Full notes
Full Saloonery update
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What changed
- Performance
- Gameplay
- Maps
- Store
- UI and audio
- Fixes
Saloonery changes
The town update is finally here! This took longer than expected due to several crash bugs that required extensive troubleshooting, fixing, and then more testing of the fixes.
What started out as a relatively simple mission and gun update has grown into a minor reworking of the game's structure. My goal is to provide a better framework for the game as a whole so I can add new varieties of content never before seen in Saloonery. Hope you all enjoy!
Town
The town is filled with NPCs to talk to, side-quests of take on, and money chests to find
Now instead of returning to the map screen after a mission, you return directly to the town
There are four Town Missions currently. More to come in the future!
Head Hunter Missions
Note: These missions can be found as Side Missions for levels 4, 7, and 8
Three new Head Hunter missions. Hunt down more powerful versions of existing enemies, and once you've taken them out, you'll need to make your way to the exit while dealing with additional enemies that spawn to block your escape. These missions feature larger, more connected variants of existing maps.
Revamped Weapon Selection Menu
The player's weapon loadout is now chosen in town from a weapon box
Each weapon category now has their own sub-menu so there's more room to display important info and more room to add additional weapons in the future
Each weapon now has a description to go along with it
Money
You can now find money hidden in chests throughout levels, and can earn it by completing Town Missions. Money can be spent on guns, so far
New Guns
Note: These guns can be purchased from the shop in town
Leadpumper pump-action shotgun — A powerful all-around shotgun
Bolt Pistol sidearm — A punchy projectile-based rapid-fire pistol that fires molten hot bolts
Utility Weapons
Utility Weapons are a new category of quick-use abilities
Bound to 'V' by default on keyboard, and Right Bumper on controllers
Huntin' Knife — The only current Utility Weapon. Used to quickly take out close-range enemies
️ Input Changes
Made selecting a settings option automatically close the window instead of needing to close out separately
Added remapping for most inputs on controllers
Improved some menu interactions on controllers
Bug Fixes & Improvements
Updated to Godot 4.5.1 to fix crash on DirectX12
Added footstep sounds to player
Fixed bug where enemy damage sounds played every time the player hit anything at all
Fixed bug where enemy attacks could hit themselves
Fixed bug where it was possible to run out of ammo to reload your sidearm
Fixed oversight where it wasn't possible to damage enemies past a certain range
Fixed typo where Gatling Gun had improper name and description. This will cause the Gatling Gun to become locked again, unfortunately, but it can be unlocked by killing enemies like most other weapons
Fixed hole in invisible walls in Level 6 Campaign mission where you could escape the map bounds
Improved OpenGL lighting in levels 4, 7, 8, and 9
Improved setting menus to feel a bit better when using a mouse
Remove the dash which was separate from sprint
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️ Coming Next Update
There's a lot of stuff I've got planned, but the pace is gonna be kinda slow because of all the other things I need to do in life. That said, here are some things I've got planned for the next update:
The Progression Menu — A way to track which content you've completed and what's left to discover Ammo Bandoliers — Purchasable items that increase your backup ammo at the start of missions
I'm also planning to add two more Town Missions, flesh out the town with a bit more detail, and add new ammo type which refills ammo for the Bolt Thrower.
This update was a massive pain to get out because of the extensive bug fixing round I needed to do because of all the changes to the core game systems. Going forward, my goal is to get smaller content updates out more frequently.
Source
Changelog.gg summarizes and formats this update. How we read updates.
