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