Rare Trading Camp: Final Hospital Added
Rare Trading Camp: Mechanical Fortress
Graveyard
Public Park
Previous Location Tweaks
6 new recruitable playable Special Characters! Technically 10 Special Characters, if you count each JoJo reference as two characters (I do). See more info below in the Special Characters section
Added a News Box to the title screen, as the old news method seemed too jarring. We will use this mostly to announce either major update changes or announce future games we launch. You can turn this off in the News Options if you want, it remains off until another update happens
New Perk: Pyromaniac. You get a Blowtorch that regenerates between missions, and immunity to fire. You can pair this with Phoenix to retain fireproofing after your first death, or combine it with Specialist to sacrifice all weapon slots to upgrade your Blowtorch to a Napalm Launcher! Have fun
New Trait: Fast Learner. Start with low skills, but gain double points to Shooting, Medical, and Mechanical skill every time you get a respective skillup for one of these. This effect stops at 4 in each skill, and if you get a skillup at 3, you'll still shoot straight to skill 5
MORE UNLOCKABLE HATS added, with conditions for unlocking them
Added more hair and head options, and new skin color options. The weirdest ones are not used by the random character generator, but you can use them in the Custom Character maker and as Familiar Characters
New Rare Location: MILITARY DEPOT. Lots of zombies, lots of explosives
New Rare Trader
New Arcade Machine added to the Arcade Rare Trader Camp
New Weapon: Golden Axe
New Weapon: Heavy Golden Axe
New Rare Trading Camp: PREPPER PARADISE
New Weapon: LIL' DAWG
New Weapon: Golden Pistol
New Weapon: Survival Knife
Trader that sells higher ammo versions of the Bazooka, Grenade Launcher, and Napalm Thrower
BIG DAWG is now sold in PREPPER PARADISE, for a cheaper price
Healing Spray XL with 10 charges instead of 3
New Event: Turret Thief
4 anime reference characters that temporarily summon 4 other anime reference characters. [sfx: The JoJo theme of your choice]
Summoned Stamps have infinite energy, they simply don't get tired. They also do not bleed, so an injured or dead Stamp will not attract zombies
Having a Stamp User in your team can lead to finding more Stamp Users in Road Events. The more you have on your team, the faster you find the next Stamp User, though you can still find all of them (eventually) with just one Stamp User in the team
Made a special character that is far bigger than previously thought possible, dwarfing the Mecha Mountie in size
BROOMY, who gets a very special attribute that may be hard to figure out at first
DELTA, the supersoldier/dog, who is a dog/supersoldier trained by the US GOVERNMENT to have enhanced combat potential and super-accuracy with firearms
DELTA is capable of getting +3 over the normal maximum for the Shooting skill
DELTA has two carrying slots, DOUBLE that of a normal dog. No one knows how or why
Giant buff for Sacrificial Altars. In exchange for losing 2 health, a surviving character now gets Strength, Fitness, AND Shooting instead of just a chance for one of those. If someone dies to the altar, in addition to the previous loot table, it will also give the entire rest of the team a point in strength, fitness, or shooting at random
CIVILIZED NERF: Only gives 1 point in medical and 1 point of mechanical now. Still gives the extremely overpowered combo of good personality stats, though
GNOMEY REVAMP (blaring siren)
Gnomey no longer gets maxed medical, a MASSIVE NERF
Gnomey now summons temporary allies at a high chance whenever he hits a zombie, a MASSIVE BUFF
Gnomey has a small chance to summon many things at once
Gnomey has a chance to summon the Punch Quest guy, who stays for the entire mission
Punch Quest gauntlets shoot punch energy
Secret method for getting 2 Punch Quest gauntlets that can be equipped by anyone
Fireman (Rare Trader Camp Recruit) buffs
Fireman now takes 15 food to recruit instead of 10
Fireman gets a recharging Napalm Launcher like a Pyromaniac + Specialist does, at around level 2 recharge. Their napalm launcher has 20 max capacity instead of 25
Fireman gets a max slot capacity of 2, down from 3, but a lot better than the 1 you'd get with Pyromaniac + Specialist
Superdogs can now bark without dropping their weapon
Shotgun Seller now sells Double Barreled Shotgun instead of BIG DAWG
Rambeux Knife buffed from 1 to 0.7 cooldown
The Road Pause Menu now lists the speed of your car
Temporary characters now drop their weapons when they disappear
Blowtorch and Napalm Thrower are now both unbreakable
Hekatarius event can now give fireproofing to solo survivors
Pukeyballs are buffed, due to OVERWHELMING demand. They stack higher now
All temporary summons are now set at MAXIMUM AGGRESSION SETTINGS. This includes Pukeyballs, chickens, robots, and Stamps
9/19 Hotfix List of Changes
Fixed a bug where dying wasn't clearing out the win streaks for both Four Jerks modes
Made it so that the Four Jerks and OPP modes no longer skip out on the start of game morale boosts and holiday event checks
9/15 Hotfix List of Changes
Enabled Vsync option for Mac and Windows, previously this only worked on Linux!
Fixed a bug where Player 1 could not turn into a Rat if killed before other players
9/14 List of Changes
NEW UNLOCKABLE HATS (insert flashing text here), accessed via a Ugnomey location that can be bought for Zombotown for 30 ZP. This will unlock Challenge Statues that will lead you on the path to getting your sweet new hats
New pop-up Character Select menu for co-op multiplayer! Have a non-leader player press start to bring this up
In co-op multiplayer, players can control Rat Recruits if there are no normal recruits to pick. These are very weak, but still get to influence the world with their claws. The goal is to have less waiting around if you run out of people in a multiplayer game. More work on this system is coming!
NOTE: Your old custom characters that used Fireproof (which was removed) will become unable to move. You will have to change their trait manually to fix this.
Four Jerks Mode added. This lets you start the game with the option to recruit an additional 2 Custom Characters, so that you can start with a full car. Zombie amount is increased +30% to compensate, but you still get easy bandits.
Four Jerks Mode EXTREME added. +150% zombie amount, with cruel bandits.
Four Jerks Mode gives 3 zombo points per win, EXTREME gives 10 per win
Four Jerks EXTREME now gets the harder ending, like OPP does
Vsync support added in Options
Added support for car headlights/taillights
Rare Arcade Special Trader Camp back in, after a major bugfix
New arcade machine added to Rare Arcade, that gives the fireproof stat to one character for 10 food
Bryu and Saguts stats changed a little, and they can no longer take weapons
Long hair options for characters now draws over the back properly, instead of getting hidden
New button in New Game Start to randomly pick custom characters for the leader and buddy
Added extra smileys for over the usual max or under usual minimum levels, with flashing effects
New randomization options for randomizing specific character parts, instead of the whole character
New Trait! Dingus Savant gives 1 extra max point to shooting, mechanical, AND medical, but has a -1 max health and -2 max morale penalty. It's intended for someone that wants a super "win every skill check" support character, but without Civilized's "win every personality check" benefit, less severe downsides to Civilized/Berserk, but also lacking the early game power. Let me know what you think! It's pretty nerfed from the original implementation of it
Phoenix gets fireproofing now, and loses it on death
Nurturing and Inventive now give +1 to the maximum of mechanical/medical, respectively!
Civilized gives 1 point less each to mechanical/medical
Over-max medical (7 or higher) now lets you heal up to 5 times, previously 3!
Over-max mechnical now gives a tighter repair variance, 71-100%, up from 50-100%
Top Seller now gives you more food, generally about 50% more than base. Let me know if this should be even higher, dimly considering making it double the food
Travel Light now gives a point of fitness, just a little buff to make it more enticing
Ex-Wrestler loses the -1 penalty to Strength and Fitness maximums, now gets -3 to max shooting
Bow and Arrow now gets +2 strength as a freebie
Trademark Weapon Perk change: Loses extra stats, but upgrades replace the Aluminum Bat with a Sturdy Machete
Removed the weaker Trait-specific Special Trademark Weapons, as the Sturdy Machete is stronger than many of the old ones
Buffed some additional Special Trademark Weapons: Nurturing gets a Bonesaw now, Inventive gets an Electric Leaf Blower that recharges, and Light Eater gets a Sturdy Cleaver. Specialist now gets a Knight Sword as its (only) weapon
Bows now get a lot more from Strength stat, and draw much faster at all levels of strength
Bows now take count over-max values for Strength. A TSTC character with a bow will draw it nearly instantly
Bows now take stamina for drawing and holding the string, and draw much slower if fatigued
Bow draw effects are more obvious when you're at max draw, if not fatigued
Bow and Arrows + Specialist starts with the full 60 arrows now, and loses the extra phantom bow in slot B
THE JERK STORE is back and better than ever.
OPP mode expanded to add the following characters: Broom, Hermit, Bryu, Saguts, Clown
Hardware store loot rebalanced a little, snow shovels put in as possible spawns
Samedi gets a resurrect saying now, and her death saying is changed slightly
Samedi gets something that is exactly like Phoenix, except for the new Fireproofing
.unfireproof word added, used currently so that Phoenix loses fireproofing on the first death
Phoenix trademark weapon is now the Hot Poker. I'm vaguely interested in buffing Trademark Weapon, so this is a first step there
Fixed a UGnomey typo: "Toilets will also now have a higher loot chancez!"
Roaming Capybara moved more Northeast, hopefully not too far
If the console is enabled, extra error reporting will get turned on for modders in all builds
If the console is enabled, enable CTRL+R, F5, and CTRL+number script hotkeys for modders
Fixed a bug where smoke was leaving numbers in the stack
Car beep pitch is now higher
The PRONOUN BUG in the endings is finally fixed!!!!!
Changes to chars_recycle() function. This should hopefully make the game become less buggy in very long playthroughs, such as Endless Mode. Needs more testing to see if this screws anything up
Some small tweaks to character customization graphics.
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
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
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
Fixed a bug where stacking charge-use weapons (like the healing spray) in the trunk from an equip slot could crash the game
Fix for weirdness with equipped weapon slots when locked weapons were involved
Moody will again sometimes murder the entire group, but he values his rocket launcher less now so he will do so rarely-ish
6 strength TSTC characters and up can now yank pay phones out and throw them
Dying in the Tutorial (or Zombotown if that was possible) will no longer delete one of your saves
The game now remembers who the leader was on the next mission. So if Player 2 was leader, they will retain leadership in the next mission.
All players now will get to retain who they were controlling at the start of the next mission.
When they're selecting a character to control, non-leader players can now choose to take over the characters of other players. The player swap indicator in the top right will have extra symbols to warn you that you're booting someone off their character.
Non-leader players can now take over the leader's character. This will give them leadership. This gives a way to swap which player is leader, which was missing before.
Fixed a bug where certain weapons would drop on death, when they weren't supposed to. This mostly affected weapons with charges, like the bow and arrow. Also Giga Mann's Blaster.
Moody will again sometimes murder the entire group, but he values his rocket launcher less now so he will do so rarely-ish
6 strength TSTC characters and up can now yank pay phones out and throw them
The game now supports up to 4 players at a time!
Joystick can now be unassigned from Player 1 and assigned to Player 2 instead
3 new gameplay modes added!
Endless Mode in. Let me know how far you get!
Over Powered Party Mode added. This lets you start in a special map that lets you recruit any rare character in the game
Quick Death Mode added. It's Short Trip to Heck, but with the difficulty tripled
Removed the "pick a new character" text event when the leader is killed. Now it works similarly to how joining in as a multiplayer buddy would work, meaning you should be able to choose a new character more seamlessly. This only takes one second to kick in
In multiplayer, player-controlled characters will teleport to the leader's room after one second. This was done to drastically reduce the waiting time when the other players are inactive. This is turned off if the character is grabbed
Event Picker Cursor splits into P1 through P4 cursors as players join, all can be used
Players 2-4 now have more control over menu choices. Whoever picks first makes the choice
If the leader dies and there is another player, the leadership will go to that player. Camera will swap over, they will get pause menu control, and the Leader crown will pop over their head
OPP mode has a FORBIDDEN HUT that lets you recruit characters that may break the game. Have fun with that, but also NO REFUNDS
Special ending wave tweaks for OPP. The ending fight takes about twice as long as in other modes. I may later also make the harder modes have a longer ending fight wave, such as in KEPA Mode
Endless Mode shows your days in, instead of days left
Endless Mode tracks your highest day reached in the game mode select screen
The game will run a quick check to clear your control settings to make them compatible with the new 4-player changes.
The ability to press escape to quit a menu added to more menus, for now mostly the supply and weapon traders.
Changed effect of camp2-zwatch for Sound Sleepers that have no loyalty
Text adjustments in camp2-bwatch and camp3-trap for Sound Sleepers
Weegee event now gives a different effect for the fire result if Fireproof
Fix for the walking event with the yelling car, which would have a reveal error if you had an Oblivious character
Car Detour event no longer nukes your gas if you're in a 0 gas consumption car
Irritating Trademark Weapon is now a recharging Air Horn
IRRITATION HORN has 20 charges for maximum cooling it
Revamped recruit system on recruit-yes and recruit-replace, now most will give "pick more" with a full group and let you cancel the recruit.
Exceptions to above: Familiar Face recruiting, which uses a different system that would have problems with this. Recruiting dogs by feeding them and recruiting rare camp recruits, which have food costs, so the game forces you as to not waste the food.
Jerk recruiting uses the new system, but it probably shouldn't? Not sure.
Changed two recruit1 events to no longer use the old "3 choices or leave behind system", as the new system makes this even more obsolete.
Removed nodeathdrop from Rambeaux
Buffed Ninja-countdown from 4-5 to 6-8
Moody will no longer use his Rocket Launcher if he's controlled by the AI. I did NOT agree with this change, but did it grudgingly.
The next update will arrive in August, and will celebrate our 2nd Anniversary of Death Road. We have big plans for this one, including new Gameplay Modes! We will reveal more of what's going to be in this update as we get closer to the Testing Branch for it.
Many of the features are dependent on how things go in testing, but you can see our current plans on the Trello: https://trello.com/b/TPTmWaDP/death-road-to-canada-update-megaboard
Not all of the plans under Anniversary Update may make it, but this is what we're shooting for!
The FEMUR Update adds the strongest zombie destroying weapon, a weapon that the government does NOT want you to know about.
TOILETS.
Very strong characters that are over the usual strength maximums can now rip up previously immobile objects, with bolts flying out everywhere. TSTC and TLB fans now have more reasons to be swole.
In addition to the devastating power of newly throw-able sinks, bathtubs, and toilets, this update also adds bonesaws and a new bow and arrows weapon type. You can unlock a new perk that grants a starting bow with regenerating arrows. A fully drawn bow can sometimes send an arrow through an entire line of zombie heads!
The FEMUR Update adds a new special character that gets a bow in one weapon slot, and then a random melee weapon. This melee weapon changes every location, and can include some of the strongest weapons in the game. Or it can be a nice shovel. We've also added fixes, a new holiday event, and the ability to access the options menu through the pause screen.
EDIT 3/27: We've also done a small bonus update to add 5 new common trading camps, for 15 total! They all have new things to set them apart from the original 10 camps. The bonus update notes have been added to the update changes below.
We're planning an update some time in May, with some new content. New special character, a new location type, some new rare trading camps. This will include some new weapons and possibly common traders. By the time the May update hits, Death Road to Canada should also be out on consoles!
Then we're gearing up for the 2nd Anniversary Update in July! We're hoping to have one or two big new additions to the game ready for the Anniversary. We took a poll recently, and it looks like the two biggest requests were 4 Players in co-op and new Gameplay Modes. My top idea for a new mode is the Endless Mode idea we wanted to do before.
If we add 4 Player co-op, it would also include some features we were holding off on in hopes of doing 2 players with splitscreen first. This includes player 2 not losing control immediately if player 1 dies. We would also like to look into more co-op requests, such as making room transitions more smooth for player 2 and onward.
Use the new Zombo Points to unlock new perks, traits, a special Gnome Trader, and passive bonuses! Keep reading to see full list of perks, traits, and bonuses.
Earn ZP by surviving siege/gauntlet events. Earn more ZP by playing higher difficulty modes and beating the game.
Old perk upgrade system now replaced by Zombo Point based upgrades.
When starting the game, your old perk levels should be converted to the new system automatically, letting you keep your old levels.
Each character that survives to the end will now get a short epilogue, based on their personality, skills, and other factors.
Some perks and traits have their own list of epilogue lines.
Special characters tend to get their own special epilogues.
Different endings now change the ending text.
Beating normal, rare chars, or familiar chars will increase your ZP cap to 15.
Beating Deadlier Road will increase your ZP cap to 20.
If you've already beat them before the update, you should get these bonuses automatically on game start.
Sleepy Trader: A rare trader. Gain invaluable wisdom.
Bort: Very hard to get recruit, summoned by special antique can ritual.
Just Like Bart: Bort blossoms into this. The ultimate Bart.
HENK/HONK/etc: Camp recruit. Can buy a new pistol from him, or recruit him along with an upgraded version of the pistol.
Samedi: Camp recruit, has a skeletal army. Loves skeletons. Also gets Phoenix.
Kaiju: Can you save the city from a giant monster?
Nimbus Ordeal: Starts with a weapon that's even stronger than a claymore! This has multiple horrible catches.
Battle Rodent: Is a super-intelligent pet that gets Shield of Hope for free, with decent strength and fitness. Is some kind of gerbil?
Bogan: A new rare city recruit. Has Gnomish Healing Factor. 'Nuff said.
Lost Sneezing Remedy event. Can you survive?
Battle of Garbage Mountain event, trade your well-being for strength or fitness gains.
GameBronus event, trade morale for a point in shooting, mechanical, or medical.
Giant Spider Ambush event. Try eating it.
Strange Vending Machine event, trade morale/your soul for a one choice in a list of randomized items.
Rare Event: VHS tapes. Pick a movie to benefit the entire group.
Zombo Town
New Player-Usable Weapons
New Special Character Only Weapons
Passive Unlocks from Unomey the Unlock Gnome
Series of upgrades that increase your Zombo Point maximum capacity. The first two can be gained for free by beating the game up to Deadlier Road mode.
Series of upgrades that give you bonus ZP for performing different actions: Rescuing people/dogs, selling to a weapons buyer, recruiting new allies. The final upgrade gives you 1 ZP whenever an ally dies (!!!)
Toilet Upgrades. Lots of toilet upgrades. The first two levels double the gas and then bullet amounts from toilets.
Level III Toilet Upgrade lets toilets sometimes contain a weapon or skeleton, introduces new loot types, and raises the toilet loot chance to 30% up from 20%
Level IV Toilets make Toilet Genies show up every 50 toilets, instead of every 100.
Unlocked the Trader Gnome, then sells upgrades to increase the things that Tnomey sells.
Support for adding more to Unlock Gnome in future
UI and System Changes
Perk and Trait info may now be shown in a text event, used for the trait/perk sellers in Zombo Town.
Perks and Traits may now be locked/unlocked
Perks now have more specific unlock tracking
New page scrolling effect for the perks and traits pages
Currently selected perk/trait is now highlighted in green
Fixed a bug on the trait page with the scrolling being off by one
Made keyboard cursor navigation smoother for perk/trait pages
NEXT LEVEL indicator now says what the perk will do for the next level, instead of showing what you need to unlock it.
Automatic cost calculator for perk upgrades
Misc Changes
Game now supports 10 custom character pages!
Toilet Paper event now gives a zombo point if you keep the TP.
One less trader event and one less familiar recruit event in the calendar cycle
Calendar cycle shortened to 10 days instead of 11
Special characters separated into GOOD and BAD special lists. The BAD list isn't randomly selected by TNOMEY's random special character option. It includes both characters that kind of suck, and characters that are good but time limited, making them disappointing to get if you spend 30 ZP on them.
Hunting Rifle no longer breaks in melee
Fixed some old instances of left/right character flipping not working correctly
Fixed a very old bug with Friend of Dog that made it roll twice for dog
Future support for stat average checks for the entire team.
Set a deprecated CHARM stat to "0" (which is 3 due to being a stat).
Future support for new locations
Tweaks to anime girlification to work better with Anime Fan
Tweaks to eating checks to work better with Tiny Eater, Gourmand, and weird pets
Sumo now starts with Gourmand
Sumo may now get Super Sumo from a rare event
New death sayings for some characters
Modified appearance for Skeletal Trader
Body skeletonization now properly gives claws
New blurbs for new characters
Fix for Billy having an unshuffled blurb deck, another very long standing bug
You can no longer sell Lynn's Zweihander
Bruce and Danger Rangers tweaks to hopefully make them more stable
Bruce and Danger Rangers houses simplified
Trader Camp Region 5's car position altered
Removed a useless extra 1 in longroad setup.
Removed old code for the longer game modes that accidentally made their last few days have nonstop sieges. Woops! That bug's been in for almost a year.
Fix for persistent echo effect
Breaking your old car, then driving off in a new car on the same map should no longer cause the game to bug out and force you to be walking.
Yallmart trader camp should no longer have those weird concrete patches in the Northwest corner
Possible fix for the "character in text event staring at nothing" bug
Fix for the bug that would cause you to lose characters if you got kicked out of a trader camp while your teammates were in a different building than you
Lots of small fixes and small things I left out of this list
Weapon Buyer buys weapons she considers valuable. She's picky!
Minimum melee weapons: Roughly nightstick/sledgehammer/fire axe.
Minimum firearms: Roughly Dolt 45/cowboy rifle/shotgun. No pistols.
Gives about 20-25% market food value for your weapons, as a rule.
Buyer looks at the inventory of whoever you're using to talk to her.
Weapon Buyer shows up as often as the Gas Buyer does, but in different camps for the most part.
Weapon Buyer shows up in the Final Trading Camp, always.
Buying from the weapon buyer will update your food count so it counts as being in the trunk, letting you use the new food on other merchants.
If you have no weapons she's interested in, she'll give a hint as to whether another character has something she wants, or if there's something in the trunk.
Modern Spear: Designed as a great single-target weapon for lower fitness/strength characters. Lighter than a baseball bat, while doing 50% more damage. Has the special half-fatigue trait, so it takes half the energy it should to stab things with it.
Bardiche: A mix of Medieval Axe and Claymore. It's a cheaper endgame weapon, with the downside of it being really heavy.
Stick Boot: The ultimate weapon????! No refunds.
Poolcue Spear: A rare spear sometimes found near pool cues. Like a Modern Spear, but with a much higher chance to stab an extra target. Can break, but is as sturdy as a Cleaver.
Sports Horn. More airhorn blasting than ever before, even the AI can use it. If wielding by the Ultimate Sports Fan, this will recharge at the start of each location.
Skull Hammer: Like the Mega Maul, but better.
Gladius: Similar to the Sturdy Machete, with higher cleave and damage and a little less weight.
Bomb Skull: Beware the bomb skulls.
Shovel no longer breaks.
Shotgun Peddler's shotgun price reduced from 10 -> 7
Pubert and Puberto added to the name lists for male characters.
Some new trader camp NPC sayings.
Goat attack is now half-fatigue, instead of 0.1 fatigue (!)
CHOOSE YOUR PALS WISELY tutorial guy is no longer seen by zombies until you talk to the person, like all other rescue recruits now.
No more zombie spawning from the starting door in the tutorial (unless you wait for hours).
Tweaks for iOS/touchscreen controls.
Grammar/typo fixes.
Various other bugfixes.
Cats are in. Evolutionary pressure in the apocalypse has caused them to revert back to something like a mountain lion. They're big and angry.
Couple different ways to get cats recuirted to your team. They'll always be very rare, but we may add more ways to get them later.
Special events for cats. Despair, car driving, and more.
Cats don't give two poops about Canada or driving cars (pardon my French).
Cats can't become Superdogs in the usual sense.
Future support for more pet types. Currently in as failsafes, like if someone decides to try to make a pet mod.
Losing a character in a CYOA event will now cause that character's weapons to drop into the trunk automatically!
There are some events that will still eat cause you to lose your weapons, so beware. This mostly includes events where you're betrayed, or events where someone is completely obliterated off the face of the earth.
Wielded weapon will drop to the trunk first. It will overwrite your trash slot if the trunk is completely full. If trunk is full, extra weapons will be lost.
"No drop" weapons won't end up in the trunk. No getting L*NK's sword, for example.
Halloween weirdness if you play the game tomorrow.
Vampires like in the Twilight novels.
Mummies? I don't know.
Dancing skeletons.
Death itself.
Fancy new megaweapon.
New graveyard location!
New TERRIFYING trader in trader camps.
New rare city building with the Would You Kindly stream team, based on the results of the Death Road to Canada pre-launch race that they utterly failed at.
Some characters can float or even fly now.
Improved broom type.
New Scythe weapon, somewhere in between a machete and knight sword in the weapon tiers.
Currently the scythe can be obtained a couple of ways in the existing farmer help event. We will add a couple more ways to get it in the next content update.
Some NPC wandering behavior fixes.
Starting food changed so that the Ultrafit food bonus finally works.
Functionality added for checking if your current weapons could bash a door in, for events.
Fixed a particle effect glitch.
Greatly expanded the event handler for characters, allowing for fancier special abilities.