1. Pistol Whip
  2. News
  3. Hotfix 0.6.17.147 Now Live

Hotfix 0.6.17.147 Now Live

As promised we’re back with a small update including improvements to obstacle collision, modifier saving, and the second iteration of our sparkly new enemy shaders. :enteringsteamvr:

[h3]Save Mods[/h3]A small yet highly requested feature has been added: Save Mods. When enabled, modifier selections will be saved and persist between sessions. This means if any modifiers are selected upon exiting Pistol Whip, those same modifiers will be selected and the modifiers pane will automatically open when Pistol Whip is next launched. Players with a preferred set of modifiers will no longer have to reselect them each time they start Pistol Whip. ːsteamhappyː

[h3]Improved Visibility and Obstacle Collision[/h3]
After our last update, which introduced a new treatment for enemy shaders, we received some feedback regarding performance issues, enemy visibility in some levels, as well as difficulty differentiating between armored enemy types. Since then, we’ve been hard at work polishing up some changes with the help of feedback and are happy to present you with the second iteration of this change.

Huge thank you to everyone who provided suggestions or information about this. :steamdance:

[h3]What's next?[/h3]
Don't let this small hotfix fool you, we've got tons planned for Pistol Whip this year. We went over a few of these plans in our most recent update, but some highlights include the Heartbreaker Trilogy slated for release this summer, as well as the first Action Pack, later this year. Check out our roadmap announcement for details on this, and more.

Love,
Cloudhead Games

[h3]Pistol Whip "0.6.17.147" Update Changelog[/h3]
  • Second iteration of enemy shaders for improved visibility and armour type differentiation
  • Improved obstacle collision
  • Save Mods option added