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Wetlands Beta Patchnotes

[Features]
- Added Tier 2 Cards
- New Alt-Monsters - recolour/redesigns, stats, encounters
- Added Wetlands Biome - combat backgrounds, stage map, BGM, dialogue
- Overhauled and reshuffled Biome encounters
- Major Card Rework - changes, rebalancing, more custom and specific upgrades
- New Map Events, reworking and rebalancing existing ones
- Added End-game Dialogues, tracking clears
- World Map art overhauled
- Added stamp tracker in the World Map that tracks Hellish Boss Clears
- Camp: Overhauled feeding mechanic - Capped to 3 times per visit with diminishing returns, with a variable cost based on difficulty
- Added in Passives Art, missing Token Art, missing Card Art (primarily for Ailment Cards)
- Added an updated Opening Cutscene back in to the game
- Updated Wake-up Cutscenes to be shorter and snappier
- Added alternative Combat Backgrounds that can show up for each subBiome
- Added tutorial pages for Ailments and improved the page for Enemy Intents
- Added Limb Type icons to Cards in the Academy and in out-of-Combat Deck View
- Combat: Reworked Monster reticule/glow to better convey information
- Combat: Floating damage values now show total inflicted damage, instead of just damage to health
- Chop Shop: purchasing now ramps up future purchases
- Chop Shop: reduced options to a single page
- Chop Shop: now sells 626/627 limbs once all other limbs have been unlocked
- Academy: Monster levels ramps up card prices
- Academy: Added ability to Restock for a price
- The Mess: Updated filtering toggles to match current usage
- The Mess: Made certain filtering toggles exclusive where it makes sense to do so
- Upgrades: Removed upgrade icon that was covering the Impetus cost to allow comparing to upgrades
- Tokens: Now flash and pop up in scale every time there is any interaction with it, with Threaten/Meek having rapid pulsing to remind players of playing limitations
- Tokens: Reworked the Slow token mechanics from the Tardy and Steroid Strength events
- Tokens: Reworked Crippled to having features of Vulnerable and Weak, instead of generating them
- Tokens: Added Bleed and Fly Consumption tokens to visually indicate its mechanical use
- Cards: Cards with variable effects depending on game state now have Combat-only additions to their description that calculate the actual effect
- Cards: Added Expunge tag that replaces Purge for Unplayable/Onset Cards, so that they Purge if they're in Hand at End of Turn, instead of On Play
- Cards: Temporary Cards are now much more distinct
- Added link to Discord on landing page

[Balance Changes]
- Cards that randomly generate other cards are now limited to the monster's max tier
- AIs now react to Crippled the same way they do to Vulnerable
- Fixed Stalagmite Mole, Cyclopsian Viper, and Striped Shug Beast AI's reaction to Weak/Vulnerable
- Fixed Stalagmite Mole's Remove Block intent incorrectly showing as an attack intent
- Reworked/fixed multiattack terminus for Bleeder, Striped Shug Beast, and Grey Shade, and damage multipliers for Scaled Razorback
- Various tweaks to the Bleeder AIs
- Fixed Bleed Fly Enemy AI gaining Uplift 1 instead of Uplift equal to its base block
- Fixed Boss AI bug that relied on health thresholds triggering too early
- Tweaked Striped Shug Beast AI to do Strength/Bloody/Block less often
- Fixed Striped Shug Beast AI so that only one can use the triple attack at the same time
- Lergonic Queen no longer uses Threaten or Meek
- Lergonic Queen's minions slightly nerfed
- Purple Ameleon now uses Regurgitate as a buff to affect all monsters, instead of debuffing just one
- Draconis AI reworked, also no longer loops debuffs if all creatures have block
- Changed AI for Terror Bird so it no longer multiattacks all
- Fixed Bihawk AI that would revert to default attack instead of its Poison Attack
- Wolf Spider encounter tweaked to no longer stun, and web more often
- Purple Ameleon encounter tweaked to have higher base damage, and to devour more based on difficulty
- Fixed Poisoned Canis incorrectly applying 1 instead of 3 Vulnerable
- Pain Cards reworked to be unplayable and onset
- The Other Cheek now ticks up Block Momentum

[Bug Fixes]
- Fixed bug where subBiomes showed the wrong stage map art
- Fixed bug where encounters would quite often not be restricted according to Biomes
- Fixed world map bug experienced by certain old saves that could sometimes softlock the game
- Fixed bug that allowed clicking stage map locations while choosing cards in an Event that could eventually lead to a stagemap softlock
- Fixed long standing bug that would cause a duplicate Town Dialogue to spawn, softlocking the game in preceding areas, recognizable by the offset background
- Fixed bug that effectively removed Footpad Cards from the card pool
- Fixed bug where locations on the Stage map would sometimes become unclickable until you had zoomed in/out at least once
- Completely fixed bug that allowed players to interact with the Town Map whilst a dialogue was loading in, causing softlocks
- Fixed bug that disabled scrolling through Cards in various places if the mouse was over a Card
- Improved fix overhauling how and when Shops are restocked
- Fixed Chop Shop bug caused by not having enough locked limbs to sells
- Fixed Academy bug where recently dead or retired monsters could temporarily show up
- Fixed Academy bug sometimes showing the wrong requirements
- Fixed Academy toggles being sticky
- Fixed The Mess Leg size toggles being both off by default until a Body is chosen
- Fixed Ostrich Head playing sfx in The Mess
- Fixed Mess bug where the Saber Deer body would disable the attached Head's animations
- Potential fix for The Mess bug where clicking Randomize would leave a half-assembled monster in the middle of the screen
- Removed the Back button from The Mess during portions of the tutorial that could cause a softlock
- Upgradeable Cards: Minor rework to populate the background properly, jump to the nearest upgradeable card, adding a black overlay to unupgradeable cards, and made the glow more prominent
- Adjusted Tier Up window to handle when more than 14 cards are unlocked at once
- Fixed a potential bug that might cause a softlock in the Academy or Fugue
- Fixed tutorial dialogue to now track which starter monsters survived/died through sessions
- Fixed an Event where closing out of cloning/removing a Card would cause a softlock
- Fixed Card Tooltips being sticky during Events
- Fixed Town map and World map mouse-over implementation
- Fixed bug that reset Card exp even though they'd already hit max level
- Fixed bug where new passives that effect max hp were not being reflected in Camp
- Overhauled volume settings implementation to work as expected
- Fixed bug where Resetting Tutorial via the Settings menu could cause the save to forget your gender
- Reset Tutorial no longers softlocks if triggered in the First page
- Reset Tutorial now properly quits out of any existing quests or dialogues
- Fixed bug where sound, mute, and fullscreen settings were not being loaded on program start
- Fixed "Mute in background" not muting monster roars when game is not in focus
- Fixed Event that didn't prompt choosing the affected monster
- Fixed Event bug where the filtering for random Core Cards did not work properly, giving non-Core Cards as well as Status Cards
- Fixed events that give random monster and monster choice from returning dead monsters or in specific cases softlocking
- Stumphorn Bison head attributes corrected to have Teeth instead of Beak
- Podop leg attributes corrected to have Claw, and added Tail to its tail attributes
- Lergon and Poisoned Canis bodies fixed to have poison attributes again
- Added limb attributes to starter limbs, for any Card or Token effects that generate random Card
- Removed obsolete Open Mind passive token from appearing in the Preserve

[Combat Bugs]
- Overhauled Card collider implementation to fix a bug where the collider did not fully rotate along with the card, making certain cards unclickable with a full Hand due to collider overlap
- Fixed bug where Cards can sometimes appear in the wrong hand slot
- Attempting to Draw in to a Full Hand now Discards the Card instead of Graving it, so it triggers Discard related effects
- Fixed a long-standing Combat softlock that could happen due to an incomplete team, or one with dead members
- Fixed long-standing Deck View bug, where it could sometimes not load in properly during Combat, due to an incomplete team, or one with dead members
- Patched bug that allowed cards that were about to be discarded or consumed to be played
- Patched timing bug with cards that consumed themselves after play potentially doing so out of order
- Mousing over a monster now has their healthbar ui pop up over other monsters
- Improved/tightened monster bounding box for regular monsters
- Minor fix where the monster's bounding box skipped the legs of some monsters
- Fixed bug where token tooltips were not disabled while looking at Card Piles during Combat
- Temporary tags now show up on Cards in Card Piles during Combat
- Card exp and levels now show correctly in Card Piles during Combat
- Card exp and levels now show correctly for the first Scouted cards in each Combat
- Card cost now shows correctly for unplayable and X cost cards in Card Piles during Combat
- Combat: Improved Scout UX
- Added Damage Prediction for more cards, and fixed values for certain bugged cases
- Friendly health previews now updates on enemy deaths, discarding damage caused by dead monsters
- Friendly health previews no longer considers damage from enemies expected to die at the end of turn due to Poison/Bleed
- Fixed bug where damage indicators weren't being updated to ignore enemies that were about to die
- Added health prediction for Cards that remove Block/Poison/Bleed
- Fixed enemy health predict bug caused when enemies with Counter target themselves with buffs
- Fixed Bloody health predict bug that was bypassing a check to see if shields would be depleted by the attack or not
- Reworked health predict for Counter on friendly creatures to handle multiple enemies targeting, multiattack from enemies, and resetting when enemy re-targets
- Fixed card-based Poison health predict bug not updating when poisoning already poisoned creatures
- Fixed card-based Bleed health predict bug not predicting Bleed damage to pierce shields
- Improved intent-based health predict to incorporate any damage from Poison or Bleed the enemy is going to apply
- Improved card-based health predict to work for non-attack cards that would deal token-based damage
- Fixed bug where changes in block would not update the preview on enemy monsters, incorrectly reporting how much damage they would take from passive sources like Poison and Bleed
- Stunned creatures no longer predicts Counter Damage they would have taken if they could still attack
- Made it so that enemies taking damage updates their health predict and thus their death flags
- Added periodical DeathFlag check to specifically catch Bleed cases
- Fixed a bug where after selecting Cards to consume from the Hand, if the mouse is hovering over a Card, it could cause the Card to become unselectable, unless you could mouse over a different card first
- Improved fix for a visual bug where the played card can sometimes clip underneath cards in hand
- Fixed bug where a token tooltip for an invisible token in the center of the screen could show up in certain cases
- Fixed bug where dragged cards sometimes were smaller than they should be
- Added glow back in to Playable Cards in Hand for better readability
- Minor tweak to UI so that more of a card's description is visible when it's about to be played
- Fixed bug where monster glow would skip certain body parts, particularly parts of the head
- Fixed Card glow bug when selecting more than one cards from the hand
- Added/Improved handling of Vulnerable/Cripple decay from multiattack and/or from multiple sources in the various Predictions and Indicators
- Fixed Damage indicator showing up on enemies, particularly with Autumn Rhino
- Fixed bug that made XCost cards unplayable if they were modified to have an impetus cost the player could not afford

[Token/Card Bugs]
- Fixed Meek bug where its effect would not trigger if it was the first time it was applied
- Fixed Meek Token not providing Card Draw when gaining Threaten
- Fixed Surge not generating Charge at Start of Turn
- Fixed Cripple bugs caused by incorrect sequencing that also caused incorrect previews on friendly monsters
- Fixed Charge bug where player discards would cause enemy Charge tokens to tick up
- Fixed Threaten bug where the on-apply effect for friendly monsters would incorrectly trigger on enemy monsters, causing them to target their own teammates
- Fixed bug where Cards with Bleed Triggers were checking their own Bleed tokens instead of the target monster's
- Fixed Apply Block bug using target's Toughness instead of the source monster's
- Fixed Poison and Bleed bug where sometimes they would not update the damage previews immediately on first application on friendly monsters
- Fixed minor Counter bug, where after decaying, the previous token value was still being used for enemy damage previews
- Fixed Weak on enemies sometimes not updating health predict or death flags for its target
- Fixed Mind Angler softlock caused by a Morph Token bug
- Changed Draconis' Wind Drift Token to no longer track how many times its been applied, and decay soon after instead
- Fixed Long Tailed Beargar's Wrath Token bug causing it to decay, and made its tooltip more explicit for how much momentum and Charge it added per hit
- Fixed Bloody Token from immediately triggering for enemies on the turn they are applied
- Fixed Maternal Rage token's tooltip not showing
- Added Shattered Token to show when Stalagmite Mole removes target's block
- Fixed a bug with the Fever/High Fever Cards decreasing card costs instead of increasing them
- Fixed a bug where Ride By with a Charge upgrade would interact weirdly if the monster already had a Charge token
- Fixed Aerial Ace faulty fly trigger
- Fixed Fetch upgrade bug that would skip selecting from Grave if the Deck was empty
- Fix bug where Cards that selected Cards with the lowest AP would incorrectly return unplayable Cards
- Fixed Clawed Fury's upgrade that Cloned to the Draw Pile, not shuffling the Draw Pile afterwards

[Minor Audiovisual Fixes]
- Rebalanced all monster sfx levels
- Added letterboxing (black bars) to the Combat scene
- Tweaked all Monster sizes
- Reworked all Monster shadow sizes, including how big they are during flight
- Added a random offset to monster animations in Combat, the Preserve, and in Camp so they would no longer be in perfect sync
- Removed old "passive:" addition to the description for passive cards outside of Combat
- Fixed bug that stopped Dread Condor and Draconis from roaring when flying
- Fixed bug that caused the wings of Dread Condor and Draconis to desync on being hit
- Tweaked floating damage numbers to be more prominent
- Increased click size for locations in Stage map
- Tweaked Card Consume animation of certain components not scaling correctly when in Hand
- Tweaked Card Consume animation to ensure the card does not disappear faster than the jaw animation
- Cards Consumed from the Draw/Discard Pile move to the center of the screen before playing the animation
- Text area for Card Pile Numbers widened to accommodate the wider '4' and for 3-digit numbers
- Tweaked Salvage and EndSalvage animation speed for resources gained
- Missing monster sprites due to messing with game files will now show a missing sprite, instead of a giant white rectangle
- Added various sfx for Salvage, End Salvage, and Feeding in Camp
- Tweaked Skip and Fast Forward button scale and position
- Fixed Combat menu button aliasing
- Tweaked size of placeholder items in the Preserve
- Fixed scaling of placeholder items in the Preserve after retiring a monster
- When selecting monsters to retire in the Preserve, mouse-over menu no longer shows
- Tweaked size of sold items in the Chop Shop
- Fixed bug where sold limbs in the Chop Shop would show an incorrect name and price between game sessions, if the Chop Shop doesn't get restocked
- Tweaked Chop Shop's darkened Sold overlay to match the borders of what its darkening
- Tweaked position of limb toggles in The Mess
- Reduced sfx of switching between pages in The Mess
- Reduced vibrancy of red text in Academy for unaffordable Cards
- Fixed moused over Academy Cards clipping under UI elements
- Added in Fugue responses when attempting to remove cards below the minimum amount of cards
- Added more Fugue text warning of the -5 max health
- Added in missing toggle sfx for the Fugue
- Fix for some Dialogues where the NPC was either on the wrong side of the screen, or in the wrong position
- Fix for tutorial Dialogues that failed to track which monsters survived/died by name
- Updated Retreat button art for when it becomes disabled
- Minor tweak to kerning of Monster Names on the healthbar outside of Combat
- Tweaked the responsiveness of tab animations for Draw Piles in Combat
- Scaled down confirm button when choosing a Card from Hand
- Removed gap between Menu/Exit icons and the edge of the screen
- Removed old reference card art that can pop in, outside Combat, before a card fully loads in
- Removed WIP card art that can pop in, during Combat, unless the card art is actually missing
- Removed visual glitch that would show placeholder limb rewards, monster parts, and default monsters in various scenes
- Monster's name is now fixed under the monster, instead of sliding in with the cards, after monster creation
- Monster naming auto-selects the text box, and can now be confirmed by hitting Enter, to match character naming
- Minor spelling fixes in Salvage and when not naming a new monster
- Minor tweak to End Salvaged text to be past tense
- Minor updates to tutorial pages to match updated UIs
- Replaced Throwing Weight Card Art to more fit its Teeth typing
- Minor art tweak to Trigger Tailed Wyrm's eyes so they no longer stare in to space
- Added missing Tri-Horned Goat defend sfx
- Added missing Teeth and Beak attack sfx
- Added minor rotation to attack sfx for variation
- Added missing sfx for stitched Strix's
- Fixed Horn attack sfx to remove duplicate hits
- Added missing Bleed/Poison attack vfx
- Minor timing tweak to Dread Condor sfx
- Minor vfx tweak so Long Tailed Beargar now uses claw vfx instead of bite, to better match its multi-attack pattern
- Tweaked Head Pin positioning for Terror Bird, Pachysaur, Scar Bear, and Wise Blue
- Tweaked Tail Pin position for Banded Coon
- Minor rigging fix for Long Necked Burgoon so its legs would fold more naturally
- Fixed rigging of Battle Cat jaw animations
- Loss bgm volume increased slightly
- Minor punctuation fixes for Card descriptions
- Improved Card upgrades to better react to pluralization
- Tweaked Token tooltip descriptions so they are stack-based, so it works regardless of how many tokens are in the stack
- Card and Token tooltips updated and clarified to be up-to-date and use the same language
- Made Strength/Toughness Token momentum-up animations more prominent
- Fixed Card description spacing bug on various screens
- Fixed Ailment Worsened Card's fade to black overlay having the wrong opacity levels
- Ailment Worsened now refers to Cards properly capitalized and spaced
- Tweaked AP centering on Cards in Combat
- Fixed it so Audio from video cutscenes is linked to the music volume slider instead of sfx