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Gloomwood News

Patch v0.1.305.02 (Hotfix #1)

Patch v0.1.305.02
Bug Fixes
  • Fixed an issue where some old saves would not load area transitions with out of date data
  • Fixed some pickups not setting the correct loaded quantity
  • Fixed metal crates not being destroyed by door crush triggers
  • Fixed armor huntsmen missing some innate physical resistance

Patch v0.1.304.28 (The Research Update Pt. 1)

Patch v0.1.304.28
General
  • Research system has been added! Enter the mirror realm and take the passage to the lighthouse laboratory to start concocting
  • A dark presence grows inside the Doctor, and it yearns to claw free
  • The journal has received a rework, now having diegetic hand animations and new art and quality-of-life adjustments for each section
  • The tabs for the journal can now be selected with the 1-6 Weapon Select keys
  • The area selector for the 'Files' section of the journal can be rotated with the 'Lean Left' and 'Lean Right' keys
  • The journal health and mind meters will now show 'Excellent' when the player is at max value
  • The Bonesaw melee weapon has been added, a new melee weapon with heavy damage and the ability to cut up corpses, but lacks the canesword's sneak damage bonus
  • Enemies now stagger based on an internal poise system instead by random chance. Faster weapon attacks (like canesword swipes) should now consistently
    trigger enemies to stagger when used in rapid succession
  • Improved entity defense and damage handling to ensure better consistency
  • The Flashbomb stun time has been increased to 8 seconds (from 6)
  • Improved the throw animation of the Chokebomb and Flashbomb to sync up with the input
  • Reworked the art of the default syringe
  • All enemies now have pickup and item giblet types
  • Improved hit detection of player melee weapons and attacks
  • Improved handling of canesword and bonesaw chained attacks
  • Improved swimming and water transitions
  • The action log will now inform which item was dropped if not enough space was found
  • Increased ambient brightness on some key types
  • Improved Goatman walk animation
  • Improved effect textures for some melee trails
  • Added a sound cue that plays when entering a new district for the first time
  • General performance and art improvements


Coast Fishery
  • Added an ingredient stockpile to the Fishery main building


Coast Cliffside
  • Fixed issue where the waterfalls could clip the player into the cliff wall


Coast Cliffside
  • The Doctor's Laboratory will now become accessible after visiting the Mirror Realm


City Market
  • An ingredient stockpile has been added to Dr. Thatherson's Apothecary
  • The Drunken Waterfowl tavern has been opened
  • The crucified Goatman can now be gibbed


City Market Shop
  • The 7x5 Inventory Upgrade is now available upon arriving at the Merchant's Shop


City Underport
  • An ingredient stockpile has been added to Van Der Meer's warehouse
  • Fixed an issue where the electrified water in the Power Station would not correctly electrocute enemies
  • Improved AI pathing to allow non-leaping enemies to reach the basement level of the Power Station
  • Fixed Gate 3 not correctly getting jammed visually when activating it from the Control Room


City Underport Hive
  • A new secret exit has been added
  • The sideroute from the archeology digsite now has a deployed rope to aid players who skipped the harpoon gun
  • Fixed issue where corpses would not always break falling damage


Dimension Mirror
  • Fixed incorrect baked directional lighting
  • Fixed issue where the player could get stuck in the falling teleport plane


Bug Fixes

  • Fixed issue where crowking corpses would spawn crowmen giblets
  • Fixed issue where carried burning objects would incorrectly clear its instigator
  • Fixed issue where rats could get stuck in bidirectional rat holes
  • Fixed issue where thrown projectiles would sometimes not be parried or deflected correctly
  • Fixed an issue where huntsmen rifles would not sometimes have a pickup round in them
  • Fixed issue where AI footsteps would not register sound traps (like shattered glass piles) correctly
  • Fixed issue where the Gold Crank from Van Der Meer could not be carried without an inventory
  • Fixed issue where the shortcut elevator gate in the Underport canal would not open
  • Fixed issue where the Goatman would not receive crushing damage from elevators
  • Fixed issue where crosshair would incorrectly reset when drawing and undrawing a main hand weapon while the handlantern was raised
  • Fixed various chest opening clipping issues
  • Fixed some lamps not having a light flare

The Research Update

[h2]Doctor! The old laboratory at the lighthouse is up and running again.

Time to get to work...[/h2]

[previewyoutube][/previewyoutube]
Aye, Gloomwood research is finally here, and with it this accursed town will be changed forever... but so will YOU!

Collect body parts of the foul beasts roaming the city with your new BONESAW and bring them back to the lighthouse for... research.


Once you've done the proper research you'll be able to collect ingredient jars and craft serums that will allow you to TRANSFORM into these monstrosities!


You can currently research and turn into Goatmen (to become a walking tank), Bat Barbers (to jump oh so high and fall like a feather) and Crowmen (to move with super speed)

You can also buy the first suitcase upgrade earlier now, and the second one after the Hive. (for all those body parts you'll be lugging around)


Gain their powers, use them to get the upper hand on your foes and reach areas previously inaccessible to a mere man... or even blend in with your new... friends.


And as you may have noticed, the doctor's journal has also gotten a complete overhaul for this update.


Completely diagetic, of course.

[previewyoutube][/previewyoutube]
Right now research will unlock when you first get to the mirror dimension, but after the next update it will unlock a bit later as we'll be adding new enemy spawns (more to research, naturally) as well as passive bonuses, and the ability to research and turn into even more beasts both big... and small.

And since this is an immersive sim and you can play it however you want - research is, of course, completely optional.


As always, we hope you appreciate the monumental effort it takes to develop a game like Gloomwood.

There's plenty more to come... SOON™

https://store.steampowered.com/app/1150760/Gloomwood/
https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/

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