games. There will be a lot of back and forth between prototypes and Death Road updates. A system in a prototype may get in Death Road, a system in Death Road update may be used in a future game. More news on this later!
Let me know what you think in the comments and discussions. For more constant news, follow me on Facebook or Twitter:
If you like what we're doing, tell your friends and leave reviews!
8/3 Testing Branch (ALL PLATFORMS)
This may be the retail update. Help test and we can launch it!
INSTRUCTIONS
IMPORTANT NOTE: This will use the same saves as the retail branch, since we're about to launch this update.
HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.
CHANGES
- New rare trading camp: Swole Mountain.
- New Traders in Swole Mountain: Strength Expert, Fitness Expert, Boxing Trainer, Shady Trainer
- Armor Seller added to Ren Faire rare trading camp
- Rare Trader Camp chance increased to 5.5%
Edit 8/4 3:30 AM PST
- 6 cheevos added for this update
- 2 cheevos added for America and Canada day
- New song for hard areas: "RNG; MEGA CHEESED"
- Update to City of Lost Hope music
- PERFECT DIET now costs same as FORBIDDEN PUMP
- More death sayings for special characters
- More ending lines for special characters
- New blurbs for special characters
- Revamped blurbs for scientist
- Mazer Pistol cooldown set back to normal
- Science Doodad is no longer used by AI
Edit 10:20 AM PST
- 2 additional cheevos
- Broken character fix for Pickaxe
8/2/17 Testing Branch (ALL PLATFORMS)
Mac now supported. Some new surprise features!
There should be one last update tomorrow, to get some remaining things in like new special character sayings, finishing one more special trader camp, and maybe some cheevos.
This is, by coincidence, the anniversary of the SPLEEN update!
INSTRUCTIONS
IMPORTANT NOTE: Since we're so close to launch, testing branch will temporarily use the same save files as retail.
HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.
CHANGES
Tweaks
- Many temporary recruits now put weapons they're carrying in your trunk, if you get out of the mission with them. This includes things like humans/dogs that you rescue, Samedi skeletons, and more.
- Above temporary recruits now also unload any supplies they may have picked up into your trunk.
- The new weapons that are firearms or vaguely like firearms now count as firearms for events.
- Teleporter now damages multiple zombies
New Music
- Song added: They Can't Be Stopped
- In city maps, this song will play if it gets too late at night
Weed Whacker
- Can contain 30 gas now
- Even more fuel efficient than before, takes about 1/4 to 1/5 the gas a chainsaw does
- Weed whacker now gets thrust out when in use for more reach (this is good and bad)
- Weed whacker now turns less when in use, so you can back up with it with some adjustment
Fixes
- Fixed that bug where Car Nut wouldn't work if you were solo
EDIT 8/3 10:05 AM PST:
New Changes
- Two new rare city locations: Secret Mansion and Toy Store
- Lots of the new weapons added to the weapon buyer list
- Fixed an error with skeleton boots
- Sprite fix for the Whammer and Blue Bot
- Removed test weapons and free ZP guy
8/1/17 Testing Branch (WINDOWS, LINUX)
Reaching the end of testing, before the DUODENUM update is launched. Linux now included, Mac is coming.
Tomorrow: Blurbs, death sayings, endings for the new special characters. A properly working Weed Whacker. Some extra fixes. Maybe some cheevos?
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.
CHANGES
- Ren Faire rare trader camp.
- Rare trader camps are now more rare.
- Special Recruitable: Bard
- Special Traders: The Three Knights
- Morning Star added
- Dagger attainable in-game
- You can no longer drop nodrop weapons that have charges built in. This included GigaGuy's Guster Gun or whatever we're calling it at this moment.
- Weed whacker added to hardware stores.
- Weed whacker currently has a bug where it only carries 3 gas! Fixing that next build.
- Halberd is now 0.1 seconds faster.
- Some Swap Meet UI changes.
- Half of the test weapon demos removed.
- Trader Signs added to the Scientist and her bots.
- Lowered Mazer Pistol's melee cooldown so the scientist uses it.
- Moved blue robot upwards slightly.
7/31 Testing Branch (WINDOWS)
This one has tons of stuff in it. I also did a late night extra build, notes at the bottom for those changes.
Tomorrow will likely be the last build until launch, unless bugs crop up. We will also do the Mac and Linux testing branch builds tomorrow.
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.
- A bunch of turret work to make them way fancy
- Slightly less red turret ammo
- Green turrets now have the same ammo amount as red turrets.
- Gigaguy Ball Booster or whatever we're calling it now doesn't fire when opening doors
- Tweaks to Gigaguy Gun
- Fix for THE WHAMMER not spawning properly
- Spiked bats may replace baseball bats, 10% chance
- The Whammer may replace aluminum bats
- TactiCop Lite may replace nightsticks
- Scattered skeletons may now be replaced by weird new weapons, 5% chance
- A broken skeleton has a 10% chance to spawn a spine instead of a femur
- Cutlass is now shorter, faster. Slightly weaker, hits one less target.
- Toy Hammer finally usable, gets a 60% chance to cleave
- Morning Star faster
- Egg chicken spawn timer about doubled
- Wooden Club can rarely spawn via exoticweapons drop
- Dragonslayer is now faster, about 15% faster than GUSTER SWORD
Locations
- New Frozen Forest location added
- New tech added for breaking someone or something out of an object
- FROZEN FRIEND event temporarily added to start of game
- Other temp events removed from start
- If you get to the final map with a car, you'll get a special event now
- Final map has double the zombies at the very start
- Mansion loot info now saved, so you won't get the same category twice if you visit two mansions.
- Tweaked mansion room generator to have more failsafes
- Mansion Loot 5 is now just the cavalry sword, instead of a chance of that or a halberd
- Brass knucks added to police evidence lockers
Tweaks
- Fireproof people love hot sauce
- Bees vs Bee Man
- Ninja recruit now sticks around for an extra day
- Mad Scientist updated
Fixes
- Big fix for endings, preventing an error if you had someone with dead even bland personality stats.
- Many failsafes added to ending epilogue picks.
EDIT: 8/1 12:25 AM
New changes
- Rare Trading Camp system added. Currently just the one type.
- New trading camp: Shopping Bunker Lab
- Red and Blue robots added to Bunker Lab.
- Rare Trader/Recruit: Scientist
- Mazer Pistol tweaked so Scientist will use it over her teleporter.
- Throwing Robots are no longer stackable
- Science Doodad set to 5 charges base
- Fixed a bug with trader-camp-reset
- Tweaked the Whammer's sprite
- Tweaked the Throwing Blue Robot sprite
7/28 Testing Branch (Windows)
Lots and lots of new weapons! A few more coming up. You can test then by picking Weapon Set 1 or Weapon Set 2 on the starting tips screen.
Coming up, either late Sunday or Monday: Some special trader camps. Some road events. New characters. Maybe one more location type, though I may save that for the next update. Also Linux and Mac builds!
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.
CHANGES
New Weapons, all in Weapon Set 1:
- Silenced Pistol
- Sniper Rifle
- Quiet Shotgun
- Deployable Turrets, Green and Red flavors
- Giant Club
- Gigamann's Ball Blaster (!!!!!!!)
- Branch Trimmer
- Old weapons in this set: Flamethrower, Molotov, Blowtorch, Pukeyball, Mazer Gun, Wooden Club
New Weapons, all in Weapon Set 2:
- Sai
- Lute
- Dagger
- Halberd
- Robots, Blue and Red flavors
- Spiked Bat
- The Whammer
- Boots
- Brass Knucks
- Firelunk Greatsword
- Dragonslayer
- Cavalry Sabre
- Pirate Cutlass
Location Tweaks
- Burning Building and Inferno loot tweaked, Firelunk sword added
- Mansion loot added, has different loot possibilities depending on if you're in the haunted version or not
- Ghost work with real ghost sounds
More Tweaks
- Ouchie Spray renamed to Healing Spray
- Better Pukeymon Colors
- More Pukeymon types
- Sickle cleave chance changed to 50%, a buff
- PIckaxe cleave chance changed to 35%, a nerf
- New glasses added: Welding Helmet
- Flamethrower now pierces into crowds better (!!)
- Minimum flamethrower spray time is slightly higher
- Blowtorch burns targets much more easily
7/25 Testing Branch (Windows)
Lots of new weapons in the Test Weapons option! Check them out while you can. I'm waiting until Friday to do another build, at which point all the weapons will be replaced with new testing weapons.
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.
CHANGES
New Weapons
- You'll get all these weapons if you pick the GET TEST WEAPONS option at the start of the game:
- Golden Spear: Even better than the Devil's Fork
- Tacticop Lite (TM): A no-break flashlight that can break zombie heads. Somewhere between a nightstick and aluminum bat in stats
- Pickaxe: A deadlier, slightly lighter shovel, making it pretty effective
- ULTIMATE LOG: Absurd stats, absurd weight
- MegaKnight Blade: In case the claymore wasn't strong enough. A bit slower to make up for the extra power. (Has same stats as the Guster Sword but you can actually drop it)
- Golden Knife: A little knife that does more damage than a claymore, but only to one target at a time.
- Mazer Beam: Weapons of the future, today. A more accessible UFO laser.
- Pukeyballs
- Pukeymons
- ULTIMATE LOG has a 1% chance to spawn in forest areas where other logs may spawn
- Pickaxes can spawn in farms and hardware stores
- Pickaxe be used to break into the crypt
Tweaks
- Flamethrower burn patch duration tripled.
- Flamethrowers can carry 100 gas max, instead of 200.
- Flamethrower minimum spray time is now 33% longer, to make little taps less tiny.
- Molotov patches now last longer, about 8 seconds now.
- Molotov burn areas are now about 30% bigger.
- AI followers now have the ability to use throwing weapons more appropriately, for certain weapons like boomerangs and glass bottles.
- Flashlight angle now changes a bit if you are wearing it rather than holding it.
- Egg Chickens now last longer, and follow you more closely