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Gloomwood News

A Tasty Little Update

[h3]A bit of housekeeping for you, Doctors.[/h3]

This here is essentially everything that needed fixing, changing or improving since The Research Update: Part 2. Have a gander...

General
  • Improved chain exploding for multiple barrels/objects with the 'combustible' tag
  • Added a giblet spawn check system to help prevent corpse giblets from spawning outside the game world
  • Huntsman Beastform Detect Life effect now fades away when using the inventory or journal
  • Adjusted sell pricing for serums to better match the per dose value
  • Added falling death and impact sounds for Goatman
  • Improved force direction for Goatman slash attacks
  • Goatman horns are now usable in Goatman serums
  • Adjusted colors and brightness normal and Blood Moon weather settings to maintain the appearance of night
  • Added captions for Beastform Huntsman mutterings
  • Added Detect Life effect to Edward and Oliver
  • Removed Detect Life effect from Grezzo
  • Added note that Huntsman Beastform can use the Doctor's arsenal in journal
  • Added a weather quality setting to 'Video' settings

  • Improved entity collision and surface detection of projectiles
  • Various minor improvements to memory and performance handling
  • Console Command 'Beastform [form]' can now be used without a duration parameter for permanent beastform
  • Console Command 'Beastform [form] 0' can be used to cancel beastform
  • Console Command 'Set Inventory Size (x,y)' will now work with inventory upgrades (the largest values will be used)
  • Console Command 'Infinite Ammo [value]' now works correctly after enabling 'Cheats 1'
Beastform Disguise System
  • Huntsmen will now verbally acknowledge the Doctor while in Huntsman Form

  • Huntsmen now have lines to inform each other when they've discovered the Doctor's true identity while in Huntsman Form
  • AI will now become hostile if they witness Beastform Doctor attack an ally or create combat sounds unless already in combat
  • Tweaks to AI target sorting to allow more situations where Beastform Doctor can join allied enemies in fighting other enemies
Bear Traps
  • Small and medium physics objects, like food, can now be placed onto the trap as bait while in carry mode

  • Traps now become consumed after 2 uses on standard enemies and 1 use on large enemies
  • Traps now visually attach to leg of target creature when triggered

  • Fixed issue where ballistic projectiles would not trigger the bear trap
  • Added break sound when trap becomes used up
  • Broken trap debris now fades away after a time
  • Improved save state loading and handling
Coast Fishery
  • Fixed Goatman sometimes becoming permanently lit on fire from the attacking Huntsmen
  • Increased Goatman's burn duration and vulnerability to that of its Tavern counterpart
  • Increased Goatman defense multiplier against AI targets
  • Fixed issue where the ambient Goatman sounds and music would persist after its death
  • Standard Fishery music now resumes when returning to the Fishery after the Goatman encounter
  • Fixed issue where Goatman could get stuck pathing the accounting office
  • Fixed issue where safe 451 code dealt more player damage than intended
City Underport
  • The power switch for the Hive now defaults to 'Powered'
  • Fixed issue where the power generator states would not save or load correctly
  • Fixed Hive music not playing when entering via the Pump Station turbine route
Bug Fixes
  • Fixed 'Brain Sample' research jar having incorrect entity ids
  • Fixed some fire sources not being affected by the 'choke' tag (from Choke Bomb and Choke Bolts)
  • Fixed some projectiles not always delivering their stim tag effects
  • Fixed issue where projectiles could sometimes richochet off AI contact hitboxes
  • Fixed AI entities not always flinching when attacked while unaware
  • Fixed captioning source for AI after they were gibbed
  • Fixed some instances where AI could not hit each other while in close proximity
  • Fixed save/load issue with patrolling or leashing AI not always returning to their last task
  • Fixed Crowman and Crowking vomit attack dealing more damage than intended
  • Fixed Huntsman hats converting into the wrong item type
  • Fixed texture skin issues with Beastform viewmodels
  • Fixed Beastform sounds and properties not properly loading between saves and area transitions
  • Fixed Crowman Beastform lifesteal effect applying to some entities without the 'meat' tag
  • Fixed issue with swapping multiple items between melee slots
  • Fixed picking up the Handlantern sometimes holstering the active weapon
  • Fixed Bonesaw not correctly negating incoming damage when guarding
  • Fixed Harpoons igniting entities with the 'combustible' tag
  • Fixed Harpoons sometimes not spawning the pickup variant when hitting a valid surface type
  • Fixed Harpoongun clipping in the inventory
  • Fixed issue where jumping off a slope would cause the player to inherit slide velocity
  • Fixed jump height modifier not working correctly when sliding
  • Fixed shop items sometimes disappearing when loading a save
  • Fixed being able to pickup and select non-slotted weapons without having the luggage case
  • Fixed being able to pick up items through the drawer of a dresser object type
  • Fixed oxygen values not loading correctly on area transition
  • Fixed issue when loading the offhand handlantern in some rare situations
  • Fixed player being able to physically push around AI or NPCs
  • Fixed some incorrect room portal values causing sound propagation issues
  • Fixed some roof windows not correctly allowing AI entities to fall to their death when shattered
  • Fixed scorch decals not correctly showing up after explosions
  • Fixed some Crowman giblet pieces having the wrong physics collision layer
  • Fixed issue where damaged door collision would prevent projectiles through gaps
  • AI thrown axes and hatchets should now correctly penetrate through windows
  • Fixed weather types not correctly showing up in the Coastal Cave area

[h3]Now that all that's out of the way - we can focus exclusively on the Hightowne district.

Here's your first look...[/h3]






[h3]The Constables await.[/h3]

SOON™

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

The Research Update

[h2]Well would you look at that Doctor! [/h2][h2][/h2][h2]Two Gloomwood updates in two months? [/h2][h2]I'd say you're on a roll![/h2][p][/p][previewyoutube][/previewyoutube][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][/dynamiclink][/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][previewyoutube][/previewyoutube][p][/p][p]We've also made the labels easier to read on the monster parts you'll need to gather![/p][p][/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][h3]The Huntsmen.[/h3][p][/p][previewyoutube][/previewyoutube][p]They'll never suspect a thing...[/p][p]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][h3]But that's not all![/h3][p][/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][previewyoutube][/previewyoutube][p]But you'll have to research it :)[/p][p][/p][p]There's even new ammo just for you types who like to make things go sploosh:[/p][p][/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][h3]And don't forget that Goatman serum... you're going to want it...[/h3][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p][/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][/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][/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][/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][/dynamiclink][dynamiclink][/dynamiclink][/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]

One of our most anticipated survival horror stealth games shows off more of its monster juice power-up system, which looks like an unholy cross between Hitman and Mario Odyssey




Gloomwood developer Dillon Rogers has released gameplay footage of upcoming tweaks to the game's monster serum transformation system. What's new is that we'll be getting even more chances to use the monster juice, but I just hadn't realized how far reaching the system as a whole really was...
Read more.

Patch v0.1.306

General
  • 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