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Gloomwood News

Hotfix Patch v0.1.227.03

Bug Fixes
  • Fixed various issues that caused old save files to fail to load

The MARKET is OPEN

[h3]Ah, my favorite new patron. You've been waiting for this a while, haven't ye?[/h3]
[h3]Indeed, The Market District of Gloomwood is now open. But beware...[/h3]

[previewyoutube][/previewyoutube]
This district is not only home to the Merchant's Shop where you can buy and sell goods...

But also new enemies.


Some who want to take a little off the top...

They're not too fond of the huntsmen, you know.


In addition to the new content we've also added... Source-style projector shadows for objects!



This gives everything a lot more DEPTH. Looks great. 10/10. (It's toggleable in the options)


And speaking of Source style things. If you've made it to the Market District you'll notice a new intro menu scene:


This is because we plan to have Half-Life style chapter menus that change as you progress throughout the game!


As we continue to expand upon the world of Gloomwood, we will add more details to the existing areas, more buildings to explore, more loot to pilfer, more enemies to face, but for now - please enjoy the fruits of our labor.

[h3]However, you may look forward to the Underport next.

They're waiting for you down there....[/h3]


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

Patch Notes v0.1.225

General
  • Pickups (like dropped rifles) can now have their loaded ammo be unloaded and collected by using the 'Reload' input
  • Enemy corpses that cannot be carried will now pickup any attachments when highlighted/interacted with
  • Handvalves can no longer be used when carrying an object or body
  • Dropped physics objects now still deal fall damage even if thrown as long as the fall velocity is high enough
  • Propagated sounds are slightly reduced in volume for the player if the source is occluded by geometry
  • The following has been added to the entity spawn list:
    -physics_crate_wood
    -physics_crate_metal
    -physics_mop
    -physics_mug_wood
    -physics_cup_wood
    -physics_fork_wood
    -physics_knife_wood


Bug Fixes
  • Fixed an issue where AI would be incorrectly informed of the player position if hurt by a physics object
  • Fixed an issue where AI would be incorrectly informed of the player position after watching an ally burn or die
  • Fixed bookshelf collision being incorrectly assigned
  • Fixed inaccessible doors being able to be highlighted or pathed through by AI
  • Fixed issue where physics objects could infinitely fall out of the game world or spawn beneath the kill limit
  • Sliding valve doors will now stop moving if blocked by the player
  • Fixed a patrol trigger issue in coast_fishery
  • Fixed an issue where light flares would re-enable on load or level change even if disabled
  • Fixed fire braziers still dealing damage even when doused
  • Fixed pickup weapons not showing the correct loaded ammunition type when pulled out of the inventory

Patch Notes v0.1.224.04 (Hotfix)

Bug Fixes

  • Fixed issue when loading old saves that would cause save to fail loading
  • Fixed issue where Valve item had incorrect localization tags and would not display content correctly
  • Fixed typo in Waits Mining Log #1 document
  • Fixed Doctor not grunting when trying to place inventory in an invalid position
  • Fixed issue where skybox would render incorrectly on Blood Moon
  • Fixed issue where huntsmen cannon fire sequence would play even if the huntsmen were dead

Patch Notes v0.1.223

General

  • Added option 'Allow Quicksave' to gameplay options to enable quicksaves on any difficulty
  • Added option 'Developer Console' to enable developer console
  • Added option 'Light Flares' to toggle light flares
  • Added manual save menu list to phonograph (hold interact)
  • Added action log message for autosaves, pickups and readables
  • Physics objects can now do damage when dropped onto AI
  • Button pressers and valves can now be physics carried or inventory dragged into slots (in addition to interacting with the slot)
  • Added destructible wall spots (notated with a crack)
  • Various improvements to AI reaction and task handling
  • Reduced the damage of fire to environmental physics objects to make it more viable to carry and burn other objects with them
  • Reduced the spread delay of environmental fire objects to 0.5 seconds (from 0.75 seconds)
  • Tweaked how fire spreads among AI to make fire a bit more in-line with other options
  • Adjusted pickup balance of Undertaker rounds and added Choke Bolt rounds to each area
  • Doors will now collapse into burnt debris pieces when destroyed with fire
  • Added settings .ini option 'ActionLog' to adjust action log presence
  • Added settings .ini option 'ShadowProjectors' to adjust shadow projector culling distance
  • Added more options for lightmap resolution
  • Various performance improvements


Weapon: Undertaker

  • Added new ammo type: Choke Bolt
    + Douses all sources of fire
    + Causes enemies to cough/daze briefly
    + Flinches enemies in mid-attack swing or who are enraged
  • 'Slug' ammo type can now break any type of electrical light
  • 'Incendiary' ammo type can now re-ignite any source of fire that was doused or burnt out


AI: Huntsmen

  • Now has a reaction to lights being destroyed or torches being doused
  • Improved particle fx and animation of lever action rifle ejection
  • Doused torch swings can now be blocked with the canesword and do lower kinetic damage instead of fire damage


AI: Wounded Goatman

  • Health now reduced to 80% of maximum on Crescent and 90% on Half Moon


Area: Coastal Fishery

  • New armored huntsmen patrols will now start to appear when backtracking after reaching the cliffs for the first time
  • Added valve door to shortcut stairs
  • Detailed the lake area with some additional structures
  • Detailed the skybox
  • Fixed various floating geometry and props


Area: Coastal Caves

  • Added note about feeding fishdogs
  • Added valve door after fishdog area
  • Slightly reduced the fishdog presence
  • Added some structures to add additional options to navigate the main tower room


Area: Coastal Lighthouse

  • Added usable cannon at gatefront
  • New guard tower and gatehouse area structures
  • New huntsmen presence and additional conversations
  • Added connection between lake and cliff path
  • Made lighthouse chimney connect fully
  • Detailed first collapsed house and added a secret route
  • Detailed barn back area and crawlspace
  • Added powderflask, gunpowder and cannon pickups
  • Moved fishery treasure map
  • Added detail to various areas and skybox
  • Improved geometry and navmesh pathing to allow AI to navigate much more of the level


Area: Slaughtered Goat Tavern

  • Added 'Horn of Ulmar' pickup/item
  • Additional ammo pickups in basement and attic
  • Adjusted notes to improve clarity of attic and basement key locations
  • Increased size and visibility of key pickup on the sword in the Goatman's back
  • Increased time before Goatman adds upstairs location to patrol rotation
  • Made attic explosive barrel easier to find and access
  • Added valve pickup to attic
  • Improved Goatman navmesh pathing around attic area


Bug Fixes

  • Improved animation transition states for AI motion
  • Canesword will now correctly apply crouch state when swapping weapons
  • Improved physics grabbing to prevent pickups from clipping into surfaces on carry
  • Drape doors can now be correctly destroyed
  • Fixed issue where Huntsmen carpet footsteps weren't assigned correctly
  • Fixed issue where ammo pickups would load state incorrectly if item variant was loaded into a weapon
  • Fixed gap in room brushes between main building and lighthouse tower
  • Fixed various occlusion issues
  • Fixed nightstand table door not having collision
  • Fixed occlusion issues when looking through the broken gaps on the church rooftop in Cliffside
  • Fixed issue where AI would not correctly face their move direction during MoveToDoor tasks
  • Fixed an issue where bullet projectiles wouldn't ignite explosive barrels
  • Fixed issue where white and blood gems would not stack or could not be split
  • Fixed issue where fishdogs would not burn or gib
  • Fixed issue where opening inventory on elevator could kill the player
  • Fixed various inventory issues
  • Fixed various save/load related issues that could cause saves to be unable to load
  • Improved clipping of geometry/staircases in each area