This update fixes the Reset Stats function at the cheat vendor (.devfix.resetstats is the code for it), and also fixes a minor issue with the Unleash ability where sometimes the monster buddy wouldn't load correctly.
Love is in the air with our latest major update! Keep track of your Love Score with the brand-new Score display and unlock 10 beautiful bonus images along the way. These stunning visuals are collectible covers from the card mini-game, and you can now enjoy them as wallpapers!
Whether you're aiming for your personal high score or just collecting your all cards covers, this update adds a fresh layer of excitement to your gameplay. Don’t miss out on the chance to enhance your wallpaper collection!
Key Features:
Score Display: Easily track your Love Score progress.
10 New Bonus Images: Unlock gorgeous artwork to use as wallpapers.
Card Mini-Game Collectibles: Earn and display all covers!
This is not the complete third part of the mid-game update, but it does allow terraforming to progress until 40% completion. Every 5% a new world event is triggered giving access to new areas, affecting weather, and bringing the first rounds of enemy attacks.
Enemies
First I would like to discuss how enemies have been implemented and their intention. I want enemies to mix up the game loop adding some variety and a bit of danger, but I don't want enemies to come and destroy players' games if they aren't ready. To this effect, I have created enemies that lean into terraforming Ceres as quickly as possible to score high on the leaderboards. Their main focus is not to destroy a player's game, but to instead focus on delaying their progress with targeted attacks per enemy type. I will cover each type as we go over the events that occur as you terraform below, but in general, enemies are meant to slow you down and can easily be thwarted if you have prepared defenses.
Terraforming Events
Several events trigger every 5% completion. The terraforming facilities' main console HUD provides detailed information regarding these events and enemy attacks.
5% Events
At 5% two things happen. First, there are no more extreme blizzards. You will still face snow and light snow weather types, but the extreme blizzards will no longer occur.
Secondly, you will face the first wave of ground attacks at severity 1. This consists of 3 spider flies. This mob has one focus and that is to destroy your drills. They will appear, move to a random ledge, jump down, and then seek out any placed drills. If you have no drills or once your drills are destroyed or you kill these bugs the attack will end.
Provided you have an enemy scanner built you can choose to be notified of an attack 30/45/60 seconds early pending scanner upgrade level. You can also choose to have the scanner automatically call and end a "Red Alert" for your colonists.
If you haven't defended your drills then you can expect to lose them to this attack. Once destroyed a box with any ore that was on the machine will be dropped down for you to collect. You can then use that ore to remake any lost drills to resume ore acquisition.
10% Event
This first ice wall will melt granting access to a cave where you will find Dolomite ore and deposits. Once you process this new ore into bars you can then craft a tier 2 terraforming upgrade module allowing terraforming to continue towards 25%.
15% Events
At 15% it is now possible to have days where it doesn't snow allowing the terrain to change and snow to melt. You can still have snowy days, but they are not the only option anymore.
This is also when the first aerial attack wave severity 1 can begin. This enemy wave consists of 5 green bombers. Their sole purpose is to fly over your terraforming facility and drop goo bombs onto the facility clogging up the machinery stalling terraforming progress. Currently, each bomb will delay you by 30 seconds. So with no defense, the 5 bombers can stall your terraforming by 2.5 mins. If you have an aerial defense turret built you can manually shoot these down or have the process automated as long as there is an active worker on site. This is where a red alert can come in quite handy as you don't want to lose time terraforming because your worker was out to lunch.
20% Event
Another ice wall melts granting access to an additional cave where Obsidian can be found.
25% Event
At 25% completion, it is now possible to have rain begin to fall, and there is also no snow moving forward.
30% Event
At 30% the second ground wave severity 2 will begin to come. This wave contains 1 mantis and 3 spider flies. The mantis aims to depower your base by destroying any outdoor power generators such as solar panels and wind turbines. Much like the spider fly it will seek out these specific structures and then leave if not killed. Having your base lose power is a big setback, but something you can recover from. Even better it can be defended against by using well-placed .50 Riffle Turrets.
35% Event
At 35% large bodies of water can begin to form. In essence, the starting rocket area will become a lake, but this will happen slowly as rain falls and the water rises.
Currently, the water is not yet complete as I need to setup post-processing effects and swimming mechanics, but the event to raise the water is in place.
40% Event
At 40% ice melts and a new cave opens that will contain platinum. I have not yet included this resource as I am not ready for you to push terraforming from 40% to 60%, but this will come soon in the next update.
Along with this new cave, other ice melts that connects all 3 underground caves with resources you can exploit together. This should help facilitate ore collection for you or your workers by adding a shortcut.
Placeable teleport pads will be available crafted from platinum soon as well which should really take the strain out of going to collect ore from drills.
What is Next
Next up we continue the terraforming process from 40-60% with some major events planned during that period. This is as far as we plan to go before early access, and the final 40% will be tied to the end-game expedition loop planned to be created during early access. Once we reach that 60% point we will look to flesh out existing systems and begin the visuals side of the game while we test and tweak the overall experience to ensure nothing is too tedious or too boring. Thank you for your continued support. If you wish to take part in the beta come on into the discord and request access. Thank you.
Bang Average Football – Play, Manage, Create - ruairidx
A much-requested feature: you can now play Story mode matches in co-op with up to 4 players. You'll need to enable Play Matches in Co-op in the Advanced Settings menu when creating a new Story file, or you can enable the setting in the Settings menu in the Story mode pause menu to play co-op on an existing file.
Improvement: Story Mode matches can be played in co-op.
Improvement: improved Story mode league and fixtures menu performance.
Improvement: improved match player AI performance.
Bugfix: on-screen keyboard keys are too short for localised key names.
Hey Everyone! We'll be testing our Deathmatch mode again!!
During this time Greenwood will be disabled (but if you're in a session, you can still keep playing).
In the Deathmatch mode you don't lose your gear, so feel free to try out some builds using different items! It is 3v3, first to 10 kills wins! (No rewards yet, coming soon)
Howdy fellow gunslingers! It's been a while. But there are still some people left fighting for their lives in the canyon. So I couldn't help myself but visit the canyon one more time. And now I am back and bring you patch 1.3! Packed with balancing changes, a bunch of QoL changes, many bug fixes and of course the most interesting change: Ridable horses! Steam players are part of the lucky few that get to play with the horses first! All other platforms will have to wait some longer. (Join the discord or follow on social media to stay up-to-date)
Over the last months I noticed how valuable time is. I do not have as much time to work on my own games as I used to have. And with this realization I decided that I should give my players some options to more efficiently conquer the canyon and use the little free time they have more fairly. The logical next step after the last big update, which introduced save games to allow the players to take breaks on their journey through the canyon, was therefore to add something that allowed player's to move through the canyon more efficiently in general. The horses were right there, so it only made sense to actually make them useful, by allowing you to borrow them for a quick ride.
Hopefully, this will reduce the time you spend wandering aimlessly through the level, trying to find that last crate you haven't smashed into pieces yet. Especially for low movement character this will be a true game changer. But also in general it will make backtracking finally an actual option, just in case the previous level's merchant did offer something useful that you just haven't been ready to purchase at the time but also can't be bothered to walk all the way back for.
There are also some other changes in the patch that will reduce the time you waste wandering around. Like some in-game hints on where to find that locked crate and more starter ammo! With these changes I hope that the mix between exploration, looting and combat is just right now. But of course in the end, the player is always the one to decide how much exploration or how much combat they like to have. Which is also why wolves and elites are "optional" now, and can be turned off in the run settings. But these are just some of the changes to expect.
Find the best parts of the changelog for Update 1.3 below or the full changelog on the official Colt Canyon Wiki.
Changelog:
Big changes:
Made horses ridable
Switched to true 64-bit builds and updated engine (may cause new bugs—report accordingly)
Added Steam Rich Presence
Added new upgrade that makes throwables indestructible (available after acquiring Big Knife, Hardened, and Pocket Magnet)
Important: 1.2.1.3 run progress saves will not be compatible with this new version. If you want to finish your in progress run select the steam beta branch for version 1.2.1.3 before starting a new run in 1.3
Yoo-hoo-hoo-hoo! Pirates, How are you doing? I hope your mood is the best :)
It seems it's time to show you something new to look forward to in Pirates VR: Jolly Roger
So, this time I want to move away from the “Island” location a bit and show you another location called “Cave”. A little variety wouldn't hurt, would it? Mysterious and creepy, it's worth paying attention here. be attentive. including to the sounds (sometimes they can tell you a lot or give some clues). Please don't look down for very long, otherwise you may recognize something (or someone) ...
Sometimes it's very helpful to look around you. For example, is there nothing threatening your life? Hmm. No, no...I'm not implying anything *wink*
Ok. a few snapshots for a leisurely examination:
In the works: - Game mechanics are being finalized/improved - Subtitle system + voiceover - some level upgrades - active testing
That's probably the most important thing I want to share today. I wish you a great week and look forward to sharing more with you ;)