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Hotfix 7.38

Just a small hotfix to deal with card passive upgrades, and card tags not visualizing properly

- A missing card reference meant card passives weren't taking in to account upgrades that affected "At the Start of Combat" effects
- Added a 'Passives' card tag
- Fixed some card tags that got visually mixed up in the latest patch

Event Patch 2

[h3]Patch 7.37[/h3]

This patch for the Event Update goes through all card and event passives ensuring that they work correctly, can be upgraded properly, show themselves properly in the Preserve, and show the correct tooltips. It took us some time to untangle which passives were working, and which were not (mostly Beefy and Hormonal Strength) but we've gone through the whole system to make the Passives System more robust.

We've also modified how preview values on Cards work, to be more accurate and take in to account the correct Tokens. The previous modification of Vulnerable exposed a gap in the logic, which caused issues like Block being ramped by the new Vulnerable, or various other less obvious token/card combinations, that have since been fixed.

We've also gone through various other bugs and softlocks. And clarified the wording on Fly Triggers. Which you can peruse in the Update Log below!

[General]
Fixed Academy bug that applied a different monster's limb requirements when entering the Academy or toggling teams
Fixed Chop Shop bug that would allow you to buy limb parts that you've since collected
Feeding Frenzy Dialogue softlock fixed (again) that could happen the longer you scavenged
Additional checks for Fly failing to be removed - Which can cause flying creatures to be stuck in stun

[Passives]
All passives now show up in the Preserve/Dispatch and can be moused over
Passive tooltips improved to handle Passive Card upgrades
Reworked Passives code to allow passive effects to be upgraded
Fixed Hormonal Strength event passive not taking effect
Ensured all card passive health modifications take effect

[Cards]
Fixed Beefy upgrades not applying correctly
Sand Attack reworded to match execution order
Cards with [Fly] Trigger amended to not trigger if it would result in losing Fly and thus getting Stunned in the process.
Added more upgrades to Passive Cards so that there is always at least 2 choices
Card upgrades that added Vulnerable/Weak to Daring Accent, Tail Spring, and Toxic are no longer offered.
Added additional vfx for the secondary target of Poison Strike

[Combat UI/UX]
Attack and Block preview values modified by tokens will no longer show negative values
Non-attack Card preview skipped when no target - fixing the Hidden Claws softlock
Card value previews due to Tokens reworked to be more robust - most noticeably when interacting with Vulnerable/Block
Card exp not immediately visually updating in Combat in certain cases fixed
Death Flag now appears if predicted damage would kill a monster exactly
Death Flag check occurs more often to account for gaining block, poison, and bleed
Invisible tokens messing up token positioning fixed
Tweaked passive card description formatting

Hotfix 7.35

Just a quick hotfix, mainly to deal with cards in the hand occasionally becoming temporarily unresponsive.

Out For Blood has also been nerfed, with the base card starting with consume, due to an infinite damage loop you can enact given the requisite cards and upgrades. For existing cards with consume upgrades, you can choose new upgrades for them.

Update Log:
- Unresponsive Card in Hand bug fixed
- Out For Blood now has consume, retroactive changes to saves
- Fixed all monster sfx to be controlled by sfx volume control
- Minor spider leg animation fix

Event Patch

[h3]Patch 7.34[/h3]

This patch for the Event Update mainly focuses on reworking how Ailments affects monsters. In that they now Purge themselves once the sickness runs its course in most cases. All but for the most severe of Diseases, though it may take some time to figure out how bad the affliction is. This should make Ailments not as punishing as they were on introduction, most of them gaining Purge on fully leveling up.

We've also made some changes to how Vulnerable and Weak work. With Vulnerable slightly nerfed, decaying by 1 every hit, and clearing on gaining block. Various Bosses/Elites now attempting to clear themselves when they get hit with large stacks of Vulnerable or Weak.

We've also fixed a bug where Easy Monsters were entering Combat with Routine health. Which would have proved difficult for players still learning the ropes. We've also increased the level range of each tier by another 33%, so hopefully an additional 2 maps worth of experience before they no longer see the lower tier of difficulty. We'll keep tweaking the range towards a good pace.

Mind Angler is now back in rotation as well, as the Card Jitter bug has been mostly fixed. There are still outstanding mouse-over issues for cards in hand, but we're hard at work making sure those will be fixed soon. We've also done various other fixes listed below in the Update Log, including fixing two softlocks in Event dialogues.

Edit: This post came out some 12 hours after the actual update due to an issue with Steam's system for publishing announcements. Sorry for any confusion!

[Main]
Ailments reworked - Most Ailment cards now purge at the end of their upgrade paths, excepting for more serious Diseases.
Card Jitter Fix - Morph (and other removal/transformation effects) no longer cause Card jittering - Mind Angler added back in to rotation
Quests not showing up sometimes for very high leveled squads fixed
Difficulty Fix - Easy Monsters have reduced health again, level range of difficulty tiers tweaked to be 33% longer
Token changes - Vulnerable now decays by 1 on hit, and all on gaining block. Meek now decays on Charge as well
Shops now refresh on beating quest

[Dialogue]
Scavenging dialogue - increasing chance of softlock on scavenging fixed
Card choice dialogue - potential fix for occasional softlocks

[AI]
Dread Condor tweaked to amass less block
Various Elites/Bosses AI tweaked to deal with Vulnerable/Meek
Additional checks for Burgoon to attack after charging
Monsters have slight health randomization

[Minor]
Condor wings now disappear on death, when landed
Skill cards that apply tokens now play monster anim
All Enemy debuffs now play monster anim
Podops missing sfx added
Tooltips no longer show /n formatting
Minor Stunned cards visuals fixed

[Cards]
Full Of Fury upgrade that had no effect fixed
Poison Touch upgrade description now mirrors effect
Poison Touch added more upgrades
Gore prediction now includes additional Strength effects

The Event Update

Hey Everyone!

We're back with another update. As per its namesake, we've overhauled the Event system, with a variety of random encounters you can encounter in the Wilds. Both the beneficial, and the disastrous. Because this update also brings the Ailments system to the fore. Nasty minor afflictions that you can catch out in the Wilds which may be nothing but an errant cough, or the precursor to a much more serious disease.

[h3]New Events System[/h3]
The main addition of this Update is the overhauled and populated Events System. With almost 30 new Events that you can randomly encounter out in the Wilds. Everything from mundane fights and rewards, to unexpected choices that can drastically change the playstyle of your monsters. Attempt to further refine your decks, whilst avoiding pitfalls.


[h3]Ailments and Disease[/h3]
The Wilds are a dangerous and unfriendly place however. And your monsters are won't to catch all manner of Ailments and Diseases while exploring the new events. A slight cough might progress in to something more worrisome, persistently cling to your monsters, or Purge itself soon enough, you never know. Or if you're unlucky, it could turn out to be a much more serious disease with all sorts of symptoms, risking the lives of your squad. Do you retreat to get it removed at the Fugue for a fee? Or leave it for later and soldier on. 'Tis but a scratch!

[h3]And More![/h3]
We've added Token flashes to more clearly indicate when a token's effect is in action. Including when failing to play a Card due to a Threaten or Meek token somewhere. We've also finally added in the ability to reroll unwanted upgrades by discarding the experience and Retraining them in the Card Upgrade screen. We've also been hard at work fixing bugs as they've been reported. Squashing any softlocks that still exist. Tweaking battles to be more satisfying. etc. The Mind Angler has been taken out of circulation temporarily to debug the Card Jitter bug.

We hope you'll all enjoy the new content, and get to experience the game in a smoother fashion. The Change Log has been listed out below for those curious.

Best Regards
- Multicell Games Team

Change Log

[Overhaul/Features]
- Event System Overhaul
- Ailments and Disease System Implemented
- You can now Retrain: Discarding upgrades and exp to reroll them.
- Tokens now flash when their effects are in action
- Yellow health prediction now covers all tokens - added Counter and Bloody predictions
- Doubled Starter Vellum Reward. Retroactively adds Vellum to existing saves.

[Bugfixes/Major]
- Mind Angler temporarily removed to debug Card Jitter bug
- Purple Armeleon Regurgitated cards are no longer invisible(!)
- Possible fix for combat softlock when certain creature's bodies are attacked by beaked creatures
- Beating the tutorial boss in certain states no longer softlocks the post combat dialogue
- Fixed softlock during Dispatch Tutorial that made it seem like you were released to a softlocked stage map
- Dispatch Tutorial now saves early, to prevent out of order dialogue flags if you quit during certain portions of the dialogue
- Removed ability to get more than one Stun upgrade, with a backfix for saves
- AIs that check Bleed to do a more punishing attack, now do so correctly
- Bleed no longer double triggers on first application
- AI tweaks to Grey Shade, Mind Angler, Purple Armeleon, and Scaled Razorback
- Map nodes can no longer be double-clicked during lag

[Card fixes]
- One of Gore's Upgrades was missing a cost increase
- One of Taking a Stand's Upgrades accidentally increased card cost
- Berserk Upgrades that increase its drawbacks, no longer attempts to apply it to the enemy instead
- Beefy now increases max HP by the correct amount 2->3
- Wimp and Toxic no longer incorrectly decrease max HP

[Visual/Minor fixes]
- Death Flag appears on monster death, and sped up animation
- Passives that affect Strength/Toughness are now visually up to date on combat start
- Quest Rewards now show the actual values 100/400/700/1000
- Wolf Spider positioning fixed
- Dread Condor now returns to ground level on landing
- Dread Condor's idle animation for one of its legs now fixed
- Added card tooltips for Bleed/Fly Trigger
- Added card tooltips for Onset/Lingering tags
- Elite/Boss sfx now controlled by sfx volume controller
- Additional checks to ensure cursor doesn't get stuck in weird orientations
- Settings button replaces the menu drop down in Combat
- Minor wording in tutorial page fixed