
Howdy fellow gunslingers!
It was fantastic seeing all of you excited for patch 1.3! I got a lot of valuable feedback from the community and also made a lot of play testing myself. That's how a minor patch became this major update. Basically Update 1.3 Part 2. Packed with bug fixes, overhauls and balancing tweaks and even some small new mechanics and props.
Some of the more exciting changes are combinable shields, increased ammo cap, some new decorations/secrets, loadout changes, improved weapon power level indicators and reworked weapon spray + crosshair system. There are also a ton of tweaks to most, if not all, weapons. So now is the time for giving all weapons another try!
Let's talk about the shield change some more: You should find more shields in general now, which can combine into a single stronger shield once you've collected 3 undamaged ones of the same level. This is mostly to reduce clutter in the HUD when you manage to collect tons of shields because you are just that good (lucky) and to make finding more shields, even when you already have a bunch, more rewarding, since the improved shields will be more resistant to penetration and have more health.

Another interesting change concerns the the weapon power levels, that are driving the red glow on weapon names when interacting with weapon drops. These are now based on the actual weapon stats and longer just some hardcoded value I made up myself. This means the indicator is now taking into account damage, range, ammo cost, melee stats, movement stats and much more in order to calculate whether weapon A is "better" than weapon B. Being calculated by this raw data allows the indicator to be much more detailed, showing a red glow even if the weapon is only slightly better and even improving cross-ammo type comparison. It will also indicate when a dropped gun has worse overall stats now, by flashing gray instead of glowing red. It's still very subtle, but I hope this will help players more consistently and easily identify whether a weapon swap might be worth it.

However, while this is based on the actual stats it does not take into account your current situation and play style, so for example how much ammo you have, what characer you are playing, how good you are at dodging and aiming or what your secondary weapon is. Therefore your own skill and experience is still necessary in order to decide whether swapping weapons makes sense. Never blindly trust the indicator! Always think before you swap.
Overall I think (yet again) that right now is the best time to start playing, or come back to play some more, Colt Canyon. The game has never been this polished before!
However, unless the game suddenly goes viral do not expect any more big patches for the game. It's time for me to move on to new projects. I cannot afford to spend more time on this game.
Thank you for your support! And please stay in touch by
following and joining the discord.
This patch will also be coming to all consoles and other platforms as soon as possible. Some stores require extensive submission processes that might delay the release by a few days or in some cases even weeks, but expect all platforms to get this update soon.Attention: Due to breaking changes in the save system you will not be able to continue runs in v1.3.1 that were started in previous versions. To continue your existing save make sure switch to the version-1300 beta branch before starting a new run.
Find the overview changelog for Update 1.3.1 below or the full changelog on the official
Colt Canyon Wiki.Changelog:
- Shields will now combine into a stronger shield when you have 3 of them. The default shield is no longer yellow but white (in HUD).
- Increased default ammo cap, from 40 to 50, and from 75 to 80 for light ammo
- Added bonus chance to find specific upgrades based on the played character
- Modified a bunch of loadouts
- Changed how weapon power levels are calculated and displayed
- Tweaked how weapon spray works and the dynamic crosshair
- Taking time to aim is rewarded with increased accuracy
- Rebalanced accuracy while riding horses
- Tweaked how ammo drop types are chosen to be more balanced
- A ton of balancing changes and fixes for all kinds of weapons
- Nerfed first boss again slightly
- Slightly reduced attack frequency of Big Bear and increased damage and stun received by beartraps
- Reduced coop player count health scaling on bosses
- Made explosives more effective against bosses
- Various late-game enemy changes
- Changed how medicine drop amount on companion death is calculated
- Incendiary upgrade makes explosive weapons incendiary too now and bullet burn effect length depends mostly on penetration power and bullet speed instead of damage now
- Indestructible upgrade no longer requires pocket magnet
- Leathersuit upgrade will now also reduce slowdown in toxic plant fields
- Sharpshooter upgrade will do less overall weapon spray reduction but makes aim focus much faster
- Contact TNT no longer bounces off of shields
- Slightly reduced effect on dodge cooldown for athlete upgrade
- Balanced Hardened Upgrade to focus more on making throwing weapons less expensive
- All rare weapons now match their non-golden versions except for being slightly faster to reload, instead of having various minor differences
- Allowed praying at shrines
- Added some more uncommon decoration objects, alternative visuals and rock variations
- Added simple info tutorial to horses after having tamed one
- Improved various visual and sound effects
- Fixes to bullet rendering and penetration
- Fixed shield not rotating with player when dashing
- Fixed multi-TNT drops not actually granting more than one TNT
- Fixed ammo being more likely to drop for guns carried by player #2 when playing in coop
- Fixed empty bottle not breaking into broken bottle when used in melee
- Fixed big rock collisions sometimes being off when loaded from save
- Fixed TNT sometimes glitching into Mineentrances, leaving them unscathed
- Fixed bayonet melee range being very limited on horse
- Fixed not being able to return to previous level from boss level before triggering boss
- Fixed being able to mount a horse that is already being ridden by someone else
- Fixed custom run settings text sometimes overlapping with pause menu
- Fixed signs always showing X when level is loaded from disk
- Fixed shields in inventory being in wrong order when loaded from save
- Fixed some enemies no longer attacking in their unique patterns when loaded from save
- Find the extended changelog here
See you in the canyon!
Edit Nov 25 9pm: Released a hotfix for steam, find the changelog
here. Hotfix is not coming to other platforms. The fixed issues are very rare. Other platforms will get them as part of 1.3.1.1 in a couple of weeks.
JOIN THE DISCORD COMMUNITYGET COLT CANYON!And please don't forget to recommend Colt Canyon to your friends and write a positive review for Colt Canyon, every single one really helps me:
https://store.steampowered.com/app/940710/Colt_Canyon/