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MacOS Release & Development Update

MACOS RELEASE DAY HAS COME UPON US


Good day, glorious adventurers!

Today is generous with us, as Gloomhaven is finally available on macOS.
*YAY*

We worked hard to release a macOS version that would be fully stable and of a quality level we deemed appropriate for Gloomhaven players.
As of right now, we are happy to announce that we have met the standards we set for the macOS version to be released, hence this brilliant update.
We are very excited to be giving macOS players the opportunity to join us on Gloomhaven.
Welcome!

[h3]What about the specs tho?[/h3]

You will find below the minimum and recommended specs to run Gloomhaven on your beloved and dear macOS!

MINIMUM
OS Version: Big Sur (11)
Processor: 2.7GHz
Memory: 8 GB RAM
Graphics: 4 GB

RECOMMENDED
OS Version: Monterey (12)
Processor: 3.2GHz
Memory: 16 GB RAM
Graphics: 8 GB




DEVELOPMENT UPDATE


MERCENARIES!
We heard you.
We received lots of feedback regarding the enhancements and randomness issues, and thanks to you all, we have been able to carefully evaluate and discuss these topics.
The next major update coming in December will thus implement the following changes:

Enhancements:
We are working on implementing the permanent enhancements for the retirement system from the original board game to the Gloomhaven Digital Campaign. This will be a toggleable option in the campaign that will allow a mercenary to keep their enhancements after they’re retired. Consequently, if you or another member of your party wants to play the same character, the unlocked enhancements will remain.
In the non-permanent enhancements mode, the enhancements’ pricing will be reduced and rebalanced to allow you to create new build ideas. These changes were approved by Isaac Childres and his team.

Game variant - reduced randomness:
This board game variant allows players to reduce the variance in damage caused by the x2 (or “Bless”) and x0 (or “Curse”) attack modifiers by instead treating them as a +2 and -2 modifiers respectively.

> These are two of the numerous improvements and changes we will be bringing in the upcoming update next month.
We felt it was cool to let you know we were working on these specific two as there has been a huge demand and tons of feedback about it, and since we’re cool, too. <




VOTE FOR GLOOMHAVEN IN THE
STEAM AWARDS


Steam Award Nominations are open now!



It would really mean a lot to us to even make the short list for an award, and we can think of none better than the "Best Game You Suck At" Award.

"This is the game that rewards persistence, and is not for the faint of heart. It's the toughest game we've ever loved."

https://store.steampowered.com/steamawards/nominations

So get your votes in and tell all your friends and family to do the same!




JOIN THE GLOOMHAVEN COMMUNITY
we sweet

As you venture through the lands of Gloomhaven in the newly released board game campaign, share with us your thoughts, screenshots, gameplay and virtually anything that you please on Twitter.
We also post fun content (*meeeeemes*) and share tips & tricks!

You can also join our dedicated Discord server here: discord.gg/gloomhaven to receive help and advice, meet other players and discuss any topic you want!
You will be received with tremendous friendliness and warmth!

v. 24287 Update

Fixed - Issue with some Personal Quests completing early
Fixed - Issue where players were unable to Doom invisible enemies
Fixed - Issue where Loot abilities will automatically discard when there is nothing to Loot
Fixed - Issue with Primal Blessing
Fixed - Issue in Scenario 71 when getting pushed onto a trap and dying
Fixed - Issue with abilities granting immunity, not removing negative conditions
Fixed - Issue where players can join in Multiplayer after a round has started, leading to a desync
Fixed - Issue with Careless Charge when immune to Wound
Fixed - Issue with Spitting Drake failing to attack
Fixed - Issue with pathing in scenario 68

NEW DIFFICULTY MODES

Oh, stop boasting mate! Yeah yeah, we heard you the first fifteen times, you killed a dragon. Not that anyone has ever seen a dragon here; might only be a big lizard for all we know. But if you're so tough, I've just heard about a bunch of new contracts available for “extra-seasoned mercenaries". Go ahead, and we’ll see you around. Or down under.

As for our green-blood right there, come here. You look a bit roughen up, don’t ya? No worries, it’s always hard the first time, but you made it home alive. That's a start, I s'pose. What contract did you take? That one?! That's for experienced mercenaries, rookie! Start with something more manageable and you'll be killing harrower infesters by the dozen later up the road.




[h3]Our warmest greetings, esteemed mercenaries![/h3]

On this glorious day, spirits are high as we come bearing much loot of a very, very useful kind: a sizable update containing two new difficulty modes that will be available both in the Guildmaster and Campaign modes.
We have spent a lot of time taking into account all of your bug reports and feedback about the game as we launched it, and thanks to it, have been able to implement many improvements, small and big.
Without further ado, I will let you go and venture into these patch notes as they unravel the mysteries of this new update.

FACE TWO NEW DIFFICULTY MODES


  • Added - A new Friendly Difficulty as well as a new Deadly Difficulty setting (+3) for show-offs. These are both available in the Campaign & Guildmaster modes where Easy has been rebalanced.
Friendly Difficulty:
- Blessed: Heroes start each scenario with +3 Blesses in their deck
- Healthy: Heroes have 50% more health
- Easy: Monsters, Traps and Gold will be 1 level lower



Deadly Difficulty:
- Deadly: Monsters, Traps and Gold will be 3 levels higher



PATCH NOTES


  • Updated - GUI improvements to the use of the Item Dampening Ring
  • Updated - Mac beta builds to default to 1920x1080 windowed mode on initial launch

  • Fixed - Issue in scenario 81 Temple of the Eclipse with being unable to undo the special scenario items Sphere of Midnight and Crystal of Zenith when used out of range of the boss
  • Fixed - Issue in scenario 61 Fading Lookout with enemy activation state not saving correctly
  • Fixed - Issue with monster active bonuses that are auras not correctly ending at the end of their duration
  • Fixed - Crash when checking achievement unlock conditions that require a character unlock if you've retired the same class more than once
  • Fixed - Cultist on death stopping other attacks
  • Fixed - Issue in scenario 57 Investigation with the infested city guard elite not spawning if standee limit for city guard is exceeded
  • Fixed - Softlock when you undo with an item choice (like with Cure potion) available
  • Fixed - Not being able to cancel active abilities by clicking icons on portraits
  • Fixed - Issue where loading screen was showing and hiding in the modding menu
  • Fixed - Issue where non-modded campaigns where showing up within modding
  • Fixed - Issue where re-joining a MP session could result in different road events for different players leading to desync
  • Fixed - Issue in scenario 79 with being able to destroy statues
  • Fixed - Softlock caused by short resting to death when all other mercs have cards selected and ready
  • Fixed - Not being able to use item in Multiplayer after another item for the same slot was looted from a chest
  • Fixed - Issue where skipping an action would not be processed correctly by all players that could result in a desync
  • Fixed - Erroneous combat log display when using Tinkerer's Chimeric Formula
  • Fixed - Crash caused by destroying certain props
  • Fixed - Some monster AI not correctly considering AoE range
  • Fixed - Missing special rule descriptions for scenario 22 & 67
  • Fixed - Issue with active bonuses applied via an item from a player to a monster causing save data issues
  • Fixed - Issue with rewards from reputation 10
  • Fixed - Issue with the Push mod causing a desync in multiplayer
  • Fixed - Issue with using items during the additional target selection phase when using Backup Ammo causing the ability to move on to the next state prematurely
  • Fixed - Issue with retirement not triggering immediately when a merc completes their PQ
  • Fixed - Softlock when clicking on a mercenary during a self heal action
  • Fixed - Issue with scenario 79 + Mind control + invisibility
  • Fixed - Issue in multiplayer if the party is blessed from a city event and then a new player joins the session
  • Fixed - Issue in scenario 36 where the Prime Demon would not spawn
  • Fixed - Issue when trying to load back into the same Tutorial after completing it


JOIN THE GLOOMHAVEN COMMUNITY

we dope

As you venture through the lands of Gloomhaven in the newly released board game campaign, share with us your thoughts, screenshots, gameplay and virtually anything that you please on Twitter.
We also post fun content (*meeeeemes*) and share tips & tricks!

You can also join our dedicated Discord server here: discord.gg/gloomhaven to receive help and advice, meet other players and discuss any topic you want!
You will be received with tremendous friendliness and warmth!




V.23992 Update

  • Fixed an issue with the special rules in scenario 68 Toxic Moor.
  • Fixed an issue related to having multiple versions of the same class in your roster.
  • Fixed an issue with the second chance ring.
  • Fixed an issue with Scenarios 11 and 35 blocking 49 and 50 incorrectly.
  • Fixed an issue with Rocky End.
  • Fixed an issue with Freezing Nova doing too much damage to doors.
  • Fixed an issue with Scenario 81 special items not working in multiplayer.
  • Fixed an issue with two Personal Quests advancing at the same time leading to a softlock.
  • Fixed an issue with Scenario 21 becoming impossible to win if the boss is healed by a monster.
  • Fixed an issue if players accept a multiplayer invite while the game is still loading.
  • Fixed an issue if a player discards cards when damaged by a door closing on a character that is long resting.
  • Fixed an issue with the pool of PQs when deleting a character.
  • Added two new music tracks.

Former Fable dev's procedural generation tech helped bring Gloomhaven to PC

Last week, the PC adaptation of popular board game Gloomhaven launched out of Steam Early Access, with its 1.0 version bringing tons of story missions, unique characters, a digital-exclusive Guildmaster adventure, and more to recreate the tabletop original. Now Sam Swain, former Fable developer and the programmer behind game engine plugin tool Apparance, has explained how this tech's procedural generation capabilities were a key component in helping to bring Gloomhaven to life on PC.


In a talk at this year's Develop: Brighton conference, Swain explores how the Apparance tool helped build dynamic environments for Gloomhaven PC's dungeons - the hex-based spaces in which the dungeon crawler plays out. This tech is essentially a procedural generation plugin for the Unreal and Unity game engines which allows developers to interactively and visually create "detailed and expansive" 3D worlds. Based on procedural logic, programming, and modelling, it lets devs generate environments and objects - so in Gloomhaven's case, the dungeon spaces, and the items and features that fill them - in an innovative way, with a lot of scope for extensive control, interactive editing, rapid iteration, and high-speed run-time generation.


The nature of Gloomhaven made it a tricky game to bring to PC. The game features tons of rules, dungeon layouts, risks, and rewards tied to players' adventures through the game.


Read the rest of the story...


RELATED LINKS:

Gloomhaven has completely reworked its campaign

PC tabletop games: Seven of the best we want to see on PC

Gloomhaven hits Steam Early Access next month - here's the first gameplay trailer