AI Weapon Locking added! Select a weapon twice to lock it. AI followers will try to use whatever weapon is locked, and they will try to not drop it.
If you lock an empty slot, they should treat it like it's a weapon and not replace it. This was added for characters with good unarmed skills or if you want a dog to not pick up anything.
Dogs now have a realistic poop system.
New Event: Fast Food, can YOU challenge the Big McDowell?
New trader added, Heavy Ordinance Trader. Sells the new Grenade Launcher, Bazooka, and Land Mine.
When a square is selected and flashing in the Swap Meet weapon menu, it will show a flashing lock indicator to hint to players that the locking feature exists.
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.
Part 2
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.
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.
Tweaks and Fixes
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.
New Changes 10/29
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.
New Changes 11/4
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.
New weapon support added for Rocket Launchers and Electric Tools.
New weapons for Moody: Off-Brand Plasms Rifle, Moody Launcher, Moody Chainsaw.
You can no longer sell no-drop weapons to the Weapons Buyer, partially due to how exploitable this was on Moody.
New Song Added: One More Road. Plays during credits and as a random road song.
Snubnose Pistol will now replace normal pistols 20% of the time.
Double-barrel Shotgun will now replace normal shotguns 10% of the time.
Ruined Trading Camp/Fire Sale: Removed the flaming car that was right next to you as you spawned.
Fix for a crash caused by completely empty rooms.
Added the Last Mall on Earth, a new special trading camp. Has gas trader, weapons buyer, recruit campfire, 6 random traders, and a guaranteed rare 7th trader!
Added the ability for trading camps to force a rare trader.
Fixed a hospital generation bug.
Canada Crossing Changes
Snow plows added as border gates.
The former back line of Mounties that didn't attack/blocked your way are now above the snow plows.
If the game detects you've never won, a Mountie now gives you a message of hope as you're running to the border gate. This text event stops showing once you beat the game in any mode.
If you're playing on one of the "Easier Bandit" difficulties (Normal, Rare, Familiar, Long Road, Short Road), the ending zombies will stop attacking you right before THE BIG REINFORCEMENT arrives. This is mostly to stop beginning players from dying in a hilarious way.
Switch
Added touch screen controls to all buttons in the game.
Added the "Challenge Chicken" to unlock area for viewing achievements.
Separated Save files, so now each account will have its own save rather then sharing.