Death Road to Canada - Rocketcat Games
We're testing a bunch of fixes and requests while we also figure out the Common Redist problem. Once we're done with this, we're going to start testing and balancing the new unlocks, perks, and traits for the COCHLEA update.

HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.

Changes:

Requests

- Passed out Bar rescue no longer picks weapons up when unconscious
- Alternate foodless method to wake up POBR, takes a bunch of time instead.

- Civilized now always starts with 1 morale, preventing cases where it started with 0 or -1. No more INSTANTLY LOSING a Civilized recruit.

- Less frequent NOT ENOUGH MED SUPPLIES blurbs
- OUT OF MEDS blurb lasts longer onscreen, same time as other med messages
- OOM blurb can happen again if you heal, if a day passes, or you load a save.

- Revamped CAR NUT now let you choose whether or not you want the new car if you recruit a CAR NUT after the game starts.
- CAR NUT start of game check moved to game-start.df rather than the perk definition itself.
- Added familiar-recruit-check for the CAR NUT choice and future things like it. We can move other things here if requested, so that a recruit properly only gives you things if recruited. Let us know in the comments.

- Group healing doctor and trainers now have LEAVE as the first, default choice. Temporary measure until we can add extra options.
- Strength trainer strength check event now moved to last option.

- Cars no longer run out of gas if they have 0 car-mpg. No more losing the alien car for it being out of gas, hopefully.
- Wizzle Stick now properly gets a weapon score bonus. Maybe this will make the wizard stop using baseball bats instead of his staff. Let me know!

Misc Fixes

- Fixed a needless extra dup with zombie summoning that lead to putting garbage on the memory stack.
- Put in a missing day-passed tracking for a CYOA camp option
- Cancelled LNK day ː0faceː
- Pronoun correction for bully-sprayit
- Corrected recruit-familiarreplace, before it was unused and familiar characters were using the normal recruit-replace
- Changed familiar camp recruits to also use the above

- Blunt Master has a special sale on 4/20
Death Road to Canada - Rocketcat Games
We're testing a bunch of fixes and requests while we also figure out the Common Redist problem. Once we're done with this, we're going to start testing and balancing the new unlocks, perks, and traits for the COCHLEA update.

HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.

Changes:

Requests

- Passed out Bar rescue no longer picks weapons up when unconscious
- Alternate foodless method to wake up POBR, takes a bunch of time instead.

- Civilized now always starts with 1 morale, preventing cases where it started with 0 or -1. No more INSTANTLY LOSING a Civilized recruit.

- Less frequent NOT ENOUGH MED SUPPLIES blurbs
- OUT OF MEDS blurb lasts longer onscreen, same time as other med messages
- OOM blurb can happen again if you heal, if a day passes, or you load a save.

- Revamped CAR NUT now let you choose whether or not you want the new car if you recruit a CAR NUT after the game starts.
- CAR NUT start of game check moved to game-start.df rather than the perk definition itself.
- Added familiar-recruit-check for the CAR NUT choice and future things like it. We can move other things here if requested, so that a recruit properly only gives you things if recruited. Let us know in the comments.

- Group healing doctor and trainers now have LEAVE as the first, default choice. Temporary measure until we can add extra options.
- Strength trainer strength check event now moved to last option.

- Cars no longer run out of gas if they have 0 car-mpg. No more losing the alien car for it being out of gas, hopefully.
- Wizzle Stick now properly gets a weapon score bonus. Maybe this will make the wizard stop using baseball bats instead of his staff. Let me know!

Misc Fixes

- Fixed a needless extra dup with zombie summoning that lead to putting garbage on the memory stack.
- Put in a missing day-passed tracking for a CYOA camp option
- Cancelled LNK day :0face:
- Pronoun correction for bully-sprayit
- Corrected recruit-familiarreplace, before it was unused and familiar characters were using the normal recruit-replace
- Changed familiar camp recruits to also use the above

- Blunt Master has a special sale on 4/20
Death Road to Canada - contact@rockpapershotgun.com (Graham Smith)

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>

Death Road To Canada [official site] sounds like a lot of other games: you’re on the road, trying to reach a distant destination, and along the way you encounter dynamic story events and procedural levels for zombie smashing. That doesn’t stop it being excellent fun.

… [visit site to read more]

Death Road to Canada - Rocketcat Games
I wanted to post all of our plans, as of right now, for what we're going to try to do in the future for Death Road updates. This will include our thoughts for possible ːmeltychanː mod support and online multiplayer ːmeltychanː at the bottom of the post, as I thought it would be good to talk these in one spot. That way people can be linked to this post, in the future.

TABLE OF CONTENTS
  • Recent News
  • COCHLEA Update
  • DUODENUM Update
  • Future Updates
  • New Platforms
  • Mod Support
  • Online Multiplayer


Recent News

We had some problems with the Visual Studio redistributables, which we're still dealing with. Short summary is that some Microsoft drivers are supposed to automatically install when Steam runs, but for a small amount of people, they don't. This makes Death Road open for a moment, then close.

We're looking into just making it so the game no longer requires the common redist, which it didn't before achievements. A lot of people have had luck with some solutions found on the discussion forums, but not all.

The redist problem has eaten up a bunch of time. For Brainstem, we had planned to do the new Perk/Trait unlocking system. Since that would take a lot of time for testing we lost, we decided to move some content that was going to be in a future update. This included the weapon buyer, who was originally in a much later update.

This shuffles some things around for our next updates, though we don't end up losing anything. Unrelated to the above problem, we also decided to get out the updates a little faster than we were going to.

COCHLEA UPDATE

Formerly the Coccyx Update, that was going to happen in July. Now this update will likely happen some time in late May. We changed the name of the update because it will include

ːhorsemannː NEW MUSIC ːhorsemannː

Besides the new music, the main focus of this update will be getting in the multiple-game progression system we wanted to do for BRAINSTEM. You'll earn points in game that you can use to upgrade perks, or unlock new perks and traits. This is to replace the current progression system, which is kind of unsatisfying and much too invisible for new players.

Also, we are going to attempt getting the multiplayer revamp in for either this update, or the one after. Not sure yet, it depends on problems we run into. The planned main new feature will be split-screen, so both players can split up whenever they would like. We're also going to take the time to look at other co-op requests we've seen.

I am also going to try to get some extra content squeezed in to this update. Probably not a ton of it, since we'll be busy getting these new major features in and tested.

DUODENUM UPDATE

This update will happen around the time of the 1 year anniversary of the game's launch. Maybe a little after. The focus will be entirely on new content.
  • New locations!
  • New road events!
  • New weapons!
  • New characters!
  • New system: Special Trading Camps!
We've been so busy adding new features and new systems, that we never really got a chance to sit down and just churn out pure content. We really want to add new things to experience, making Death Road more varied. That's what we're hoping to do with the DUODENUM update, though we may also use this update to finish multiplayer revamps if that runs long.

The only new system planned here will be Special Trading Camps, which is mostly based off our current trading camp systems. You will sometimes be able to find a unique trading camp, with traders in it that only appear in that camp. An idea we had was finding a Renaissance Faire, full of medieval weapons and LARPers*.

*Live Action Role Players, the strongest warriors of the zombocalypse.

FUTURE UPDATES

After Duodenum, that will be a full year of major updates. After that, we're still going to be updating the game. Updates will become smaller, and mostly focus on adding new content to keep adding surprises to the game.

We will likely also devote some updates to new features. The difference is that a feature update wlil likely only contain that new feature, instead of multiple features and a bunch of content on top of that.

NEW PLATFORMS

Death Road is out for iOS already, you can get it on the App Store. Here's the post on that, in case you missed it. It also has news on our last BRAINSTEM update, which added Trading Cards, Badges, and Death Road emoticons!
http://steamcommunity.com/games/deathroad/announcements/detail/469904564203284246
Android's on the way. A porting company is working on it right now. My guess is that it will take a couple of months, but it's mostly in their hands.

Looking into Sony and other consoles! Haven't been able to take a good look yet. Mostly we use porting companies to handle all other platforms past PC and iOS, so we're looking around. We can't handle more ourselves, because we're generally busy with updates and we're also two people.

ːskeleː IMPORTANT NOTE ːskeleː
Everything below this line is the "we're going to try" zone.

----------------------------------------------------------

MOD SUPPORT

The game supports modding right now, but actually downloading and installing the mods is difficult. The game is set up more for total conversions, since you can only really install one mod at a time. "Installing a mod" is mostly just overwriting the game files at present.

The more modern method of doing this is letting you install a bunch of mods at a time, and having them all stack together. We did some attempts and the game really just doesn't support stacking mods. It's something you have to do from the ground up, and we didn't when we were first making the game.

Even with that limitation, I'd like to figure something out for better mod support. I'll give this another shot, and I may try to slip this in to DUODENUM. The catch is that I could mostly support one thing, so I'd have to pick something important and widely used. I'm thinking I should attempt better support for putting in new special characters into the game, since that's likely the most impressive thing to create.

If the above fails, maybe we can just have Steam Workshop support the "total conversion" style mods. I'm aware that there's a few of these already. Letting people install these mods in Steam Workshop would give them a lot more exposure. I think they deserve being seen, because they're cool.

ONLINE MULTIPLAYER

I've mentioned this in comments and discussions, but the most likely way for us to figure out online is to make a new game based on online co-op in the same engine as Death Road. Then we could try to backwards-port it to this game. Being able to figure online multiplayer out from a fresh game would help us a lot, because we don't have much experience with online multiplayer.

It's possible mostly because the game already supports local multiplayer. The big challenge is figuring out the netcode.

We're aware of how many people want online, and we'd love it ourselves. Just can't promise anything, since it's a big task for us. Best case, it will take a long while, and be the result of us first figuring it out in a follow-up game. Worst case, we fail horribly in some step along the way, and waste a lot of time.

I think it's worth a shot, though.

ːskeleːːskeleːːskeleːːskeleːːzombfaceːːzombfaceːːzombfaceː

That's it for now! Post in the comments below if you have any questions. I'll edit this post if there's any big things I missed. ːmountieː

If you like what we're doing, leave a review for the game! It helps us out a bunch.
Death Road to Canada - Rocketcat Games
I wanted to post all of our plans, as of right now, for what we're going to try to do in the future for Death Road updates. This will include our thoughts for possible :meltychan: mod support and online multiplayer :meltychan: at the bottom of the post, as I thought it would be good to talk these in one spot. That way people can be linked to this post, in the future.

TABLE OF CONTENTS
  • Recent News
  • COCHLEA Update
  • DUODENUM Update
  • Future Updates
  • New Platforms
  • Mod Support
  • Online Multiplayer


Recent News

We had some problems with the Visual Studio redistributables, which we're still dealing with. Short summary is that some Microsoft drivers are supposed to automatically install when Steam runs, but for a small amount of people, they don't. This makes Death Road open for a moment, then close.

We're looking into just making it so the game no longer requires the common redist, which it didn't before achievements. A lot of people have had luck with some solutions found on the discussion forums, but not all.

The redist problem has eaten up a bunch of time. For Brainstem, we had planned to do the new Perk/Trait unlocking system. Since that would take a lot of time for testing we lost, we decided to move some content that was going to be in a future update. This included the weapon buyer, who was originally in a much later update.

This shuffles some things around for our next updates, though we don't end up losing anything. Unrelated to the above problem, we also decided to get out the updates a little faster than we were going to.

COCHLEA UPDATE

Formerly the Coccyx Update, that was going to happen in July. Now this update will likely happen some time in late May. We changed the name of the update because it will include

:horsemann: NEW MUSIC :horsemann:

Besides the new music, the main focus of this update will be getting in the multiple-game progression system we wanted to do for BRAINSTEM. You'll earn points in game that you can use to upgrade perks, or unlock new perks and traits. This is to replace the current progression system, which is kind of unsatisfying and much too invisible for new players.

Also, we are going to attempt getting the multiplayer revamp in for either this update, or the one after. Not sure yet, it depends on problems we run into. The planned main new feature will be split-screen, so both players can split up whenever they would like. We're also going to take the time to look at other co-op requests we've seen.

I am also going to try to get some extra content squeezed in to this update. Probably not a ton of it, since we'll be busy getting these new major features in and tested.

DUODENUM UPDATE

This update will happen around the time of the 1 year anniversary of the game's launch. Maybe a little after. The focus will be entirely on new content.
  • New locations!
  • New road events!
  • New weapons!
  • New characters!
  • New system: Special Trading Camps!
We've been so busy adding new features and new systems, that we never really got a chance to sit down and just churn out pure content. We really want to add new things to experience, making Death Road more varied. That's what we're hoping to do with the DUODENUM update, though we may also use this update to finish multiplayer revamps if that runs long.

The only new system planned here will be Special Trading Camps, which is mostly based off our current trading camp systems. You will sometimes be able to find a unique trading camp, with traders in it that only appear in that camp. An idea we had was finding a Renaissance Faire, full of medieval weapons and LARPers*.

*Live Action Role Players, the strongest warriors of the zombocalypse.

FUTURE UPDATES

After Duodenum, that will be a full year of major updates. After that, we're still going to be updating the game. Updates will become smaller, and mostly focus on adding new content to keep adding surprises to the game.

We will likely also devote some updates to new features. The difference is that a feature update wlil likely only contain that new feature, instead of multiple features and a bunch of content on top of that.

NEW PLATFORMS

Death Road is out for iOS already, you can get it on the App Store. Here's the post on that, in case you missed it. It also has news on our last BRAINSTEM update, which added Trading Cards, Badges, and Death Road emoticons!
http://steamcommunity.com/games/deathroad/announcements/detail/469904564203284246
Android's on the way. A porting company is working on it right now. My guess is that it will take a couple of months, but it's mostly in their hands.

Looking into Sony and other consoles! Haven't been able to take a good look yet. Mostly we use porting companies to handle all other platforms past PC and iOS, so we're looking around. We can't handle more ourselves, because we're generally busy with updates and we're also two people.

:skele: IMPORTANT NOTE :skele:
Everything below this line is the "we're going to try" zone.

----------------------------------------------------------

MOD SUPPORT

The game supports modding right now, but actually downloading and installing the mods is difficult. The game is set up more for total conversions, since you can only really install one mod at a time. "Installing a mod" is mostly just overwriting the game files at present.

The more modern method of doing this is letting you install a bunch of mods at a time, and having them all stack together. We did some attempts and the game really just doesn't support stacking mods. It's something you have to do from the ground up, and we didn't when we were first making the game.

Even with that limitation, I'd like to figure something out for better mod support. I'll give this another shot, and I may try to slip this in to DUODENUM. The catch is that I could mostly support one thing, so I'd have to pick something important and widely used. I'm thinking I should attempt better support for putting in new special characters into the game, since that's likely the most impressive thing to create.

If the above fails, maybe we can just have Steam Workshop support the "total conversion" style mods. I'm aware that there's a few of these already. Letting people install these mods in Steam Workshop would give them a lot more exposure. I think they deserve being seen, because they're cool.

ONLINE MULTIPLAYER

I've mentioned this in comments and discussions, but the most likely way for us to figure out online is to make a new game based on online co-op in the same engine as Death Road. Then we could try to backwards-port it to this game. Being able to figure online multiplayer out from a fresh game would help us a lot, because we don't have much experience with online multiplayer.

It's possible mostly because the game already supports local multiplayer. The big challenge is figuring out the netcode.

We're aware of how many people want online, and we'd love it ourselves. Just can't promise anything, since it's a big task for us. Best case, it will take a long while, and be the result of us first figuring it out in a follow-up game. Worst case, we fail horribly in some step along the way, and waste a lot of time.

I think it's worth a shot, though.

:skele::skele::skele::skele::zombface::zombface::zombface:

That's it for now! Post in the comments below if you have any questions. I'll edit this post if there's any big things I missed. :mountie:

If you like what we're doing, leave a review for the game! It helps us out a bunch.
Death Road to Canada - Rocketcat Games
EDITED 3/28

We sent off the emoticons, trading cards, backgrounds, and badges.

They should be approved in a few days. Thanks for all the help!

Old text is below for posterity.

------

EDITED 5:15 PM PST 3/26 for new images.

The below are ones that we are likely going to go with. The only one I'm not sure of is which zombie head to use (top-middle).



Here they are in their base size, which is about what you'd see when you actually use them. You'd be able to zoom in on mouseover like normal. The larger versions of the face emotes would show the whole character. Top row is common ones, and the second row are the three uncommon and then two rares.



The below are alternate zombie faces. Let me know what your favorite zombie face is in the comments, and I'll use that one. The bottom left is number 11 (the number didn't fit).



Base size for the zombie faces:



I'm going to send these off Monday, so try to send in your opinions quick!

Here are the older pictures:


Death Road to Canada - Rocketcat Games
EDITED 3/28

We sent off the emoticons, trading cards, backgrounds, and badges.

They should be approved in a few days. Thanks for all the help!

Old text is below for posterity.

------

EDITED 5:15 PM PST 3/26 for new images.

The below are ones that we are likely going to go with. The only one I'm not sure of is which zombie head to use (top-middle).



Here they are in their base size, which is about what you'd see when you actually use them. You'd be able to zoom in on mouseover like normal. The larger versions of the face emotes would show the whole character. Top row is common ones, and the second row are the three uncommon and then two rares.



The below are alternate zombie faces. Let me know what your favorite zombie face is in the comments, and I'll use that one. The bottom left is number 11 (the number didn't fit).



Base size for the zombie faces:



I'm going to send these off Monday, so try to send in your opinions quick!

Here are the older pictures:


Death Road to Canada - contact@rockpapershotgun.com (Alice O'Connor)

As fun as Death Road to Canada [official site] is, you know what the post-apocalyptic road trip action-RPG has needed? Well, yes, every game needs the CEO of Cold Steel but Death Road has that covered. No, the answer is: more air horn. That’s now covered too. The Ultimate Sports Fan, a rare party member who’ll wildly honk their air horn, arrived along the Death Road with a free update last night. The ‘Brainstem’ update also added new weapons, an NPC who’ll buy your weapons, and more. The game’s on sale now too, at what Rocketcat Games say will be its lowest price ever. … [visit site to read more]

Death Road to Canada - Rocketcat Games
We have a lot of Death Road news to cover. There's a major update, the iOS launch, Trading Cards, Steam Emoticons, and more!

The iOS version is finally out! Now you can loot toilets while on the toilet. Get it here for its low launch price: Death Road to Canada on the App Store


To coincide with the iOS launch, here's the BRAINSTEM update! We decided to move the perk/trait revamp to the next update, and instead brought some more content to this one. We also implemented a long requested feature: Being able to sell spare weapons to a trader. See all the update notes on this at the end of this post.

TRADING CARDS, STEAM EMOTICONS, BADGES, AND MORE!



Trading Cards, Badges, and Death Road Emoticons are out! You have to craft anime girls, and then the ultimate anime girl is the Horse Mann (this is canon, official lore). You may also find the GOLDEN GNOMEY badge, if you're lucky.

You can also unlock backgrounds and up to 10 Death Road to Canada Steam Emoticons!

ːskeleː ː0faceː ː6faceː ːsuperdogː ːzombfaceː
ːanimegirlː ːmountieː ːhorsemannː ːmeltychanː ːgnomeyː

FUTURE UPDATES

Here's a big post about what we're planning for future updates!
http://steamcommunity.com/games/deathroad/announcements/detail/469905196792865956
COMING SOON

We're working on a fix for an annoying (though thankfully rare) VC Redist problem. We hope to get that out as soon as we can. Until then, some people have had luck with solutions found on the discussion forums.



BRAINSTEM UPDATE CHANGES

New weapons! More trader types! A new special recruit that constantly spams his or her Custom Limited Edition Sports Air Horn!

The big feature of this update is the new Weapon Buyer. A way to sell extra weapons has been requested for awhile. I didn't want to do it at first, as I intentionally avoided a selling mechanic for launch. This usually doesn't do much but introduce tedium, where you loot vacuum everything up to sell later.

For Death Road, the Weapon Buyer doesn't just buy anything. So no picking up 100 bones and selling them for a fraction of a can of food. This should prevent the "loot-chore" problem, while giving you more choices.

Weapon Buyer Details

- 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.

New Characters

- Common Trader: Polearm Pal. Sells Bardiche (25 food), Modern Spear (9 food), Stick Boot (6), Pitchfork (3)
- Rare Trader: Skeleton Knight. Sells Skull Hammer (25 food), Gladius (15), 5 Bomb Skulls (5 food).
- Rare Recruit: Ultimate Sports Fan.
- Skeleton Knight can also be recruited, technically.

New Weapons

- 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.
- #1 Foam Hand: We're #1! The USF's secondary weapon.

- 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.

Misc Changes

- 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 (!)

- Fixed a NOT NOT typo in AI logic that was messing up their former ability to switch to guns when fatigued
- Cheevo popup for skills should now show the skill icon

- Special case for taking a car detour with a car that takes no gas
- "chosen character" stat changes will also check for new stat cheevos
- farmer event mechanic check now should no longer get messed up by the charm check

- Special case for taking a car detour with a car that takes no gas
- Rambeaux now likes his knife more
- Fix for the mechanic cool-it event actually giving mechanic skill, rather than medical.

- 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.

Let us know what you think in the comments, below. We're very open to feedback. Also, it's a huge help to us if you leave ratings for this or the iOS version!
Death Road to Canada - Rocketcat Games
We have a lot of Death Road news to cover. There's a major update, the iOS launch, Trading Cards, Steam Emoticons, and more!

The iOS version is finally out! Now you can loot toilets while on the toilet. Get it here for its low launch price: Death Road to Canada on the App Store


To coincide with the iOS launch, here's the BRAINSTEM update! We decided to move the perk/trait revamp to the next update, and instead brought some more content to this one. We also implemented a long requested feature: Being able to sell spare weapons to a trader. See all the update notes on this at the end of this post.

TRADING CARDS, STEAM EMOTICONS, BADGES, AND MORE!



Trading Cards, Badges, and Death Road Emoticons are out! You have to craft anime girls, and then the ultimate anime girl is the Horse Mann (this is canon, official lore). You may also find the GOLDEN GNOMEY badge, if you're lucky.

You can also unlock backgrounds and up to 10 Death Road to Canada Steam Emoticons!

:skele: :0face: :6face: :superdog: :zombface:
:animegirl: :mountie: :horsemann: :meltychan: :gnomey:

FUTURE UPDATES

Here's a big post about what we're planning for future updates!
http://steamcommunity.com/games/deathroad/announcements/detail/469905196792865956
COMING SOON

We're working on a fix for an annoying (though thankfully rare) VC Redist problem. We hope to get that out as soon as we can. Until then, some people have had luck with solutions found on the discussion forums.



BRAINSTEM UPDATE CHANGES

New weapons! More trader types! A new special recruit that constantly spams his or her Custom Limited Edition Sports Air Horn!

The big feature of this update is the new Weapon Buyer. A way to sell extra weapons has been requested for awhile. I didn't want to do it at first, as I intentionally avoided a selling mechanic for launch. This usually doesn't do much but introduce tedium, where you loot vacuum everything up to sell later.

For Death Road, the Weapon Buyer doesn't just buy anything. So no picking up 100 bones and selling them for a fraction of a can of food. This should prevent the "loot-chore" problem, while giving you more choices.

Weapon Buyer Details

- 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.

New Characters

- Common Trader: Polearm Pal. Sells Bardiche (25 food), Modern Spear (9 food), Stick Boot (6), Pitchfork (3)
- Rare Trader: Skeleton Knight. Sells Skull Hammer (25 food), Gladius (15), 5 Bomb Skulls (5 food).
- Rare Recruit: Ultimate Sports Fan.
- Skeleton Knight can also be recruited, technically.

New Weapons

- 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.
- #1 Foam Hand: We're #1! The USF's secondary weapon.

- 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.

Misc Changes

- 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 (!)

- Fixed a NOT NOT typo in AI logic that was messing up their former ability to switch to guns when fatigued
- Cheevo popup for skills should now show the skill icon

- Special case for taking a car detour with a car that takes no gas
- "chosen character" stat changes will also check for new stat cheevos
- farmer event mechanic check now should no longer get messed up by the charm check

- Special case for taking a car detour with a car that takes no gas
- Rambeaux now likes his knife more
- Fix for the mechanic cool-it event actually giving mechanic skill, rather than medical.

- 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.

Let us know what you think in the comments, below. We're very open to feedback. Also, it's a huge help to us if you leave ratings for this or the iOS version!
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