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Hotfix 7.23

A rolling hotfix to patch a critical issue where the save file gets accessed before it finishes loading, and the knock on bugs caused by it. Such as losing progress by not being able to continue an on-going mission. Or triggering dialogues in the wrong sequence, potentially causing a softlock.

The original bug was silently patched out yesterday, but for the save files worst affected, we've added an option in the Settings menu for resetting Tutorial progress, clearing all dialogue flags, while maintaining your roster and vellum.

- Save game loading critical bug fix
- Added Reset Tutorial Progress button in Settings
- Softlock on Combat Loss bug fix
- End Salvage rewards page improved
- Bug where Lergonic Queen would stop attacking once all minions died
- Increased Spiderling base health to stop it despawning due to too little health in Easy missions
- Small performance update

The Gameplay Update


Hey Everyone!

It's been a long road to finally getting this update out. We're very sorry it's taken so much longer than what we, or you, would have preferred. The Gameplay Update itself is substantial, ranging from a host of new Elites and Bosses, with vastly improved AIs, to Card Upgrades being completely overhauled, to a much improved performance of the base game. As well as a myriad number of other improvements. We hope you'll enjoy the update. And we'll get down to introducing you to all the new features:

[h3]New Monsters and AIs[/h3]
The first exciting update is the addition of 5 new elites and 2 new bosses! With major improvements to the AI logic across the board. With more thematic encounters employing unique mechanics, that we hope will provide you with a more fun and challenging experience.



[h3]Card Upgrades and Difficulty Implementation[/h3]
We've done a complete overhaul of the Card Upgrades, which should allow for a more interesting and fluid experience. One that is better balanced, builds up on card thematics, while really allowing you to customize the play styles of your monsters. We've also implemented the difficulty ramp. With a wide range of encounters that get progressively more difficult as your team levels, with harder difficulties blocking off your path of retreat! So you better prepare accordingly.



[h3]Combat UX and Performace[/h3]
Combat UX has been significantly improved, with added VFX and SFX throughout the game. We've also added Health Prediction to assist you in seeing how much damage you'll be doing, or to remind you of how much trouble you're in! Multiple underlying systems have been reworked and tweaked to improve performance of Combat as a whole, making for a smoother and more engaging experience.


We sincerely hope that you enjoy our latest update. We'll be switching back to a schedule of smaller updates, at a more rapid pace. With the next content update coming in the next week or two. Keep an eye out for the Event Update! Till then, we've listed a summarized change log below, for those who want to go in to more detail on what we've been working on for the past 6 months.

Best regards
- MultiCell Dev Team

Change Log

Overhaul
AI Overhaul - Better, more recognizable patterns, with unique mechanics
Card Upgrades complete overhaul - Upgrades suiting the specific card
Difficulty implemented - Encounters ramp up in difficulty, unable to retreat on Hard/Hellish
Ailments system overhauled - Stand-alone Ailments, and Disease chains that need to be handled
Encounters balanced - More varied encounters, balanced to the new AIs
Health Prediction in Combat added

Combat
Hand UX improvements
Token rework - order of execution bugs, poison no longer ticks up
Monster positioning and scaling reworked
Monster hitboxes reworked
Monster vfx system implemented
Minor art improvements in Needle and Thread, and Shuffling animation
Card vfx improved
Card Piles show correct applied upgrades, corrected formatting

Combat Bugs
Enemy AttackEngine reworked - weird enemy AI patterns bug
Death while flying softlock
Charge on Enemies only applying to first hit bug
Monsters surviving death bug
Card persistent glowing bug
Block value underneath Intent bug
Card Level not showing correctly during Combat bug
Intent blinking after enemy death bug
Token Spacing due to passives visual bug
Stun visual bug
Transition misalignment visual bug

Performance
Card Events isolated to reduce spike caused by bottleneck in the events system
Hand code reworked to be more performant
Unplayables code reworked to make it cheaper to check if card is playable
Enemy intent check is spread out to remove spikes in performance
Card Resolver Engine made more performant to reduce lag during card resolving
Removed some unused Physics2D collider calls

Other
Creation: Randomize builds complete creatures, with a bias for matching left/right legs
Creation: Randomize failing on the first click bug fixed
Deck View: Able to access and upgrade decks from various pages
Shops: Can now handle case when there are no more limbs to unlock
Storage: additional check for if save is not yet loaded
Card Drafting: added polish
Rewards: fixed 1 flesh reward bug
Rewards: rerolls duplicate card rewards
Rewards/Upgrades: sticky tooltips bug fixed
Dialogue: shortened, shuffled pacing, removed sticky dialogues
Town Map: Library removed, wrong Vellum amount bug fixed
Credits: updated
626/627 are now just temporary loans
Added Mixed Encounters
Monster shadows are no longer cut off
Added more SFX polish
Monster joint positioning/rotation fixed

Card Fixes
Mimicry: instantiated cards are formatted properly
Puncture: now rounds up
Wall of Flesh: now has Threaten
Unyielding: Draw not being able to be upgraded fixed
Lean and Mean: reduced to 1AP
Tail Whip: damage increased
Ambush: Vulnerable increased
Open Path: reduced to 3AP and removed discard from library trigger

Upcoming Update



Hey Everyone,

Its been some time since our last update, which we're very sorry about. We've finally got something ready to show you guys, with a boatload of features that have been building up since the last update. Here's a little sneak peak:

A complete overhaul of the AI System. With new Bosses and Elites. Making for more satisfying encounters, each with new and unique mechanics, with improved performance for smoother play.



Card Upgrades have been similarly overhauled. Ensuring cards expand upon what makes them unique.



Forays in to the Wilds will also ramp up in difficulty now, to match the growing threat of your team of creatures. With both visual and performance improvements to ensure Combat feels smooth and satisfying.

We're incredibly happy with the update, which we've been working on for the past 6 months. We're hard at work balancing things and searching for bugs. The Gameplay Update will drop in about a week, along with a more in-depth look in to the new changes, We hope you're all looking forward to it!

Best,
- Multicell Dev Team

Hotfix 4

A smaller hotfix dealing mainly with softlocks

Patch Notes:
- fix for recurring monster size parse bug afflicting certain regional settings
- Fix for Build-only Scout softlock that can happen after the first combat per session
- potential fix for enemy Charge All bug
- Unlocked Core cards are also shown when unlocking new cards

Hotfix 3

Minor hotfix with some more fallbacks for the monster size bug. As well as scaling up Elites/Bosses to something more fitting.

Loading saves now clears it of obsolete upgrades, some of which could have caused softlocks if the save was from an early version of the Beta or before.

Patch Notes
- Clear obsolete upgrades from the save, allowing you to choose a new one
- More minor fallbacks for monster size instantiation bug
- Fixed Elite/Boss monster scaling
- Fixed leg size requirement indicators not updating properly in Creation
- Fixed Tusked Ape Leg pin incorrectly rotated when matched with a different leg
- Fixed friendly Scar Bear positioning bug
- Fixed some shadow scaling issues