Ghost of a Tale receives its biggest update, resolves the vast majority of bugs

SeithCG has released the biggest update for Ghost of a Tale. According to the release notes, this patch enables the ambient sounds in the catacombs, harbor, great hall and shore, a bug that forced the camera to be too close to Tilo after reloading a save, and improves sounds during dialogs.

Moreover, this patch restores the HUD after leaving photo mode, resolves some missing colliders in the catacombs walls, resolves problems when reloading a save while the end sequence is still playing, corrects some map markers for items on the maps, and fixes an invisible wall that kept Tilo from crossing the already-opened metal gate in the harbor near the crab’s pen.

This patch will be auto-downloaded from Steam, and you can find its complete changelog below.

Ghost of a Tale Patch 6.5 Release Notes

  • No ambient sounds playing in the catacombs, harbor, great hall and shore.
  • Abrupt transitions between ambient sounds.
  • Elevators (courtyard, baskets, bells, etc…) don’t play their sounds.
  • Ravik’s arrival sequence (on the bridge) doesn’t play any sounds.
  • Sounds during dialogs are sometimes too loud.
  • Spiders don’t play their sounds.
  • No sounds when climbing ladders.
  • Several reverb zones are not kicking in.
  • Gallworms don’t play their sounds.
  • Pressure plates don’t play their sound.
  • Pinecones don’t play their sounds (collapsing worm holes, etc…).
  • All ambient sounds are turned off after quitting and relaunching the game.
  • The rebel mice remain visible although the skiff has left the harbor.
  • An invisible wall keeps Tilo from crossing the already-opened metal gate in the harbor near the crab’s pen (coming from the elevator).
  • The commander is sometimes not visible in his office.
  • It is possible to sleep in the commander’s bed.
  • Rolo at the forge is not hammering and talks about weird unrelated stuff.
  • The camera is too close to Tilo after reloading a save.
  • Cases where reloading an autosave results in the camera remaining locked on the spot.
  • Cases of invisible Ravik on the bridge.
  • The Gusto & Fatale’s achievement is not triggered.
  • The Lore Master achievement is not getting unlocked.
  • The wrong map is shown after getting to the shore via the cave.
  • Some map markers for items on the maps are wrong.
  • The well key can sometimes get stuck in an unreachable place.
  • The HUD is not properly restored after leaving photo mode.
  • The guards in the harbor can chase Tilo beyond the harbor (and disappear).
  • Some French characters are not properly displayed in the books UI.
  • The grid ladder in the jail tower can sometimes get stuck (after reloading multiple times).
  • Problems when reloading a save while the end sequence is still playing.
  • Some trees on the shore are missing their colliders.
  • Rare cases where Silas is awake instead of sleeping.
  • Some missing colliders in the catacombs walls.
  • Tilo can sprint and sneak while wearing the armor when launching the game and loading a save with the armor upgrade skill.
  • Ambient music abruptly kicks in instead of fading in.
  • Guards’ knocked out timer UI remains on screen after leaving the area of the guards.
  • Shutters don’t play their sounds when Tilo opens them.

11 thoughts on “Ghost of a Tale receives its biggest update, resolves the vast majority of bugs”

  1. Very good news seeing as the game looks very good. It always amazes me that the indie scene is able to offer amazing games and way better post launch support than most publishers.

    But then again why should publishers care ? Why should them fix anything ? Since you know there are plenty of people willing to pay for broken products.

  2. Managed to pull off a “scenario” late in the game where I am now locked inside my cell without the key 🙂 Of course my last save prior to this was like two hours ago, so I just can’t be bothered to continue. A real shame, because the game is really awesome and highly recommended.
    Should have saved more often, that’s for sure.

      1. Its definitely more a stealth game. Im not that far into the game yet (three hours or so) but so far you cant even kill the bad guys, only knock them out if they arent wearing a helmet or cause them to slip and fall on some slippery fluid.

        1. Alright, this sounds right up my alley. I’m going to acquire it in due time since it seems to be a Stealth game first with the “Combat”(can we even call it combat?) being just another puzzle, but I like the idea that there is no direct combat but you can still knock out enemies. @disqus_g5dz960ieX:disqus thanks for also adding in your explanation of the game..

      2. Definitely stealth. You’ve got a couple of ways to knock enemies out, but aside from that you can’t do much in terms of offense. You’ll roam around the environments and unlock pathways and shortcuts between them while carrying out different quests.

Leave a Reply

Your email address will not be published. Required fields are marked *