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Beta Hotfix 5

Hopefully this should take care of the last major softlock, though its a bit hard to test. So if anyone still experiences softlocks during dialogue (or elsewhere!) don't be shy to share it with us.

We're still running through and discovering the (comparatively) less severe bugs, and with a few features we were planning to add before getting waylaid by the softlock bugs, we should be getting close to releasing the Major Update properly. With quite a few more features waiting for implementation post-release as well.

Patch Notes:
- Dialogue softlock fix, as well as a potential fallback method to override a softlock
- Fixed nonCombat cards not showing tags, including in Card Upgrade and Shops
- Fixed Enemy AI targeting not resolving Buff/Debuff All correctly, applying to itself instead.
- Further Fixes on Card Shop Monster Toggles
- Added random limb event back in to random events
- Cleared ghost limbs that persisted after death
- Fixed flying animations for Elites and Bosses
- Card Reward - glow selection
- Resolved Card Mouse Over bug in Hand during Combat
- Bleed triggers on application
- Threaten and Meek trigger on subsequent applications
- Tunnel Vision fixed to be an Attack Card as opposed to Power

Beta Hotfix 4

This hotfix mainly focuses on two elusive bugs; Card Upgrades not resolving correctly, and Combat not instantiating properly due to issues with subBiomes.

It also has the monsters animating when it buffs, which was noticeably missing. As well as further balance changes, Poison in particular still verging on too punishing.

Patch Notes:
- Fixed Card Upgrades not applying the correct upgrades
- Fixed missing Elite/Boss biome data, likely cause of event-based encounters not loading properly
- Fixed Elite/Boss biome filtering for regular encounters
- Play roaring animation when playing Power Cards, and when Enemy is Buffing
- Enemy Damage and Bleed slightly increased, Poison massively nerfed.
- Block Momentum fixed to go up with Block cards instead of with Skill cards
- Academy showed wrong icon if Fist was required
- Replaced missing SixaTwo middle leg limb icon
- Fixed Wise Blue's instantiation issues

Card Fixes:
- Uproot fixed to apply to enemy
- Exsanguinate fixed to cause enemy to lose health
- Shall Not Pass slightly nerfed

Beta Hotfix 3

Mainly tackling the issue of implementing a fallback system for the AI to avoid softlocking. As well as a bug people were encountering with Map Generation.

Also further tweaks to make regular enemies more manageable as we slowly move the game balance towards a point we're happy with.

Patch Notes:
- AI fallback for all AI softlock bugs
- Fixed Map Generation bug
- Further tweaks to Enemy stat blocks, mostly reducing Health
- Fixed Lean and Mean Passive not triggering
- Fixed cases showing negative block
- Removed duplicate limbs from wild Canabear
- Reworked First Monster Creation Dialogue sequencing and returning the player to Town Map afterwards
- Patched certain Dialogue sequence breaks
- Further fixes in Card Shop monster tabs, and general animation
- Fixed font artifacts in Dialogue
- Rescaled UI elements in Camp
- Fixed Shadow sorting order






Beta Hotfix 2

Quick partial hotfix mainly for dealing with softlocks.

We've tracked down a bunch of the AI softlocks, though evidently haven't gotten them all yet. The end of combat softlock fix seems to have stuck, and we've added a potential fix to any dialogue softlocks.

There's also various fixes, as listed below, including buffing up your starting health. We'll be nerfing some of the encounters soon as well, for the people who may be struggling to survive the early levels.

Patch Notes:
- Multiple fixes to AI systems to reduce softlocks
- Potential fix for Dialogue softlocks
- Starting Health Increased to 50
- Rescaled Combat UI
- Card Hand dynamic spacing
- Mouse-over bug
- Fixed Shop Pop-up Dialogue
- Sound from cutscenes are now affected by the volume sliders
- Shortened flashing town icons during introductory dialogues
- Minor Dialogue visual tweaks

Ninja Hotfix:
- Potentially significant AI fixes (?)
- Removed obsolete upgrade that was causing softlocks (Temporary Strength)

Beta Hotfix

Hey Everyone!

Apologies for the initial teething problems earlier on with opening the game. There was in issue with the configuration during the upload process that we didn't catch until hours later. We've since fixed that, and are now dropping some more hotfixes for some of the bugs that've been popping up.

We've decided to move the Beta Branch on to the default branch, whilst archiving the old version of the game on to an 'archaic' branch just to see how far we've come. This simplifies trying to figure out the different versions, and means that people less familiar with Steam's Beta system can access the Beta Branch more easily.

We'll be coming out with the Major Update within the next few days, as we squash the bugs that are popping up and adding features in the meanwhile.

The next few updates will include:
- Combat Balancing
- Card Movement
- Combat VFX (and otherwise)
- SFX
- Improvements to the Monster AI
- And no doubt, a plethora of Bug Fixes

That said, here's the patch notes for this current Beta Hotfix 1:
- Applied volume control to Monster Sounds
- Fixed Academy/Fugue Toggle bug - where leaving a shop whilst selecting a monster tab would render it unselectable when reentering
- Card Hand updated
- Unhide Starting Block from behind Monster Intent at the start of Combat
- Strix wing bug fixed - no longer starts combat with wings open and static
- Fixed a bug where monsters with packtactics can sometimes softlock
- Fixed bug where monsters that lose flying due to being damaged would stay floating and not fall to the ground
- Overhauled AI base values across the board
- Added 4 more Elites/Bosses to the pool
- Fixed Token Tooltips that weren't appearing
- Combat Win eventual softlock

We hope you have fun with The Corpsmen, feel free to get in touch via the Forum with any bugs or feedback, and we'll do our best to keep up to date while we're churning out hotfixes as we approach the Major Release some time before Halloween.

- Multicell Dev Team