Death Road to Canada

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Goal Modes

Which game mode victories count as completing the game. You must reach Canada in ALL of the selected modes to complete your goal. At least one mode must be selected. Available modes: normal, familiar, rare, short, long, 4jerks, deadlier, familiarEX, rareEX, marathon, kepa, 4jerksEX, endless, opp, quickdeath, infection, weather, rpg, scepter, mutation, infectionEX Example: goal_modes: - normal - deadlier

Enabled Modes

Which game modes generate per-mode locations (days reached, victory). Only modes in this list will have their progression tracked as locations. Goal modes are always enabled regardless of this setting. More enabled modes = higher milestone caps become accessible. Available modes: normal, familiar, rare, short, long, 4jerks, deadlier, familiarEX, rareEX, marathon, kepa, 4jerksEX, endless, opp, quickdeath, infection, weather, rpg, scepter, mutation, infectionEX Mode day lengths: - 7 days: infectionEX - 9 days: short, quickdeath - 10 days: infection - 12 days: scepter - 15 days: normal, familiar, rare, 4jerks, deadlier, familiarEX, rareEX, kepa, 4jerksEX, opp, weather, rpg, mutation - 25 days: long - 30 days: marathon, endless Example: enabled_modes: - normal - familiar - deadlier

Max Days Per Mode

Maximum number of day locations to generate per enabled mode. Higher values = more locations but longer games. Note: This is capped by each mode's actual day length: - Short/Quick Death: 9 days max - Infection: 10 days max - Scepter: 12 days max - Most modes: 15 days max - Long Road: 25 days max - Marathon/Endless: 30 days max
This is a range option.

Accepted values:
Normal range: 1 - 30
0
25
0
0
0
0
0

Include Day Start Locations

Include per-mode Day Start locations. Creates a location for starting each day in each enabled mode. Example: [Normal] Day 1 Start, [Normal] Day 2 Start, etc.
25
0
0

Include Day Clear Locations

Include per-mode Day Clear locations. Creates a location for completing/surviving each day in each enabled mode. Example: [Normal] Day 1 Clear, [Normal] Day 2 Clear, etc.
25
0
0

Include Global Day Start

Include global Day Start locations (shared across all modes). These trigger when you start a new day in ANY mode. Example: Day 1 Start, Day 2 Start, etc. Note: Only one check per day number, regardless of mode.
25
0
0

Include Global Day Clear

Include global Day Clear locations (shared across all modes). These trigger when you complete a day in ANY mode. Example: Day 1 Clear, Day 2 Clear, etc. Note: Only one check per day number, regardless of mode.
25
0
0

Locations Visited Max

Maximum locations visited milestone. Set to 0 to disable. Tracks how many map locations you've explored. Scaling: Base 20 + 15 per additional enabled mode. 1 mode = 20 max | 5 modes = 80 max 10 modes = 155 max | 21 modes = 320 max
This is a range option.

Accepted values:
Normal range: 0 - 320
0
25
0
0
0
0
0

Locations Visited Interval

Interval between locations visited milestone locations.
0
25
0
0

Kill Milestone Max

Maximum kill milestone. Locations are generated at intervals up to this value. Set to 0 to disable kill milestones. Intervals: 50-1000 uses 50-kill steps, 1100+ uses 100-kill steps. Scaling: Base 1000 + 500 per additional enabled mode. 1 mode = 1,000 max | 5 modes = 3,000 max 10 modes = 5,500 max | 21 modes = 11,000 max
This is a range option.

Accepted values:
Normal range: 0 - 11000
0
25
0
0
0
0
0

Kill Milestone Interval

Interval between kill milestone locations. Example with max 500: every_50 = 10 locations (50, 100, 150... 500) every_100 = 5 locations (100, 200, 300, 400, 500) every_250 = 2 locations (250, 500)
25
0
0
0

Container Milestone Max

Maximum container milestone. Set to 0 to disable. Scaling: Base 80 + 40 per additional enabled mode. 1 mode = 80 max | 5 modes = 240 max 10 modes = 440 max | 21 modes = 880 max
This is a range option.

Accepted values:
Normal range: 0 - 880
0
25
0
0
0
0
0

Container Milestone Interval

Interval between container milestone locations. Example with max 100: every_1 = 100 locations every_5 = 20 locations every_10 = 10 locations every_25 = 4 locations
0
0
25
0
0

Toilet Milestone Max

Maximum toilet milestone. Set to 0 to disable. Scaling: Base 10 + 5 per additional enabled mode. 1 mode = 10 max | 5 modes = 30 max 10 modes = 55 max | 21 modes = 110 max
This is a range option.

Accepted values:
Normal range: 0 - 110
0
25
0
0
0
0
0

Toilet Milestone Interval

Interval between toilet milestone locations.
0
25
0

Siege Milestone Max

Maximum siege survival milestone. Set to 0 to disable. Sieges are random events where zombies attack your camp at night. Scaling: Base 5 + 3 per additional enabled mode. 1 mode = 5 max | 5 modes = 17 max 10 modes = 32 max | 21 modes = 65 max
This is a range option.

Accepted values:
Normal range: 0 - 65
0
25
0
0
0
0
0

Siege Milestone Interval

Interval between siege milestone locations.
25
0
0
0

Recruit Milestone Max

Maximum recruit milestone. Set to 0 to disable. Tracks how many characters you've recruited to your party. Scaling: Base 5 + 3 per additional enabled mode. 1 mode = 5 max | 5 modes = 17 max 10 modes = 32 max | 21 modes = 65 max
This is a range option.

Accepted values:
Normal range: 0 - 65
0
25
0
0
0
0
0

Recruit Milestone Interval

Interval between recruit milestone locations.
25
0
0
0

Weapon Milestone Max

Maximum weapon collection milestone. Set to 0 to disable. Tracks total weapons picked up (cumulative across runs). Scaling: Base 20 + 10 per additional enabled mode. 1 mode = 20 max | 5 modes = 60 max 10 modes = 110 max | 21 modes = 220 max
This is a range option.

Accepted values:
Normal range: 0 - 220
0
25
0
0
0
0
0

Weapon Milestone Interval

Interval between weapon milestone locations.
0
25
0
0

Include Weapon Categories

Include weapon category discovery locations. These trigger when you find your first weapon of each type. Categories (13 total): Found Handgun, Found Rifle, Found Shotgun, Found Blade, Found Explosive, Found Heavy Weapon, Found Blunt Weapon, Found Flamethrower, Found Minigun, Found AK-47, Found Sledgehammer, Found Fire Axe, Found Bow
25
0
0

Mode Unlocks in Pool

Include game mode unlocks as items in the randomizer pool. When ON (default): - All modes except Normal start LOCKED - You must receive mode unlock items to play other modes - Adds progression items to the pool When OFF: - All enabled modes are available from the start - No mode unlock items in the pool
0
25
0

Trap Percentage

Percentage of filler items that become traps. Traps include: Food Spoiled, Morale Crisis, Ambush, Gas Leak, Weapon Jam, Thief, Injury, Car Damage, Argument, Bandits, Bad Omen, Bad Weather, Gear Lost, Food Poison, False Hope, Pandora's Box 0 = No traps, 100 = All filler becomes traps
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.