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