Full notes
Full Saloonery update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Fixes
- UI and audio
- Balance
- Performance
Saloonery changes
I’ve been working on new content that will be coming in a future update, but in the meantime I’ve also put together a whole batch of bug fixes and improvements. Previously, the game wasn’t quite robust enough to handle the kinds of missions I’m working on adding, but these bug fixes and improvements allow it to support larger maps and more complex mission types without issue.
Player Fixes & Improvements
Improved player ground collision to smoothly step over small ledges and gaps
Fixed bug where player would stay in bullet time when dying
Fixed bug which caused ammo UI to go off the screen
Reduced FOV zoom-in when hitting an enemy to make it less visually jarring
Fixed bug where you could aim when the game was paused
Fixed bug where the health regained on kill from the Ol' Revolver would be multiplied when killing enemies with a shotgun
Increased the fall speed when in bullet time so the player doesn't hover quite as much
Lowered the stow height of weapons so they more completely disappear when swapping between them
Performance Bug Fixes & Improvements
Improved environment LOD system for less pop-in
Improved item LOD system for better performance
Improve data saving and loading slightly to improve performance
Optimized bullet trails. They were a hugely problematic resource drain, and the game should run smoother now that they're no longer such an issue
Fixed oversight where certain lamps would display shadows
Enemy Bug Fixes & Improvements
The time that enemies are stunned after being shot is now dependent on difficulty
Fixed bug where some enemies would fly into the air when the game was at 120 FPS. That was a strange one
Fixed bug where Melee Outlaws had a hard time hitting the player
Fixed a bug where Melee Outlaws would try to hit the player from an unreasonably long range
Increased damage of Cult Shotgunner
Reworked how enemies notice the player
️Level Design Improvements
Added lots of invisible walls to help prevent player going out-of-bounds
Improved placement of various objects
Added more enemies to Level 4, 7, and 8
Misc. Bug Fixes & Improvements
Fixed bug where Level 2 Hunt was not playable
Fixed bug where Level 3 Hunt and Level 3 Holdout had the same level ID. You now can earn full stars for the holdout mission like you're meant to
Improved how mission images look
Set default Rendering Scale to 1.0x instead of Dynamic
Added mission type name below level name in mission select UI
Improved Level 5 (Boulder Bluff) description a bit
Removed ability to change to 2D environmental objects. This settings didn't have a noticeable affect on performance, and the new LOD system works differently than before, meaning this setting would need to be re-implemented
Source
Changelog.gg summarizes and formats this update. How we read updates.
