Full notes
Full Saloonery update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Gameplay
- UI and audio
- Fixes
Saloonery changes
This update is all about encouraging more thoughtful use of bullet time, plus a handful of balance tweaks across weapons, movement, and AI. I’ve been focused on performance and balance recently, but I’m shifting back to content creation. Updates will be slowing down as I gear up for the full launch.
Accuracy & ADS
Increased player accuracy when aiming down sights.
Slowed movement significantly while ADS with rifles and shotguns.
Sidearm ADS does not affects movement speed.
Removed a previously extra dual-wield accuracy penalty when aiming with sidearms.
Bullet Time & Energy Note: Energy is used for both bullet time and dashing/sprinting
Energy now recharges more slowly after exiting bullet time.
Energy drains at a reduced rate while in bullet time.
Shots fired at distant enemies consume more bullet-time energy than close-range hits.
Enemies keep their normal reaction speed in bullet time (their bullets still move slower).
Killing nearby enemies will recharge more energy than killing far away enemies.
Weapon & Ammo Balance
Increased overall damage of sidearms slightly.
Slightly reduced backup ammo capacity for all weapons.
Boosted the rate of fire on the Ranger Repeater.
Enemy Behavior
Enemies now use suppressive fire, targeting your last known position to pin you down.
Quality of Life
Added an “Exit Level” button to the weapon-select screen at level start.
Weapon reticle now flares when you swap to a new weapon.
New in-game tips added.
Sound cue plays when you run out of bullet time while aiming.
Bug Fixes
Fixed the top bar of the pause menu showing in the settings sub-menu.
Made enemy bullets consistently disappear when the shooter dies.
Fixed a bug allowing sprinting while ADS.
Source
Changelog.gg summarizes and formats this update. How we read updates.
