New update coming! This has already been in testing for awhile, and is very far along. I'm just now posting all the patch notes to Steam, so we can open up wider testing
There are also a couple of experimental features that may or may not get removed, depending on feedback. One is that high attitude characters are now harder for zombies to detect, and low attitude characters are easy for zombies to detect. The other is Workbench crafting. Read below for more details
Let me know how things go!
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"
Full List of Changes for UVULA Update
Rare characters
Mr Winston - a normal lumberjack man with nothing to hide. Absolutely NOTHING to see here...
Fireman - SPRAY EM ALL DOWN with a powerful water hose and asbestos
Dark Vapours - found in the new "Film Set", telekinetic evil nerd in a pressurised suit, hates sand
Shogun - cursed to speak in rhyme, can blitz attack from time to time
Major General - a support character with a penchant for buffs and musical numbers
Demolitionist - naval mines + mortar + quadbarrel = boom
Plus one additional secret character
New Personality Type and Personality Interactions
NURTURING: AKA Empath
Unlocked with high medical and high loyalty
Has bonus effects for some events - representative of somebody who knows how to apply authenticity and gentleness in the apocalypse
New interactions were added for TINKER and AGILE as well, some of which are in the new events
New Locations
SMALLTOWN STADIUM - home to fireworks, footballs, and copious amounts of various sporting weaponry. A great place to find new weapons as well as throwables
FILM SET - A mysterious space ship filled with blasters, loot, and cameras
Weapon Workbenches
Big experimental feature. If this works out, then we are finally a survivalcrafting game
Melee, medical, ranged workbenches. Melee weapons can get morphed into new weapons, ranged weapons get upgrades, medical items can be refilled. Requires good stats
Requires food for resting & one use per table
Ranged weapons get special abilities at the third level of upgrade
New Weapons and Weapon Classes
Scattered around the game world. You can also read more about them in the Library
REACH WEAPONS
Ladders, Lances, Naginatas
These weapons are clunky, but have OK stats and can crit. Great for Fierce Hitters!
GREATCLUBS
Mic Stands, Folded Chairs, Macuahuitl, Wooden Club
These weapons tend to have quite poor stats, but continue to deal damage even as your stamina dwindles. They also force knockdown on hit targets, so they're great for athletically challenged characters
MECH WEAPONS
Tennis Ball Launcher, Scrap Launcher, Musket
These weapons are great for when 4 ruffians break into your home. They deal AoE damage on impact, which gets better with your shooting stat
Every point of mechanical reduces their cooldown too. Most are use non-recharge ammo
THROWABLES
Formerly a joke class due to the boot, now actually useful
New examples include the Football, Throwing Knives, Chakrams and Javelins. Each is unique.
New Vehicles and Vehicle Reworks
Mostly obtainable through the parking lot and the harbor
FIRE TRUCK - provides fire immunity in missions
OIL TRUCK - detours become trivially cheap
TRADER TRUCK - now substantially boosts looting radius, less MPG cost
SNOWPLOW - now has 5 armour by default; MPG unchanged
Reworks and Major Adjustments
Grappler now has +1 STR; trying this as experiment
EXPERIMENTAL: Attitude now affects zombie detection radius
Low attitude characters draw aggro easier than high attitude characters
Detection radius is based on zombie aggression and attitude, and has a minimum range of 4 tiles
Play around with this and let me know what you think, because I may or may not keep the feature, or tinker with the numbers
Text Events
4 new total events. 2 normal, 2 bandit:
FOREST POND
RUNAWAY TRAIN
MOUNTAINSIDE BANDITS
THE HOUNDMASTER BANDIT
Gameplay Mode Changes
New weather types for Weather Mode...
HEATWAVE - imposes minimum stamina level, random nearby objects or zombies may spontaneously ignite. Tread carefully!
ZOMBIE RAIN - Zombies fall from the sky. Have fun!
Other New Content
New Accessibility Options
Turn storms on/off
Turn storm lighting on/off
Turn flashy text on/off
Extra zomb HP
Extra difficulty scaling
Carcounter on/off
Carcounter counts familiars on/off
Pets can now pull from a second list of names which are more "cutsey" and petname-like
New siege density and zombie density descriptors
Tweaks and Bugfixes
Parking Lot changes
Shortened parking lot, some rooms are shorter, lots of sidelots removed
Condensed parking lot loot
Refined parking lot car list
Parking lot cars are now 25% more durable and engine-er then usual
Significantly nerfed loot from Gated Village
Garage event rework to make it a bit less punishing
Train location was slowed down to improve performance and motion sickness
Alvis now has his starting stats in OPP mode
Ember now gets souped up if drinking gas at night in that one event
Bison event now fairer for BERSERKs
Weather Mode weather now disabled at border area
Fire axe was nerfed, 10 food cost, slight cooldown nerf
Electric Guitar now costs 6 food
Fixed Smith recruitment issue
Fixed first mate siege being infinite
Fixed extremely odd Ember interaction with train
Fixed phoenix not reviving with fierce hitter
Fixed some more generation issues
Fixed bug where fire was pickupable
Fixed niche car stat bug from agile interaction with tree event
Fixed trunk swap bug with craftsman
Minor citadel bugfix
Fairy queen now has fairy bat in opp mode
Added special logic for the screenshake special character in case of screen shake being disabled
Magnets now operate at 0.5x effectiveness when held but not equipped
Fixed pokemon in OPP lobby causing incorrect car counter value if familiars were considered