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
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.
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 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