Gloomwood
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Taffer King  [sviluppatore] 7 set 2022, ore 19:12
Patch Notes (Last Updated: 05/13/2025)
Patch v0.1.126
General
  • Brightness slider maximum value increased to 5.0 (from 1.0)
  • Gamma slider now capped at -0.5/0.5 (from -1.0/1.0)
  • "Secondary Fire" now rotates the active inventory item clockwise in addition to "Lean Left/Lean Right"
  • "Escape" now closes the active readable and journal menu
  • Pickup "Cheesewheel" now restores 15% health (up from 5%)
  • Highlighting an empty button presser will now show a 'ghost' placement of the button if present in inventory

Area: Fishery
  • Added additional health syringes, food items and Undertaker slug rounds on both Half and Full Moon difficulty

Fixes
  • Look sensitivity slider now correctly saves values up to 12.0
  • Anti-aliasing now correctly saves the value when set to 2X samples
  • Fixed issue with contrast slider not correctly applying contrast setting
  • Fixed issue where rapidly closing the journal could break control state while opening the inventory
  • Fixed issue where note text would disappear if going from a multi-page note to a single page note
  • Fixed issue where mantling an openable window would cause mantle to get stuck
  • Fixed issue where elevators could get stuck crushing an AI's corpse or giblets
  • Fixed issue where Handlantern brightness would persist when swapping to a two-handed weapon
  • Fixed issue where stacks of Leg Traps could not be split in the inventory
  • Fixed issue where saves could not be loaded due to a bug with AI task queue data
  • Improved "Carriage" prop model and collision to correctly block AI attacks and pathing, and light flares
  • Allowed both lamps on "Carriage" props to be individually shot out
  • Changed "Lightmap Quality" labels and set the config default to "Medium" to give better presets to new players
  • Phonograph room music blocking triggers now work correctly
  • Removed Application.isFocused check to help players whose look control is dropped randomly
Ultima modifica da Taffer King; 13 mag, ore 22:23
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Taffer King  [sviluppatore] 3 giu 2024, ore 9:58 
Patch v0.1.300

General
  • Added viewmodel animations for swimming
  • Improved AI handling of search and new contact events
  • Gas lanterns can now be doused or relit by hand
  • Added console command: give item [keyid] [count] to allow key item spawning

Area: Underport
  • The drenched Underport district is now open. Go meet the Merchant about gaining access. Stay dry, Doctor.
  • The Underport introduces a new weather type: rain! Rain will change in intensity throughout the district
  • Added new interactive object: Periscope
  • Added Power Station title screen

AI: Crowmen
  • The Underport is infested with crowmen, who have returned with a new horrible appearance
  • Updated the texture, animation and audio work
  • Added several new attacks and movement options

AI: Watchdog
  • A new type of security device is protecting the Van Der Meer warehouse in the Underport!

AI: Rat
  • Improved animation and audio work
  • Rats will now actively flee into safe holes when spotting a predator but will return to the area after a time
  • Rats in larger groups will not flee and may actually attack predators

AI: Huntsmen
  • Added new voicelines for spotting and killing vermin like rats

Bug Fixes
  • Fixed an issue where physics objects could still be mantled while midair
  • Fixed issue where instigator wasn't passed correctly through some projectile events
  • Fixed an issue where door trigger events could improperly pass fire propagation to entities no longer nearby
  • Fixed an issue where valid attacks were excluded from AI valid attack lists incorrectly
  • Fixed an issue where some candle types could not be doused
  • Fixed an issue where mantling out of damage triggers would not cancel the damage interaction
  • Fixed issue where physics objects would not correctly load their gravity state when retrieved from the entity pool
  • Fixed issue where an AI flinch animation would cancel out incorrectly
  • Fixed issue where AI could not correctly path certain areas like the barbershop basement stairs in the Market
  • Fixed issue where door interaction would break if interacting with a door while an AI was jiggling its handle
  • Fixed issue where inventory items would stay in equip slots even if unequipped
  • Fixed issue where Batbarber collisions were sometimes incorrect when sleeping
  • Fixed several save/load and initialization issues with electric devices and circuits
  • Added additional crouched animation state handling for goatman (such as flinch and death crouch variants)
  • Fixed issue where climbable ropes/chains would not correctly save their extended state
  • Fixed issue where developer console was cut off at 21:9
Ultima modifica da Taffer King; 3 giu 2024, ore 10:04
Taffer King  [sviluppatore] 6 dic 2024, ore 12:27 
Reserving for v0.1.301 (We're still writing them up, it was a big one)
Taffer King  [sviluppatore] 6 dic 2024, ore 13:51 
Patch v0.1.302

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
  • Fixed issue with valve wheel item description
Ultima modifica da Taffer King; 6 dic 2024, ore 13:51
Taffer King  [sviluppatore] 25 dic 2024, ore 0:05 
Patch v0.1.303
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
Taffer King  [sviluppatore] 15 apr, ore 23:25 
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
  • Fixed various chest opening clipping issues
  • Fixed some lamps not having a light flare
Taffer King  [sviluppatore] 16 apr, ore 19:41 
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
Taffer King  [sviluppatore] 13 mag, ore 22:23 
v0.1.306.14

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
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