Full notes
Full Cardboard Cowboy update
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What changed
- Store
- Fixes
- UI and audio
- Gameplay
- Balance
- Maps
Cardboard Cowboy changes
Thanks for an awesome first week on the demo! We have some crazy additions in the works for future major updates to the demo. In the months ahead, we're planning on adding additional weapons to the shop, more purchasable items such as booze tonics, a line of new combat galleries and challenges, and more wild west nonsense. Join the Discord if you have any feedback or suggestions for improving combat even further, this is just one small step in the right direction! Thanks pardners, - Ded Dev Games
Bugs Addressed:
Slide kick broken currently
Pickup list stops working after death enemy brains stop working after death
Gunderporium empty page / no guns
Gunderporium needs better nearby detection
Restarting from checkpoint while lassoing glitches with end still on the pole
Edit to ensure player can trigger leaving the tavern (keep gun from escaping through the doors as well)
Toast sound multiple times player still moves after
Death anchor pole doesn't glow after checkpoint reset
Screen tearing even with vsync enabled on some systems
Resolution options always reset even when applied
Crit damage text should glow like the numbers all user interface
Default subtitle settings were originally defaulted
Sprint being non-bindable
Health doesn’t update on death hit
Enemies:
Overall balancing Fighter is much more forgiving
Enemies roam and fidget some before engaging in combat
Enemies now can see and listen to player actions giving them more ways to engage
Fighter is no longer beaming player accurately from long distance
Weapons:
Slip sleevegun reduced to 2 ammo per reload, also stuns per shot, increased damage
Cattleman's Levergun reduced fire rate, has mid range spread on primary fire, fire while ads has tight spread
Miner's Iron spread had been widened to be less useful at long range
Dragooneer Piercer now has 5 rifle rounds per reload. Primary fire is weaker non-penetrating rounds with fast fire rate, secondary fire is perfectly accurate and fires a infinitely penetrating bullet that does damage equivalent to the amount of ammo in the current magazine. Shooting while aiming uses all the bullets in the current magazine.
Quality of Life / ETC:
Pause menu escapable
Added more ammo boxes across the board in both current combat maps
ADS sensitivity separate slider than multiplier corrected
Tavernwagon exit collision is much more generous allowing the player to see it roll up from further away
Added required times next to speed demon text
Skippable cutscenes for cinematic
Weapons have descriptions in the shop when hovered
Additional interact key prompt context added to "break" function
Source
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