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Corpse Keeper News

Corpse Keeper Update 0307

[h3]Game Adjustments[/h3]

- The "Defense" provided by necklaces and rings has been changed to "Magic Defense". Magic Defense can reduce the damage of magic attacks.
- The equipment attribute "Reduce Magic Attack Damage by X%" has been changed to "Magic Defense +X".
- Part of the mouse side buttons are now supported for customizing keybinds.
- Optimized the controller mapping. If the D-pad and right analog stick are not bound, the default function of these two will be the same as the left analog stick.

[h3]Bug Fixes[/h3]

- Fixed the issue where holding custom keys became ineffective when pouring blood into the Blood Altar.


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Corpse Keeper Update 0306

[h3]Game Adjustments[/h3]

- System keybinds can now be fully customized (including options to confirm, cancel, up, down, left, right, etc.).
- Removed the option of Azerty keyboard.
- Added an option for adjusting the flare intensity in the settings.
- There won't be cooldown for rolling anymore if one fails to roll due to distance.


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Corpse Keeper Update 0301

[h3]Game Adjustments[/h3]

-At the page of the equipment, the icon for equipment that cannot be worn due to situations of "light armor only" or "heavy armor only" will now be displayed in red.
-Removed the attribute "Shield Expert".
-When exiting the area selection interface, you will directly be teleported to the coffins when using "Blink" to head left. And if you use "Blink" to head right again from the coffins, you’ll be directly teleported to the entrance to choose the area you want to explore.

[h3]Bug Fixes[/h3]

-Corrected the description of "Steady Force".


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Corpse Keeper Update 0227

[h3]Game Adjustment[/h3]

-For equipped gear, added the character's icon who is currently wearing the equipment in the bottom right corner.
-Removed the reading buff of repairing the bone injury immediately.

[h3]Bug Fixes[/h3]

-Fixed the false white flash effect of the Knight Cross Lance when not performing stabbing attacks.
-Resolved the problem of some items being automatically unequipped after a certain piece of equipment was salvaged at the forging table.
-Fixed the issue of the triggering conditions and false descriptions of the attribute “Bone Stress Transformation”.
-Resolved the problem of the attribute "Unpredictable" being triggered even when the character uses single weapons.


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Corpse Keeper Update 0225

In our previous update on Feb 17th, we made some restrictions on the magic skills of some enemies. However, we still received feedback saying that enemies were unreasonably chaining their ultimate moves. Upon inspecting the program code, we did discover some loopholes in the skill cooldowns that would cause the cooldown limitations to not function in certain situations. The latest update has fixed this bug and eliminated the situation where enemies can release the same magic skill consecutively for 3-4 times.

Currently, the rule of the enemies releasing the same magic skills is roughly that each magic attack has a cooldown of 6-7 seconds after being released twice. And this cooldown calculation is for individual magic skill only. For enemies with multiple magic skills, there will be separate rules to work out the cooldown for each skill release.

Previously we have discussed in the team whether to add cooldown immediately after an enemy releases a magic attack, which is more common in game design. However, considering that although the combat logic of Corpse Keeper is similar to Soulslike games like Sekiro or Dark Souls in a certain way (no combo design like fighting games, and the gameplay is more focused on observing enemy moves and avoiding being hit accordingly), the overall combat pace in Corpse Keeper is much faster with a higher frequency of transitioning between attack and defense. Therefore, we don't think it a good way to add cooldown after each magic skill of the enemies.

As for how to avoid being hit by magic attacks, each magic skill has a relatively easy-to-use avoidance strategy. For example, it's better to use side dodge to cope with "lightning wave" of the Magic Knight Lightning, while roll past him when his "thunderbolt" is in position. Those AOE skills (like the ring of fire and ice from the other magic knights) can only be avoided by distancing yourself from the enemy.

Different playable characters have distinct characteristics and it feels quite different when you try to dodge those magic skills when using different corpses. For characters like the Court Knight/Knight Cross Lance/Magic Knight Lightning & Ice with short back dash distance, it is very difficult to completely get out of the range of enemies' AOE attacks. However, for more agile characters like the Assassin, this will be much easier. Therefore, Assassins can fight up close, and get away unharmed if they retreat in time as the enemy begins to release magic.

The Knights, on the other hand, have an average back dash distance. You will need to maintain a certain distance from the enemy, be more cautious in their attacks, and closely observe the enemy's moves when using these characters. Sending the "correct" characters to fight different enemies is an important strategy in Corpse Keeper. If you feel that some certain enemies are very tricky, it might be a great idea to use another type of character to fight them.

Besides, the equipment in Corpse Keeper will also greatly enhance the strength of the characters, and using powerful equipment to directly confront bosses is also a viable option.

Here is a link to a video of a player using a Knight to challenge the Jester. This is an example of how to deal with a boss with AOE attacks without being fast or having powerful equipment: https://youtu.be/MQqa-YEZdtQ

But please rest assured that we will continue to optimize the enemies' combat design. Not only in terms of the skill cooldown, but also their damage, attack range, and attack windup of each skill, we will keeping conducting tests on our end to guarantee better gaming experiences for you.

Before we wrap things up, we just wanted to take a moment to say a massive THANK YOU to all the players out there! Your enthusiasm and support have been a constant source of inspiration to us. We hope you had as much fun playing as we did making it! If you've got any questions or feedback regarding our game, please feel free to drop us a message. Thanks!


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