A massive update has dropped for Colt Canyon, bringing a huge list of fixes, a complete overhaul for melee combat and more. Check out the full patch notes below for all the changes, both big and small:
- Release date: October 12th 2021 (North America, Europe)
- Patch notes:
Biggest changes:
- Melee Combat Overhaul!
- All weapons now have additional melee stats that influence melee damage, cooldown and much more, even stuff like how many targets can be hit with a single attack
- Enemies (especially late-game enemies) will still try to block melee attacks but some weapons will be harder to block
- Throwable weapons will have a much stronger focus on melee combat and should only be thrown if no longer needed or when fighting enemies you don’t want to get close to
- NPC melee still works as before to not increase combat complexity too much, but they will sometimes drop melee weapons now
- Throwable weapons now have actual durability that is displayed in the HUD
- Added active reloading to make reloading more exciting
- Added over 50 new weapons, including various melee weapons and special late game guns
- Added Blood Weapons, legendary blood-colored weapons only found in very late game, that use your life force to boost their power
- Increased the maximum ammo you can carry and adjusted Max Ammo Upgrades
- Added 7 new upgrades, most of them related to ammo and increasing either the inventory ammo capacity or the amount of ammo you will find
- Shield Overhaul!
- Shields will protect from melee damage, but also only when attacked from the front
- You can now carry more than one shield but it only has 2 hp
- If a shield breaks and you got backup shields a new shield will be equipped
- More ways to get and find shields
- You can now choose between 5 instead of 4 upgrades
Other changes:
- Added indicator to help players decide whether a weapon on the ground might be stronger than the one equipped
- Weapons that are stronger will be highlighted with a blood-coloured outline/glow around the weapon name when interacting
- The indicator only takes the weapon you are currently holding into account, not the one on your back
- Added a couple of gamepad-compatible cheats
- Added seperate interface settings menu, moved some game settings there
- Added auto reload option to game settings
- Added received damage mulitplicator run setting (also influences companions)
- Changed the color of the fletching on arrows to improve visibility
- Added Aspect Ratio Setting (PC Only)
- Improved Crosshair (improved visibility) and added more crosshair settings
- Showing equipment of enemy that killed you on game over screen
- Swapped main melee key and secondary melee key
- Adjusted some weapon cooldowns (throwables in particular)
- Adjusted some weapon stats (throwables in particular)
- Adjusted floor texture to give everything a bit more contrast against it
- Enemies will start attacking faster if you are getting close to them
- Enemies in first stage no longer receive extra melee damage
- First boss changes: Reduced health by 5hp
- Second boss changes: Increased health, slightly reduced health scaling with player amount/loop, slightly adjusted movement, Loop changes: reduced dash damage but buffed movement and cooldown and placed toxic plants in the level
- Final boss changes: Increased the amount of containers in the level and increased the time between final boss attacks, slightly increased his health and decreased penetration power of his gatling gun, Loop changes: More shield health and more resistant to explosives
- Tweaked melee combat target detection algorithm to make aiming in melee combat more important
- Added slowdown after melee attacks
- Reduced movement speed with throwable weapons equipped a little bit
- Resupply can now show up and be selected up to three times per run
- Resupply no longer full restocks dynamite if a dynamite weapon is equpped, instead it only grants 2 dynamite
- Tweaked arrow ammo sprites
- Enemies will try harder to hold some distance from you, especially high-level enemies
- Tweaked Scythe, its also now called Combat Scythe
- Added new enemy type to first area in loops
- Added a new locked crate type that contains shields
- Merchants will now also sometimes sell shields
- Adjusted big knife upgrade
- Improved upgrade generation
- Updated some playable character stats (especially in regards to melee combat)
- Reduced fast reload upgrade reload speed boost but added active reload upgrade as part of it
- Made throwables more rare in big crates but allowed weapon crates to sometimes drop em
- Hostile dogs can now lose interest in you if there are no human enemies also chasing you and they are too far away from their spawn
- Decreased enemy ammo drops if player has a lot of ammo
- Player now always marked if using color blindness mode
- Increased amount of loot in first level
- Reduced destructible dodge damage
- Free tnt upgrade and companionr rest can be chosen up to 3 times
- Tweaked companion armor upgrade
- Increased capacity that max ammo 2 and max ammo 3 adds for light rounds
- Added an extra ammo drop to locked crates
- Reduced amount of cacti in area 3 cactus fields
- Companions will now also get some short invincibility after being hit by a gatling gun round, just like players
- Human companions will now learn to dodge over time
- Fixed some item drops being unreachable because they drop outside of level
- New upgrade icon color backgrounds
- Increased trap blink frequency and contrast
- Companions can no longer use throwables (didnt make sense before, with the melee overhaul it would make it even more complicated)
- Added new icons for loadouts with special boni that will make it less cryptic whats special about the loadout, no more “!?”
- Adjusted some loadouts to use some of the new weapons
- Replaced improved auto rifle with high-cap auto rifle
- Replaced Improved Slug Gun with Multi-Cylinder Revolver (we already had slug repeater)
- Fixed “Mom” not having reloadskill of 10 despite being more skilled than “Fox”
- Changes to some weapon sprites
- Weapon drops will now lay on their side if the weapon is higher than it is wide
- Tweaked some weapon animations
- Tweaked some partner stats (made them more agile)
- Increased alertness indicator contrast
- Slightly increased the chance of enemies dropping their weapon and the amount of ammo in those guns
- Added interaction to prisoners in coffins to help with the rescue
- Adjusted a whole bunch of weapon and character stats
- Slightly increased the amount of ammo dropped in later levels
- Melee enemies will sometimes drop a melee weapon
- New Blur Shader
- Increased amount of weapon crates
- Minor HUD adjustments
- Made bears and bisons resistant to toxic plants
- Increased health of carried explosive barrels
- Reduced strength of boss health scaling with additional players and looping
- Reduced strength of enemy health scaling in advaned loops
- Scorpions and snakes are no longer scaling their health in advanced loops
- Scorpions and snakes have a longer cooldown between attacks
- Increased enemy skill in loops
- Reduced amount of health dropped by elites in loops
- Added some more high-level bandits to looped bandit stage
- The dog is slightly more approachable
- Slight adjustments to auto reloading
- Removed language setting on console version (use system language instead)
- Added command prompt command to toggle menu paper sway animation
Fixes:
- Fixed player sometimes getting stuck in walls
- Fixed companions aiming in weird directions while walking
- Fixed some cover not spawning in final boss level
- Fixed characters sometimes not being kicked in the air by knockback
- Fixed some wrong weapon stats like float damage values
- Fixed coop shared ammo not working correctly
- Fixed merchants not reacting to trades
- Fixed enemies sometimes attacking while player is still frozen
- Fixed issues with the enemy skill run setting
- Fixed various issues where the player might get stuck
- Fixed an issue where npcs will stop moving
- Fixed bullets dealing critical damage to shields of unaware enemies
- Fixed dynamite sometimes not destroying objects if not in view
- Fixed a bug where reload hints were not showing up
- Fixed an issue where it was possible to move through solid objects
- Fixed a bunch of memory-related issues
- Fixed various minor bugs and possible crashes
- Additional notes: none.
- Source: Retrific/Perfectly Nintendo
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