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STOMACH Update Testbranch #3 (Windows)

Lots of changes this time! We've been updating testing branch, but haven't posted a changelog in a bit. So this post will catch the changelog up for all the recent additions and tweaks.

The console is turned back on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out:

New locations: [c]to_the_train[/c] [c]to_the_railyard[/c] [c]to_the_citadel [/c] **City Rework Testing: **[c]road{ sycacity_test1 }[/c]

[c]road{ sycacity_test2 }[/c]

[c]road{ sycacity_test3 }[/c]

** TO ACCESS THE TESTING BRANCH:**

  • Right Click "Death Road to Canada" in your Steam Library

  • Go to Properties

  • Click on the Betas tab on the left of the Properties window

  • Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"

STOMACH Testbranch #3 New Changes

  • Exchanged some old trees for better looking ones; relevant to beach, bus depot

  • Fixed zombie sprite bug

  • Drastically improved the Prefab Generator tool for modders. Check parking_lot_example for details

  • Prefab Generator now supports room generation and entry tags, as well as irregular shapes

  • Laid groundwork for several TRACHEA locations. ( to_the_forge if you are curious )

  • Added Parking Lot to starting locations. Experimental!

  • Improved consistency of parking lot spawns

  • Fixed Phoenix bottle bug

  • Resilient type rework; now provides 1 damage reduction from events

  • Hidden potential rework; check in game for details, now provides max bonus to stats when training

  • The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets

  • Changed Van Smelt scaling to make it more effective, especially past 30 headshots

  • Added flavour text for when a stat is maxed out but tries to increase

  • MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate

  • Added interactable posters to Parking Lot

  • Adjusted parking lot loot

  • Adjusted parking lot layout to be more logical

  • Added extra decor to parking lot

  • Added bathrooms to parking lot

  • Improved parking lot consistency

  • Added tire irons to the parking lot

  • Removed +1 HP for resilient type

  • Fixed medical text in the library... I'm not a doctor!

  • Resilient type now grants damage reduction once per event as intended

  • Adjusted wording on posters in parking lot

  • Fixed bug with ammo in railyard

  • Fixed weapon lists bug

  • Fixed various other bugs

All Changes for STOMACH Update

Rare characters

  • Admiral : prevents bandits and car breakdowns! Loves water!

  • Zeus : SMITE ME OH MIGHTY SMITER

  • B*yonetta : Combo madness!

  • Magus

  • Pewter

New Weapons

  • Dolt ACP, fires twice as slow, always pierces two targets

  • Target rifle, 1-3 penetration range

  • Battle rifle, faster than hunting rifle but much lower pen

  • New Police Station loot:

  • Added Machinepistol, an interim between uzi and pistol

  • Added SWAT shotgun, an interim between the shotgun and top tier shottys

Weapon Reworks and Adjustments

  • GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:

  • Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun

  • Axe Rework!

  • Axes now all hit one singular target, but create an AoE effect around the target!

  • In many cases, this allows them to cleave more than before!

  • Many axes have also had their cooldowns reduced!

  • WHIP NERFS

  • Leather whip power -> 0.2

  • Gave leather whips a 0.5% break chance

  • Infernal whip multihit -> 3

  • All CDs increased by ~10%

Trait Reworks and Adjustments

  • Resilient type rework; now provides 1 damage reduction from events

  • Removed +1 HP for resilient type

  • Hidden potential rework; check in game for details, now provides max bonus to stats when training

  • The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets

  • Trademark Weapon rework: the following traits now have a weapon...

[c]--------------------------------[/c]

[c]Bandit || Switchblade[/c]

[c]Warrior || Steel Pike [/c]

[c]BERSERK || Skullcutter[/c]

[c]BTTW || Switchblade[/c]

[c]Hero Type || Silver Longsword[/c]

[c]Oblivious || Frozen Ham [/c]

[c]Resilient || Mailbox [/c]

[c]Fierce Temper || Sledgehammer[/c]

[c]Hyperfixated || Phaseblade [/c]

[c]Craftsman || Stillson Wrench [/c]

[c]TBD || Megaphone [/c]

[c]---------------------------------[/c]

New Locations and Adjustments

  • Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions!

  • Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo!

  • Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.

  • Added alternative prison layout

  • Adjustment to City generation, including new setpieces!

  • 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

  • Reworked cities have all sorts of new decorations

  • Mysterious factory has received improvements to it's loot table. No more umbrellas!

  • Removed buoys from beach after consistency complaints

  • Added pool noodles to the beach

  • Nerfed prison loot slightly

  • Exchanged some old trees for better looking ones; relevant to beach, bus depot.

Gameplay Modes

  • Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time!

  • THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions!

  • RPG mode has been reworked! Many of the classes have received balance changes or been

redesigned outright. Furthermore, your starting perks, traits and stats matter much more now!

Text Events

  • BISON CROSSING

  • CULTIST BANDITS

  • DARK CARNIVAL

  • SKELETON CAPTAIN

  • Added calmshot interaction to merciless bandits

  • Ringmaster can now command his spider to eat other spiders in events

QOL Improvements

  • Expanded list of tips and tricks at game start screen - now 100!

  • Fixed many temporary chars being able to steal your loot!

  • INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!

Other New Content

  • Reworked Nimbus

  • Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding

  • Changed Van Smelt scaling to make it more effective, especially past 30 headshots

  • Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH

  • Added VISUAL ONLY military zombies to military depot and citadel

  • More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!

Tweaks and Bugfixes

  • Pet shop dogs no longer pick up items until recruited

  • Added flavour text for when a stat is maxed out but tries to increase

  • Fixed "brandish guns" option showing when you don't have any guns

  • Fixed "JUMP IT MAN" outcomes not dealing car damage

  • Fixed various bugs and text issues in other events

  • Improved wording of the tutorial and throwing objects guide

  • Reduced prices of gimmick trader items

  • Improved compatibility between Back To The Wall and other perks

  • Chickens should now properly not pickup loot

  • Fixed bug where cities would not always generate their selected store

  • Improved visibility of keys and safe combos in edge scenarios

  • Fixed several events not accounting for gourmands, pets or tiny eaters

  • Fixed ancient bug pertaining to healing events

  • Fixed campfires in trader camps not using the right food amount when resting

  • Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)

  • Fixed Lynn Thompson grammar error

  • Fixed G*rf text event bug

  • 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

  • Fixed zombie sprite bug

  • Fixed weapon lists bug

  • Fixed various other bugs

  • Fixed Phoenix bottle bug

  • MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details

  • MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate

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