Event Patch

The Corpsmen

The Corpsmen is a deck-building roguelite where you build and lead a team of creatures to fight, hunt and harvest other monsters. Your creatures will grow and learn new skills according to how you construct them. Craft unique creatures and decks, and venture forth into the unknown.

[h3]Patch 7.34[/h3] 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! [quote][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[/quote]