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Hotfix 2

Mainly focused on a fix to yesterday's incomplete instantiation fix. Also deals with Card Reward duplicates, and incorrect Limb Requirements in the shops.

Patch Notes:
- Added missing anteater limb references back in
- Additional size fallbacks for monster instantiation
- Removed duplicate Card Rewards on Level Up
- Fixed Limb Requirements sometimes being applied incorrectly in The Academy due to a bug with the Monster Toggles.
- Fixed Monster Grouping toggles in The Academy to show the correct groupings tabs
- HP modifiers are correctly applied in The Preserve and Dispatch
- Added in missing Passive Tooltip for Lean and Mean
- UI Card descriptions auto-size in non-Combat areas when they get too long
- Removed hardcoded scale modifier and updated backend system for Elite/Boss scaling for future tweaking
- Stun has higher visual priority than Alpha

Hotfix 1

Just a quick hotfix, mainly to deal with some monsters not instantiating in to Combat properly.

Patch Notes:
- Quitting to Main Menu now refreshes it, bringing up the Continue button if missing
- Additional fallbacks for monster size softlock bug at the start of Combat
- Fixed Anteater legs not instantiating due to previous hotfix
- Poison damage is now included in damage indicator
- Fixed Chop Shop incorrect price in the pop-up
- (Another) Fix to missing icon for first created monster

Major Update


Hey, Everyone!

We're proud to announce that our Major Update is now Live!

This Major Update brings together More Monsters, More Interesting Gameplay, Smooth UI Advances, More Responsive AI, and altogether a more complete package! We've also been focused on fixing bugs, adding polish, and slowly adding new features; which we'll continue to do in the next few updates.

[h2]Core Gameplay[/h2]
One thing that has been of particular focus this update has been to rework the core gameplay to make it more fun and interesting. Reworking the pacing, core mechanics, and AI to result in a more engaging gameplay loop. Making specializations more distinct, with interesting synergies to draw upon, all the while keeping the pressure on with enemies designed to keep you on your toes.



[h2]Monsters[/h2]
We've also been hard at work at polishing and streamlining our monsters. Adding weight and flare to their animations, reworking them from the ground up in some places to really bring them to life. For you to then Harvest of course. And fascinating new Elites and Bosses ready to put you in your place.



[h2]UI Advancements[/h2]
We've also been improving upon our UI, with an eye towards making things more intuitive. Whether that's in Combat or outside of it. The Combat UI has been reworked so that it feel more responsive, Shops and various locations made to be less static in nature. With still a lot of polish we plan to add in the next updates.



[h2]Path Forward[/h2]
Suffice to say, we're inordinately proud of how far the game has come. With marked improvement in how fun the game feels to play, compared to the first few iterations. In any case, we'll be busy churning out new features that just missed the cut, adding polish elements, and working hard to squash any bugs that come up in the next patches.

As always, we welcome any discussion or feedback in the Forums, as well as any bug reports you come across. You can read the last Beta patch notes here.

We hope you all enjoy your time in the Wilds!

- Mutlicell Games Devs

Beta Hotfix 7

This is the accompanying patch notes for the Major Update.
You can check out the rest of the Beta patch notes here if you're interested

This patch mainly deals with finally updating the Chop Shop, more softlock bug fixes, preparing the groundwork for visual polish in Combat, and continuing to polish features we've added during the Beta.

Patch Notes:
- Updated the Chop Shop UI
- Death explicitly clears tokens to ensure no broken references and Token softlocks
- Additional checks in Tokens to reduce errors
- Fixed Randomize button in Creation that would fail on the first click
- System behind monster visual size reworked for Combat to make it easier to tweak
- Updated leave button sprite and disabled Deck button in the Preserve
- Added Rewards page for Dialogues
- Added Rare Herb sprite to its Event
- Art updated for 626, 627 introduction
- Added missing backdrop to post-combat dialogue
- Tweaked monster scaling in the Preserve/Dispatch
- Fly AI adds more block on Fly based on the monster instead of a flat rate
- Ported Card description margins and size fix to Combat Overlays
- Tusked Ape set to a Medium monster and has its attack nerfed
- Fixed Anteater animation bug
- Fixed Ostrich wing positions
- Reduced Autumn Rhino sfx volume
- Gore Card reduced to applying Strength by 2

Beta Hotfix 6

This hotfix got delayed slightly and snowballed a few smaller hotfixes in to one. One of the main things it adds is visualizing the Tier Unlocks, giving a sneak peak in to the potential cards your monster can specialize in due to limbs and playstyle.

With that, we'll be mostly feature complete for our Major Update. We'll be working on resolving any bugs
or softlocks that have persisted, tweaking the meta according to play, as well as slipping in a few more features and polish, but the Major Update should be leaving Beta very soon!

Patch Notes:
- Added an announcement at the Reward screen for Tier unlocks and a sneak peek at the unlocked Cards
- Fixed Tier unlock progression so that it happens at specific levels, instead of every level, which allows for more specialization
- Fixed Saves so that they correctly track Tier unlocks
- Added monster-specific multihit, increased momentum rate, and fly modifications to enemy AI
- Removed starting block override that set all starting block to 15 (sorry!)
- Counter reworked and simplified, decaying by half on hit
- Vulnerable and Weak reworked
- unplayable cards gain exp on entering hand, with certain exceptions
- Tweaked number of monsters in an encounter, raising the current limit
- Added transition scenes in to Combat
- Limb size icon added to Monster Creation
- Added first visit Dialogue to certain locations
- Tweaked monster's animation timing during Creation
- Stage Map now starts zoomed in by default, tweaks to art and animations
- Updated dialogue and dialogue backgrounds
- Fixed some minor elements in Card UI out of Combat
- monster size in Preserve/Dispatch modified to match Combat sizes
- Enemy Heavy Attack nerfed
- Fixed broken limb icon references for Bat and Pachysaur feet