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Update notes via Steam Community
This patch adds the following:
- A new flying enemy: The bilewing. A very deadly but rather fragile undead bat which spews acid. It explodes in an acid cloud when slain and when wounded it drips acid blood. Cool stuff!
- Three solid tiles which can replace terrain tiles: Wooden, Stone and Balcony. These are also very sturdy and can be used to strengthen your defences.
- Three matching background tiles for aesthetic purposes (might be functional as well in the future).
- Putrid sludge! Undead and other corpses can add to the terrain. Humans can take psychic damage when walking through these or clearing them. These tiles can grow very large and become walkable terrain. Hopefully this adds complexity and depth to defence and management of your settlement.
- Target dummies! These can used to train either melee or ranged skill up to level 5.
- A new unit state: Unconscious. Entering this state when attacked or very wounded will cause attackers to move on, greatly increasing the chance of units surviving encounters. When in this state there is an option to move the wounded unit and also to place them in beds.
- You can now move storages and statues!
- Two new perks: "Grim" and "Tender". Grim can gained be when healed from psychic damage. It increase psychic defence but also increases the chance of social interaction going wrong. Tender does the opposite. Grim can be "cured" by positive interaction or by viewing art.
- Two new achievements related to slaying ogshees and bilewings.
- One new night soundtrack called "Lullaby of sighs".
- Added a new skin tone: Deep dark.
- Added a new naming category: names derived from music. (Also added more words to each existing naming category)
- The ability to forbid settlers weapon slots. Meaning you can, for example force a unit to use a melee weapons even though a ranged is equipped.
- Acidic damage has been added to game and can cause a linger wound which decreases the maximum amount of energy.

This patch changes following:
- When falling, landing on terrain like dirt, mud or sludge piles will decrease the damage taken.
- Items durability can now be since in clear numbers, not just a bar.
- Blessing shrines can increase existing perks ranks.
- You can now hold CTRL to select multiple items in storages and give many move-item-orders at once.
- When hovering the cursor over the stats bars (physical, energy, hunger) the actual numbers can now be seen, helping the player to make sense of weapons damages, etc.
- Hunting gives more food and skin.
- You can now change settlements name.
- Stairs can be build adjacent to solid terrain.
- Animal burrows can now be closed by standing adjacent to them, making them less of a hassle to remove.
- Undead giant walking into terrain and breaking it (when walking through narrow tunnels) will now take damage. The damage will be higher if the terrain is tougher, so to speak.
- Changed and added a few sound effects when tiles/buildings are destroyed.
- You can now place stuff on stone balconies as well, not only wooden ones.
- Having a large settlement will gradually decrease the chance of lone visitors arriving.
- Updated the included prefabs and added a new one.

This patch fixes following:
- Melee units not entering combat when attacked.
- Undead units becoming stuck and very slowly stuttering forward.
- A bug which changed the settlements coin for no reason.
- A bug where weapons wouldn't break despite having less than 0% durability.
- A bug where unit would go into ranged state despite not seeing their target.
- A bug dead in which beings and items carried going of screen would not be dropped at the correct locations.
- Units being stuck being busy for no reason.
- Units (visitors as well) not finding the path to their cart despite a path existing.
- Collapsing buildings sometimes left the doors floating mid-air.
- Merchants sensing your factions dark powers should no longer abandon their cart.
- A crash related to loading games, which was caused by overlapping work orders getting mixed up.
- Showing the relevant skill number in the work priority menu will now be saved, so you won't have to set it each time if you prefer it visible.

As always: I am sure there will be some need for hot fixes and I stand very ready for those!

This patch is a big one and will propbably have big in-game consequences! Please let me know how it works! I am very eager for feedback!

A thousand thanks for all the feedback, reviews, kinds and encouraging words! I will continue to improve my game and add content! Also: thank you for your patience!

Best wishes and lots of love! <3
//Mattias
Windows Grim Nights 2 Content Depot 1522281
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