In this update3
Full notes
Full Gloomwood update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Balance
- Fixes
- Security
Gloomwood changes
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...
The Constables await.
SOON™
Source
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