Full notes
Full Gloomwood update
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What changed
- Events
- Gameplay
- UI and audio
- Performance
- Fixes
- Balance
Gloomwood changes
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
Source
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