Universal Death Road to Canada (by Rocketcat LLC) [TouchArcade Game of the Year 2017]

Discussion in 'iPhone and iPad Games' started by metalcasket, Mar 22, 2017.

  1. Dankrio

    Dankrio Well-Known Member
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    Jun 3, 2014
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    Seems that way.

    I didn't control him, but he makes thinks way easier, since he knocks a lot of zombies almost non stop and I am able to get rid of them without getting surrounded.
     
  2. dreadnok

    dreadnok Well-Known Member

    Jun 8, 2011
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    I came here to kick ass and chew bubble gum I'm ou
    Haven't met him yet :mad:
    Glad you conquered it :D

    I've only ever lost a member once at the border at the very end, I think he tried to save the moose lol usually I make it with the team intact
     
  3. L.Lawliet

    L.Lawliet Well-Known Member

    Jun 28, 2011
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    I thought Valkyrie was OP but then I think the Fencer girl (not sure who she's based off but she's a rare character) is even better and she just has a long range melee attack that doesn't tire out easily. Can't wait to find more secret characters!
     
  4. nkx

    nkx Well-Known Member

    May 9, 2015
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    Dang I died twice now on day 15!!! So close!!!
     
  5. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    When you get her strength up higher, it's very much worth it to just stop using the Fencer's default weapon. Instead, switch to the heaviest weapon you can find. She becomes death incarnate due to her over-maximum fitness stat.
     
  6. Dankrio

    Dankrio Well-Known Member
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    Jun 3, 2014
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    That Cold Steel weapon must be godly.
     
  7. Hambo12

    Hambo12 Well-Known Member

    Jul 23, 2012
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    IMG_2722.jpg

    got link twice lol op op op
     
  8. Silver99

    Silver99 Well-Known Member

    Jun 5, 2014
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    Nice! I'm not getting Link anymore. Not for 24 hours.

    Can someone explain exactly who gets to keep upgrades in strength, fitness, and whatever else upgrades (not sure what does)?

    I had a couple of random charcters keep being in leader and buddy slot and thought maybe I could do it with them. But theyre gone now.
    Is it only custom characters who will stay upgraded when you start a new game? Or can you do it with rare characters like Link?

    I've tried twice now staying overnigt in a building to see if the zombies disperse, since I was caught there late and couldnt get out the exit. Even waiting until midday seems to leave a sea of them out there. Most disappointed. It would be cool to be able to do that.
     
  9. TheIronBeagle

    TheIronBeagle Well-Known Member

    Jul 10, 2016
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    Hardcore gamer
    Gravity Falls
    Custom characters
    appear to keep their starting stats every run, so if a custom char has :) loyalty one game, they'll always have :) loyalty even if you can't see it in the stat screen

    The upgrades
    are only for perks. Perks have 3 levels, which is represented by the stars next to the perk. However, custom characters who get stat upgrades lose them for the next run and are set back to the default. Not sure about rare characters, but some always start with a specific stat(s). L*nk, for example, always starts with :) strength and :l fitness. The rest might be randomized, but I'm not that sure
     
  10. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    LNK Day is over.

    Most of the rare special characters start with some stats pre-revealed and/or at a set amount. If you upgrade them, they don't actually stay upgraded. Custom characters only keep their perks and traits, they don't keep in-game upgrades like from a trainer or event.

    Custom characters have 0 skills outside of what they're given from perks and traits. Random characters and special characters tend to have random skills and stats, unless they're pre-set to have something.

    An example of a random character having something pre-set is that the characters that claim to have a high skill in something will either have a high skill like they say, or a really low skill along with low loyalty. You can reveal this with a Paranoid character, or a character that has a matching high skill (such as if you already have a great mechanic, they can tell that a potential recruit is lying about their mechanical knowledge).
     
  11. Silver99

    Silver99 Well-Known Member

    Jun 5, 2014
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    Okay, still a little confused but I googled too and found a comment from Dankrio.
    So perks will level up and stay there, for every game, for anyone who has that perk? From 1 to 3 stars.

    The non-transparent, vague part is that I've not found a list of exactly what levels up perks. But I gather that there are specific things, as in training 50 times over many games to improve XYZ will trigger a perk to level up. Is that correct? It's been said on a few sites.
    If there is a list somewhere, of what levels up each perk, that would great to have.
     
  12. TheIronBeagle

    TheIronBeagle Well-Known Member

    Jul 10, 2016
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    Hardcore gamer
    Gravity Falls
    In the custom characters screen, where you select your perks, tapping on it opens up what the perk does, and under that you can see what exactly you need to do to level up that perk. It will say something like "To level up: Train (stat) x amount of times". If it's already maxed, it won't say anything.
     
  13. Silver99

    Silver99 Well-Known Member

    Jun 5, 2014
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    Okay. Excuse my denseness. Found that list within the perks description in the custom characters. A small change would make this more transparent? As in If it was accessible from the in game team menu - just a list of do X to get this Y skill to go up a level.
     
  14. Silver99

    Silver99 Well-Known Member

    Jun 5, 2014
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    Thanks, yes, just found that. Saw it before, Im sure, but it didn't mean anything at the time, and Ive not played with custom characters for a while
     
  15. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    Yeah, perk levels stay the same across games, until they increase by the terms listed in the custom characters sections. There's no other way to look them up right now in-game, right now. Moot next update anyway, since I'm changing the progression system to an unlock-with-points system, instead.

    Edit: Next giant update, which is somewhere in May for PC, iOS a little bit after.
     
  16. Silver99

    Silver99 Well-Known Member

    Jun 5, 2014
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    That sounds very interesting - the new perk system. This game seems deep enough to keep me going a while but knowing Im progressing in some way is important to my enjoyment. The rpg elements add depth. That you can keep feeding in new content seems a big plus too.

    Im nowhere near getting to Canada but Im learning, slowly. Lol
     
  17. Kepa

    Kepa Well-Known Member

    May 16, 2009
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    You're progressing with perk levels, it's just not as obvious as I'd like. I also want to do new traits you can buy.
     
  18. baldeagle86

    baldeagle86 Well-Known Member

    Dec 21, 2013
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    Absolutely loving this so far. My only question is how to tell the effectiveness of weapons. I have a hatchet, hammer and nail board. If I find a machete which should I drop? Do weapons have durability?
     
  19. Dankrio

    Dankrio Well-Known Member
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    Jun 3, 2014
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    #639 Dankrio, Mar 31, 2017
    Last edited: Mar 31, 2017
    As of this moment, trial and error. And, honestly, I feel it fun this way. It's fairly easy to tell the effectiveness when a char has adequate stats. Some require high strenght, for example. If not, you are going to have trouble using the weapon, like the heavy ones.

    As for your question, I'd go with the machete. Hammers and nail boards tend to break fairly easily. There's rusty and sturdy machete (the latter a fairly good weapon). Another way is see how much food traders tend to ask for a specific weapon.

    Weapons only have breakable or non-breakable state. The first ones have a chance to break when used, varying from very easily to not so often. The other group is permanent. Also discovered by trial and error.
     
  20. Silver99

    Silver99 Well-Known Member

    Jun 5, 2014
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    The sturdy machete was fantastic. The rusty ones snap more easily.
    The effectiveness of a weapon depends on who is wielding it too. The game does well at showing you this in animations.
    If you give a heavy, unwieldy weapon, like a shovel or a sledgehammer, to someone with low strength and fitness, they will quickly go through stages - red in the face, slowing down ( I think) and sweating. They also seem to swing slower and do less damage.
    You can experiment with weapons through the team swap during fights and figure out which weapon suits who best.
     

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