1. Gloomwood
  2. News

Gloomwood News

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.

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