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Patch Notes v0.1.220

General

  • Added 'Quicksave' and 'Quickload' to in-game keybinding menu
  • Audible distance of "Bottle Break" effect increased to 45 meters (from 40)
  • Audible distance of "Window Break" effect increased to 45 meters (from 40)
  • Added the limp bone snap sound when critically wounded from the demo
  • Improved interact object sorting to make pickups like coins and bullets easier to grab within drawers/cabinets
  • General tweaks to ammo and resource balance
  • Added pathing for all AI types in each area to support enemies being spawned in by the console


Enemy: Rifle Huntsman

  • Improved rifle aim tracking
  • Increased rifle auto-hit range to 4 (from 3.5)
  • Increased rifle projectile speed to 55 (from 50)


Enemy: Fishdog

  • Reworked scent/lure system to improve consistency and reduce unintended detections
  • Fishdogs will be attracted to the smell of food, corpses and giblets
  • Fishdogs will bark at any food or giblets it cannot reach
  • Sleeping fishdogs can be awoken by smells that are very close to their nose
  • Scent cannot cross through mediums like water surfaces
  • Fishdogs now return to sleep after being disturbed
  • Increased search exit time to 1.5 (from 0.0)
  • Added new corpse impact sounds


Enemy: Goatman

  • Wounded goatman variant now starts with 12% less health
  • Increased trap time modifier to 30% (from 25%) of normal time
  • Reduced 'Swipe' damage to 36-38 (from 45-47)
  • Reduced 'Buck' damage to 44-45 (from 54-56)
  • Reduced enrage damage bonus to 125% (from 150%)
  • Reduced corpse health amount to 100 (from 250)
  • Added new hatchet particle and sound effects for animation and projectile
  • Corpse giblets can now be physics carried
  • Goatman now backtracks to leash points when unable to path or see player during combat


Area: Tavern

  • Tweaked spare basement key note to better allude to the attic switch location
  • Added new key hook asset behind bar
  • Moved guest room key to a more visible location
  • Moved guncase padlock to a more visible location
  • Explosive barrel positioning tweaked to make it easier to grab
  • Added additional button presser to drawer in attic
  • Added gap beneath elevator bed to make it harder for the key to bypass collision during crushing kills
  • Blocked off area beneath staircase and above kitchen fireplace to prevent exploitation


Bug Fixes

  • Fixed issue with incorrect level data being loaded when transitioning levels on a new save slot
  • Fixed issue where loading quicksave would assign save slot incorrectly
  • Fixed issue where pickups in drawers would not save their position correctly
  • Fixed an issue where the canesword backstab assasination would alert enemies from far away
  • Fixed an inventory error when combining loose ammunition into a spot with limited space
  • Fixed various lightmap issues in fishery and around tavern exterior in cliffside
  • Fixed missing geometry in fishery boathouse
  • Fixed various exposed dev textures locations in the tavern
  • Fixed issue where goatman key would not correctly load its physics state
  • Fixed issue where woodsmen could bypass doors during their axe charge attack
  • Fixed issue where woodsman in cliffside barn would not return to chopping meat after being distracted
  • Fixed issue where burning goatman would not refresh or re-ignite after the fire timer burned out
  • Fixed issue where goatman hatchet throws would not deal appropriate damage to AI
  • Fixed issue where goatman corpse would replay death animation upon load
  • Fixed issue where AI corpses could be double dipped damaged when hitting their creators with a projectile
  • Fixed issue where projectiles would aim in an incorrect direction when shooting a point blank target
  • Fixed issue where left/dragged-out pickups would have incorrect quantity counts when returning to areas
  • Fixed issue where AI would get stuck while a door was being closed
  • Fixed issue where elevators could kill the player while using the inventory at low framerates
  • Fixed issue where telescope view would not apply invert Y setting

Gloomwood's final update of the year adds a pub and lets you quicksave




New Blood Interactive's dank Thieflike Gloomwood has received its final update of the year, slipping several new features into the game's pocket like a cutpurse who's taken one too many blackjacks to the head...
Read more.

The Tavern is OPEN

[h3]Foolish doctors. You dare tempt fate yet again?

The Slaughtered Goat Tavern is NOW AVAILABLE for you to enter.

If you dare...[/h3]

[previewyoutube][/previewyoutube]
Indeed, this latest update to adds the much anticipated tavern level to the cliffs of Gloomwood.

And as you can see, it's much more than just a rotten old building to explore. Inside is the deadliest foe you've yet to encounter. And the son of a bitch has the key to get out.

Steal it from him, take it off his corpse, turn tail and ignore the tavern all together. It matters not. You'll never survive the night. Not on Blood Moon anyway.



However, this update also adds the more lenient CRESCENT MOON difficulty. With easier enemies, more resources and yes, yes...

[h3]QUICKSAVING. (F6 / F9)[/h3]



(You can also use quicksaves for higher difficulties in the user.ini by setting AllowQuicksave 1, you filth)

On top of that are all new terrifying animations for the huntsmen, some new and improved voice lines, interactive telescopes, improved mantling, fixes, changes, additions and more.

[previewyoutube][/previewyoutube]
Thus ends our updates for Gloomwood in 2022!

Since our Early Access launch just a short 4 months ago we've been hard at work taking your feedback and applying it directly to the game's development. And this last update for the year is a tribute to that.



We hope you enjoy it, continue to enjoy Gloomwood, and are happy to keep contributing to it's continued development and success.

[h3]We'll see you all in the Market District in 2023.[/h3]

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

FULL PATCH NOTES

Gloomwood Early Access Changelog v0.1.219

GENERAL

  • Telescopes are now interactable and can be used to view into the distance:
    + Use interact to enter/exit the telescope view
    + Use mouselook to turn the telescope
    + Use the mouse wheel to zoom in/out
  • Hanging ceiling lamps can now be destroyed by Undertaker slug rounds and other projectiles
  • Stove grates can now be opened and used as a fire source
  • Explosive barrels now deal 500 damage (up from 150)


QUICKSAVE / QUICKLOAD

  • Currently limited to Crescent difficulty
  • The option 'AllowQuicksave' in the user.ini will allow quicksave and quickload on any difficulty
  • This option will be integrated into the upcoming Custom Difficulty settings
  • Quicksave slot added to Save/Load Menu
  • Bound to F6/F9 by default and can be changed in user.ini


NEW DIFFICULTY: CRESCENT

  • Easy difficulty for those who want a more relaxed/exploratory experience
  • 50% incoming damage against Player
  • 80% of normal footstep audio range
  • Max health/ammo pickups
  • Low AI presence
  • 70% AI combat movement and attack speed
  • 70% AI projectile speed
  • 80% AI sight angle
  • 90% AI hear range
  • Allows quicksaving (F6)/quickloading (F9)


AI: HUNTSMEN

  • Huntsmen animations have been reworked to better capture their sickly, menacing nature
  • Huntsmen footstep and death fall sound FX have been reworked
  • Axe Woodsmen can now close the gap with a running axe charge attack


NEW AREA: TAVERN INTERIOR

  • Added the tavern interior area connected to the coastal cliffs
  • Beware what lurks within!


AREA: FISHERY

  • Added a telescope in the boat house attic room
  • Detailed the Foreman's office
  • Moved the front warehouse door controls to the Front Office and added signage
  • Improved cliff clipping


AREA: COASTAL CLIFFS

  • The shotgun pickup has been moved into the Tavern
  • Tweaked the pathing of a few areas to improve AI navigation


BUGS

  • Improved mantling to allow easier access into higher crawlspace areas
  • Fixed an issue where save slot 0 could be overwritten
  • Fixed issue where lean spam could be used to bypass geometry collision
  • Fixed issue where unloaded ammo quantities would be incorrect when converted to pickup form
  • Fixed an issue where the occlusion portals in the Coastal cliffs area occluded incorrectly
  • Fixed an issue where AI last contact time was calculated incorrectly and they'd lose the player too quickly
  • Fixed various issues with AI search, patrol and chase pathing
  • Fixed various issues with AI door handling
  • Fixed an issue where Huntsmen Axe attacks were not sound propagated correctly
  • Fixed rare null reference with lock orientation during fire fx
  • Fixed issue where small gems could not be unpacked

Patch Notes v0.1.218

General
  • Adjusted "Load Game" menu to support multiple save slots
  • Starting a New Game will automatically select the next available slot
  • Added 'Vision Cones' dropdown options in "Gameplay" settings to adjust huntsmen vision cones
  • Added 'Raw Look Input' toggle for certain users with raw mouse input issues
  • Increased holstered run speed by 12%
  • Added run speed transition delay when landing from a jump
  • Adjusted Undertaker 'Slug' texture to be more visible when loaded
  • Physics type 'Book' now has an audible impact sound that can be heard by enemies
  • Physics type 'Metal_Small' audible sound type increased from 'Minor' to 'Moderate'
  • Increased audible distance of 'Metal Footstep' to 14 (from 12)
  • Increased audible distance of 'Tile Footstep' to 14 (from 12)
  • Added new footstep type for 'Leaves'
  • Added moon to all skyboxes


Difficulty: Blood Moon
  • More numerous and difficult enemy presence
  • Low ammunition and health pickup presence
  • Incoming player damage set to 200%
  • Player footstep sound range increased to 250%
  • AI combat movement speed increased to 135%
  • AI attack speed increased to 135%
  • AI projectile speed increased to 135%
  • AI sight angle modifier increased to 120%
  • AI sight range modifier increased to 130%
  • AI hearing radius modifier increased to 130%
  • Some key items moved to more difficult locations
  • Saving progress at Phonograph requires and consumes 1 Wax Cylinder
  • Visual changes to the sky/world


Enemy: Rifle Huntsman
  • Increased audio max range of hunting rifle shot to 30 to match the increased range


Area: Coastal Caverns
  • Redesigned the Fishdog pond area to flow better and be more dynamic
  • Improved sound propagation in kennels area to prevent false AI alerts


Area: Coastal Cliffs
  • Added new beach path to first abandoned house
  • Added new Dilapidated Chapel area to the bottom of the lake valley
  • Added a drawbridge shortcut to make return trips to the earlier half of the area faster
  • Added rope beams to add new routes and make climbing out of the ocean easier
  • Various detailing and signage additions


Performance
  • Disabled 3D Skybox rendering in some underground areas to improve performance
  • Improved the memory handling of persistent and level state system


Bug Fixes
  • Fixed an issue where AI could bypass lure target limits when loading a save
  • Fixed an issue where AI would propagate incorrect footstep material sounds
  • Fixed various gaps/holes in the world geometry
  • Fixed issue where incorrect active weapon crosshair would be loaded from save
  • Fixed issue where physics items classified as 'Physics_Small' could be mantled
  • Fixed issue where thrown physics could be mantled
  • Fixed issue where pickup item quantity was reset when inventory was full
  • Fixed issue where pickups like dropped rifles would regenerate their loaded count on load transitions
  • Fixed issue where changing ammo while inventory was full would delete the excess ammo instead of dropping it
  • Fixed issue where Undertaker sight projector would render on the floor if loading a save with it holstered
  • Luggage case will now properly place in front of the player when hidding under a table or platform instead of above
  • Fixed Slaughtered Goat enemy teaser audio sound not playing

The Blood Moon Rises

Be careful what you wish for, Doctors.

You wanted a difficulty that would push you to your limits, test you, put the survival back into this immersive survival horror experience.

Well you're about to get it.



Today we're introducing BLOOD MOON difficulty.



  • More numerous and difficult enemy presence
  • Low ammunition and health pickup presence
  • Incoming player damage set to 200%
  • Player footstep sound range increased to 250%
  • AI combat movement speed increased to 135%
  • AI attack speed increased to 135%
  • AI projectile speed increased to 135%
  • AI sight angle modifier increased to 120%
  • AI sight range modifier increased to 130%
  • AI hearing radius modifier increased to 130%
  • Some key items moved to more difficult locations
  • Saving progress at Phonograph requires and consumes 1 Wax Cylinder
  • Visual changes to the sky/world


We've also made some nice quality of life changes that you should take note of:

  • The "Load Game" menu now supports multiple save slots
  • Starting a New Game will automatically select the next available slot


We've added 'Vision Cones' dropdown options in "Gameplay" settings to adjust huntsmen vision cones

(COLORED, MONOCHROME or OFF)

  • Added 'Raw Look Input' toggle for certain users with raw mouse input issues
  • Increased holstered run speed by 12%
  • Added run speed transition delay when landing from a jump
  • Adjusted Undertaker 'Slug' texture to be more visible when loaded
  • Increased audible distance of 'Metal Footstep' to 14 (from 12)
  • Increased audible distance of 'Tile Footstep' to 14 (from 12)
  • Added new footstep type for 'Leaves'
  • Added moon to all skyboxes


And in addition to some added secrets and improved areas, we've also expanded the cliffs with a new beachside path and sunken chapel. Even a new draw bridge to let you backtrack more easily...



But what's NEXT, you ask?

Well we'll be working on Crescent Moon (and custom) difficulties which will include the ability to quicksave / quickload

As well as brand new animations for the huntsmen:

[previewyoutube][/previewyoutube]
And of course, The Tavern.



The beast inside is just DYING to meet you.



We hope that you enjoy this new challenge and that it gives those of you who've been asking for it the Gloomwood experience you've sought after.

And for those of you still waiting for new options and content? We can only say what we always do...

This is only the beginning. And you'll be hearing from us again SOON™

https://store.steampowered.com/app/1150760/Gloomwood/
https://twitter.com/NewBlood https://twitter.com/TafferKing451 https://twitter.com/DaveOshry https://twitter.com/DUSKdev


TL:DR

  • New super hard difficulty
  • More save slots
  • Enemy vision cone options
  • Improved areas
  • New areas
  • GLHF