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Gloomwood News

Patch v0.1.232.16 (Christmas Update)

Note: Expect an increased game file size due to the new HDR lightmaps.

General

  • Improved the fidelity and texture work for the gloves and models of the following viewmodels: canesword, revolver, shotgun, flaregun, beartrap, flashbomb, handlantern, light gem ring, jackolantern, syringe, enemy carry models
  • Added inspect animation to light gem ring
  • The canesword can now be unsheathed and charged up with a single input hold
  • Lightmaps are now formatted for high definition range (HDR) and handle color/shadowing in a more gradual and smoother way
  • Improved shop restock and inventory handling
  • Added a Reset to Defaults button in the settings menu
  • Added Anisotropic Filtering in video settings
  • Improved antialiasing for point-filtered cutout surfaces
  • Added action log message for placing the inventory in an invalid position
  • Added action log message for trying to add an item to a full inventory
  • Tweaked sound propagation so outdoor sounds travel a bit further


Seasonal

  • Added outdoor falling snow and ground snowfall
  • Added weapon 'Snowball' which douses fire and blinds impacted enemies
  • Added Santa Hats to Huntsmen and Batbarbers
  • Added Krampus skin for the Goatman
  • Added Reindeer costume for the Fishdogs
  • Added tiny Santa Hat for Bubert the Rat


Area: Coast Fishery

  • The locked watchtower is now accessible with a key
  • The carriage basement garage is now accessible


Area: Coast Cliffside

  • Added new kitchen and hammock area to the lighthouse


Area: City Market

  • Added entrance to the future Underport district
  • Added Lord Kar manor entrance hall
  • Added some additional enemies to Lord Kar's manor
  • Reworked some of the structures outside the front of the barbershop
  • The chest reward for the hidden switch has been replaced with a new unique treasure
  • Stocked the kitchens and various dining rooms with new food items
  • Tweaked some of the ammunition and treasure balance
  • Made the jewlery box in the pharmacy shop openable
  • Improved some detailing and texture trims
  • Fixed dumbwaiter not dealing crush damage


Area: Market Shop

  • Added attic area


Area: ???

  • The mirror beckons you...


Bug Fixes

  • Wax cylinders should no longer appear in the shop on difficulties that don't require them
  • Fixed issue where AI would sometimes not react to suspicious objects like allied corpses
  • Fixed issue where AI could rotate past their IK limits
  • Fixed issue where AI could not break doors correctly
  • Fixed issue where rapidly interacting with the attached key on the Goatman's back would create a glitched duplicate
  • Fixed various issues with AI pathfinding not taking the correct navmesh links
  • Fixed market gunshop clerk room door not being properly locked
  • Fixed Batbarbers not facing the correct direction after a lunge attack
  • Fixed issue where repeatedly examining an item would gradually offset it in the examine window
  • Fixed several issues with fire propagation and contact fire checking
  • Fixed bullet trails not correctly pooling and restoring
  • Fixed issue where projectiles would not correctly play their loop sounds after pooling
  • Fixed physics issue where players would be killed while crouched while riding an elevator
  • Fixed various geometry and occlusion issues
  • Fixed various description typo issues
  • Fixed an async error when switching monitors in settings
  • Fixed an issue where empty save slots could be deleted
  • Fixed issue where pause menu would override input while in load game menu
  • Fixed null reference with model dynamic attachments

Underport Teaser


[h3]Well well well - good ol' PC Gamer voted Gloomwood as one of their top 25 most anticipated games (neat) and asked if we could show off some upcoming content for the game... SO WE HAVE.[/h3]

[previewyoutube][/previewyoutube]
[h3]You'll be able to delve into The Underport early next year, but we also have a sizeable Gloomwood update coming for you in DECEMBER.


See you soon, Doctor...[/h3]

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

Gloomwood's next big update delves into the city's dank sewers




One of our favorite early access games is getting a big update soon. As teased during the PC Gaming Show: Most Wanted, Gloomwood is heading down into the Underport.



You can watch the first look at the Underport in the teaser above. From what I can tell, we're in for a dank sewer network hosting slimy pustules and what seems to be a four-legged monster with claws. I hope I'll have saved enough shotgun shells for when we meet face-to-face.



There's not much more to the video than vibes and the promise of an unpleasant encounter, which I guess is what makes it a pretty good teaser. I'm itching to jump back into Gloomwood since I blazed through its opening chapter last year. Since then, the previously locked Tavern was unlocked, as well as the Market area that'll serve as a hub for the main story. There's a shop, new enemies, and as of a more recent Halloween update, flash bombs that give players an option to return to stealth after being spotted by guards. I hope the Underport update will introduce more goodies for my briefcase, too. A new weapon, perhaps?



Associate editor Ted Litchfield dove back into Gloomwood earlier this year when the Market update landed and thought just the areas added since early access launch made a huge difference:



"That diversity of form is something that's really stuck with me about Gloomwood: it's a surprising, varied, 'greatest hits' of all the coolest level ideas that have come out of the immersive sim genre, packaged in Gloomwood's own excellent gothic atmosphere," Ted wrote.



I'll admit I'm still hesitant to start a new save. I prefer not to overfamiliarize myself with immersive sim levels before I have the chance to take in the full game, though if anything is gonna tempt me to reinstall, it's a teeth-grinding sewer journey.



Gloomwood's Underport update is coming "Soon™" according to the teaser. So, let's say 2024 to be safe and hope for sooner?..
Read more.

Patch v0.1.131.10

General

  • Added the ability to 'Quick Use' food items by using right click (Alternate Fire)
  • Added flashbombs to the merchant's shop inventory and changed restock logic
  • Improved AI search handling when the AI has some visibility or cannot reach the target
  • Tweaked AI senses/visibility to prevent some situations where their view angle was too large
  • Tweaked AI senses/visibility to improve some situations where they should be able to see the target
  • Improved particle effect for muzzleflashes
  • Muzzleflashes are now factored correctly into player visibility
  • Tweaked name and description for 'Undertaker' Flare Pistol
  • Improved pooling for decals, ejected casings and projectiles
  • Improved light visibility performance for blood splatter decals
  • Improved light cell volumes for each area to improve memory handling


Area: City Market

  • Tweaked soundscape propagation
  • Tweaked some door angles to avoid wall clipping
  • Added some additional pathing jump links
  • Fixed various sound propagation issues
  • Fixed various occlusion issues
  • Fixed a few paintings that were hovering off the wall


Bug Fixes

  • Fixed several issues that would cause save files to write incomplete data and fail to load or load incorrectly
  • Fixed null reference when a SaveObject was decoupled from its linked GameObject during save/load write
  • Fixed issue where incorrect prompts displayed in the Load Game Menu
  • Fixed issue where sound clips would incorrectly repeat if sound asset was set to 'RandomOrder'
  • Fixed some situations where saving while throwing a flashbomb would not save the fuse timer state
  • Fixed issue where Armored Huntsmen wouldn't apply the armor defense modifier for ballistic damage
  • Fixed issue where AI search would incorrectly handle the exit delay state
  • Fixed issue where AI would not correctly do their gib sound when gibbing
  • Fixed issue where AI reaction targets would still be valid even without an assigned instigator
  • Fixed an issue where AI could still react and shout about suspicious actions to their disembodied body even after they were dead
  • Fixed an issue where AI's task handling would freeze after a navmesh jump
  • Fixed an issue where AI would walk in place if stalk target was no longer detectable
  • Fixed issue where the draw/holstered state of the current weapon wouldn't save/load correctly
  • Fixed issue where weapon reload would cycle indefinitely if interrupted
  • Fixed issue where items could save/load into the incorrect inventory position
  • Fixed issue where muzzleflashes light sequence was timed incorrectly
  • Fixed issue where blood decals would cast shadow projections
  • Fixed subtitles not correctly displaying gib voicelines
  • Fixed initialization order issue with RoomPortal transforms
  • Fixed issue with PixelHoleFiller shader not initializing correctly in the execution order
  • Fixed issue where LightSource data would persist even when disabled
  • Fixed out-of-range index argument when too many light visibility requests were made
  • Jack-o-lantern item can now be correctly unpacked

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