New barricading system! Furniture and characters can be used to reinforce doors. New lighting system with darker darkness Lots of new music! The soundtrack has more than doubled! Later tonight I'll try to do a giant summary post of everything we've added to Death Road since its launch, a little over year ago. Later today, I'll be posting a more detailed list of all the changes. This shirt is also good if you like the phrase "Dang It".ĭUODENUM brings a lot of new content and features to the game. If you like sapient, weapon-carrying dogs, you can buy a Death Road shirt featuring them! Order them here: Keep reading for a list of the changes you can expect in DUODENUM! There are new locations, characters, features, many new weapons, tweaks/fixes, and more! We somehow managed to do this giant update in about a month. See all our plans for the anniversary here: Spoiler: Patch Notes (click to show/hide)This is the big DUODENUM update, released as part of our One Year Anniversary month. So while the game is still fairly random, exploration, looting, combat, all that stuff feels more doable on normal mode. Those cheeky events that screw with your attitude and morale seem fun but have honestly killed more runs than bandits, health loss or zombies. Knowing what is most likely to doom you next can help you plan your priorities once you know how a few of the events can play out. You get unavoidable injuries, unavoidable resource drains or you just hemorrhaging morale. If you were already hurting, losing your car often just means you're fucked. You can get three bad events on the road that will pretty much doom you sometimes. It was the most food I've ever looted in one go, and we had enough to actually fucking trade for once. ![]() Finally found our first LEGIT GOOD BUILDING too, for the first time in 16 hours of playing this game. Lastly, we both got some pretty awesome buffs during the journey that I won't spoil but that were both cool and super hella useful. You can effectively clear levels now of all baddies and do population control on the respawns, assuming you're willing to put in the time and know how to play well enough to keep moving and not take damage. Due to this, we learned that thirdly, off screen spawns are way less frequent when they used to be. Secondly, because both of us were finally rolling with strong melee characters, we fought every wave down which makes for a much, much longer but often safer game. That was definitely not how previous versions rolled. Several times tonight I plowed through a crowd of zombies even after 10+ ?!'s. Martial Artist in particular seems pretty self-sufficient and even broken once their strength goes up.Īll in all it does seem a little easier but let me qualify it: it seems a lot easier to move through crowds and not take damage. Making boring melee focused characters makes for a much, much easier game. In some ways it is easier, especially as you level up perks. Having just lost three games with my buddy and spent another 1.5 to 2 hours on our last game getting to about 5 days before we had to call it quits. The dev said one of his goals is to make people's first victory easier to attain so they can move on to the other modes. You tend to get a couple Zombo Points at a time as you get toward Canada, usually after surviving a siege. Where before you had to do stuff in game to unlock advanced versions of character traits, now you earn "Zombo Points" that you spend outside of game on leveling up perks. You still have the massive siege, but after that's done your party makes a final desperate run to the Canadian border through swarms that make the final siege look pitiful in comparison. ![]() ![]() Must have changed it since the last time I actually managed to not get F'd before Canada. Death Road to Canada: A better Organ Trail than Organ Trail.
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