One of the bigger changes with this update is the melee overhaul! Throwables are no longer a one-time throw weapon that breaks randomly. Instead, they will modify your melee combat stats when equipped during melee combat. So they are more melee weapons now, and less exclusively throwables. They come with actual durability values with a dedicated indicator in the HUD. It is now also possible to attack more than one object with a single melee attack. No more breaking container groups one by one! Every melee weapon has their own melee stats that, next to modifying your melee damage, modify values such as melee range, cooldown, knockback or amount of targets. And once you get used to the new melee animations you will never want to go back to the previous melee system.
Now, with melee getting massive changes the ranged combat should get some changes as well: Introducing active reloading! Whenever you start reloading your guns you will now be greeted by a progress bar indicating how much time reloading your gun will take. This is already pretty useful, but even better is the option to hit the reload button at the right time to boost the reloading speed. This will raise the skill ceiling of Colt Canyon further to allow players to master the game's mechanics even more. It's something that is not necessary in order to beat the game, but it will help those that do use it.
Together with those changes the update also boosts over 50 new weapons and 7 new upgrades. You can now also carry more ammo by default and the way shields work has changed. Instead of 4, you will now get to choose from 5 random upgrades per rescued prisoner. There is an indicator that signals you that a weapon on the ground is better than your equipped weapon. The crosshair was improved and gamepad got some dedicated cheats. There are also a whole bunch of tweaks, fixes and QoL improvements. And exclusively for PC we got some very basic modding/scripting support. More on that soon.
And finally, something to look forward to for the very late game and which was not available in the preview versions of the update (just like the scripting support) are blood weapons, which are very powerful but painful guns and can be found after you've reached your partner in a looped run.
Because the full changelog is just way too long for a blog post you will have to visit the Colt Canyon Wiki to get more details: https://coltcanyon.fandom.com/wiki/Changelog
Howdy fellow gunslingers!
Another minor patch addressing a lot of small issues and bugs but also changing some visible stuff! Getting more stable, smooth and balanced with every update! Always great to hear your feedback and ideas. It makes me very happy to be able to provide fixes and improvements to your problems as soon as possible. My top priority at the moment is to get rid of even the last hidden bug and to get the game fair and fun from start to finish. Only after this is done we can start dreaming about big and fancy new features.
Unfortunately, the console versions are still not quite up-to-date, but we will submit this patch as well (if you are reading this they are probably already submitted) and hopefully all platforms will be on the same version with the same content soon. Sorry for the inconvenience, but we have no power over the console submission processes. Only the PC versions allow us to quickly provide patches and updates.
For everyone who didn't notice there were several small patches since 1.0.1.0. You can find the changelogs here. They were marked as "small" patch, despite being pretty important and not even that small, and therefore did not show up on the store page etc. - To always stay up-to-date with developments I recommend joining the discord. But from now on I will mark even patches as updates. And only hotfixes as small patch.
Added dedicated command keys/buttons that can be reassigned and allow you to quickly and directly command companions even while interacting (Default C and X)
Added prisoners with limited upgrade selections to first loop
You now have to hold down the pause menu restart button to prevent accidental restarts
Fixed Elite Animals not dropping keys
Fixed throw master upgrade making your currently equipped throwable unthrowable
Changed the way weapon drop chances decrease after reaching their peak to make early game weapons rarer in late game (will also increase drop chance of early
Jim is less conspicuous but moves slightly slower and Flint starts with less attack damage
Improved companion AI slightly
Decreased final boss shield durability but very slightly increased penetration resistance
Decreased bear boss health
Final Boss level is no longer persistent
Fixed sometimes finding a backpack tnt barrel but not tnt bandit
You can now leave the final boss level before triggering the boss
Clearing out more enemies around enemy spawn to ensure not being spotted immediately
Shadow Walker Achievement no longer being blocked when enemies spot freed prisoners or companions and made more reliable in general
Improved way of defining elite levels
Decreased amount of enemies in loops
Reduced health and sight of enemies in loops, also increased their ammo drop amount slightly
Added level 4+ elites to loops
Adjusted elite enemy stats (some have more health, some less, some shields have less life, some are better at spotting you, others far worse)
Made high-level elite shields easier to penetrate
Enemies in loop ambushes are less skilled at defusing tnt
Trader no longer alerts enemies with his shouting
Buffed dynamite weapons damage slightly
Made elite enemies a bite easier to spot
Fixed small farmland areas that shouldve been high grass
Fixed invisible companions in loading screens
Fixed to simplified chinese translation (Thanks to Blank)
Higher-level elites drop more ammo
Several other minor fixes or tweaks
All the best, thanks for playing and stay healthy!
Jonathan