Will Hightown be opened for the Steam Winter sale? Yes.
[p][/p]
Will Gloomwood be on sale for the Steam Winter Sale? Yes.
[p][/p]
Are you prepared for the largest, most vertical open area we've added to the game and the most sophisticated, lethal and complex enemy force we've added to the game, yet...?
[p][/p][p][/p][p]During the last update we introduced research! [/p][p][/p][p]And gave the good doctor the ability to delve into the darkness a bit...[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1150760/view/497192590186120285"][TAG-30][/p][p]After slicing and dicing up monster bodies and combining them with jars of god knows what from around the city, the doctor gained all new abilities from the Crowmen, Goatmen and Bat Barbers.[/p][p][/p][p]Well now, due to popular demand - you can inject multiple doses of certain serums like the Bat Barber![/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/f42cf183774fe3d98e20e801fdac4777ca5e64ae.png"][/p][p]We've also made the labels easier to read on the monster parts you'll need to gather![/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/c03921cb4381695569885712eca22172062356c7.png"][/p][p]But more importantly, research will now become available when you first reach the lighthouse, and we've added the ability to research the most common enemy in the game... [/p][p][/p]
The Huntsmen.
[p][img src="https://clan.akamai.steamstatic.com/images/37871809/2818ef62c12c8584adbceb2beafe8afe7284debd.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/988ea33d29873ec63b9387562b5db0b197874d4b.png"]They'll never suspect a thing...[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/09acb7869cbd8bf1220127e47ce59325f74d9c72.png"][TAG-90]Surely you've played Oblivion, doctor...[/p][p][/p][p]This serum will allow you to detect life through the world, anywhere you can see, as well as blend in with the other Huntsmen, as if you were one of the boys.[/p][p][/p]
But that's not all!
[p][img src="https://clan.akamai.steamstatic.com/images/37871809/329878f5e29aca8e0c98eb7388730b0f57bf3852.png"][TAG-110][/p][p]Research now also grants PASSIVE BONUSES. (that you keep forever)[/p][p][/p][p]We think you'll especially like the Huntsmen passive ability...[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/dc9374a49f6a8f829ef7932df182fdf8d088d29d.png"]But you'll have to research it :)[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/b63be70fd308b9ffecb29b9c77223056808c2fd6.png"][/p][p]There's even new ammo just for you types who like to make things go sploosh:[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/d60769a318cd37c8d8681689bb0de59398ee6bbb.png"][img src="https://clan.akamai.steamstatic.com/images/37871809/54aff7f1986977234875139f61878abbec850e87.png"][/p][p]In addition to this:[/p]
[p]Crowman research will now give you a permanent holstered speed boost[/p]
[p]Bat Barber research will give you a permanent jump height boost[/p]
[p]Goatman research will give you a permanent damage reduction[/p]
[p][/p]
And don't forget that Goatman serum... you're going to want it...
[p][img src="https://clan.akamai.steamstatic.com/images/37871809/d58178252d42b692a0c9736af77c8899dc83eeba.png"][/p][p]That's right... the world of Gloomwood will now change as the story progresses![/p][p][/p][p]When revisiting old areas after reaching certain story points you may find things have indeed changed.[/p][p][/p][p]Even the weather! (and music) [/p][p][/p][p]There may be a Goatman stomping around The Fishery ^^[/p][p][/p][p]Or you could see Bat Barbers lurking high within The Caves...[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/79dd931227100dc0c2c8ec20df1c1aefe1bbcc95.png"][/p][p]Or you may head back to The Tavern only to find that the Huntsmen are now merrily drinking the night away... since the Goatman is no longer a threat to them...[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/c2d7eb51bf79d54e01bcf82a9f7054e72818fa00.png"][TAG-220][/p][p]Don't worry, these new encounters will only appear once and enemies will not "respawn" so if you're the kind of player who wants to KILL EVERYTHING in the game - you can still do that.[/p][p][/p][p]And if you're the kind of player who wants to GHOST EVERYTHING in the game - you can still do that.[/p][p][/p][p]This is Gloomwood, after all.[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/f76e68bc04ea75d4cf0495eedc0e975d329f24a9.png"][/p][p]After this we're putting research on hold for a bit as we bake Part 3 into our next content update. [/p][p][/p][p]Load up on rope and lace up your climbing shoes, we're heading to the rooftops of Hightowne next.[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/app/1150760/Gloomwood/"][dynamiclink href="https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/"][/p][p]TLDR:[/p]
[p]Research is now available sooner[/p]
[p]Huntsman research added (detect life ability)[/p]
[p]Multiple dose serums added[/p]
[p]Journal improvements[/p]
[p]Passive research bonuses added (even headshots!)[/p]
[p]New labels for monster part jars[/p]
[p]New ammo type added[/p]
[p]New voice lines added[/p]
[p]New encounters, music and weather (when you return to old areas)[/p]
[p]You can now turn the power off to the Hive (it spooky)[/p]
Improved cache handling of shader variants to reduce shader compilation stuttering
Improved memory handling causing performance and stuttering issues over longer play sessions
Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform
Creatures will now attack each other after repeatedly receiving friendly fire by other allies
Replaced static medicine and alcohol bottles throughout the game world with interactive pickups
Improved the visual FX of claw and blade trails for most creature attacks
Added bundle variants for flaregun bolts and harpoons
Doctor
Added Beastform Doctor corpse carry viewmodels
Added Beastform Doctor swim animations
Fixed shortcut slots not being cleared correctly and causing slotted weapons to change
Fixed Canesword and Bonesaw guarding not always blocking attacks from very close enemies
Fixed Bonesaw guarding not always playing the guard fx
Fixed Bonesaw draw not being correctly flagged as a one-handed action
Fixed fall damage not being correctly calculated while in a non-Batbeast form
Fixed issue where repeatedly mantling/jumping in Batbeast Form could prevent attacking
Fixed Crowman Beastform light gem not reading lighting data correctly
Fixed Goatman Beastform getting stuck when exiting transformation while in a low ceiling area
Fixed force physics when gibbing enemies while in Beastform
Fixed weapon redraw not working when exiting Beastform in some scenarios
Fixed some viewmodel lighting having incorrect light anchors
Fixed handlantern viewmodel not having a correct animated motion configuration
Fixed issue where Journal rendering when multiple inputs were pressed
Coast Fishery
Increased the size of the cabin chimney
Added handles to many of the interactive slanted window types
Locked off the vent room beneath the cargo room... for now
Coast Caves
Fixed wooden barricade being breakable by the Canesword and Bonesaw
Coast Cliffside
Increased the size of the Lighthouse chimney
Fixed 'Research Diagram' not correctly spawning when the laboratory opens
Fixed laboratory bookshelf not correctly flagged as platform for its books
Fixed roombrush in laboratory causing some dropped items to be silent
Coast Tavern
Huntsman corpses can now be carried or gibbed for body parts
Fixed Goatman being able to jump through the attic door and elevator shaft if blocked
City Market
The chimney in the first Manor now connects properly to the outside
Added handles to skylights to the blood altar room
Improved texturing in the blood altar room
Crucified Goatman will now spawn correctly on load and can be gibbed for body parts
Fixed incorrect localization id for Market Waterfowl Tavern key
Fixed elevator to the Emerald Terrace sometimes instantly moving back to its initial position
City Market Shop
Fixed issue where using primary fire could trigger the buy action in the shop
Fixed some items would not correctly print out on the Merchant's shop receipt
City Underport
Fixed blood rain not correctly triggering on Blood Moon
Improved performance of rain in some scenarios
Added weather exclusion zones to some areas that should be blocking rain
Fixed issue where mantling out of the electrified water at Lampfire Power Station would not clear the damage trigger
City Underport Hive
Fixed Countess dialogue focus volume not being reset if player skips the Seal
Fixed some lightmap issues in the exit saferoom
Bug Fixes
Fixed New Game and Load Game not working correctly if a incomplete save is found in the save folder
Fixed issue where flaregun projectiles would incorrectly bounce off surfaces or not affect targets
Fixed projectile force not always pushing targets in the correct direction
Fixed windows blocking projectiles even after being destroyed
Fixed an issue where AI could path through a closed door if near a steep incline
Fixed issue where Fishdogs and Rats could not hear player footsteps while sleeping
Fixed Crowbeasts not being immune to acid damage (like from exploding eggs)
Fixed metal doors and pickups not being marked as indestructible
Fixed wooden planks not playing destruction fx
Fixed issue where door crushers could damage entities that aren't the active blocker
Fixed issue where traps could make non-flesh physics objects bleed
Fixed flaregun light beam not correctly disabling when loading or transition levels while holstered
Fixed issue where AreaPortals wouldn't correctly render the fog plane
Fixed issue where air bubbles would not appear underwater in some bodies of water
Fixed issue where sliding on a steep slope wouldn't limit contact momentum
Prevent climbables from being grabbed while in Noclip mode
Patch v0.1.305.02 (Hotfix #1)
Patch v0.1.305.02
Bug Fixes
Fixed an issue where some old saves would not load area transitions with out of date data
Fixed some pickups not setting the correct loaded quantity
Fixed metal crates not being destroyed by door crush triggers
Fixed armor huntsmen missing some innate physical resistance
Patch v0.1.304.28 (The Research Update Pt. 1)
Patch v0.1.304.28
General
Research system has been added! Enter the mirror realm and take the passage to the lighthouse laboratory to start concocting
A dark presence grows inside the Doctor, and it yearns to claw free
The journal has received a rework, now having diegetic hand animations and new art and quality-of-life adjustments for each section
The tabs for the journal can now be selected with the 1-6 Weapon Select keys
The area selector for the 'Files' section of the journal can be rotated with the 'Lean Left' and 'Lean Right' keys
The journal health and mind meters will now show 'Excellent' when the player is at max value
The Bonesaw melee weapon has been added, a new melee weapon with heavy damage and the ability to cut up corpses, but lacks the canesword's sneak damage bonus
Enemies now stagger based on an internal poise system instead by random chance. Faster weapon attacks (like canesword swipes) should now consistently trigger enemies to stagger when used in rapid succession
Improved entity defense and damage handling to ensure better consistency
The Flashbomb stun time has been increased to 8 seconds (from 6)
Improved the throw animation of the Chokebomb and Flashbomb to sync up with the input
Reworked the art of the default syringe
All enemies now have pickup and item giblet types
Improved hit detection of player melee weapons and attacks
Improved handling of canesword and bonesaw chained attacks
Improved swimming and water transitions
The action log will now inform which item was dropped if not enough space was found
Increased ambient brightness on some key types
Improved Goatman walk animation
Improved effect textures for some melee trails
Added a sound cue that plays when entering a new district for the first time
General performance and art improvements
Coast Fishery
Added an ingredient stockpile to the Fishery main building
Coast Cliffside
Fixed issue where the waterfalls could clip the player into the cliff wall
Coast Cliffside
The Doctor's Laboratory will now become accessible after visiting the Mirror Realm
City Market
An ingredient stockpile has been added to Dr. Thatherson's Apothecary
The Drunken Waterfowl tavern has been opened
The crucified Goatman can now be gibbed
City Market Shop
The 7x5 Inventory Upgrade is now available upon arriving at the Merchant's Shop
City Underport
An ingredient stockpile has been added to Van Der Meer's warehouse
Fixed an issue where the electrified water in the Power Station would not correctly electrocute enemies
Improved AI pathing to allow non-leaping enemies to reach the basement level of the Power Station
Fixed Gate 3 not correctly getting jammed visually when activating it from the Control Room
City Underport Hive
A new secret exit has been added
The sideroute from the archeology digsite now has a deployed rope to aid players who skipped the harpoon gun
Fixed issue where corpses would not always break falling damage
Dimension Mirror
Fixed incorrect baked directional lighting
Fixed issue where the player could get stuck in the falling teleport plane
Bug Fixes
Fixed issue where crowking corpses would spawn crowmen giblets
Fixed issue where carried burning objects would incorrectly clear its instigator
Fixed issue where rats could get stuck in bidirectional rat holes
Fixed issue where thrown projectiles would sometimes not be parried or deflected correctly
Fixed an issue where huntsmen rifles would not sometimes have a pickup round in them
Fixed issue where AI footsteps would not register sound traps (like shattered glass piles) correctly
Fixed issue where the Gold Crank from Van Der Meer could not be carried without an inventory
Fixed issue where the shortcut elevator gate in the Underport canal would not open
Fixed issue where the Goatman would not receive crushing damage from elevators
Fixed issue where crosshair would incorrectly reset when drawing and undrawing a main hand weapon while the handlantern was raised
Fixed various chest opening clipping issues
Fixed some lamps not having a light flare
The Research Update
Doctor! The old laboratory at the lighthouse is up and running again.
Time to get to work...
Aye, Gloomwood research is finally here, and with it this accursed town will be changed forever... but so will YOU!
Collect body parts of the foul beasts roaming the city with your new BONESAW and bring them back to the lighthouse for... research.
Once you've done the proper research you'll be able to collect ingredient jars and craft serums that will allow you to TRANSFORM into these monstrosities!
You can currently research and turn into Goatmen (to become a walking tank), Bat Barbers (to jump oh so high and fall like a feather) and Crowmen (to move with super speed)
You can also buy the first suitcase upgrade earlier now, and the second one after the Hive. (for all those body parts you'll be lugging around)
Gain their powers, use them to get the upper hand on your foes and reach areas previously inaccessible to a mere man... or even blend in with your new... friends.
And as you may have noticed, the doctor's journal has also gotten a complete overhaul for this update.
Completely diagetic, of course.
Right now research will unlock when you first get to the mirror dimension, but after the next update it will unlock a bit later as we'll be adding new enemy spawns (more to research, naturally) as well as passive bonuses, and the ability to research and turn into even more beasts both big... and small.
And since this is an immersive sim and you can play it however you want - research is, of course, completely optional.
As always, we hope you appreciate the monumental effort it takes to develop a game like Gloomwood.
Merry Christmas and Happy Holidays! We have an update for all your festive needs (and bug fixes).
General
Winter event has been extended to January 10th
Added Winter attire for watchdogs, infected rats, crowmen, crowkings and crowbabies
Added new Winter ambience for outdoor and indoor spaces
Added Winter icicle props to some statues
Crowkings and crowbabies are no longer marked as spoiler tagged entities
Adjusted various sounds and the AI reaction to them
Added player landing sound for glass shards material
Slightly increased AI sight range on Full and Blood Moon
Slightly increased AI non-alert dark vision range
Adjusted several AI attack states to allow flinch/headshots to interrupt them
Increased brightness of iron key pickups to be more visible in the dark
Increased size of shader variant collection that are prewarmed on startup
Coast Fishery
Added some pickup bricks to Mr. Croup's office
Added interactive crank recepticle and gate to power generator room
Improved the geometry of the well cavern beneath the cabin
Coast Cliffside
Fixed drawbridge shortcut collider not correctly being set when raised
Fixed some geometry issues with the barnhouse
Fixed fort gate not raising to the correct height
Fixed issue where the padlocks controlling the door to the cannonball storage room would not respond correctly
Fixed some issues with the main city gate collision
Coast Tavern
Added some decal indicators to show the elevator needs power and some additional guiding lights
City Market
Added additional snowball piles to area
Fixed several doors not correctly applying their lock state
Tweak light culling distance for some lights around the barbershop
City Underport
Added snowball piles to area
Fixed exploration music not triggering when entering the area
Improved geometry and texturing in some areas
Fixed water volume in sewer that was not activating correctly
Added metal crates to crowmen sewer section to aid with the door timer
Improved navigation in power station basement to allow humanoids to enter the flooded area
Removed key in tram station that had no purpose
City Underport Hive
Fixed the shotgun pickup in the supervisor station locker disappearing on load
Fixed some navigation jump links not being correctly usable by crowmen
Added empty valve recepticle on the other side of the waste treatment gate door
Improved geometry and texture work of engineering area
Added additional signage and hints of goal around engineering area
Oil drums around the finale area now correctly change state on the harder difficulties
Sealed the area beneath the elevator platform more thoroughly for the finale sequence
Flagged several nearby stalagtites as non-mantle-able near the finale elevator
Added buttons to the top of the finale elevator to call or lower the elevator
Fixed incorrect sound and weather room configuration in some spots
Fixed some sound emitters not working correctly
Bug Fixes
Fixed Winter hats not correctly appearing on huntsmen, fishdogs, batbarbers and rats
Fixed issue where snow would appear in several indoor areas
Fixed issue where snowballs would not correctly apply the blind state duration
Fixed issue where chests would collide with world geometry and not open
Fixed active music not loading correctly after saving the game via the save slot menu
Fixed vent doors not being interactive after opening
Fixed AI not updating their search state to new contact detection events
Fixed AI not correctly applying their sense proficiency overrides
Fixed some instances of AI not correctly checking for door states or applying their door block status
Fixed issue where the canesword would not detect the correct body material of dead huntsmen props
Fixed crowking not fleeing when on fire
Fixed fire sources not correctly loading their save state
Fixed physics objects duplicating after parrying a throw projectile
Fixed several issues with chokebomb/chokebolt saving and loading
Fixed issue with ceiling windows not correctly updating navmesh and physics collision after being shattered
Flagged pickup harpoons as not mantle-able to prevent physics issues
Fixed some issues where pickups would have the incorrect stack size on spawn
Fixed various instances where ladders would have the incorrect material sounds
Fixed various issues when multiple valves are linked to a single sliding door
Fixed issues with water flow values not being applied correctly
Fixed issue with 'spawn item' command when spawning unloaded weapons
Fixed some sound portal and propagation issues
Patch v0.1.302
General
Improved player/enemy body collision handling
Improved some data handling to during scene loading
Coast Cliffside
Fixed several AI patrols not initiating correctly
Coast Tavern
Fixed transition door not correctly locking during the scripted intro event
Fixed guncase shotgun not being able to be picked up after shattering the glass
Fixed issue where goatman could jump through attic door
City Market
Fixed several cabinet/padlocks in the gun shop that weren't working correctly
City Market Shop
Changed new playthrough inventory upgrade to 7x5 upgrade instead of 8x6 after returning the first seal. 8x6 will still be available later in the game (note: you can still give yourself the 8x6 upgrade early through the console with the command 'give item_luggage_upgrade_8x6`).
Improved shop dialogue handling for luggage case upgrades
City Underport
Fixed various AI patrols not starting correctly
Fixed issue where Van Der Meer's golden crank would incorrectly transform into a normal crank when dropped out of inventory
Fixed lighting issue near the first bridge sewer segment
Fixed levers for canal bridges not correctly allowing them to be raised or lowered in older saves
Fixed issue where canal bridge would not play sound correctly
City Underport Hive
Fixed water clipping issue near the egg drop in room
Fixed several geometry issues
Fixed AI event issue during the finale event
Fixed some incorrectly assigned sound portal links
Bug Fixes
Fixed save/load issues that prevented proper state persistence and transitioning to other levels
Fixed flare rounds for the flaregun duplicated after save/load
Fixed issue where explosive barrels wouldn't properly damage breakable objects
Fixed issue where some elevators wouldn't crush the player
Fixed issue where some metal pipes would make the incorrect footstep sounds