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Gloomwood News

Patch v0.1.229.22

Note: Brightness/Gamma/Contrast calculations have changed, so make sure to adjust your old configurations accordingly.

General

  • Added All Hallows' Eve jackolantern turnips to all areas
  • Added 'Subtitles' option for both Dialogue and General captions
  • Added 'Seasonal Content' toggle to set whether seasonal content is shown
  • Added color preview for highlight sliders
  • Added several pathing ledges for AI to navigate by jumping to all areas
  • AI now has a harder time chasing a player in combat if the player is in the darkest visibility
  • Player can now parry thrown projectiles like axes, hatchets and daggers with firearms
  • Increased the reaction priority of thrown bottles
  • Added huntsmen sounds for moving and jumping on surfaces like tile/metal/leaves, ect.
  • Added inventory resize console command


Weapon: Flashbomb

  • First throwable weapon type
  • Can hold to increase throw distance and cook fuse timer
  • Will blind all creatures in the visible detonation area for 7 seconds
  • Stacks up to 3 times in inventory


Weapon: Jackolantern

  • Seasonal throwable item
  • Will damage and ignite creatures and targets on a direct hit
  • Stacks up to 3 times in inventory


AI: Woodsman

  • Can now throw their axe at targets if they are attempting to escape or climb out of reach of them


Area: Coast Cliffside

  • Added scripted event where woodsmen lift the drawbridge


Area: Coast Tavern

  • Added flashbomb pickups


Area: City Market

  • Added interior areas to several manors and structures
  • Added structures to skybox around the market
  • Added new AI spawns, pickups and treasure locations
  • Added some barriers to the main street
  • Tweaked some pickup quantities
  • Improved various textures to fit the style a bit better


Bug Fixes

  • Fixed several issues with AI sense detection and hearing queue sorting
  • Fixed several issues with inventory equip and item state handling
  • Fixed issue where woodsmen would still charge at targets even when there was no valid path
  • Fixed issue where ladder climbing would continue past the length of the ladder
  • Fixed issue where merchant would not correctly lipsync his quell voicelines
  • Fixed several issues where AI animations would get stuck or incorrectly interrupted
  • Improved rendering and accuracy of projector shadows
  • Fixed several issues with fire propagation
  • Fixed issue where weapon viewmodels would get duplicated
  • Fixed memory allocation issues with some RenderTextures
  • Fixed various null ref and save/load issues

The All Hallows Update

[h2]Good doctors.

All Hallows' Eve is upon us once again. As such, it's time to get SPOOKY.

What treats have we got for you on this fine night?[/h2]


[h3]A New weapon! The Flashbomb.[/h3]

[previewyoutube][/previewyoutube]
Blind your enemies to sneak up on them for a kill... or simply get away into the shadows.


You can find them all over Gloomwood and they'll soon be available in the merchant's shop in the market district.

Speaking of the Market District...

[h3]We've opened up new areas![/h3]

Some areas once inaccessible to the player now have interiors and you can even get onto the rooftops to find NEW ways into buildings you've explored before.

These "posh" areas to pilfer are much more indicative of what you'll be seeing in the high manors of Cathedral Row in the future. So look forward to that.

We've also added to the skybox and surrounding districts to let you see the true scope of the city limits.


But beware! New areas mean new threats....

[h3]The Huntsmen AI has been improved.[/h3]

[previewyoutube][/previewyoutube]They can now jump and climb and throw their axes at you!

[previewyoutube][/previewyoutube]But you can of course parry these attacks!

And now you can even more clearly understand what they're yapping about because we've added one of the most requested features since we launched into Early Access...

[h3]Subtitles[/h3]

[previewyoutube][/previewyoutube]

And what would All Hallows be without...

[h3]PUMPKINS[/h3] (actually they're era-appropriate turnips)

[previewyoutube][/previewyoutube]

This SEASONAL CONTENT can be turned on and off in the options menu but if you want to play with them all the time you can set your system clock to Halloween all year long you lunatics.

We've also made some small quality of life additions like the ability to change the color of interaction highlights.


That's all for now, we hope you enjoy your time in the city of Gloomwood on this All Hallows' Eve!

Please look forward to seeing more of the upcoming Underport in November.

GOOD LUCK, DOCTOR...



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

Patch v0.1.228.07

General
  • Improved clipping and AI navmesh in various areas
  • Improved accuracy of Shadow Projector renderer
  • Improved carry object collision detection
  • Set 'list' command to be sorted alphabetically
  • Added 'physics_plate_wood' to entity spawn list


Bug Fixes
  • 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

One of the best stealth-horror games around has passed that 'early access threshold'—it's definitely time to check out Gloomwood




When my colleague, PC Gamer staff writer Morgan Park, checked out Gloomwood's early access release toward the end of last year, he found it in an awkward position⁠—the Thief/Bloodborne-inspired immersive sim was already looking like a winner, but there was barely any room to stretch your legs in its gothic nightmare. I'm here today to say there's a lot more meat on the bone now, it kicks ass, and it's definitely time to get into Gloomwood...
Read more.