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The Corpsmen News

Early Balance Patch #0.5

Hey everyone!

We're pushing out the first half of our Balance Patch early, mostly to deal with the much maligned Rabid, notorious run-killer that it is, among other tweaks.



We'll also be tackling the somewhat underwhelming Wing cards soon to bring them up to par with everything else. We've been seeing some inventive builds getting shared around in the Discord, as well as the Steam forums, and we're looking to enable even more. So look forward to the second half coming sometime later this week.

- Multicell Games Team.

Come join the discussions in the Discord!
[Balancing]
- Reworked Rabid to be less immediately devastating to decks not built for it. Now starts at only consuming a single card, but keeps duplicating itself.
- Slightly reworked Adrenaline, having the base card Draw Next Turn, so that it no longer triggers longer and longer chained loops, potentially infinite in some cases.
- Seeing Red's impetus gain is now immediate, but consumes itself, to differentiate from Grounded
- Reduced the cost of High Metabolism from 3->1
- Reduced the cost of Relentless March 2->1
- Tail Whip now deals more damage 4->8 to all, and no longer draws
- Baiting now has retain and consume on its base card

[Bug Fixes]
- Fixed Loading Screen bug caused by the launch build, that could happen if you chose a broken upgrade on Warning Signals or Antivenom, due to the save conversion being incorrectly implemented.

[Combat Bugs]
- Cards that are being dragged, that suddenly get consumed, now get released from the drag. Stopping it from sticking to the cursor until end of turn, even after being consumed
- Potential fixes for a racing condition that can happen with Cards that are being consumed due to Death, being interrupted and drawn in to Hand instead, surviving the Death event.

[Token/Card Bugs]
- Fixed attack momentum and block momentum upgrades in some cases being unable to increase the amount
- Fixed Charge!'s convert upgrade only removing attack momentum from the description, but leaving in the effect
- Added in missing Pursuit upgrade

[Minor Audiovisual]
- Scout tooltip no longer shows up for cards that have yet to be upgraded with Scout

Full Release (mini)Patch #2

Just a mini-patch. Including the silently patched bug introduced last patch that had some player's endlessly loading in at the landing page. That only affected saves that had monsters with passives on them. Other than that, fixed up a couple of card bugs that have cropped up.

Come join the discussions in the Discord!
[Bug Fixes]
- Fixed save loading bug introduced by previous Dispatch/Preserve crash fix

[Token/Card Bugs]
- Second fix for Next Turn Fly token required by Soft Landing's upgrade
- Fixed Poisonous Touch's block upgrade not updating its card description
- Fixed Lash Out's draw upgrade

Full Release Patch #1

A quick patch coming off the full release. Though we silently patched in the fix for the Dispatch/Preserve a bit earlier. This patch mostly deals with some of the more prominent/easy to fix bugs that have popped up as the game gets in to more peoples' hands. We'll be continuing to fix up these bugs as we go along.

And likely continue doing more balancing for the sfx, as it turns out the team may not have the most sensitive ears for this haha (sorry!).

Come join the discussions in the Discord!
[Features]
- Tweaked down default SFX volume, and further reduced Monster and Electricity sfx specifically
- Moved tooltips to be above the cursor for readability
- Added Leg size to limb type description in Chop Shop

[Bug Fixes]
- Fixed Dispatch/Preserve crash caused by an Event that gave a misconfigured passive token
- Fixed bug that didn't fully remove 626 from the roster after returning them at the Preserve
- Fixed bug where spamming Confirm when choosing Starter Cards allowed you to gain multiples of that card

[Token/Card Bugs]
- Fixed Shall Not Pass upgrade's drawback that gave Apply Weak instead of Gain

[Minor Audiovisual]
- Added back in some of the passive token art that was mistakenly removed
- Fixed minor typo in Blue Nosed Bog Deer name in Chop Shop

The Corpsmen has Officially Launched! Full Release now Available!


[h3]The Corpsmen - the Frankensteinian Deckbuilder is now out of Early Access![/h3]
Grab it now with the 25% Launch Discount.



[previewyoutube][/previewyoutube]


The Corpsmen is a Deck-builder Roguelite Card Battler where you fight and harvest monster parts to build your own frankensteinian creatures for deadly battle.

With 66 monsters, and 178 harvestable limbs you can mix and match, to gain access to an eclectic mix of 176 Cards with countless upgrades and unique interplay; Journey out to defeat the 23 Elite and Boss monsters roaming the Wilds.

We've added Achievements for the Full Release build, and we'll continue to improve on the game going forward. Come join us in the Steam Discussions, or over on our Discord. A positive review would mean the world to us. And we hope you enjoy your time, braving the Wilds.

- Multicell Games Team

https://store.steampowered.com/app/1571960/The_Corpsmen/

[expand]
Patch Notes

[Features]
- Added Steam Achievements

[Bug Fixes]
- Fixed Combat UI Tutorial pages now showing up
- Fixed Alluring Mushroom event softlock
- Fixed Tutorial Dialogue mistakenly thinking the player had lost a creature when they haven't
- Changed game icon to Corpsmen logo

[Balance Changes]
- Slight increase in chance for uncommon and rare Cards to pop up in Rewards
- Fixed Tail Spring base cost from 2->0

[Combat Bugs]
- Fixed incorrect Hand Panel placement in very specific cases

[Token/Card Bugs]
- Fixed Next Turn Fly token required by Soft Landing's upgrade
- Fixed racing condition where Soft Landing would still cause Stun
- Fixed Warning Signals getting locked upgrades early making it seem like the upgrade did nothing
- Fixed Antivenom getting locked upgrades early creating incomplete upgrades
- Fixed broken Plotting upgrades including a softlock
- Fixed Soaring Ascent's Fly+ upgrade not showing up
- Fixed HealthPredict for Just a Flesh Wound and Mobile that had been switched
- Fixed Just a Flesh Wound and Trample from including themselves when counting Played Cards for damage calculation
[/expand]

The Corpsmen is leaving Early Access on 6th September


[h3]The Corpsmen, the Frankensteinian Deckbuilder, will finally be releasing out of Early Access on the 6th of September.[/h3]



[previewyoutube][/previewyoutube]


It's been a long journey, but after the latest Update, we're finally happy with where The Corpsmen is as a game. We've overhauled the card mechanics and gameflow throughout Early Access to achieve the sweet spot in gameplay. Which means we'll be transitioning over in to Full Release in just 10 days.

With 66 monsters and 178 harvestable limbs you can mix and match, to gain access to an eclectic mix of 176 Cards with countless upgrades and unique interplay; Journey out to defeat the 23 Elite and Boss monsters roaming the Wilds.

We'd like to thank all the people who supported us getting to this point. We'll continue supporting The Corpsmen post-launch, and look forward to seeing you all exploring the Wilds.

Thank you!!
Multicell Games Team

https://store.steampowered.com/app/1571960/The_Corpsmen/