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Gloomwood News

Patch v0.1.303

Merry Christmas and Happy Holidays! We have an update for all your festive needs (and bug fixes).

General
  • Winter event has been extended to January 10th
  • Added Winter attire for watchdogs, infected rats, crowmen, crowkings and crowbabies
  • Added new Winter ambience for outdoor and indoor spaces
  • Added Winter icicle props to some statues
  • Crowkings and crowbabies are no longer marked as spoiler tagged entities
  • Adjusted various sounds and the AI reaction to them
  • Added player landing sound for glass shards material
  • Slightly increased AI sight range on Full and Blood Moon
  • Slightly increased AI non-alert dark vision range
  • Adjusted several AI attack states to allow flinch/headshots to interrupt them
  • Increased brightness of iron key pickups to be more visible in the dark
  • Increased size of shader variant collection that are prewarmed on startup


Coast Fishery
  • Added some pickup bricks to Mr. Croup's office
  • Added interactive crank recepticle and gate to power generator room
  • Improved the geometry of the well cavern beneath the cabin


Coast Cliffside
  • Fixed drawbridge shortcut collider not correctly being set when raised
  • Fixed some geometry issues with the barnhouse
  • Fixed fort gate not raising to the correct height
  • Fixed issue where the padlocks controlling the door to the cannonball storage room would not respond correctly
  • Fixed some issues with the main city gate collision


Coast Tavern
  • Added some decal indicators to show the elevator needs power and some additional guiding lights


City Market
  • Added additional snowball piles to area
  • Fixed several doors not correctly applying their lock state
  • Tweak light culling distance for some lights around the barbershop


City Underport
  • Added snowball piles to area
  • Fixed exploration music not triggering when entering the area
  • Improved geometry and texturing in some areas
  • Fixed water volume in sewer that was not activating correctly
  • Added metal crates to crowmen sewer section to aid with the door timer
  • Improved navigation in power station basement to allow humanoids to enter the flooded area
  • Removed key in tram station that had no purpose


City Underport Hive
  • Fixed the shotgun pickup in the supervisor station locker disappearing on load
  • Fixed some navigation jump links not being correctly usable by crowmen
  • Added empty valve recepticle on the other side of the waste treatment gate door
  • Improved geometry and texture work of engineering area
  • Added additional signage and hints of goal around engineering area
  • Oil drums around the finale area now correctly change state on the harder difficulties
  • Sealed the area beneath the elevator platform more thoroughly for the finale sequence
  • Flagged several nearby stalagtites as non-mantle-able near the finale elevator
  • Added buttons to the top of the finale elevator to call or lower the elevator
  • Fixed incorrect sound and weather room configuration in some spots
  • Fixed some sound emitters not working correctly


Bug Fixes
  • Fixed Winter hats not correctly appearing on huntsmen, fishdogs, batbarbers and rats
  • Fixed issue where snow would appear in several indoor areas
  • Fixed issue where snowballs would not correctly apply the blind state duration
  • Fixed issue where chests would collide with world geometry and not open
  • Fixed active music not loading correctly after saving the game via the save slot menu
  • Fixed vent doors not being interactive after opening
  • Fixed AI not updating their search state to new contact detection events
  • Fixed AI not correctly applying their sense proficiency overrides
  • Fixed some instances of AI not correctly checking for door states or applying their door block status
  • Fixed issue where the canesword would not detect the correct body material of dead huntsmen props
  • Fixed crowking not fleeing when on fire
  • Fixed fire sources not correctly loading their save state
  • Fixed physics objects duplicating after parrying a throw projectile
  • Fixed several issues with chokebomb/chokebolt saving and loading
  • Fixed issue with ceiling windows not correctly updating navmesh and physics collision after being shattered
  • Flagged pickup harpoons as not mantle-able to prevent physics issues
  • Fixed some issues where pickups would have the incorrect stack size on spawn
  • Fixed various instances where ladders would have the incorrect material sounds
  • Fixed various issues when multiple valves are linked to a single sliding door
  • Fixed issues with water flow values not being applied correctly
  • Fixed issue with 'spawn item' command when spawning unloaded weapons
  • Fixed some sound portal and propagation issues

Patch v0.1.302

General
  • Improved player/enemy body collision handling
  • Improved some data handling to during scene loading


Coast Cliffside
  • Fixed several AI patrols not initiating correctly


Coast Tavern
  • Fixed transition door not correctly locking during the scripted intro event
  • Fixed guncase shotgun not being able to be picked up after shattering the glass
  • Fixed issue where goatman could jump through attic door


City Market
  • Fixed several cabinet/padlocks in the gun shop that weren't working correctly


City Market Shop
  • Changed new playthrough inventory upgrade to 7x5 upgrade instead of 8x6 after returning the first seal. 8x6 will still be available later in the game (note: you can still give yourself the 8x6 upgrade early through the console with the command 'give item_luggage_upgrade_8x6`).
  • Improved shop dialogue handling for luggage case upgrades


City Underport
  • Fixed various AI patrols not starting correctly
  • Fixed issue where Van Der Meer's golden crank would incorrectly transform into a normal crank when dropped out of inventory
  • Fixed lighting issue near the first bridge sewer segment
  • Fixed levers for canal bridges not correctly allowing them to be raised or lowered in older saves
  • Fixed issue where canal bridge would not play sound correctly


City Underport Hive
  • Fixed water clipping issue near the egg drop in room
  • Fixed several geometry issues
  • Fixed AI event issue during the finale event
  • Fixed some incorrectly assigned sound portal links


Bug Fixes
  • Fixed save/load issues that prevented proper state persistence and transitioning to other levels
  • Fixed flare rounds for the flaregun duplicated after save/load
  • Fixed issue where explosive barrels wouldn't properly damage breakable objects
  • Fixed issue where some elevators wouldn't crush the player
  • Fixed issue where some metal pipes would make the incorrect footstep sounds
  • Fixed issue with valve wheel item description

The HIVE Update

[previewyoutube][/previewyoutube]
In addition to the Hive now being in the game - basically every single major system in the game has been altered in some way. Most notably the lighting.

This update is so massive we don't even know where to begin.

Kind of like the upgraded briefcase you can buy after coming back from the Hive.


Gloomwood is the most complex game we've ever made and has nearly a dozen people working on it at any given time. Thank you for your patience as we continue to develop its world.

Next stop? The rooftops of Hightowne and the vaults of The Bank.


We hope you enjoy the work we do, and if you do - all we ask is that you tell a friend, leave a review and spread the good word of New Blood.

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

The Hive Progress Report

[h2]Good doctors! We know it has been quite some time since we've updated you on Gloomwood development...

So please sit back as we dig into what we've been up to...[/h2]



After we released the Power Station district this summer there was still much we wished to add to it...

https://store.steampowered.com/news/app/1150760/view/4168723569582408911

[h3]NEW AREAS[/h3]

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h3]NEW FEATURES[/h3]

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
And inititally intended to release these new areas and features with a pre-hive update, however...

[h3]WHAT'S BEEN TAKING SO LONG?[/h3]

Originally posted by author
After we released the Power Station, we noticed performance and compatibility was becoming an issue for many players. And after some deliberation we decided we wanted to get ahead of these issues before releasing more content.

So... we've been reworking the lighting (again) and several systems in the game which will not only improve performance but allow us to have new lighting features (caustics?) and most importantly for us, shorter light bake times.

Previously, our production light bakes could take up to two days to complete before we could accurately test new content, but now with these new systems our bakes are down to 1-2 hours! A MASSIVE improvement.

These new features are still being tested so bear with us as we get through this challenging part of the game's development that will hopefully be well worth the time we've invested into it.

Now what you've been waiting to see more of...

[h3]THE HIVE[/h3]


[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
Is that a flare bolt? Yes, yes it is. (finally)

And yes you'll also be getting the long awaited HARPOON RIFLE down there...


[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
You'll need it to GET OUT of The Hive as well as get to new places in old areas...


You can drop into the hive SOON™ (we almost had it ready for Halloween!)

And as you can tell from the in-game map - it's going to be a doozy.



All of this and MORE in the next update.


[h3]Thank you for your patience as always.

Gloomwood is an incredibly complex game to develop and we appreciate your support.[/h3]

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

Oh also pumpkins and stuff are back as seasonal content, Happy Halloween, Doctors!

Gloomwood, aka Thief with guns, is getting cutscenes 'done in an early 1900s animated horror style' to introduce major areas and encounters




There are few games I enjoy watching the development of as much as Gloomwood. Not only because New Blood Interactive's Thief-inspired immersive sim is one of my most anticipated games, but also because the developers keep adding wonderful little extras that I never would have expected. The most recently announced addition is a wonderful example, with New Blood revealing that Gloomwood is getting cutscenes...
Read more.