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  3. Patch v0.1.306

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