Wetlands Beta Patchnotes

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}/40184217/32b3a20f3370d4522f5116df24714754c4adeef6.png[/img] [quote][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 - 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 to remind players of playing limitations - Tokens: Reworked the Slow token mechanics from the Tardy and Steroid Strength events - Tokens: Reworked Crippled to having features of Vulnerable and Weak, instead of generating them - 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 - 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 - Fixed Stalagmite Mole's Remove Block intent incorrectly showing as an attack intent - Reworked/fixed multiattack terminus for Bleeder, Striped Shug Beast, and Grey Shade, and damage multipliers 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 - Tweaked Striped Shug Beast AI to do Strength/Bloody/Block less often - Fixed Striped Shug Beast AI so that only one can use the triple attack at the same time - Lergonic Queen no longer uses Threaten or Meek - Lergonic Queen's minions slightly nerfed - 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 instead of 3 Vulnerable - Pain Cards reworked to be unplayable and onset - The Other Cheek now ticks up Block Momentum [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 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 - 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 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 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 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 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 - 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 - 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 - 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 - 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 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, particularly with Autumn Rhino - Fixed bug that made XCost cards unplayable if they were modified to have an impetus cost the player could not afford [Token/Card Bugs] - 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 Cripple bugs caused by incorrect sequencing that also caused incorrect previews on friendly monsters - 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 - 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 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 - Fix 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 [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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - Tweaked AP centering on Cards in Combat - Fixed it so Audio from video cutscenes is linked to the music volume slider instead of sfx [/quote]