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
Fire at the Gates
AH, GOOD DOCTORS.
It's been awhile, hasn't it?
We've got TWO updates for you today, One you can play NOW and one you can play SOON™
The first will cover what we've added to the game TODAY and the second will dig into our progress on Gloomwood's much anticipated Market District.
But before we can let you in, it's time to.... FIRE AT THE GATES
Here's what you can investigate today...
A NEW AREA
The city guard has gotten word of your progress towards the market district - Doctor - and they're not happy about it.
They've setup a new camp in front of the city gates with new towers, store rooms and one very big cannon to keep you away.
But you won't stay away, will you?
Find the bits and pieces to fire the cannon, bring down the city gate... and prepare to enter the market.
Even though that won't be the ONLY way into the district in the future.
Luckily you'll have help from:
A NEW AMMO TYPE
(stop calling them water arrows)
The Undertaker pistol has a new ammo type. We call it The Choke Bolt.
It can:
Put out all sources of fire (sneaky)
Causes enemies to cough/daze briefly (sickly)
Flinches enemies in mid-attack swing or who are enraged (tricky)
Also the slug ammo can now break any type of electrical light and incendiary ammo can now re-ignite any source of fire that was doused or burnt out :)
But that's not all today, we've got...
NEW FEATURES
Such as an (optional) action log that will tell you what keys and notes you've picked up, etc. And the much requested ability to drop heavy items on enemies heads to end their days. (this one was fun)
We've also got:
NEW SECRETS
Plus added destructible wall spots (notated with a crack) ^
NEW OPTIONS
Such as the ability to select new save slots at phonographs:
The developer console, light flares and yes *Quicksaving* are a toggle in the gameplay options now.
There's also...
Improved enemy AI, and of course - lots of new guard conversations
(thanks Gianni)
Performance has also been improved and of course many bugs have been fixed.
We like to think we've been adding these areas organically so it feels like the world of Gloomwood is growing for you as we develop it.
New camps are being set up. New secrets are being uncovered. But your journey is just beginning.
NOW, that's what we've done - here's what's to come.
We will finally be letting you into Gloomwood's market District on July 21st.
Just in time for the Steam Stealth Fest on the 24th.
But that's not all the news we bring.
In that screenshot you may see a shop? Yes - that's the merchant's shop - and he is inside.
No longer hiding in the shadows - now that you've made it this far.
Once inside he's got A LOT to say (thanks to the incomparable Stephan Weyte) and also much to buy and sell, good doctor.
Have a look...
As you can see, in typical Gloomwood fashion - everything done in the shop will be diegetic.
There are no menus, no UI, everything is done immersively and in-world.
AND YES THIS WAS ALL VERY HARD TO DO THANK YOU.
Come and go as you please, buy and sell as you must - The Emerald Eye is a safe haven for you, Doctor.
And on higher difficulties, finding treasures and trinkets to sell to the merchant for health and ammunition may just be the difference between life or death in Gloomwood.
Speaking of death - you may notice something else menacing in that screenshot above.
A NEW ENEMY
Yes, along with Huntsmen, Hounds, and Crowmen in the sewers - you'll now have to deal with the Bat Barbers of Gloomwood as you make your way through the market district, doctor.
But who doesn't fancy a good CUT every now and then, hmm?
Thank you for your patience as we work on this incredibly complex and immersive experience for you.
And we hope as always that you enjoy.
We know there are some who say our development goes not fast enough for their liking, but know this...
-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
AI: TORCH HUNTSMEN
-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 CLIFFS/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: COASTAL 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
Patch Notes v0.1.222
Bug Fixes
Fixed issue where AI would phase through doors
Fixed performance issue with AI door interactions
Fixed more issues where loading a save or transitioning areas would cause loading to become stuck
Fixed issue where fade system would not apply correctly when loading a save
Patch Notes v0.1.221
General
Improved handling of save data and legacy save loading
Some optimizations to distance culler
Enemy: Fishdog
Now generates giblets when exploded or corpse is destroyed
Fishdog giblets can also be used as scent lures
Bug Fixes
Fixed several issues where saves would get stuck loading when transitioning to a new area or reloading from death
Fixed null reference when trapping AI with a bear trap inside a door blocker
Fixed issue where Fishery power room medical syringe still spawned on Blood Moon
Fixed Cliffside woodsman in barn not correctly playing his voice sound cue
Fixed issue where leaning would abruptly snap to lean target or surface
NOTE: Your saves may now say they're outdated. This is expected and they will still load normally. This is just to ensure the game checks for any legacy object data.