Crouch will now release you from climbable ropes and ladders
AI Lure Behaviour has been improved to be more consistent and capture the target AI's attention more, allowing the player to more easily sneak by
Improved consistency of AI Search Behaviour contact events
Increased player exposure visibility at sprint/holstered speed
Buffet cabinet doors can now be opened
Vanity mirror desk drawers can now be opened
Merchant now sees food items as junk and will no longer buy them
Improved shader variant and process handling for GPU performance
Improved CPU handling for sound propagation, entity components, physics handling, VFX systems, fire propagation, door colliders and global illumination renderers
Improved optimization of Shadow Projectors
Improved material pass handling
Changed splatter particle for food items
AI: Rat
Added initial critter behaviours like Scent Lure, Eat and Attack
Added rat holes to allow rats to navigate around closed doors
Added rat corpse item and pickup
Improved various animations
Improved rat hitboxes and collisions
Area: Coastal Fishery
Changed Mr. Croup's initial safe dial values to prevent accidental input of easter egg code
Area: Coastal Caves
Added a new shack and scaffolding to the main elevator chamber to allow alternative routes around huntsmen
Tweaked huntsmen patrols to make them a bit more exploitable
Area: Coastal Cliffside
Tweaked the cannon instructions to make it clearer where the required items are located
Added additional AI jump spots and navigable areas
Area: City Market
Added an elevator lever to the top of the elevator shaft before the Emerald Eye
Fixed various geometry and clipping issues
Bug Fixes
Fixed an issue where AI could spot suspicious targets like corpses in the dark from afar
Fixed issue where AI to AI line-of-sight checks would not target the correct position
Fixed issue where climbables would not allow the player to correctly jump off them
Fixed exploit where weapon animations could be cancelled by opening the journal
Fixed issue where framerate would notably drop when speaking to Oliver in the Market
Fixed issue where the player could clip the crush trigger while riding the dumbwaiter in the Market
Fixed handlantern light animation not playing correctly during draw/holster/raise/lower animations
Fixed issue where Flare Gun would not stock correctly in the shop
Fixed outdated save issue where shop item text would not load correctly
Tweaked Huntsmen navigation base offset so they snap better to the ground
Fixed issue where weather effects would not play outside the Slaughtered Goat Tavern
Fixed some texture issues in the Slaughtered Goat Tavern
Fixed issue where pixel gap filler shader wouldn't work correctly
The Mirror Realm
Ah, good Doctors...
We have a surprise for you this holiday season!
You may now enter THE MIRROR REALM!
Without spoiling too much: let's just say that this realm will allow you to more easily revisit places in Gloomwood that you've been before... and may even open up some new paths!
(Yes this is how we've done fast travel in a came devoid of any sort of in-game menus, HUD or UI)
But that's not all!
We've also improved the lightmaps and various weapon/item textures in the game!
Behold that fine shotgun engraving....
We've also added many new items and treasures to the game. Including lots of new food!
(that you can now gorge upon by simply pressing right click)
And in the spirit of the season - I believe we've truly outdone ourselves with the holiday content. (optional, of course)
Falling snow! Snowballs to throw! Funny little hats for everyone you know!
EVEN KRAMPUS HAS DECIDED TO JOIN IN THE FESTIVITIES!
We've been working hard on Gloomwood since it entered into Early Access a little over a year ago, and we're glad that you seem to appreciate that hard work - as you've now rated Gloomwood as OVERWHELMINGLY POSITIVE on Steam <3
And we'll continue that hard work into 2024 as we welcome you into The Underport and beyond...
Note: Expect an increased game file size due to the new HDR lightmaps.
General
Improved the fidelity and texture work for the gloves and models of the following viewmodels: canesword, revolver, shotgun, flaregun, beartrap, flashbomb, handlantern, light gem ring, jackolantern, syringe, enemy carry models
Added inspect animation to light gem ring
The canesword can now be unsheathed and charged up with a single input hold
Lightmaps are now formatted for high definition range (HDR) and handle color/shadowing in a more gradual and smoother way
Improved shop restock and inventory handling
Added a Reset to Defaults button in the settings menu
Added Anisotropic Filtering in video settings
Improved antialiasing for point-filtered cutout surfaces
Added action log message for placing the inventory in an invalid position
Added action log message for trying to add an item to a full inventory
Tweaked sound propagation so outdoor sounds travel a bit further
Seasonal
Added outdoor falling snow and ground snowfall
Added weapon 'Snowball' which douses fire and blinds impacted enemies
Added Santa Hats to Huntsmen and Batbarbers
Added Krampus skin for the Goatman
Added Reindeer costume for the Fishdogs
Added tiny Santa Hat for Bubert the Rat
Area: Coast Fishery
The locked watchtower is now accessible with a key
The carriage basement garage is now accessible
Area: Coast Cliffside
Added new kitchen and hammock area to the lighthouse
Area: City Market
Added entrance to the future Underport district
Added Lord Kar manor entrance hall
Added some additional enemies to Lord Kar's manor
Reworked some of the structures outside the front of the barbershop
The chest reward for the hidden switch has been replaced with a new unique treasure
Stocked the kitchens and various dining rooms with new food items
Tweaked some of the ammunition and treasure balance
Made the jewlery box in the pharmacy shop openable
Improved some detailing and texture trims
Fixed dumbwaiter not dealing crush damage
Area: Market Shop
Added attic area
Area: ???
The mirror beckons you...
Bug Fixes
Wax cylinders should no longer appear in the shop on difficulties that don't require them
Fixed issue where AI would sometimes not react to suspicious objects like allied corpses
Fixed issue where AI could rotate past their IK limits
Fixed issue where AI could not break doors correctly
Fixed issue where rapidly interacting with the attached key on the Goatman's back would create a glitched duplicate
Fixed various issues with AI pathfinding not taking the correct navmesh links
Fixed market gunshop clerk room door not being properly locked
Fixed Batbarbers not facing the correct direction after a lunge attack
Fixed issue where repeatedly examining an item would gradually offset it in the examine window
Fixed several issues with fire propagation and contact fire checking
Fixed bullet trails not correctly pooling and restoring
Fixed issue where projectiles would not correctly play their loop sounds after pooling
Fixed physics issue where players would be killed while crouched while riding an elevator
Fixed various geometry and occlusion issues
Fixed various description typo issues
Fixed an async error when switching monitors in settings
Fixed an issue where empty save slots could be deleted
Fixed issue where pause menu would override input while in load game menu
Fixed null reference with model dynamic attachments
Underport Teaser
Well well well - good ol' PC Gamer voted Gloomwood as one of their top 25 most anticipated games (neat) and asked if we could show off some upcoming content for the game... SO WE HAVE.
You'll be able to delve into The Underport early next year, but we also have a sizeable Gloomwood update coming for you in DECEMBER.
Added the ability to 'Quick Use' food items by using right click (Alternate Fire)
Added flashbombs to the merchant's shop inventory and changed restock logic
Improved AI search handling when the AI has some visibility or cannot reach the target
Tweaked AI senses/visibility to prevent some situations where their view angle was too large
Tweaked AI senses/visibility to improve some situations where they should be able to see the target
Improved particle effect for muzzleflashes
Muzzleflashes are now factored correctly into player visibility
Tweaked name and description for 'Undertaker' Flare Pistol
Improved pooling for decals, ejected casings and projectiles
Improved light visibility performance for blood splatter decals
Improved light cell volumes for each area to improve memory handling
Area: City Market
Tweaked soundscape propagation
Tweaked some door angles to avoid wall clipping
Added some additional pathing jump links
Fixed various sound propagation issues
Fixed various occlusion issues
Fixed a few paintings that were hovering off the wall
Bug Fixes
Fixed several issues that would cause save files to write incomplete data and fail to load or load incorrectly
Fixed null reference when a SaveObject was decoupled from its linked GameObject during save/load write
Fixed issue where incorrect prompts displayed in the Load Game Menu
Fixed issue where sound clips would incorrectly repeat if sound asset was set to 'RandomOrder'
Fixed some situations where saving while throwing a flashbomb would not save the fuse timer state
Fixed issue where Armored Huntsmen wouldn't apply the armor defense modifier for ballistic damage
Fixed issue where AI search would incorrectly handle the exit delay state
Fixed issue where AI would not correctly do their gib sound when gibbing
Fixed issue where AI reaction targets would still be valid even without an assigned instigator
Fixed an issue where AI could still react and shout about suspicious actions to their disembodied body even after they were dead
Fixed an issue where AI's task handling would freeze after a navmesh jump
Fixed an issue where AI would walk in place if stalk target was no longer detectable
Fixed issue where the draw/holstered state of the current weapon wouldn't save/load correctly
Fixed issue where weapon reload would cycle indefinitely if interrupted
Fixed issue where items could save/load into the incorrect inventory position
Fixed issue where muzzleflashes light sequence was timed incorrectly
Fixed issue where blood decals would cast shadow projections
Fixed subtitles not correctly displaying gib voicelines
Fixed initialization order issue with RoomPortal transforms
Fixed issue with PixelHoleFiller shader not initializing correctly in the execution order
Fixed issue where LightSource data would persist even when disabled
Fixed out-of-range index argument when too many light visibility requests were made
Jack-o-lantern item can now be correctly unpacked
Patch v0.1.230.05 Hotfix
General
Improved light source priority handling to improve general performance
Improved AI update priority handling
Area: City Market
Added occlusion culling portals to many windows/archways to improve performance
Added boundary clips along several outer buildings and walls to prevent out-of-bounds mantling
Breaking Lord Marwyn's manor study window will no longer activate the gun shop alarm
Tweaked some detail occlusion to prevent some window flickering
Area: Coast Cliffside
Tweaked occlusion culling portals to improve performance
Bug Fixes
Fixed an entity null reference when saving corpse attachment data
Fixed issue where the revolver could not be continually fired by holding down the primary fire button
Fixed issue where AI would target doors and objects with their throw attacks instead of meleeing them
Fixed issue where player would not vocalize a 'hmm' when attempting to place an item into a full inventory
Fixed issue where player would not vocalize a 'grunt' when attempting to place the inventory in an invalid position
Fixed issue where projectiles would not play audio when rented back from object pool
Fixed crowman beak skinning issue
Fixed crowman being unable to move during the tease sequence in coast_cliffside
Patch v0.1.229.22
Note: Brightness/Gamma/Contrast calculations have changed, so make sure to adjust your old configurations accordingly.
General
Added All Hallows' Eve jackolantern turnips to all areas
Added 'Subtitles' option for both Dialogue and General captions
Added 'Seasonal Content' toggle to set whether seasonal content is shown
Added color preview for highlight sliders
Added several pathing ledges for AI to navigate by jumping to all areas
AI now has a harder time chasing a player in combat if the player is in the darkest visibility
Player can now parry thrown projectiles like axes, hatchets and daggers with firearms
Increased the reaction priority of thrown bottles
Added huntsmen sounds for moving and jumping on surfaces like tile/metal/leaves, ect.
Added inventory resize console command
Weapon: Flashbomb
First throwable weapon type
Can hold to increase throw distance and cook fuse timer
Will blind all creatures in the visible detonation area for 7 seconds
Stacks up to 3 times in inventory
Weapon: Jackolantern
Seasonal throwable item
Will damage and ignite creatures and targets on a direct hit
Stacks up to 3 times in inventory
AI: Woodsman
Can now throw their axe at targets if they are attempting to escape or climb out of reach of them
Area: Coast Cliffside
Added scripted event where woodsmen lift the drawbridge
Area: Coast Tavern
Added flashbomb pickups
Area: City Market
Added interior areas to several manors and structures
Added structures to skybox around the market
Added new AI spawns, pickups and treasure locations
Added some barriers to the main street
Tweaked some pickup quantities
Improved various textures to fit the style a bit better
Bug Fixes
Fixed several issues with AI sense detection and hearing queue sorting
Fixed several issues with inventory equip and item state handling
Fixed issue where woodsmen would still charge at targets even when there was no valid path
Fixed issue where ladder climbing would continue past the length of the ladder
Fixed issue where merchant would not correctly lipsync his quell voicelines
Fixed several issues where AI animations would get stuck or incorrectly interrupted
Improved rendering and accuracy of projector shadows
Fixed several issues with fire propagation
Fixed issue where weapon viewmodels would get duplicated
Fixed memory allocation issues with some RenderTextures
Fixed various null ref and save/load issues
The All Hallows Update
Good doctors.
All Hallows' Eve is upon us once again. As such, it's time to get SPOOKY.
What treats have we got for you on this fine night?
A New weapon!The Flashbomb.
Blind your enemies to sneak up on them for a kill... or simply get away into the shadows.
You can find them all over Gloomwood and they'll soon be available in the merchant's shop in the market district.
Speaking of the Market District...
We've opened up new areas!
Some areas once inaccessible to the player now have interiors and you can even get onto the rooftops to find NEW ways into buildings you've explored before.
These "posh" areas to pilfer are much more indicative of what you'll be seeing in the high manors of Cathedral Row in the future. So look forward to that.
We've also added to the skybox and surrounding districts to let you see the true scope of the city limits.
But beware! New areas mean new threats....
The Huntsmen AI has been improved.
They can now jump and climb and throw their axes at you!
But you can of course parry these attacks!
And now you can even more clearly understand what they're yapping about because we've added one of the most requested features since we launched into Early Access...
This SEASONAL CONTENT can be turned on and off in the options menu but if you want to play with them all the time you can set your system clock to Halloween all year long you lunatics.
We've also made some small quality of life additions like the ability to change the color of interaction highlights.
That's all for now, we hope you enjoy your time in the city of Gloomwood on this All Hallows' Eve!
Please look forward to seeing more of the upcoming Underport in November.
Fixed issues where inventory assigned shortcuts would be set incorrectly
Fixed issue where swing doors would not detect physics objects and not be properly blocked
Fixed issue where some elevators in older saves would not operate correctly
Fixed issue where Market Gunshop elevator would move to the incorrect floor
Fixed issue where the Caves elevator would kill the player if using the inventory or crouching while riding it
Fixed issue where some metal sliding gates would not correctly allow the AI to path through when opened
Fixed issue where Goatman IK acted incorrectly when attacking doors
Fixed issue where electricity particles would not load correctly for the electric door in the Coastal Caves
Fixed issue where swipe/melee trails would render incorrectly
Fixed issue where torch Huntsmen would not correctly transfer torch burning state to corpse entity
Fixed various issues where loading or transition levels would cause a black screen
Fixed various null reference issues
Patch v0.1.227.09
General
Slightly reduced direct mid/near horizontal angle vision cone to prevent some unfair detections
Increased AI search task priority of audio disturbances to prevent AI ignoring bottle distractions
Improved AI search task handling of disturbances that aren't reachable
Improved handling of AI patrol task when returning to route from disturbances or combat
Reduced carry throw force addition for bottles when moving forward
Improved accuracy and performance of high detail Shadow Projectors
Added physics_pillow_bed_1 through physics_pillow_bed_6 to entity package list for spawning
AI: Fishdog
Slightly reduced dark vision range
Area: Coast Caves
Slightly reduced fishdog presence on half moon and crescent
Area: Coast Cliffside
Added various navmesh links to allow huntsmen to drop down from ledges
Area: City Market
Adjusted balance of enemies and resources on all difficulties
Improved visual clarity of front gate when opened to show its a transition zone
Reworked the Queen's Road / Ashfall Bridge intersection to make the route more challenging
Added fallback patrols and watch tasks for huntsmen and batbarbers after ambushing
Added navmesh links for both huntsmen and batbarbers to allow better navigation in various areas
Moved crate stack near barbershop to prevent players from getting stuck
Area: Market Shop
Added navmesh surfaces for all agent types
Bug Fixes
Fixed issue where quicksaving could occur when when disabled
Fixed issue where Market side of the front gate would still be shut even if destroyed from the Coast side (ensure you backtrack to the Coast via the East End Canal tunnel once so the Coast map can verify the gate is destroyed)
Fixed issue where wooden doors would not ignite from fire
Fixed issue where fire sources like torches would not load correctly
Fixed various culling and geometry issues
Fixed issue that caused weapon inventory shortcuts to be deleted
Fixed issue where pickpocketing keys could fail
Fixed various material contact fx type issues
Fixed issue with selling equipped weapons to the merchant
Fixed various save state issues that caused loading to fail