The Corpsmen cover
The Corpsmen screenshot
Genre: Strategy, Adventure, Indie

The Corpsmen

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

Patch 7.37



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

Patch 7.34



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.

New Events System


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.


Ailments and Disease


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!

And More!


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


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:

New Monsters and AIs


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.



Card Upgrades and Difficulty Implementation


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.



Combat UX and Performace


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