Colt Canyon: il titolo aggiornato alla versione 1.1.0.0 sui Nintendo Switch europei

Qualche ora fa è stato pubblicato un update per Colt Canyon, titolo ora aggiornato alla versione 1.1.0.0 sui Nintendo Switch europei.



Il twin-stick shooter con elementi roguelike di Retrific Game Studio e HeadUp Games, è stato pubblicato il 16 giugno 2020 sull’eShop europeo e americano di Nintendo Switch.

Potete trovare il changelog dell’update in calce all’articolo.


Version 1.1.0.0

Released: October 12, 2021

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
  • Various changes and additions to command prompt, including basic scripting/modding support

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

Take your revolver and rescue your partner in this atmospheric and punchy Roguelike game.

Colt Canyon is a 2D pixel art shooter where you control a cowboy, or one of the many other unlockable characters, whose mission is to save his kidnapped partner from the ruthless bandits. Take your gun and TNT and shoot your way through a hostile canyon full of hidden treasures, weapons, obstacles and all kinds of bloodthirsty scum.

Maybe you can save more people than just your partner. But watch out. Once you got your partner your job is not done. You’ll also have to get back home…

FEATURES
• Range of characters and weapons to play and unlock
• Dynamic and immersive environments and enemies
• AI-Controlled companions
• Local Coop
• Upgrades for you and your companions
• Randomized, persistent and open levels
• Strategic stealth and fast-paced action
• Boss Fights
• Roguelike elements
• Permadeath
• High replayability
• Beautiful minimalistic pixel art
• Punchy particle effects
• and much more…

Inspired and polished to perfection after spending countless hours in many fantastic big and small games of similar genres and settings!

Precedente Pokémon Cafe Mix: il titolo aggiornato alla versione 1.110.0 sui Nintendo Switch europei Successivo Fire Emblem Heroes: ora disponibile la preferenza evocazione: eroi speciali doppi