![]() You can now assign buttons to quickly swap to the previous/next character in your group, without having to pause the game! New hairstyles for random and custom characters! Zombotown's Info Shack now includes a section to give credit to Death Road to Canada mod makers that contribute to the game (More to come!) Cleaned up the Zombie Head code, and added 12 new zombie heads Interacting with this will let you access your "Trunk"! This will show up in Trader Camps where you don't have a car, or in new indoor-only trader camps where you don't have access to your car. New Locations ( Public Park and Graveyard) New Traders ( Mechanical Fortress and Final Hospital) New Rare Characters ( Jack Hamm, Punch Bot, Speed Bot, Gothkeeper) Multiple bug fixes, including Party AI and character swapping fixes Character customization choices greatly expanded, all around! Unomey is selling more stuff! Max ZP up to 75, then 99! Tnomey can now be bought from up to 3 times per game, ![]() Now it will run from October 25 to November 1 Halloween Event extended! It used to be just on Halloween Day itself. Special character weapons also tend to have a tier assigned, so they know how much to value their own stuff Followers now use weapons according to tier lists assigned for each weapon! Characters will vastly prefer higher tier weapons to lower tier weapons It is here for a more organized look, and as an emergency archive. You can see all the alpha, beta, test, and post-release updates here, on the steam news page. Main version releases are named and sorted using the names of different body parts (like SPLEEN or AORTA). Version history for other releases of the game (mobile soon) are linked below. This could be it! Then, right on cue, a worrisome text encounter reared its head: an injured moose blocked the way forward.Version history for main releases. With a few days left to go, he had to pass the torch to a younger, more capable wrench-carrying pooch. He was able to chat up and recruit a world-famous luchador only to lose him on the same day, then persevere alone for much of the journey. After losing my starting duo, I had no choice but to give the pup total control of the party and, hilariously, the steering wheel. One of my most entertaining, most heartbreaking playthroughs involved picking up a stray dog early on. Successful runs can fall apart in an instant, whether you’re in a simple text menu when unexpected bad news strikes, or you’re forced into a crowded tunnel in search of a new vehicle because your current car has decided to suddenly stop functioning right as you’re fresh out of worthwhile weapons. Without knowing exactly what number-crunching and stat-managing is going on behind the scenes, the RNG feels capable of viciously screwing you over from time to time without recourse. It’s smart, self-aware, and frequently surprising, which are all things I was hoping for, though it can also frustrate given the permadeath stakes. At this point, the other half of the game - the interactive-fiction portion - kicks in. Once you’ve found everything you care to pick up in an area (or survived a siege, god willing), you’ll head back to your car, assuming you even have a car, and hit the road. Should one of these unskippable sequences pop up, you’ll have to ride out the clock for a set amount of time in what is usually a too-small area that becomes increasingly flooded with the undead masses. That’s especially true during extra-dangerous “Siege” events. No one zombie is ever a serious threat, but when they group up to ensnare you from all angles, they can put you or your player-controlled companions down fast. Most of the time, though, you’re better off strategically side-stepping the slow-moving hordes to conserve ammo and your breakable makeshift weapons. The action side of Death Road is supremely basic, but there’s enough weight and crunch to baseball bat swings and hunting rifle shots that the combat feels satisfying, never dull.
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