Full notes
Full The Corpsmen update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
For players who've been checking out the Beta patch notes, this is a combination of all 4 Beta patch notes, with an additional tweak to the Cyclopsian Viper's AI, and a fix for the Tier Up announcement showing up for dead monsters.
For everyone else, here's some 25k characters outlining the updates we've been working at over the past almost 2 years ;)
[Features] - Added Tier 2 Cards - New Alt-Monsters - recolour/redesigns, stats, encounters - Added Wetlands Biome - combat backgrounds, stage map, BGM, dialogue - Overhauled and reshuffled Biome encounters - Major Card Rework - changes, rebalancing, more custom and specific upgrades - New Map Events, reworking and rebalancing existing ones - Added End-game Dialogues, tracking clears - World Map art overhauled - Added stamp tracker in the World Map that tracks Hellish Boss Clears - Camp: Overhauled feeding mechanic - Capped to 3 times per visit with diminishing returns, with a variable cost based on difficulty - Added in Passives Art, missing Token Art, missing Card Art (primarily for Ailment Cards) - Added an updated Opening Cutscene back in to the game - Updated Wake-up Cutscenes to be shorter and snappier - Added alternative Combat Backgrounds that can show up for each subBiome - Added tutorial pages for Ailments and improved the page for Enemy Intents - Added Limb Type icons to Cards in the Academy and in out-of-Combat Deck View - Combat: Reworked Monster reticule/glow to better convey information - Combat: Floating damage values now show total inflicted damage, instead of just damage to health - Chop Shop: purchasing now ramps up future purchases - Chop Shop: reduced options to a single page - Chop Shop: now sells 626/627 limbs once all other limbs have been unlocked - Academy: Monster levels ramps up card prices - Academy: Added ability to Restock for a price - The Mess: Updated filtering toggles to match current usage - The Mess: Made certain filtering toggles exclusive where it makes sense to do so - The Mess/Chop Shop: Added Biome icons to limb icons so players know which Biomes that creature can be found in - Upgrades: Removed upgrade icon that was covering the Impetus cost to allow comparing to upgrades - Tokens: Now flash and pop up in scale every time there is any interaction with it, with Threaten/Meek having rapid pulsing and sfx played to remind players of playing limitations - Tokens: Reworked event Token's mechanics to be stackable and with drawbacks that can be mitigated more easily - Tokens: Reworked Crippled to having features of Vulnerable and Weak, instead of generating them - Tokens: Reworked how Vulnerable, Crippled and Charge work on the backend, initially suppressing their effects when used by the AI, so they do not combo their moves in a single turn, leading to huge unpredicted swings in damage - Tokens: Added Bleed and Fly Consumption tokens to visually indicate its mechanical use - Cards: Cards with variable effects depending on game state now have Combat-only additions to their description that calculate the actual effect - Cards: Added Expunge tag that replaces Purge for Unplayable/Onset Cards, so that they Purge if they're in Hand at End of Turn, instead of On Play - Cards: Temporary Cards are now much more distinct - Events: Cards gained/lost during Events now stay on screen until you click through them, unless when fast-forwarding - Events: Replaced Token Events with 3 different Events with different levels of control over the outcome - Added link to Discord on landing page
[Balance Changes] - Cards that randomly generate other cards are now limited to the monster's max tier - AIs now react to Crippled the same way they do to Vulnerable - Fixed Stalagmite Mole, Cyclopsian Viper, and Striped Shug Beast AI's reaction to Weak/Vulnerable - Reworked/fixed multiattack moves for Bleeder, Striped Shug Beast, and Grey Shade, and damage multiplier moves for Scaled Razorback - Various tweaks to the Bleeder AIs - Fixed Bleed Fly Enemy AI gaining Uplift 1 instead of Uplift equal to its base block - Fixed Boss AI bug that relied on health thresholds triggering too early - Reworked Stag Beetle AI, replacing Counteract with new Countercharge token, and ramping various token amounts to quest difficulty - Tweaked Striped Shug Beast AI to do Strength/Bloody/Block less often - Fixed Striped Shug Beast AI so that no more than one of them can use triple attack at the same time - Lergonic Queen AI no longer uses Threaten or Meek - Lergonic Queen's minions slightly nerfed - Tweaked Grey Shade AI to no longer use Charge and Vulnerable, and gradually up its Strength to make up for it - Fixed Grey Shade AI checking the block on player monsters instead of its allies when considering whether to apply block to its allies - Tweaked Long Necked Burgoon so it no longer sometimes gets stuck looping on a single move in certain conditions - Fixed Long Necked Burgoon AI where it would act aggressively/defensively in situations where it wanted to do the opposite - Tweaked Cyclopsian Viper AI to stack more Toxic when it acts defensively, up to a difficulty-based cap - Tweaked Cyclopsian Viper AI to deal more and scaling amounts of Poison depending on quest difficulty - Purple Ameleon now uses Regurgitate as a buff to affect all monsters, instead of debuffing just one - Draconis AI reworked, also no longer loops debuffs if all creatures have block - Changed AI for Terror Bird so it no longer multiattacks all - Fixed Bihawk AI that would revert to default attack instead of its Poison Attack - Wolf Spider encounter tweaked to no longer stun, and web more often - Purple Ameleon encounter tweaked to have higher base damage, and to devour more based on difficulty - Fixed Poisoned Canis incorrectly applying 1 Vulnerable instead of 3 - Pain Cards reworked to be unplayable and onset - The Other Cheek now ticks up Block Momentum - Buffed Trip's base Weak values from 1->3 - Buffed Flail's base Weak and Vulnerable values from 1->3 - Buffed Tail Drum's base values for Block from 5->8 and Counter from 4->15 - Reduced Bristle base cost by 1 - Reduced the amount of Block gained in Ride By upgrades - Buffed Rapid Dash's next AP upgrade
[Bug Fixes] - Fixed bug where subBiomes showed the wrong stage map art - Fixed bug where encounters would quite often not be restricted according to Biomes - Fixed world map bug experienced by certain old saves that could sometimes softlock the game - Fixed bug that allowed clicking stage map locations while choosing cards in an Event that could eventually lead to a stagemap softlock - Fixed long standing bug that would cause a duplicate Town Dialogue to spawn, softlocking the game in preceding areas, recognizable by the offset background - Fixed bug that effectively removed Footpad Cards from the card pool - Fixed bug where locations on the Stage map would sometimes become unclickable until you had zoomed in/out at least once - Completely fixed bug that allowed players to interact with the Town Map whilst a dialogue was loading in, causing softlocks - Fixed bug that disabled scrolling through Cards in various places if the mouse was over a Card - Improved fix overhauling how and when Shops are restocked - Fixed Chop Shop bug caused by not having enough locked limbs to sells - Fixed Academy bug where recently dead or retired monsters could temporarily show up - Fixed Academy bug sometimes showing the wrong requirements - Fixed Academy Group toggles sometimes not enabling when monsters were removed from the team beforehand - Fixed Academy toggles being sticky - Fixed The Mess Leg size toggles being both off by default until a Body is chosen - Fixed Ostrich Head playing sfx in The Mess - Fixed Mess bug where the Saber Deer body would disable the attached Head's animations - Potential fix for The Mess bug where clicking Randomize would leave a half-assembled monster in the middle of the screen - Removed the Back button from The Mess during portions of the tutorial that could cause a softlock - Ensured that Tier Up and Ailment Worsened windows check that the monster is actually alive - Upgradeable Cards: Minor rework to populate the background properly, jump to the nearest upgradeable card, adding a black overlay to unupgradeable cards, and made the glow more prominent - Adjusted Tier Up window to handle when more than 14 cards are unlocked at once - Fixed a potential bug that might cause a softlock in the Academy or Fugue - Fixed Fugue tooltip erroneously suggesting that all Card Removals cost health, when that is only the case when removing Ailments - Fixed tutorial dialogue to now track which starter monsters survived/died through sessions - Fixed an Event where closing out of cloning/removing a Card would cause a softlock - Fixed Card Tooltips being sticky during Events - Fixed Town map and World map mouse-over implementation - Fixed bug that reset Card exp even though they'd already hit max level - Fixed bug where new passives that effect max hp were not being reflected in Camp - Overhauled volume settings implementation to work as expected - Fixed game music volume being overriden by sfx volume when focus is switched back on to the game application - Fixed bug where sound, mute, and fullscreen settings were not being loaded on program start - Fixed "Mute in background" not muting monster roars when game is not in focus - Fixed bug where Resetting Tutorial via the Settings menu could cause the save to forget your gender - Reset Tutorial no longers softlocks if triggered in the First page - Reset Tutorial now properly quits out of any existing quests or dialogues - Fixed Event that didn't prompt choosing the affected monster - Fixed Event bug where the filtering for random Core Cards did not work properly, giving non-Core Cards as well as Status Cards - Fixed events that give random monster and monster choice from returning dead monsters or in specific cases softlocking - Fixed one of the new Events softlocking due to a missing connection - Stumphorn Bison head attributes corrected to have Teeth instead of Beak - Podop leg attributes corrected to have Claw, and added Tail to its tail attributes - Lergon and Poisoned Canis bodies fixed to have poison attributes again - Added limb attributes to starter limbs, for any Card or Token effects that generate random Card - Removed obsolete Open Mind passive token from appearing in the Preserve
[Combat Bugs] - Overhauled Card collider implementation to fix a bug where the collider did not fully rotate along with the card, making certain cards unclickable with a full Hand due to collider overlap - Fixed bug where Cards can sometimes appear in the wrong Hand slot - Fixed Hand so that Cards self-correct when they get stuck in incorrect positions, primarily when Cards were drawn in to the left-most position, and sometimes when a Card was played - Attempting to Draw in to a Full Hand now Discards the Card instead of Graving it, so it triggers Discard related effects - Fixed a long-standing Combat softlock that could happen due to an incomplete team, or one with dead members - Fixed long-standing Deck View bug, where it could sometimes not load in properly during Combat, due to an incomplete team, or one with dead members - Patched bug that allowed cards that were about to be discarded or consumed to be played - Patched timing bug with cards that consumed themselves after play potentially doing so out of order - Mousing over a monster now has their healthbar ui pop up over other monsters - Improved/tightened monster bounding box for regular monsters - Minor fix where the monster's bounding box skipped the legs of some monsters - Fixed bug where token tooltips were not disabled while looking at Card Piles during Combat - Temporary tags now show up on Cards in Card Piles during Combat - Card exp and levels now show correctly in Card Piles during Combat - Card exp and levels now show correctly for the first Scouted cards in each Combat - Card cost now shows correctly for unplayable and X cost cards in Card Piles during Combat - Combat: Improved Scout UX - Added Damage Prediction for more cards, and fixed values for certain bugged cases - Fixed Combat Descriptions that should change based on Impetus not being updated - Fixed Combat Softlock caused on friendly monster death if its cards try to update its description after being removed - Friendly health previews now updates on enemy deaths, discarding damage caused by dead monsters - Friendly health previews no longer considers damage from enemies expected to die at the end of turn due to Poison/Bleed - Fixed bug where damage indicators weren't being updated to ignore enemies that were about to die - Fixed Stalagmite Mole's Remove Block intent incorrectly showing as an attack intent - Fixed the blue Buff All Enemy Intent icon showing for Buff All but not for Block All - Fixed discrepancy due to Enemy Intent applying token effects in reverse priority as opposed to how it's correctly implemented when carried out - Added health prediction for Cards that remove Block/Poison/Bleed - Fixed enemy health predict bug caused when enemies with Counter target themselves with buffs - Fixed Bloody health predict bug that was bypassing a check to see if shields would be depleted by the attack or not - Reworked health predict for Counter on friendly creatures to handle multiple enemies targeting, multiattack from enemies, and resetting when enemy re-targets - Fixed card-based Poison health predict bug not updating when poisoning already poisoned creatures - Fixed card-based Bleed health predict bug not predicting Bleed damage to pierce shields - Improved intent-based health predict to incorporate any damage from Poison or Bleed the enemy is going to apply - Improved card-based health predict to work for non-attack cards that would deal token-based damage - Fixed Health Predict not predicting extra damage from Crippled when its on an enemy - Fixed Health Predict so it no longer predicts extra damage from Crippled on friendlies if it's going to clear at the end of turn due to intact block - Fixed bug where changes in block would not update the preview on enemy monsters, incorrectly reporting how much damage they would take from passive sources like Poison and Bleed - Stunned creatures no longer predicts Counter Damage they would have taken if they could still attack - Made it so that enemies taking damage updates their health predict and thus their death flags - Added periodical DeathFlag check to specifically catch Bleed cases - Fixed a bug where after selecting Cards to consume from the Hand, if the mouse is hovering over a Card, it could cause the Card to become unselectable, unless you could mouse over a different card first - Improved fix for a visual bug where the played card can sometimes clip underneath cards in hand - Fixed bug where a token tooltip for an invisible token in the center of the screen could show up in certain cases - Fixed bug where dragged cards sometimes were smaller than they should be - Added glow back in to Playable Cards in Hand for better readability - Minor tweak to UI so that more of a card's description is visible when it's about to be played - Fixed bug where monster glow would skip certain body parts, particularly parts of the head - Fixed Card glow bug when selecting more than one cards from the hand - Added/Improved handling of Vulnerable/Cripple decay from multiattack and/or from multiple sources in the various Predictions and Indicators - Fixed Damage indicator showing up on enemies, specifically with Autumn Rhino - Fixed bug that made XCost cards unplayable if they were modified to have an impetus cost the player could not afford - Fixed Enemy Attack/Block ticking up their respective momentums before the actual damage/block is applied - Fixed cases where some AI moves that explicitly increase momentum used an old method that immediately changed momentum the moment the move was selected, instead of during its turn - Fixed Token Tooltips not disappearing if the Token is destroyed or the Monster dies while mousing over the Token
[Token/Card Bugs] - Fixed Outrider, Charge, Rush, and Overrun tokens from incorrectly triggering when Discard is called but no actual cards are discarded - Fixed Meek bug where its effect would not trigger if it was the first time it was applied - Fixed Meek Token not providing Card Draw when gaining Threaten - Fixed Surge not generating Charge at Start of Turn - Fixed Crippled bugs caused by incorrect sequencing that also caused incorrect previews on friendly monsters - Fixed Crippled incorrectly going down by 1 per hit as if it were Vulnerable - Fixed Charge bug where player discards would cause enemy Charge tokens to tick up - Fixed Threaten bug where the on-apply effect for friendly monsters would incorrectly trigger on enemy monsters, causing them to target their own teammates - Fixed bug where Cards with Bleed Triggers were checking their own Bleed tokens instead of the target monster's - Fixed Apply Block bug using target's Toughness instead of the source monster's - Fixed Poison and Bleed bug where sometimes they would not update the damage previews immediately on first application on friendly monsters - Fixed minor Counter bug, where after decaying, the previous token value was still being used for enemy damage previews - Fixed Weak on enemies sometimes not updating health predict or death flags for its target - Fixed Mind Angler softlock caused by a Morph Token bug - Changed Draconis' Wind Drift Token to no longer track how many times its been applied, and decay soon after instead - Changed Wind Drift so that the Cards spawn in at the Start of Player's Turn, so that if a Card with Reaction spawns, it interacts with Cards and cost Impetus from the player's next turn - Fixed Long Tailed Beargar's Wrath Token bug causing it to decay, and made its tooltip more explicit for how much momentum and Charge it added per hit - Fixed Bloody Token from immediately triggering for enemies on the turn they are applied - Fixed Maternal Rage token's tooltip not showing - Added Shattered Token to show when Stalagmite Mole removes target's block - Fixed a bug with the Fever/High Fever Cards decreasing card costs instead of increasing them - Fixed Strengthen/Toughen upgrade that increased the token instead of subtracting as the drawback for making the card cheaper - Fixed a bug where Ride By with a Charge upgrade would interact weirdly if the monster already had a Charge token - Fixed Aerial Ace faulty fly trigger - Fixed Fetch upgrade bug that would skip selecting from Grave if the Deck was empty - Fixed bug where Cards that selected Cards with the lowest AP would incorrectly return unplayable Cards - Fixed Clawed Fury's upgrade that Cloned to the Draw Pile, not shuffling the Draw Pile afterwards - Fixed so Rabid does not trigger if it was removed from Hand due to another Card's effect - Fixed Rabid upgrades not being applied - Fixed Overrun Softlock which can happen when multiple Monsters have Overrun and one dies, due to Overrun not cleaning up after itself properly on death - Fixed Outrider dealing damage to dead monsters, due to never checking if specifically the first monster is actually dead or not - Coughing Ailments now wait until you've finished drawing before they trigger
[Minor Audiovisual Fixes] - Rebalanced all monster sfx levels - Added letterboxing (black bars) to the Combat scene - Tweaked all Monster sizes - Reworked all Monster shadow sizes, including how big they are during flight - Added a random offset to monster animations in Combat, the Preserve, and in Camp so they would no longer be in perfect sync - Removed old "passive:" addition to the description for passive cards outside of Combat - Fixed bug that stopped Dread Condor and Draconis from roaring when flying - Fixed bug that caused the wings of Dread Condor and Draconis to desync on being hit - Tweaked floating damage numbers to be more prominent - Increased click size for locations in Stage map - Tweaked Card Consume animation of certain components not scaling correctly when in Hand - Tweaked Card Consume animation to ensure the card does not disappear faster than the jaw animation - Cards Consumed from the Draw/Discard Pile move to the center of the screen before playing the animation - Text area for Card Pile Numbers widened to accommodate the wider '4' and for 3-digit numbers - Tweaked Salvage and EndSalvage animation speed for resources gained - Missing monster sprites due to messing with game files will now show a missing sprite, instead of a giant white rectangle - Added various sfx for Salvage, End Salvage, and Feeding in Camp - Tweaked Skip and Fast Forward button scale and position - Fixed Combat menu button aliasing - Tweaked size of placeholder items in the Preserve - Fixed scaling of placeholder items in the Preserve after retiring a monster - When selecting monsters to retire in the Preserve, mouse-over menu no longer shows - Fixed extra spacing and swapped responses in Preserve Dialogue - Tweaked size of sold items in the Chop Shop - Fixed bug where sold limbs in the Chop Shop would show an incorrect name and price between game sessions, if the Chop Shop doesn't get restocked - Tweaked Chop Shop's darkened Sold overlay to match the borders of what its darkening - Fixed spelling in Chop Shop Dialogue - Tweaked position of limb toggles in The Mess - Reduced sfx of switching between pages in The Mess - Reduced vibrancy of red text in Academy for unaffordable Cards - Fixed moused over Academy Cards clipping under UI elements - Fixed Academy Monster tab so the View Deck overlay isn't shown by default - Fixed top of Fugue tab getting cropped when only one tab is visible - Improved Fugue Card Removal animation so that it shows the actual Card being removed instead of a mockup with the correct card art, but not card name, border colour, and other various details - Tweaked Fugue popup's loading in animation where not all elements of the Card were fading in properly - Tweaked Fugue tooltip to more naturally explain how price increases work - Added in Fugue responses when attempting to remove cards below the minimum amount of cards - Added more Fugue text warning of the -5 max health - Added in missing toggle sfx for the Fugue - Fix for some Dialogues where the NPC was either on the wrong side of the screen, or in the wrong position - Fix for tutorial Dialogues that failed to track which monsters survived/died by name - Fixed grammar and tweaked wording in some of the new Events - Updated Retreat button art for when it becomes disabled - Minor tweak to kerning of Monster Names on the healthbar outside of Combat - Tweaked the responsiveness of tab animations for Draw Piles in Combat - Scaled down confirm button when choosing a Card from Hand - Removed gap between Menu/Exit icons and the edge of the screen - Removed old reference card art that can pop in, outside Combat, before a card fully loads in - Removed WIP card art that can pop in, during Combat, unless the card art is actually missing - Removed visual glitch that would show placeholder limb rewards, monster parts, and default monsters in various scenes - Added an animation queue for monster animations, so that tokens like Counter would not interrupt attack animations - Monster's name is now fixed under the monster, instead of sliding in with the cards, after monster creation - Monster naming auto-selects the text box, and can now be confirmed by hitting Enter, to match character naming - Minor spelling fixes in Salvage and when not naming a new monster - Minor tweak to End Salvaged text to be past tense - Fixed extra spacing in Combat Tutorial pages - Minor updates to tutorial pages to match updated UIs - Replaced Throwing Weight Card Art to more fit its Teeth typing - Minor art tweak to Trigger Tailed Wyrm's eyes so they no longer stare in to space - Added missing Tri-Horned Goat defend sfx - Added missing Teeth and Beak attack sfx - Added minor rotation to attack sfx for variation - Added missing sfx for stitched Strix's - Fixed Horn attack sfx to remove duplicate hits - Added missing Bleed/Poison attack vfx - Minor timing tweak to Dread Condor sfx - Minor vfx tweak so Long Tailed Beargar now uses claw vfx instead of bite, to better match its multi-attack pattern - Tweaked Head Pin positioning for Terror Bird, Pachysaur, Scar Bear, and Wise Blue - Tweaked Tail Pin position for Banded Coon - Minor rigging fix for Long Necked Burgoon so its legs would fold more naturally - Fixed rigging of Battle Cat jaw animations - Loss bgm volume increased slightly - Minor punctuation fixes for Card descriptions - Fixed incorrect description spacing for Cards with higher tag counts - Improve wording for cards that have two values that a +1 from an upgrade could be referring to - Added missing periods to various Card upgrades that add a description about adding Cards - Improved Card upgrades to better react to pluralization - Tweaked Token tooltip descriptions so they are stack-based, so it works regardless of how many tokens are in the stack - Card and Token tooltips updated and clarified to be up-to-date and use the same language - Made Strength/Toughness Token momentum-up animations more prominent - Fixed Card description spacing bug on various screens - Fixed Ailment Worsened Card's fade to black overlay having the wrong opacity levels - Ailment Worsened now refers to Cards properly capitalized and spaced - Added visually missing onset tag to Exhausted - FIxed No Pain No Gain upgrades adding text to the end instead of the beginning of the description - Fixed unupgraded All or Nothing description not showing in Combat, while still functioning - Tweaked Poison/Bleed tooltips to be more explicit that its effects happen at the Start of that Monster's Turn, as opposed to the Player's Turn - Tweaked Rabid and Assault's wording to explicitly mention All Other Cards to make clear the Card itself is not included - Tweaked AP centering on Cards in Combat - Fixed it so Audio from video cutscenes is linked to the music volume slider instead of sfx
Source
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