Gloomwood cover
Gloomwood screenshot
Genre: Shooter, Adventure, Indie

Gloomwood

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...

Subtitles






And what would All Hallows be without...

PUMPKINS

(actually they're era-appropriate turnips)



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.

GOOD LUCK, DOCTOR...



https://store.steampowered.com/app/1150760/Gloomwood/

Patch v0.1.228.07

General

  • Improved clipping and AI navmesh in various areas
  • Improved accuracy of Shadow Projector renderer
  • Improved carry object collision detection
  • Set 'list' command to be sorted alphabetically
  • Added 'physics_plate_wood' to entity spawn list


Bug Fixes

  • 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

Hotfix Patch v0.1.227.03

Bug Fixes

  • Fixed various issues that caused old save files to fail to load

The MARKET is OPEN

Ah, my favorite new patron. You've been waiting for this a while, haven't ye?


Indeed, The Market District of Gloomwood is now open. But beware...




This district is not only home to the Merchant's Shop where you can buy and sell goods...


But also new enemies.


Some who want to take a little off the top...


They're not too fond of the huntsmen, you know.


In addition to the new content we've also added... Source-style projector shadows for objects!



This gives everything a lot more DEPTH. Looks great. 10/10. (It's toggleable in the options)



And speaking of Source style things. If you've made it to the Market District you'll notice a new intro menu scene:


This is because we plan to have Half-Life style chapter menus that change as you progress throughout the game!


As we continue to expand upon the world of Gloomwood, we will add more details to the existing areas, more buildings to explore, more loot to pilfer, more enemies to face, but for now - please enjoy the fruits of our labor.


However, you may look forward to the Underport next.

They're waiting for you down there....




https://store.steampowered.com/app/1150760/Gloomwood/

Patch Notes v0.1.225

General

  • Pickups (like dropped rifles) can now have their loaded ammo be unloaded and collected by using the 'Reload' input
  • Enemy corpses that cannot be carried will now pickup any attachments when highlighted/interacted with
  • Handvalves can no longer be used when carrying an object or body
  • Dropped physics objects now still deal fall damage even if thrown as long as the fall velocity is high enough
  • Propagated sounds are slightly reduced in volume for the player if the source is occluded by geometry
  • The following has been added to the entity spawn list:
    -physics_crate_wood
    -physics_crate_metal
    -physics_mop
    -physics_mug_wood
    -physics_cup_wood
    -physics_fork_wood
    -physics_knife_wood


Bug Fixes

  • Fixed an issue where AI would be incorrectly informed of the player position if hurt by a physics object
  • Fixed an issue where AI would be incorrectly informed of the player position after watching an ally burn or die
  • Fixed bookshelf collision being incorrectly assigned
  • Fixed inaccessible doors being able to be highlighted or pathed through by AI
  • Fixed issue where physics objects could infinitely fall out of the game world or spawn beneath the kill limit
  • Sliding valve doors will now stop moving if blocked by the player
  • Fixed a patrol trigger issue in coast_fishery
  • Fixed an issue where light flares would re-enable on load or level change even if disabled
  • Fixed fire braziers still dealing damage even when doused
  • Fixed pickup weapons not showing the correct loaded ammunition type when pulled out of the inventory

Patch Notes v0.1.224.04 (Hotfix)

Bug Fixes


  • Fixed issue when loading old saves that would cause save to fail loading
  • Fixed issue where Valve item had incorrect localization tags and would not display content correctly
  • Fixed typo in Waits Mining Log #1 document
  • Fixed Doctor not grunting when trying to place inventory in an invalid position
  • Fixed issue where skybox would render incorrectly on Blood Moon
  • Fixed issue where huntsmen cannon fire sequence would play even if the huntsmen were dead

Patch Notes v0.1.223

General


  • Added option 'Allow Quicksave' to gameplay options to enable quicksaves on any difficulty
  • Added option 'Developer Console' to enable developer console
  • Added option 'Light Flares' to toggle light flares
  • Added manual save menu list to phonograph (hold interact)
  • Added action log message for autosaves, pickups and readables
  • Physics objects can now do damage when dropped onto AI
  • Button pressers and valves can now be physics carried or inventory dragged into slots (in addition to interacting with the slot)
  • Added destructible wall spots (notated with a crack)
  • Various improvements to AI reaction and task handling
  • Reduced the damage of fire to environmental physics objects to make it more viable to carry and burn other objects with them
  • Reduced the spread delay of environmental fire objects to 0.5 seconds (from 0.75 seconds)
  • Tweaked how fire spreads among AI to make fire a bit more in-line with other options
  • Adjusted pickup balance of Undertaker rounds and added Choke Bolt rounds to each area
  • Doors will now collapse into burnt debris pieces when destroyed with fire
  • Added settings .ini option 'ActionLog' to adjust action log presence
  • Added settings .ini option 'ShadowProjectors' to adjust shadow projector culling distance
  • Added more options for lightmap resolution
  • Various performance improvements


Weapon: Undertaker


  • Added new ammo type: Choke Bolt
    + Douses all sources of fire
    + Causes enemies to cough/daze briefly
    + Flinches enemies in mid-attack swing or who are enraged
  • 'Slug' ammo type can now break any type of electrical light
  • 'Incendiary' ammo type can now re-ignite any source of fire that was doused or burnt out


AI: Huntsmen


  • Now has a reaction to lights being destroyed or torches being doused
  • Improved particle fx and animation of lever action rifle ejection
  • Doused torch swings can now be blocked with the canesword and do lower kinetic damage instead of fire damage


AI: Wounded Goatman


  • Health now reduced to 80% of maximum on Crescent and 90% on Half Moon


Area: Coastal Fishery


  • New armored huntsmen patrols will now start to appear when backtracking after reaching the cliffs for the first time
  • Added valve door to shortcut stairs
  • Detailed the lake area with some additional structures
  • Detailed the skybox
  • Fixed various floating geometry and props


Area: Coastal Caves


  • Added note about feeding fishdogs
  • Added valve door after fishdog area
  • Slightly reduced the fishdog presence
  • Added some structures to add additional options to navigate the main tower room


Area: Coastal Lighthouse


  • Added usable cannon at gatefront
  • New guard tower and gatehouse area structures
  • New huntsmen presence and additional conversations
  • Added connection between lake and cliff path
  • Made lighthouse chimney connect fully
  • Detailed first collapsed house and added a secret route
  • Detailed barn back area and crawlspace
  • Added powderflask, gunpowder and cannon pickups
  • Moved fishery treasure map
  • Added detail to various areas and skybox
  • Improved geometry and navmesh pathing to allow AI to navigate much more of the level


Area: Slaughtered Goat Tavern


  • Added 'Horn of Ulmar' pickup/item
  • Additional ammo pickups in basement and attic
  • Adjusted notes to improve clarity of attic and basement key locations
  • Increased size and visibility of key pickup on the sword in the Goatman's back
  • Increased time before Goatman adds upstairs location to patrol rotation
  • Made attic explosive barrel easier to find and access
  • Added valve pickup to attic
  • Improved Goatman navmesh pathing around attic area


Bug Fixes


  • Improved animation transition states for AI motion
  • Canesword will now correctly apply crouch state when swapping weapons
  • Improved physics grabbing to prevent pickups from clipping into surfaces on carry
  • Drape doors can now be correctly destroyed
  • Fixed issue where Huntsmen carpet footsteps weren't assigned correctly
  • Fixed issue where ammo pickups would load state incorrectly if item variant was loaded into a weapon
  • Fixed gap in room brushes between main building and lighthouse tower
  • Fixed various occlusion issues
  • Fixed nightstand table door not having collision
  • Fixed occlusion issues when looking through the broken gaps on the church rooftop in Cliffside
  • Fixed issue where AI would not correctly face their move direction during MoveToDoor tasks
  • Fixed an issue where bullet projectiles wouldn't ignite explosive barrels
  • Fixed issue where white and blood gems would not stack or could not be split
  • Fixed issue where fishdogs would not burn or gib
  • Fixed issue where opening inventory on elevator could kill the player
  • Fixed various inventory issues
  • Fixed various save/load related issues that could cause saves to be unable to load
  • Improved clipping of geometry/staircases in each area