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Colt Canyon update out now (version 1.1.0.0)

Posted on October 13, 2021 by in News, Switch

Colt Canyon

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

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