The Gameplay Update

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.

[img]{STEAM_CLAN_IMAGE}/40184217/38ca7b84d81b2e310560f5d120800cf8247a626d.png[/img] 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: [h3]New Monsters and AIs[/h3] 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. [img]{STEAM_CLAN_IMAGE}/40184217/5012c34ac22a08bf635312fa45b1d6cfd293c39d.png[/img] [h3]Card Upgrades and Difficulty Implementation[/h3] 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. [img]{STEAM_CLAN_IMAGE}/40184217/8fb04d48520c323a4df35245ce9d4db93672b54a.png[/img] [h3]Combat UX and Performace[/h3] 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. [img]{STEAM_CLAN_IMAGE}/40184217/249c43257420b7dd1d88c06ed6ed207becd0d1ae.png[/img] 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 [quote][u]Change Log[/u] 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[/quote]