First National Bank. Getting in won't be easy... and getting out may prove IMPOSSIBLE. Constables can now move in formation. You won't just be able to take them out one by one... not without some serious stealthing. But you're in luck! We've got some new tools for you, doctor! Mo
First National Bank.
Getting in won't be easy... and getting out may prove IMPOSSIBLE.
Constables can now move in formation.
You won't just be able to take them out one by one... not without some serious stealthing.
If yer in need of some more sneakin' action in your lives - don't forget the entire Stealth Trilogy is on sale to celebrate the release of Fallen Aces: Episode 2!
Ah, good doctors... Last we met we'd finally added Full Controller Support to Gloomwood. View game page However, that still needed some cleaning up and improvement which is where this update comes in! We've expanded and improved the controller options and well as improved default
Ah, good doctors...
Last we met we'd finally added Full Controller Support to Gloomwood.
You're going to need everything you can carry to break into the vault and get the Hightown Seal from the bank, Doctor - so be thankful we keep cooking up all these gadgets!
The weapon attachment system is also coming along nicely:
Every time Gloomwood goes on sale I check to see if it's received its long-promised controller support. For years the answer has been "no" or "not yet", and believe me, on most normal days there's a new thread in the Gloomwood Steam forums asking about it. But as of today, the an
Every time Gloomwood goes on sale I check to see if it's received its long-promised controller support. For years the answer has been "no" or "not yet", and believe me, on most normal days there's a new thread in the Gloomwood Steam forums asking about it. But as of today, the answer is "yes"... Read more.
This one was a long time coming, Doctors. But we think you'll agree... You're now more in control than ever before! Now this is no half-assed implementation. This is the FULL controller support you've been waiting for. View game page Complete with rebinding! And updated tutorials
This one was a long time coming, Doctors.
But we think you'll agree...
You're now more in control than ever before!
Now this is no half-assed implementation.
This is the FULL controller support you've been waiting for.
Back from Hightown already, Doctors? Well good ... there's a new store in the market district you may want to see! Take the new portal from Hightown back to the Market district. And head on over to The Prime Meridian. You can pick up some new maps while you're in there... But wha
Back from Hightown already, Doctors?
Well good... there's a new store in the market district you may want to see!
Take the new portal from Hightown back to the Market district.
And head on over to The Prime Meridian.
You can pick up some new maps while you're in there...
But what's that? You couldn't even get to Hightown because you never got the seal from the Hive?
Focus, Doctor! We've now made it impossible for you to miss.
And I'm willing to bet the same people who missed the seal also missed the fact that you can quicksave!
Well now you can choose to enable quicksaves when you start a new game, you don't even have to go into the options menu. How about that.
For those of you who have been to Hightown, we heard you didn't think the Constables posed enough of a threat?!
Well now they've been, how should I say, BUFFED. Good luck with that, Doctors.
You can also now spawn them from the developer console.
Wonder how many Constables it takes to kill 10 Goatmen.
Only one way to find out...
Gloomwood and The Stealth Trilogy will be on sale all next week as part of the New Blood Anniversary sale so head on over if for some reason you don't own all our other games already!
And to celebrate we've even got some brand new Gloom Merch, Doctors!
New Blood immersive sim Gloomwood—Thief with guns, if you're nasty—is still a ways off from full release, but it's already well worth your time even in early access. Every update has adorned the in-progress build with wild new zones and features, from cutting-edge rat AI to playe
New Blood immersive sim Gloomwood—Thief with guns, if you're nasty—is still a ways off from full release, but it's already well worth your time even in early access. Every update has adorned the in-progress build with wild new zones and features, from cutting-edge rat AI to player-morphing monster juice. This time around, New Blood is promising the game's biggest explorable area yet, which means it's a great time to try all those spooky new toys... Read more.
Sorry this took a little longer than expected, Doctor: View game page We wanted to get some cool new toys in for ya. Good luck, Doctor! Gloomwood Merch sale! New Blood Holiday Giveaway! New bundles including System Shock 2! View game page View game page View game page Happy Gloom
Sorry this took a little longer than expected, Doctor:
Hello again, Doctors. Not much longer to wait now... Will Hightown be opened for the Steam Winter sale? Yes. Will Gloomwood be on sale for the Steam Winter Sale? Yes. Are you prepared for the largest, most vertical open area we've added to the game and the most sophisticated, let
Hello again, Doctors. Not much longer to wait now...
Will Hightown be opened for the Steam Winter sale? Yes.
Will Gloomwood be on sale for the Steam Winter Sale? Yes.
Are you prepared for the largest, most vertical open area we've added to the game and the most sophisticated, lethal and complex enemy force we've added to the game, yet...?
A bit of housekeeping for you, Doctors. This here is essentially everything that needed fixing, changing or improving since The Research Update: Part 2. Have a gander... General Improved chain exploding for multiple barrels/objects with the 'combustible' tag Added a giblet spawn
A bit of housekeeping for you, Doctors.
This here is essentially everything that needed fixing, changing or improving since The Research Update: Part 2. Have a gander...
General
Improved chain exploding for multiple barrels/objects with the 'combustible' tag
Added a giblet spawn check system to help prevent corpse giblets from spawning outside the game world
Huntsman Beastform Detect Life effect now fades away when using the inventory or journal
Adjusted sell pricing for serums to better match the per dose value
Added falling death and impact sounds for Goatman
Improved force direction for Goatman slash attacks
Goatman horns are now usable in Goatman serums
Adjusted colors and brightness normal and Blood Moon weather settings to maintain the appearance of night
Added captions for Beastform Huntsman mutterings
Added Detect Life effect to Edward and Oliver
Removed Detect Life effect from Grezzo
Added note that Huntsman Beastform can use the Doctor's arsenal in journal
Added a weather quality setting to 'Video' settings
Improved entity collision and surface detection of projectiles
Various minor improvements to memory and performance handling
Console Command 'Beastform [form]' can now be used without a duration parameter for permanent beastform
Console Command 'Beastform [form] 0' can be used to cancel beastform
Console Command 'Set Inventory Size (x,y)' will now work with inventory upgrades (the largest values will be used)
Console Command 'Infinite Ammo [value]' now works correctly after enabling 'Cheats 1'
Beastform Disguise System
Huntsmen will now verbally acknowledge the Doctor while in Huntsman Form
Huntsmen now have lines to inform each other when they've discovered the Doctor's true identity while in Huntsman Form
AI will now become hostile if they witness Beastform Doctor attack an ally or create combat sounds unless already in combat
Tweaks to AI target sorting to allow more situations where Beastform Doctor can join allied enemies in fighting other enemies
Bear Traps
Small and medium physics objects, like food, can now be placed onto the trap as bait while in carry mode
Traps now become consumed after 2 uses on standard enemies and 1 use on large enemies
Traps now visually attach to leg of target creature when triggered
Fixed issue where ballistic projectiles would not trigger the bear trap
Added break sound when trap becomes used up
Broken trap debris now fades away after a time
Improved save state loading and handling
Coast Fishery
Fixed Goatman sometimes becoming permanently lit on fire from the attacking Huntsmen
Increased Goatman's burn duration and vulnerability to that of its Tavern counterpart
Increased Goatman defense multiplier against AI targets
Fixed issue where the ambient Goatman sounds and music would persist after its death
Standard Fishery music now resumes when returning to the Fishery after the Goatman encounter
Fixed issue where Goatman could get stuck pathing the accounting office
Fixed issue where safe 451 code dealt more player damage than intended
City Underport
The power switch for the Hive now defaults to 'Powered'
Fixed issue where the power generator states would not save or load correctly
Fixed Hive music not playing when entering via the Pump Station turbine route
Bug Fixes
Fixed 'Brain Sample' research jar having incorrect entity ids
Fixed some fire sources not being affected by the 'choke' tag (from Choke Bomb and Choke Bolts)
Fixed some projectiles not always delivering their stim tag effects
Fixed issue where projectiles could sometimes richochet off AI contact hitboxes
Fixed AI entities not always flinching when attacked while unaware
Fixed captioning source for AI after they were gibbed
Fixed some instances where AI could not hit each other while in close proximity
Fixed save/load issue with patrolling or leashing AI not always returning to their last task
Fixed Crowman and Crowking vomit attack dealing more damage than intended
Fixed Huntsman hats converting into the wrong item type
Fixed texture skin issues with Beastform viewmodels
Fixed Beastform sounds and properties not properly loading between saves and area transitions
Fixed Crowman Beastform lifesteal effect applying to some entities without the 'meat' tag
Fixed issue with swapping multiple items between melee slots
Fixed picking up the Handlantern sometimes holstering the active weapon
Fixed Bonesaw not correctly negating incoming damage when guarding
Fixed Harpoons igniting entities with the 'combustible' tag
Fixed Harpoons sometimes not spawning the pickup variant when hitting a valid surface type
Fixed Harpoongun clipping in the inventory
Fixed issue where jumping off a slope would cause the player to inherit slide velocity
Fixed jump height modifier not working correctly when sliding
Fixed shop items sometimes disappearing when loading a save
Fixed being able to pickup and select non-slotted weapons without having the luggage case
Fixed being able to pick up items through the drawer of a dresser object type
Fixed oxygen values not loading correctly on area transition
Fixed issue when loading the offhand handlantern in some rare situations
Fixed player being able to physically push around AI or NPCs
Fixed some incorrect room portal values causing sound propagation issues
Fixed some roof windows not correctly allowing AI entities to fall to their death when shattered
Fixed scorch decals not correctly showing up after explosions
Fixed some Crowman giblet pieces having the wrong physics collision layer
Fixed issue where damaged door collision would prevent projectiles through gaps
AI thrown axes and hatchets should now correctly penetrate through windows
Fixed weather types not correctly showing up in the Coastal Cave area
Now that all that's out of the way - we can focus exclusively on the Hightowne district.
Here's your first look...
Not too long ago, Victorian stealth-em-up Gloomwood received a "research update" that lets players study dissected monsters and then inject their sweet juice directly into your veins for temporary powers . More recently, the early access immsim's latest update has expanded on tho
Well would you look at that Doctor! Two Gloomwood updates in two months? I'd say you're on a roll! During the last update we introduced research! And gave the good doctor the ability to delve into the darkness a bit... View game page After slicing and dicing up monster bodies and
After slicing and dicing up monster bodies and combining them with jars of god knows what from around the city, the doctor gained all new abilities from the Crowmen, Goatmen and Bat Barbers.
Well now, due to popular demand - you can inject multiple doses of certain serums like the Bat Barber!
We've also made the labels easier to read on the monster parts you'll need to gather!
But more importantly, research will now become available when you first reach the lighthouse, and we've added the ability to research the most common enemy in the game...
This serum will allow you to detect life through the world, anywhere you can see, as well as blend in with the other Huntsmen, as if you were one of the boys.
But that's not all!
Research now also grants PASSIVE BONUSES. (that you keep forever)
We think you'll especially like the Huntsmen passive ability...
That's right... the world of Gloomwood will now change as the story progresses!
When revisiting old areas after reaching certain story points you may find things have indeed changed.
Even the weather! (and music)
There may be a Goatman stomping around The Fishery ^^
Or you could see Bat Barbers lurking high within The Caves...
Or you may head back to The Tavern only to find that the Huntsmen are now merrily drinking the night away... since the Goatman is no longer a threat to them...
Don't worry, these new encounters will only appear once and enemies will not "respawn" so if you're the kind of player who wants to KILL EVERYTHING in the game - you can still do that.
And if you're the kind of player who wants to GHOST EVERYTHING in the game - you can still do that.
This is Gloomwood, after all.
After this we're putting research on hold for a bit as we bake Part 3 into our next content update.
Load up on rope and lace up your climbing shoes, we're heading to the rooftops of Hightowne next.
Gloomwood developer Dillon Rogers has released gameplay footage of upcoming tweaks to the game's monster serum transformation system . What's new is that we'll be getting even more chances to use the monster juice, but I just hadn't realized how far reaching the system as a whole
Gloomwood developer Dillon Rogers has released gameplay footage of upcoming tweaks to the game's monster serum transformation system. What's new is that we'll be getting even more chances to use the monster juice, but I just hadn't realized how far reaching the system as a whole really was... Read more.
General Improved cache handling of shader variants to reduce shader compilation stuttering Improved memory handling causing performance and stuttering issues over longer play sessions Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform Cr
General
Improved cache handling of shader variants to reduce shader compilation stuttering
Improved memory handling causing performance and stuttering issues over longer play sessions
Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform
Creatures will now attack each other after repeatedly receiving friendly fire by other allies
Replaced static medicine and alcohol bottles throughout the game world with interactive pickups
Improved the visual FX of claw and blade trails for most creature attacks
Added bundle variants for flaregun bolts and harpoons
Doctor
Added Beastform Doctor corpse carry viewmodels
Added Beastform Doctor swim animations
Fixed shortcut slots not being cleared correctly and causing slotted weapons to change
Fixed Canesword and Bonesaw guarding not always blocking attacks from very close enemies
Fixed Bonesaw guarding not always playing the guard fx
Fixed Bonesaw draw not being correctly flagged as a one-handed action
Fixed fall damage not being correctly calculated while in a non-Batbeast form
Fixed issue where repeatedly mantling/jumping in Batbeast Form could prevent attacking
Fixed Crowman Beastform light gem not reading lighting data correctly
Fixed Goatman Beastform getting stuck when exiting transformation while in a low ceiling area
Fixed force physics when gibbing enemies while in Beastform
Fixed weapon redraw not working when exiting Beastform in some scenarios
Fixed some viewmodel lighting having incorrect light anchors
Fixed handlantern viewmodel not having a correct animated motion configuration
Fixed issue where Journal rendering when multiple inputs were pressed
Coast Fishery
Increased the size of the cabin chimney
Added handles to many of the interactive slanted window types
Locked off the vent room beneath the cargo room... for now
Coast Caves
Fixed wooden barricade being breakable by the Canesword and Bonesaw
Coast Cliffside
Increased the size of the Lighthouse chimney
Fixed 'Research Diagram' not correctly spawning when the laboratory opens
Fixed laboratory bookshelf not correctly flagged as platform for its books
Fixed roombrush in laboratory causing some dropped items to be silent
Coast Tavern
Huntsman corpses can now be carried or gibbed for body parts
Fixed Goatman being able to jump through the attic door and elevator shaft if blocked
City Market
The chimney in the first Manor now connects properly to the outside
Added handles to skylights to the blood altar room
Improved texturing in the blood altar room
Crucified Goatman will now spawn correctly on load and can be gibbed for body parts
Fixed incorrect localization id for Market Waterfowl Tavern key
Fixed elevator to the Emerald Terrace sometimes instantly moving back to its initial position
City Market Shop
Fixed issue where using primary fire could trigger the buy action in the shop
Fixed some items would not correctly print out on the Merchant's shop receipt
City Underport
Fixed blood rain not correctly triggering on Blood Moon
Improved performance of rain in some scenarios
Added weather exclusion zones to some areas that should be blocking rain
Fixed issue where mantling out of the electrified water at Lampfire Power Station would not clear the damage trigger
City Underport Hive
Fixed Countess dialogue focus volume not being reset if player skips the Seal
Fixed some lightmap issues in the exit saferoom
Bug Fixes
Fixed New Game and Load Game not working correctly if a incomplete save is found in the save folder
Fixed issue where flaregun projectiles would incorrectly bounce off surfaces or not affect targets
Fixed projectile force not always pushing targets in the correct direction
Fixed windows blocking projectiles even after being destroyed
Fixed an issue where AI could path through a closed door if near a steep incline
Fixed issue where Fishdogs and Rats could not hear player footsteps while sleeping
Fixed Crowbeasts not being immune to acid damage (like from exploding eggs)
Fixed metal doors and pickups not being marked as indestructible
Fixed wooden planks not playing destruction fx
Fixed issue where door crushers could damage entities that aren't the active blocker
Fixed issue where traps could make non-flesh physics objects bleed
Fixed flaregun light beam not correctly disabling when loading or transition levels while holstered
Fixed issue where AreaPortals wouldn't correctly render the fog plane
Fixed issue where air bubbles would not appear underwater in some bodies of water
Fixed issue where sliding on a steep slope wouldn't limit contact momentum
Prevent climbables from being grabbed while in Noclip mode
We still don't know the real name of Gloomwood 's doctor protagonist, but I'm beginning to suspect it might be 'Jekyll' given what he gets up to in the game's new Research update. This latest addition to New Blood's Thief-inspired immersive sim folds in some game-changing abiliti
We still don't know the real name of Gloomwood's doctor protagonist, but I'm beginning to suspect it might be 'Jekyll' given what he gets up to in the game's new Research update. This latest addition to New Blood's Thief-inspired immersive sim folds in some game-changing abilities, which you essentially steal from Gloomwood's enemies in the grisliest manner possible... Read more.
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
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 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 a
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
Doctor! The old laboratory at the lighthouse is up and running again. Time to get to work... 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 BO
Doctor! The old laboratory at the lighthouse is up and running again.
Time to get to work...
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.
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.
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 i
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
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 shotg
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
In addition to the Hive now being in the game - basically every single major system in the game has been altered in some way. Most notably the lighting. This update is so massive we don't even know where to begin. Kind of like the upgraded briefcase you can buy after coming back
In addition to the Hive now being in the game - basically every single major system in the game has been altered in some way.Most notably the lighting.
This update is so massive we don't even know where to begin.
Kind of like the upgraded briefcase you can buy after coming back from the Hive.
Gloomwood is the most complex game we've ever made and has nearly a dozen people working on it at any given time. Thank you for your patience as we continue to develop its world.
Next stop? The rooftops of Hightowne and the vaults of The Bank.
We hope you enjoy the work we do, and if you do - all we ask is that you tell a friend, leave a review and spread the good word of New Blood.