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

Modes you need to beat to win. ALL listed modes must be cleared. At least one required. Valid keys (23): normal, familiar, rare, short, long, 4jerks, deadlier, familiarEX, rareEX, marathon, kepa, 4jerksEX, endless, opp, quickdeath, infection, weather, rpg, scepter, mutation, infectionEX, mutationmodeEX, horrormode Example: goal_modes: - normal - deadlier

Enabled Modes

Modes that get per-mode locations (day start, day clear, victory). Goal modes are always enabled regardless. More modes raises most milestone caps. Valid keys (23): normal, familiar, rare, short, long, 4jerks, deadlier, familiarEX, rareEX, marathon, kepa, 4jerksEX, endless, opp, quickdeath, infection, weather, rpg, scepter, mutation, infectionEX, mutationmodeEX, horrormode Day lengths: 7: infectionEX 9: short, quickdeath 10: infection 12: scepter 15: normal, familiar, rare, 4jerks, deadlier, familiarEX, rareEX, kepa, 4jerksEX, opp, weather, rpg, mutation, mutationmodeEX, horrormode 25: long 30: marathon, endless Example: enabled_modes: - normal - familiar - deadlier

Max Days Per Mode

Day locations generated per enabled mode. Clamped to the mode's own length (short/quickdeath=9, infection=10, scepter=12, most=15, long=25, marathon/endless=30, infectionEX=7).
This is a range option.

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

Include Day Start Locations

Per-mode day-start locations: [Normal] Day 1 Start, [Long Road] Day 1 Start etc. One per day per enabled mode.
25
0
0

Include Day Clear Locations

Per-mode day-clear locations: [Normal] Day 1 Clear, etc. Fires when you survive to the next day.
25
0
0

Include Global Day Start

Shared day-start checks across all modes: Day 1 Start, Day 2 Start... One check per day number regardless of which mode reached it.
25
0
0

Include Global Day Clear

Shared day-clear checks across all modes. One per day number.
25
0
0

Locations Visited Max

Map locations explored, cumulative across runs. 0 disables. Scales base 20 + 15 per extra enabled mode. Hard cap 320 at 21+ modes: 1 mode = 20 | 5 = 80 | 10 = 155 | 21-23 = 320
This is a range option.

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

Locations Visited Interval

Spacing between locations-visited checks.
0
25
0
0

Kill Milestone Max

Kill milestone cap. 0 disables. Steps: every 50 up to 1000, every 100 past that. Scales base 1000 + 500 per extra enabled mode. Hard cap 11000 at 21+ modes: 1 mode = 1000 | 5 = 3000 | 10 = 5500 | 21-23 = 11000
This is a range option.

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

Kill Milestone Interval

Spacing between kill checks. e.g. max 500 at every_50 = 10 checks, every_250 = 2 checks.
25
0
0
0

Container Milestone Max

Container loot cap. 0 disables. Scales base 80 + 40 per extra enabled mode. Hard cap 880 at 21+ modes: 1 mode = 80 | 5 = 240 | 10 = 440 | 21-23 = 880
This is a range option.

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

Container Milestone Interval

Spacing between container checks. e.g. max 100 at every_10 = 10 checks, every_25 = 4 checks.
0
0
25
0
0

Toilet Milestone Max

Toilet search cap. 0 disables. Scales base 10 + 5 per extra enabled mode. Hard cap 110 at 21+ modes: 1 mode = 10 | 5 = 30 | 10 = 55 | 21-23 = 110
This is a range option.

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

Toilet Milestone Interval

Spacing between toilet checks.
0
25
0

Siege Milestone Max

Siege survival cap. 0 disables. Sieges = night zombie waves at your camp. Scales base 5 + 3 per extra enabled mode. Hard cap 65 at 21+ modes: 1 mode = 5 | 5 = 17 | 10 = 32 | 21-23 = 65
This is a range option.

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

Siege Milestone Interval

Spacing between siege checks.
25
0
0
0

Recruit Milestone Max

Total characters recruited across runs. 0 disables. Scales base 5 + 3 per extra enabled mode. Hard cap 65 at 21+ modes: 1 mode = 5 | 5 = 17 | 10 = 32 | 21-23 = 65
This is a range option.

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

Recruit Milestone Interval

Spacing between recruit checks.
25
0
0
0

Weapon Milestone Max

Total weapons picked up across runs. 0 disables. Scales base 20 + 10 per extra enabled mode. Hard cap 220 at 21+ modes: 1 mode = 20 | 5 = 60 | 10 = 110 | 21-23 = 220
This is a range option.

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

Weapon Milestone Interval

Spacing between weapon checks.
0
25
0
0

Stat Up Milestone Max

Total stat raises across runs from any source: CYOA events, siege rewards, RPG orbs, and every dotted stat method including AP stat items. 0 disables. Team-wide events fire PER CHARACTER - a party of 4 getting +1 FIT counts as 4 stat-ups. Lower the max or widen the interval if that's too fast. Scales base 50 + 15 per extra enabled mode. Hard cap 500 at 31+ modes: 1 mode = 50 | 5 = 110 | 10 = 185 | 23 = 380 | max = 500
This is a range option.

Accepted values:
Normal range: 0 - 500
0 ❌
25 ❌
0 ❌
0
0
0
0

Stat Up Milestone Interval

Spacing between stat-up checks. Wider intervals keep this check pool from completing too fast given team-wide events multiply the count.
0
0
25
0
0
0

Include Weapon Categories

Add 13 locations that fire on first find of each weapon type: Handgun, Rifle, Shotgun, Blade, Explosive, Heavy, Blunt, Flamethrower, Minigun, AK-47, Sledgehammer, Fire Axe, Bow.
25
0
0

Mode Unlocks in Pool

ON (default): all modes except Normal start locked; unlocks drop as progression items in the pool. OFF: every enabled mode is unlocked at start, no unlock items in pool.
0
25
0

Trap Percentage

Share of filler slots replaced with traps (0-100). Traps: 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.
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, Arrow: 3}

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.