Colt Canyon (Switch): all the updates (latest: Ver. 1.3.1.1 / Next: Ver. 1.3.1.2)
On this page, you will find all there is to know about the various updates for Colt Canyon on Nintendo Switch.
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Colt Canyon – Ver. 1.3.1.2
- Release date: TBA
- Patch notes:
- Increased amount and range of destructible objects hittable per melee attack for most playable characters by one or two
- Improved smoothness of camera. If you are still experiencing jitter make sure to set the game’s framerate to match your screen’s native refresth rate or above
- Added “night mode” with dimmed brightness and color intensity to color blindness options
- Slightly reduced accuracy penalty when moving and decreased aim focus time cooldown
- Improved accuracy of companions with all weapons (except shotguns) and adjusted fire rate to take reload time of equipped weapon into account
- Companions will start dodging slightly later, and also level up slightly slower in general
- Reduced health of most loot containers
- Reduced damage by bandit sniper and sword bandit slightly
- Reduced health of second and final boss slightly
- Slightly reduced amount of enemies in general
- Made a bunch of enemies slightly less skilled or reduced their default health
- Unlocking “Stab” by default now when skipping prologue to allow instantly starting a co-op run
- Increased player indicator thickness in co-op when playing in high contrast mode
- Tweaked some playable character stats and loadouts
- Made interface animation setting affect main menu background movement
- Minor tweaks to level generation
- Fixed sometimes not being able to leave ambush
- Fixed player acceleration scaling with analog input when using gamepad, resulting in very slow movement and reduced ability to vault
- Fixed being able to die from healing others
- Fixed autoscripts not working
- Misc other minor fixes/tweaks
- Additional notes: none.
- Source: Retrific (Steam)
Colt Canyon – Ver. 1.3.1.1
- Release date: ???
- Patch notes:
- Increased accuracy when walking by 20%
- Slightly increased Muzzle Brake upgrade’s effect but reduced its silencing effect
- Slightly increased cooldown reduction of Hipfire upgrade
- Increased knockback resistance and view distnace on enemies when looping beyond L1
- Reduced amount of medicine drops in crates when looping
- When looping now spawning additional traps in first area
- Not spawning locked bonus health crates in loop 2 and beyond, instead spawning more locked shield crates
- Changed aim assist behavior on explosive barrels and destructible objects behind solid obstacles
- Disabled aim assist targeting tamable dog
- Fixed some traps (e.g. explosive mines) sometimes spawning behind obstacles, making them impossible to spot
- Fixed a specific rock sometimes being rendered incorrectly
- Fixed rare varmint rifle being bugged
- Fixed cursor fading out faster if running at higher refresh rate
- Fixed scrolling in menus being slower when running at high refresh rate
- Fixed a crash related to Mine entrances
- Fixed locked crate key sometimes not being dropped
- Fixed “Catch this!” not being unlockable when wolves are disabled
- Fixed companions despawning when bleeding out while out of view
- Fixed aim assist being set to 200% by default instead of intended 150%
- Fixed character outside the view randomly attacking
- Additional notes: none.
- Source: Retrific
Colt Canyon – Ver. 1.3.1.0
- Release date: ???
- Patch notes:
- Shields will now combine into a stronger shield when you have 3 of them
- Collect 3 undamaged shields and they will automatically merge, creating a single shield with increased health and strength
- There are 4 levels with increasing durability and penetration resistance, 3x regular (now white) becomes yellow, times 3 becomes blue and last stage being red, which I doubt we will ever see as it would require an insane total of 27 shield items
- The reinforced shield upgrade is not changed and still adds additional health to all shield levels proportionally
- You should also find slightly more shields in general now though
- Increased default ammo maximum, from 40 to 50, and from 75 to 80
- Also adjusted the max ammo upgraded accordingly
- Added bonus chance to find specific upgrades based on the played character (Favored upgrades)
- For example Angel is more likely to find melee-focused upgrades or Taco finds more explosion-related upgrades
- Changed how weapon power levels are calculated
- Previously they were just values I made up myself and were rather random and subjective
- Now they are calculated automatically, taking into account stuff like DPS, accuracy, range, current durability etc.
- This allows for much more nuanced skill levels, especially within the same ammo type
- Additionally, there is now also an indicator that a weapon is “worse” than what you are currently carrying (text pulsing gray)
- But still, an objectively worse weapon might still be the better choice depending on your specific situation, think before you swap!
- Changed how weapon spray works
- Changed the dynamic crosshair to more accurately reflect the weapon spread
- Taking time to aim is rewarded with increased accuracy
- Firing as fast as possible will come with increased inaccuracy penalties
- Also rebalanced accuracy when riding horses
- A ton of balancing changes for all kinds of weapons
- While chasing more accurate stats to calculate the the new power levels I found a lot of balancing issues that I tried to address
- Modified almost all weapons, so it’s worth it to give weapons you’ve already written off another try
- Bunch of boss balancing changes
- Nerfed first boss again, so that new players also get a chance
- Reduced coop player count health scaling on bosses
- Made explosives more effective against bosses
- Slightly reduced attack frequency of Big Bear and increased damage and stun received by beartraps, but increased his health when looping
- Disabled horses spawning in boss levels, except for first area
- Minor balancing changes to bosses when looping
- Allowed praying at shrines
- Buffed or replaced a bunch of loadouts
- Added some more uncommon decoration objects
- Added simple info tutorial to horses after having tamed one
- Changed how HP drops upon companion death is calculated, you get your invested HP (from healing them) minus one back, capped to 50% of their max HP. Additionally some random medicine drops based on companion level
- Low hp enemies will now be slowed down when bleeding
- Slightly increased reaction time of most enemies
- Tweaked how ammo drop types are chosen to be more balanced
- Made arrow ammo drop less frequently
- Tweaked how knockback is processed, resulting in more realistic and reliable knockback in some cases
- Incendiary upgrade makes weapon explosions 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 plants
- Sharpshooter upgrade will do less overall weapon spray reduction but makes aim focus much faster
- Contact TNT no longer bounces off of shields
- Hardened upgrade will make throwing throwables less expensive. Missing and hitting obstacles instead will reduce durability way less
- Slightly reduced effect on dodge cooldown for athlete upgrade
- All rare weapons now match their non-golden versions except for being slightly faster to reload, instead of having various minor differences
- Tweaked how merchant prices are calculated, resulting in less expensive prices without random “X+1 arrow” and that more frequently use your unused ammo
- Made merchants more powerful when repeatedly fighting them and enabled health indicator for them
- Bigger bullets will now leave bigger bullet holes in cliffs
- Improved blood fx in some situations
- Reduced chance of getting into ambushes in early game
- Slightly reduced health on some elites
- Slightly reduced active reload period for rifles
- Made lasso enemy in loops more powerful
- Made TNT bandit’s dynamite incendiary, improved his AI and added him to bandits enemy pool when looping
- Reduced penetration resistance of big fence
- Made mine entrances more easily breakable by throwables and rarely placed shields in them and made them sometimes show up in area 3
- Increased default auto aim strength to 150%
- Showing more crosshair line dots when using a gamepad
- Made ‘Chain’ prisoner spawn depend on how close to max ammo the player is, being very unlikely at low ammo and much more likely when having a lot of ammo, also matched his companion-form health with his actual health
- Made locked crates spawn randomly when looping and sometimes even twice per area
- Improved sign placement slightly
- Made tamed horses silhouette permanently visible
- Added sfx when mounting horse
- Slightly reduced attack range of bears
- Made all locked crates equally likely to show up instead of locked weapon crate being the most common
- Slightly increased ammo dropped by enemies
- Slightly decreased elite view distances
- Made enemies more powerful and more likely to be elite when looping beyond L1
- Disabled footsteps on rabbits
- Made arrow traps drop arrows on destruction
- Small adjustments to seasonal event timings and level generation
- Decreased health of some bigger crates
- Put more stuff in metal crates but made them harder to destroy with melee
- Locked crate exclusive weapons will start dropping in regular weapon crates when looping
- 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 drops being more likely to drop for weapons 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 tombstones etc. not saving whether they have been interacted with already
- Fixed explosions being able to move shop items
- 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 pike using heavy spear projectile and spear using pike projectile
- Fixed locked crates sometimes spawning behind trees
- Fixed signs always showing X when level is loaded from disk
- Fixed flickering grass
- Fixed friendly dog unlocking Jim and Flint without becoming companion
- Fixed player indicator positioning when riding
- Fixed one of the levels in area 2 sometimes being filled with small farmland plots instead of high grass
- Fixed bird animations sometimes playing too fast
- Fixed inconsistent vegetation displacement reset speed
- Fixed shields in inventory being in wrong order when loading run from save
- Fixed destructible object life capped to 255 after loaded from save
- Fixed some enemies no longer attacking in their specific patterns when loaded from save
- Bunch of other minor bug fixes
- Other console platform specific fixes
- Additional notes: none.
- Source: Retrific
Colt Canyon – Ver. 1.3.0.0
- Release date: ???
- Patch notes:
- Made horses ridable
- To ride a horse you need to free it first without hurting it beforehand
- Once the horse starts running follow it until it flashes blue (with upgrade particles)
- If you are too slow the horse might get away
- Once it is “tamed” you can go up to it and hold the interaction key to mount the horse
- Dismount using a dodge roll
- You will not be able to shoot backwards while on the horse. Weapon skill is also decreased a lot while riding.
- When you or the horse is hurt you will dismount automatically
- Horses will not level up over time and do not count as companion
- Horses found with more health points will have better movement stats
- Added new upgrade that makes throwables indestructible (available after acquiring Big Knife, Hardened, and Pocket Magnet)
- Added dedicated interface animation reduction setting
- Added run settings options for disabling wolves and elites
- Added game settings to reset or hide tutorials
- Made locked crates easier to find (look out for signs)
- Changes to most loadouts, mostly increasing starter ammo and making late-game loadouts more rewarding
- Added a free stick of dynamite to all rare loadouts
- Made all two-handed weapons one-handed, except for the gatling gun
- Improved various melee weapon stats
- Buffed explosive weapons
- Buffed rifles’ penetration power and slightly adjusted their view distances
- Made bullet penetration more consistent, allowing high-penetration weapons to better pierce multiple targets
- Buffed “Big Knife” upgrade to increase range and hit count
- Adjusted weapon drop rates slightly, e.g. reducing drop rate of crossbows, adding pickaxe to possible drops
- Reduced the number of enemies in B levels and Area 3 slightly
- Decreased some late-game enemies’ accuracy, health, and damage
- Slightly increased active reload time windows for all weapons except rifles
- Adjusted reload stats of a bunch of arrow weapons (nerfed) and rifles (buffed)
- TNT Launcher grenades now fly over small obstacles
- Companion behavior improved: less likely to engage unaware enemies, and “defend” command stops engagement
- Companions will refuse to use some of the high-tier weapons
- Increased bleed-out time for companions
- Merchant prices are more likely to be cheaper
- Dog companion gains experience faster and damage bonus on the first 3 level-ups, also bleeds out slower when playing as Jim
- Companion indicators improved for knockouts during boss fights
- Tweaked blood weapon drop rate, some of their stats and made them cheaper to use
- Replaced fat bandit’s weapon with a heavy volley gun
- Unrescued prisoners and other friendlies, except merchants, are killed when returning in B-Levels
- Allowing “Welcome To Hard Times” achievement unlock when starting a looped run from run settings
- Various minor upgrade probabilities adjustments
- Alerted human enemies and wolves will get more resistant against melee attacks when looping
- Adjusted damage popup colors
- Adjusted trap object visual effects
- Decreased opacity of floor blood to increase contrast, decreasing it even more if any color blindness mode is enabled
- Improved movement system for finer directional control, especially with gamepads
- No longer hiding weapons during dodge rolls
- HUD becomes transparent now when it’s in front of a relevant character
- Various small visual adjustments and fixes like reducing bloom, improving level border and text rendering etc
- Disabled always showing player indicator when playing with color blindness mode
- Allowed 0% crosshair shadow
- Various volume adjustments
- Reduced angle in which attacking item drops is possible
- Made reload hints slightly less frequent
- Extended halloween and easter season time frame
- Swapped sprite of heavy spear and pike
- Added cheat for spawning a ridable horse
- Fixed crosshair size not reflecting actual accuracy
- Fixed footsteps not being generated correctly
- Fixed melee attacks allowed through solid objects
- Fixed issues with dodge rolls not pausing attacks for forced-repeat weapons (e.g. volley gun)
- Fixed gamepad stick switch/reload settings not loading after restarting the game
- Fixed dynamite silhouette not growing before explosions
- Fixed secondary shadow rendering incorrectly
- Fixed silhouettes lagging at high refresh rates
- Fixed two players joining when pressing join with a single gamepad
- Fixed heavy TNT launcher firing 6 grenades instead of 5
- Fixed melee attacks not showing damage against shields
- Fixed rare volley gun not unlocking as a starter loadout
- Fixed floating vertical fences
- Fixed destruction sounds sometimes playing while loading saves
- Fixed no death cry for friendly characters when knocked down or killed
- Fixed bear trap state not being saved
- Fixed question marks in credits text
- Fixed first boss minions not respawning quickly enough and some not turning aggressive as intended
- Various other minor fixes, balancing tweaks and changes
- Additional notes: none.
- Source: Retrific
Colt Canyon – Ver. 1.2.1.3
- Release date: ???
- Patch notes:
- Fixed solid level borders not being restored in loaded levels
- Additional notes: none.
- Source: Retrific
Colt Canyon – Ver. 1.2.1.2
- Release date: ???
- Patch notes:
- Made some bandits slightly more accurate and more aggressive
- Fixed ambushes not being a thing
- Fixed shadows sometimes not being visible
- Fixed a bug where pausing the game during level generation breaks the run
- Additional notes: none.
- Source: Retrific
Colt Canyon – Ver. 1.2.1.1
- Release date: October 5th 2022 (North America, Europe)
- Patch notes:
- Small balancing tweaks to medic merchant
- Made shields slightly less common
- No longer allowing save restore after successful rescue
- No longer counting new no permadeath game overs for average run length/progress stat
- Blood weapons take slightly less health to use
- “Damage taken” stat is now multiplied by 2 just like damage indicators, to prevent <1 values
- Split “runs failed” stat into “permadeath fails” and in brackets “no permadeath” fails (only for new runs)
- Fixed invisible game over screen bug that was present on some devices
- Fixed companion shields not being saved
- Fixed old saves not being auto-loaded
- Fixed crash when killing merchants
- Fixed a bug where players would get duplicated
- Fixed decals sometimes disappearing when tabbing out
- Fixed a memory leak related to pausing the game
- Fixed background not being blurred on all devices
- Fixed a bug where grass, shadows and decals would not be restored when re-entering a level
- Fixed a bug where the HUD transparency didnt work as expected
- Fixed a bug with shop pricing
- Fixed a crash related to incendiary barrel
- Fixed character rescue stat not increasing when savegame was loaded during B-Levels
- Fixed a bug with the bandit boss shield
- Fixed pause menu allowed to be opened when on game over screen
- Fixed save being possible while on game over screen
- Fixed a minor issue with seed input on consoles
- Fixed some blood weapons reloading despite it killing you
- Fixed upgrade icons on game over screen not being centered when having a lot of upgrades
- Fixed explosive bullets explosions not being positioned correctly
- Fixed blood weapon save reload exploit
- Fixed merchants sometimes having no grass nearby
- Additional notes: none.
- Source: Retrific (Steam)
Colt Canyon – Ver. 1.2.1.0
- Release date: August 23rd 2022 (North America, Europe)
- Patch notes:
- Added run setting to disable permadeath, by allowing to restore the last save instead of deleting the savegame on death
- No longer allowing 50% boss health, enemy attention nor 150% health drops without disabling achievements, but you can disable permadeath without disabling achievements now
- Tweaked some UI elements
- Decreased movement bonus enemies get in loops
- Reduced amount of elite enemies in loops
- Increased coyote base damage
- Decreased reload times / cooldown times of a bunch of guns
- Increased damage of explosive weapons
- Slightly decreased accuracy, shield damage, active reload period and penetration power of arrow weapons
- 20% of all arrows previously reusable with Premium Arrows upgrade will no longer be reusable
- Decreased bonus damage of Premium Arrows upgrade and no longer granting bonus damage to throwables
- Reduced amount of weapon crates in loops, but slightly increased regular crate amount
- Fixed instance references not being restored correctly
- This fixes a bunch of savegame issues, for example prisoners not being in their coffins or horses not being tied to poles
- Fixed movement history not being part of savegames
- Fixed weapons in crates not being loaded from savegame
- Fixed some sprite placement issues on the game over screen
- Fixed enemies being duplicated when following to different level
- Fixed issues where a loaded level is treated as a different level while still loading, causing stuff like green locked crates showing up in area one
- Fixed companion weapon ammo duplication glitch
- Fixed upgrade titles glitching into each other in pause menu
- Fixed some issues with scrolling menus
- Fixed menu background blur not being used on some systems
- Fixed decals sometimes disappearing
- Fixed crash when killing merchants
- Additional notes: none.
- Source: Retrific (via Wiki)
Colt Canyon – Ver. 1.2.0.1
- Release date: July 20th 2022 (North America, Europe)
- Patch notes:
- Slightly nerfed fast reload upgrade
- Rebalanced some area 2 enemies
- Slightly buffed bandit snipers
- Slightly reduced player knockback when hit by heavy weapons
- Fixed a crash preventing some players from starting new runs
- Fixed guns not creating any particles when fired
- Fixed remapped trigger button not being saved
- Fixed throwing knives missing collision
- Fixed player in savegames not loading correctly when game crashed during level generation
- Fixed crashes/glitches when loading/saving a savegame while already loading or saving something else
- Fixed pause menu saying save and quit instead of just quit in prologue level
- Fixed weapon break particles visual issues
- Fixed penetrating arrows duplicating visually
- Fixed Pistolero achievement
- Fixed cliff decals not being restored
- Fixed beartraps sometimes causing savegames to not load correctly
- Corrupted savegames shouldnt crash the game anymore
- Various other fixes
- Additional notes: none.
- Source: Retrific (via Wiki)
Colt Canyon – Ver. 1.2.0.0
- Release date: July 1st 2022 (North America, Europe)
- Patch notes:
Biggest changes:
- Save game support! To save progress in a run and continue later.
- Switched to a new engine version (Important to be able to continue updating and supporting the game)
- User progress is not backwards compatible! (If upgrading to 1.2 do not go back to 1.1 or you might lose progress)
Balancing changes:
- Adjusted bullet logic for shell weapons (shotguns), also buffed some of the shotguns in general, like the pumpgun, and adjusted damage values and falloff distances for all shell weapons
- Buffed most throw weapons and reduced their melee cooldown but decreased melee damage
- Slightly reduced health of bear boss and bandit boss and slightly increased slaver boss’ health
- Increased explosion size of explosive weapons
- Increased amount of items found in loops
- Reduced revolving rifle reload speed
- Buffed Eagle’s bow reload speed but nerfed bonus damage
- Nerfed Fox’ bow reload speed
- Buffed Taco’s tnt reload speed but nerfed bonus damage
- Allowed enemy attention 50% without disabling achievements
- Spawning less new containers if player already has a lot of ammo
- Made ammo cheaper to buy from merchants
- Companions bleed out slower and can no longer bleed out in boss levels (they can still be executed)
- Loot in all locked crate now scales with level (before only the locked weapon crate scaled with progress)
- Slightly reduced elite power in looped runs
- Reduced attention range of elites
- Made it impossible for enemies to spot you unless they are visible on screen
- Increased health or attack speed of some bandit types
- Its no longer possible to keep companions when looping, except for Flint
- Made ambushes much less likely to occur after first level
Other changes:
- Added indicator in character selection when all loadouts for a character are unlocked
- No longer removing loaded ammo that cant be turned back into ammo when weapon is replaced
- Dead prisoners will no longer drop medicine
- Added a way to unlock the unique revolver again and added some ammo to its loadout (Die just before reaching your partner, but in a looped run)
- You can now visit the main menu before starting the prologue
- Disabled damage indicator in tutorial level
- Disabled weapon level indicator when swapping with empty slot
- Weapon level indicator now highlighting if same weapon but durability is better than equipped durability
- Changed the input system causing some custom key mapping to possibly become invalid
- Persistent levels now utilize the save game system so reduce memory usage (they are loaded from disk now)
- Various command prompt changes to support new engine features
- Fixed boss corpses fading before dropping their loot
- You can now go back in menus using RMB
- Fixed active reload being impossible to fail in first half on some weapons
- Fixed some objects being displayed incorrectly on game over screen
- Fixed level 4+ elites not having circle indicator
- Fixed crosshair animation missing if no weapon equipped
- Fixed a special case where buying a shop item would fail
- Various minor visual changes/fixes/tweaks
- Additional notes: none.
- Source: Retrific (via Wiki)
Colt Canyon – Ver. 1.1.1.1
- Release date: February 14th 2022 (North America, Europe)
- Patch notes:
- Slightly reduced amount of enemies in B levels
- Dodge rolls will now save characters from being on fire
- Buffed some melee weapon stats
- Dynamite Bandits will not throw dynamite when they are not on screen
- Fixed a rare graphical glitch with vertical fences
- Nerfed movement speed of some elite enemies
- Made it easier to avoid killing dogs
- Disabled explosion blur on consoles
- Improved explosion performance slightly
- High contrast player indicator now uses color of player one
- PC: Improved scripting support and command prompt capabilites
- Fixed secondary melee key binding not being saved
- Fixed back button in keybindings being at wrong spot
- Fixed main menu discord hint not working
- Fixed bisons in ambushes count as innocent
- Fixed dynamite bandit game over screen display
- Minor translation fixes
- Additional notes: none.
- Source: Retrific (via Wiki)
Colt Canyon – Ver. 1.1.1.0
- Release date: December 17th 2021 (North America, Europe)
- Patch notes:
- Reinforced Shields Upgrade will also affect companion shields now
- Run Settings: Allowed enemy attention of 75%, Health Drops of 150% and boss health of 50% without disabling achievements
- Taco now deals bonus damage with tnt weapons
- Made ambushes less likely when you rescue the prisoner and when there has been an ambush recently
- Made marksman rifle spawn later
- Increased buckshot range
- Increased machete damage
- Increased pike damage
- Increased thrown heavy spear damage
- Increased bison health slightly and even more in loops
- Increased repeater, half auto bow and crossbow fire rate
- Increased various other rifle reload times and adjusted some damage values
- Made war axe more rare
- Increased blood weapon drop rate and made them start show up earlier in a loop
- Removed experimental weapons from regular weapon crates
- Adjusted some weapon durability values
- Modified some english texts
- No longer aborting reload when trying active reload too late, only aborting after failing active reload once and trying again
- Companions level up slightly slower
- Companions will take slightly longer before learning to dodge
- Now counting loop as rescue for OG Squad achievement
- Small nerf to Big Bear attack speed in looped runs
- Nerfed final boss in loops
- Increased amount of elite enemies in loops
- Decreased amount of health dropped by elites in loops
- Slightly reduced damage of final boss weapon in loops
- Slightly reduced amount of health crates
- Companions can no longer hurt prisoners
- Made hitting arrow traps with bullets more reliable
- Adjusted aggression distance on bisons
- Slightly reduced amount of shield drops
- Reduced chance of getting companion upgrade, especially in loops
- Increased size of some heavy gun bullets
- Decreased burning sfx volume
- Reduced default game volumes
- Placed some additional bear traps in bear boss level
- Reduced time that bear trap takes to open
- Reduced minimum enemy spawn distance in loops
- Nerfed companion behavior with volley guns
- Fixed some visuals on the explosive carriage
- Fixed Mom’s Flint Rifle Loadout being a secret
- Fixed crosshair being drawn over reload button hint
- Fixed some run settings having 50% steps instead of 25%
- Fixed bison and merchant sometimes not counting as innocent
- Fixed upgrades sometimes showing up multiple times in the same pool
- Fixed received damage setting not being applied to dash damage
- Fixed dash knockback being too strong
- Fixed wildnis scum hitbox
- Fixed enemies not reacting to their shield being hit
- Fixed weapon becoming invisible when swapping with companions
- Other minor fixes
- Additional notes: none.
- Source: Retrific (via Wiki)
Colt Canyon – Ver. 1.1.0.0
- 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
- Additional notes: none.
- Source: Retrific
Colt Canyon – Ver. 1.0.2.0
- Release date: December 23rd 2020 (North America, Europe)
- Patch notes:
- Added Run Customization/Difficulty Options! (Including starting as Looped Run)
- You can find the difficulty settings in the character selection screen on the top left (the gears symbol)
- Added more variation to the level generator
- More interface text is now being influenced by HUD scaling
- Nerfed stronger tnt upgrade
- Buffed explosive weapons
- Fixed companions using throwable weapons
- Partner levels up faster, normal companions slightly slower
- Fixed some translation issues
- Reduced Air Rifle Reloading Times
- Gave Taco more Dynamite
- Olaf now has the highest max health of all characters
- Added experimental autoreload command
- Reduced damage dynamite deals on enemies but made the damage drop off more forgiving
- Increased ammo hud display contrast and added markers to make it even more clear what ammo your weapons use
- Changed Menu toggle labeling
- Adjusted some shop prices
- Increased enemy count and ammo drops in first loop
- Adjusted weapon drop chances to increase the variety of weapons dropped
- Made enemies in loops slower and gave them more ammo drops
- Shell weapons will destroy shields faster
- Decreased Rifle Bandit health
- Final boss health equals its shield health now (making this boss easier overall)
- No longer need a rescue to unlock 1250 total kills reward
- Adjusted loadouts that start you with limited health containers to only reduce starting health instead
- Adjusted some other playable character stats to buff some characters
- Increased Max Health of One Eye and Chain by one
- Showing run seed in pause screen now
- Saving some more stats in the background for future updates
- Decreased high-level elite enemies shield health
- Added some new dualshock input icons
- Fixed final boss not going into second phase despite having shield
- Elites don’t spot you as easily anymore
- Decreased conspicuity of some of the playable characters
- Fixed, balanced and tweaked various other minor stuff
- Additional notes: none.
- Source: Retrific
Colt Canyon – Ver. 1.0.1.7
- Release date: September 2nd 2020 (North America, Europe)
- Patch notes:
- Added new interaction to native rock
- Added 4 new rare weapons
- Fixed a bug that made companions take too long to attack after leveling up a bunch of times
- Made companions level up slightly slower
- Changed Shadow Walker Achievement: You only have to reach the third area now (instead of your partner) without having been spotted by human enemies
- Slightly adjusted some ammo drop rates
- Rebalanced enemy counts slightly
- Reduced first boss health a bit and made his attacks less frequent
- Reduced second boss health a bit and made his attacks slightly less frequent
- Made final boss a bit easier to handle
- Fixed PlayStation Controllers not being detected in coop
- Added Polish translation
- Updated existing translations
- Added Wiki Hint
- Tweaked, rebalanced and fixed some other minor stuff
- Additional notes: none.
- Source: Retrific
How to download updates for Colt Canyon for the Nintendo Switch?
To download the updates for Colt Canyon, you have three options:
- let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off
If not…
- try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;
OR
- select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.
To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.