<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.3.1">Jekyll</generator><link href="https://corru.works/patches.xml" rel="self" type="application/atom+xml" /><link href="https://corru.works/" rel="alternate" type="text/html" /><updated>2025-10-13T12:39:56-05:00</updated><id>https://corru.works/patches.xml</id><title type="html">corru.works | Patchnotes</title><author><name>da fiend</name></author><entry><title type="html">E4a1</title><link href="https://corru.works/patchnotes/2025-09-19-e4a1/" rel="alternate" type="text/html" title="E4a1" /><published>2025-09-19T00:00:00-05:00</published><updated>2025-09-19T00:00:00-05:00</updated><id>https://corru.works/patchnotes/e4a1</id><content type="html" xml:base="https://corru.works/patchnotes/2025-09-19-e4a1/"><![CDATA[<h2 id="ep4add1">EP4ADD1</h2>
<ul>
  <li>adds the following
    <ul>
      <li>6 new zones of varying size</li>
      <li>3 memory holes</li>
      <li>2 masks, one of which offering an entirely new system for interacting with 3D scenes</li>
      <li>a variety of interactions with new and old characters/locations, contingent upon the new masks and what they do</li>
      <li>new methods for traversing the world of the cyst</li>
    </ul>
  </li>
</ul>

<h2 id="stage">Stage</h2>
<ul>
  <li>‘evil’ entities on stages can now have more complex algorithms for how they move and interact with the player</li>
</ul>

<h2 id="performance">Performance</h2>
<ul>
  <li>the “CSS slaughter” as i’ve been calling internally has been implemented, broadly simplifying CSS selectors, as well as reducing the amount of elements on the page when they aren’t visible (i.e. closed menus). this should equate to decently improved performance especially on lower end machines!</li>
</ul>

<h2 id="misc">Misc</h2>
<ul>
  <li>some recollection dialogues now change slightly based on progression</li>
  <li>new sound effects and talkvoices</li>
  <li>credits have been updated</li>
</ul>

<h2 id="known-issues">Known Issues</h2>
<ul>
  <li>firefox is getting some weird limited flickering in areas with screen-overlay companions like Gordon, we’re looking into this. it’s not truly game breaking (i think) but it’s a little annoying. this appears to be a browser/CSS implementation-level issue that might need a bug report to mozilla</li>
</ul>

<p><br /></p>
<details>
<summary>Advanced/Mod Zone</summary>
<ul>
  <li>as a part of the CSS overhaul, a lot of old dyp CSS will likely be broken due to CSS specificity changes. so watch out and adjust as needed, you might need to increase specificity on some of your CSS rules for special props</li>
  <li>on stages, the way 'blocks' is handled has been made fully programmatic and no longer relies on the tile class having <code class="language-plaintext highlighter-rouge">pointer-events:none</code>. if you weren't explicitly using blocks as a tile blocking classname like some early corru code wasn't, you'll need to add it now, or use the new function mentioned below</li>
  <li>tiles can now have a <code class="language-plaintext highlighter-rouge">blockIf: ()=&gt; return true/false</code> to have a conditional block state that's checked on entry attempt</li>
  <li><code class="language-plaintext highlighter-rouge">teleportTarget</code> can now use a tile classname, and that tile classname on the designated stage can specify which direction the player should face when spawning there. some examples of this are in the new scary area's stage declarations. this way you don't have to know the exact tile index, and can move/change the destination stage freely without screwing all your teleports up</li>
  <li>there's now an <code class="language-plaintext highlighter-rouge">env.stage.querySelectorAll()</code> that works exactly like you'd expect in fetching all instances of an entity across both the reference and realgrid. handy for altering entities in stage execs</li>
  <li>the stage CSS has a bunch of standardized tile distance variables (i.e. <code class="language-plaintext highlighter-rouge">var(--tile)</code> for one tile length, <code class="language-plaintext highlighter-rouge">var(--tile8)</code> for 8 tile lengths) you can reference, ctrl + F <code class="language-plaintext highlighter-rouge">common measures</code> within /css/cystStage.css to see them.</li>

  <li>in dialogue, there’s a new <code class="language-plaintext highlighter-rouge">SILENT::</code> functionality. it makes it so that the talksound of the line doesn't play!</li>

  <li>another new dialogue functionality is <code>____NESTIF</code> blocks. these work just like <code>____SHOWIF::</code>, but can be nested by incrementing them with + signs, i.e. <code>+___NESTIF::"flag1"</code>, <code>++___NESTIF::"flag2"</code>, etc. just remember to also close them with incremented <code>+____END</code> bits.</li>
  <li>also global buddies are now rendered onEnter rather than onLoad</li>
</ul>
</details>]]></content><author><name>da fiend</name></author><category term="observer" /><summary type="html"><![CDATA[EP4ADD1 adds the following 6 new zones of varying size 3 memory holes 2 masks, one of which offering an entirely new system for interacting with 3D scenes a variety of interactions with new and old characters/locations, contingent upon the new masks and what they do new methods for traversing the world of the cyst]]></summary></entry><entry><title type="html">E4 Bababobo</title><link href="https://corru.works/patchnotes/2025-03-24-e4-bababobo/" rel="alternate" type="text/html" title="E4 Bababobo" /><published>2025-03-24T00:00:00-05:00</published><updated>2025-03-24T00:00:00-05:00</updated><id>https://corru.works/patchnotes/e4-bababobo</id><content type="html" xml:base="https://corru.works/patchnotes/2025-03-24-e4-bababobo/"><![CDATA[<h2 id="dialogue">Dialogue</h2>
<ul>
  <li>backported the “ESC to skip” functionality from EP4 through to most of EP2 and EP3. the speedruns will go crazy</li>
</ul>

<h2 id="frame">FRAME</h2>
<ul>
  <li>(dream mode only) using the radio, you can now select from a variety of peaceful/combat/boss tracks to play instead of the default tracks, including ‘random’ or ‘none’!</li>
</ul>

<h2 id="sys">SYS</h2>
<ul>
  <li>added separate volume sliders for <strong>all / music / sfx</strong></li>
  <li>save import only looks for .corru files now</li>
  <li>reduced intensity button now has some meta descriptive text to make it clearer what it does</li>
</ul>

<h2 id="combat">Combat</h2>
<ul>
  <li>redirection doesn’t start ticking until your team’s next turn, making it easier to build around guarding actions</li>
  <li>the EP4-specific combat system has an additional viewing functionality if you hold shift</li>
  <li>a bunch of other action adjustments and fixes</li>
</ul>

<h2 id="minor">Minor</h2>
<ul>
  <li>two entities that were possible to permanently miss are now also marked as scanned if you scan their moved counterparts (the things I must write to hide spoilers)</li>
  <li>the big-screen exclusive giant spinning dull cube has finally been slain</li>
  <li>not even gonna list all the bugfixes and tweaks that have been quietly going on over the past two months. let’s pretend they all happened today</li>
</ul>

<p><br /></p>
<details>
<summary>da modderzone</summary>
<ul>
  <li>there's now a completely empty page at <code class="language-plaintext highlighter-rouge">/null/?force</code> if you want a blank slate to work with</li>
  <li>you can now set <code class="language-plaintext highlighter-rouge">localStorage['ignoreoverwritewarnings'] = true</code> to permanently ignore the 'this is a debug link and will delete your save' warnings</li>
  <li>dialogue replies can now have <code class="language-plaintext highlighter-rouge">TEXEC::</code> in their name, i.e. <code class="language-plaintext highlighter-rouge">TEXEC::Math.random()&lt;+&gt;someotherbranch</code></li>
  <li>modlist won't freak out at empty lines anymore</li>
</ul>
</details>]]></content><author><name>da fiend</name></author><category term="observer" /><summary type="html"><![CDATA[Dialogue backported the “ESC to skip” functionality from EP4 through to most of EP2 and EP3. the speedruns will go crazy]]></summary></entry><entry><title type="html">E4</title><link href="https://corru.works/patchnotes/2025-01-15-e4/" rel="alternate" type="text/html" title="E4" /><published>2025-01-15T00:00:00-06:00</published><updated>2025-01-15T00:00:00-06:00</updated><id>https://corru.works/patchnotes/e4</id><content type="html" xml:base="https://corru.works/patchnotes/2025-01-15-e4/"><![CDATA[<h2 id="ep4">EP4</h2>
<ul>
  <li>added embassy collapse pt3 and related systems
    <ul>
      <li>similar to EP3’s release, there are no memory holes or mask interactions to find yet. this is just the main experience</li>
    </ul>
  </li>
</ul>

<h2 id="dialogue">Dialogue</h2>
<ul>
  <li>added a new “ESC to skip” dialogue function… this is ONLY in EP4 presently, but I plan on backporting it to other memory-based dialogue sequences</li>
</ul>

<h2 id="sys">SYS</h2>
<ul>
  <li>added EP4 SELECT save</li>
  <li>the readout log now only holds up to 80 messages rather than 200 (actually a pretty big performance help)</li>
  <li>scanner targets can now have a priority, making sure they’re always first in a stack of targets that you right click. fights a chrome issue where sometimes the stack is backwards - for now this is only applied to important embassy characters</li>
  <li>the system actor dialogue styling (yellow/black on white) has been modified to be easier to read (courtesy of octo)</li>
</ul>

<h2 id="combat">Combat</h2>
<ul>
  <li>you can right click to cancel action usage now instead of having to click “Nevermind” directly</li>
  <li>the way turns advance is slightly different now, and advances will be delayed by continuous hits
    <ul>
      <li><em>i.e. a frenzy chain will not continue into the next actor’s turn, but instead delay the end of the current actor’s turn until it ends</em></li>
    </ul>
  </li>
  <li>action usage messages now use a new system that stacks repeated hits/reactions into the same message in a little receipt-like view, rather than spamming your screen with unreadable smaller ones
    <ul>
      <li><em>a more detailed list of results (i.e. who got what statuses, how much HP was lost, etc) is also shown in the readout log</em></li>
    </ul>
  </li>
  <li>damage/status floaters now stack when they’re of the same type (i.e. two -2HP hits will result in one -4HP floater, rather than 2 -2HP floaters)</li>
  <li>all player-visible actions now have a much more detailed hover view that’s easier to understand. the older implementation still works, so it’s backwards compatible</li>
  <li>all statuses now have icons, and having enough statuses on one character will collapse them into a collection of icons instead of a giant pillar of statuses (usually only encountered in E3A2 content)</li>
  <li>statuses with ‘advanced’ opposites (i.e. “Million Teeth” being the opposite of “Repairs”) will only show in their hover tip if you’re in content where it’s possible to get them (controlled by <code class="language-plaintext highlighter-rouge">page.showAdvancedStatuses</code>)</li>
  <li>the “use item” button is different and less obtrusive</li>
  <li>HP and BP have been combined into the same line to reduce actor card height</li>
  <li>some items have had their drop-batches and max limits altered</li>
  <li>(E3A2) mending applicators (bone utility augment) uses the stronger version of restorative barrier now</li>
  <li>base advance rate is now 1.5s, vs the 2s it was before. this is 1s if you’ve been to golem maintenance before</li>
  <li>on loss, EP4 features a new “retry” system - I plan to backport this to EP3/EP2 to reduce frustration, but it’s only in EP4 for now</li>
</ul>

<h2 id="embassy">Embassy</h2>
<ul>
  <li>mask hover text now will hint that there’s very limited use for them in the embassy so you don’t go crazy trying to find interactions
    <ul>
      <li><em>just a temporary measure until the next embassy pass where we add all this stuff</em></li>
    </ul>
  </li>
  <li>you can now toggle gakvu’s coat lights in EP3, as well as EP4</li>
  <li>removed two fights from golem maintenance
    <ul>
      <li><em>this is a minor patch on the broader issue of “I don’t like how EP2 and EP3 flow with combat,” I have plans to rework them in more meaningful ways but I’d prefer to work on other stuff first</em></li>
    </ul>
  </li>
</ul>

<h2 id="misc">Misc</h2>
<ul>
  <li>temporarily swapped to cloudflare hosting in order to limit launch cache issues. if it’s slow for you, consider using the old neocities host at this domain: <a target="_blank" href="https://neocities.corru.observer">neocities.corru.observer</a> but beware, it’s a little unstable around launch times.</li>
  <li>restored floatytiles on firefox finally</li>
  <li>lots of punctuation and ‘ vs “ adjustments</li>
  <li>nonstop definition fixes forever</li>
  <li>added minor post-EP4 interactions in a few spots</li>
  <li>credits have been updated</li>
  <li>added various direct hints to ‘explore the cache’ that appear after completing EP4 if you haven’t seen ozo yet</li>
  <li>new sound effects</li>
</ul>

<p><br /></p>
<details>
<summary>Advanced, Or: Cool Stuff Modders Might Appreciate</summary>
<ul>
  <li><code class="language-plaintext highlighter-rouge">midCombatEnemyAdd</code> and <code class="language-plaintext highlighter-rouge">midCombatEnemyRemove</code> have been combined into new <code class="language-plaintext highlighter-rouge">midCombatActorAdd</code> and <code class="language-plaintext highlighter-rouge">midCombatActorRemove</code> functions. these work for both foes and allies, but there’s still a little weirdness with adding to the left in EP4 so watch out
    <ul>
      <li><em>the old functions still exist, but they’re deprecated and just serve as redirects to the new functions - so it’s backwards compatible</em></li>
    </ul>
  </li>
  <li>stages can now have alternate plans without needing entirely new stage declarations (see EP4 stage declarations)</li>
  <li>a new <code class="language-plaintext highlighter-rouge">refreshStage</code> function lets you update the stage the player is currently on without kicking them around, can optionally do this ‘silently’. no idea how this functions on darkstages but it’s great in regular stages</li>
  <li>there’s a new <code class="language-plaintext highlighter-rouge">setCam</code> function for stages that replaces the excessive CSS you used to have to write for any camera angles, it can just be called in dialogue instead. check it out in cystStage.js</li>
  <li>statuses can now grant actions (only to allies presently), search for <code class="language-plaintext highlighter-rouge">grantedActions</code> for details</li>
  <li>added “this will overwrite your save, are you sure you want to do this” messages to connecting with one of the debug save-loading URL parameters</li>
  <li>in dialogue, there’s a new <code class="language-plaintext highlighter-rouge">THEN::</code> functionality. it works identically to <code class="language-plaintext highlighter-rouge">EXEC::</code>, but is executed after waiting via <code class="language-plaintext highlighter-rouge">WAIT::</code>.
    <ul>
      <li><em>i.e. you could have an <code class="language-plaintext highlighter-rouge">EXEC::</code>, <code class="language-plaintext highlighter-rouge">WAIT::2000</code>, and <code class="language-plaintext highlighter-rouge">THEN::</code>, where the <code class="language-plaintext highlighter-rouge">THEN::</code> executes after 2 seconds</em></li>
    </ul>
  </li>
  <li>maybe don't use EP4 actions or statuses in FRAME. i have no idea how they'll behave and it probably won't be good</li>
</ul>
</details>]]></content><author><name>da fiend</name></author><category term="observer" /><summary type="html"><![CDATA[EP4 added embassy collapse pt3 and related systems similar to EP3’s release, there are no memory holes or mask interactions to find yet. this is just the main experience]]></summary></entry><entry><title type="html">Cw2</title><link href="https://corru.works/patchnotes/2024-10-06-cw2/" rel="alternate" type="text/html" title="Cw2" /><published>2024-10-06T00:00:00-05:00</published><updated>2024-10-06T00:00:00-05:00</updated><id>https://corru.works/patchnotes/cw-2</id><content type="html" xml:base="https://corru.works/patchnotes/2024-10-06-cw2/"><![CDATA[<ul>
  <li>added a <a href="/#thoughtstream" target="_blank">“thoughtstream”</a> visible from the homepage and news page. a shorter-form status-like view for more frequent/less important “here’s where we’re at” type things. kinda like what I used cohost for before, but, ya know…
    <ul>
      <li>only shows the latest one on-site, but the <a href="/thoughtstream.xml" target="_blank">feed</a> will have all of them in order of date</li>
    </ul>
  </li>
  <li>added the <a href="https://cohost.corru.works" target="_blank">corru.works cohost archive!</a> you should be able to take any cohost post link of mine and replace “cohost.org” with “cohost.corru.works”. it’s a little janky but it does the trick! the site’s going down at the end of october, so I wanted to preserve all the old asks and posts. shares/reposts were removed
    <ul>
      <li>this is also linked on da corru works homepage too</li>
    </ul>
  </li>
</ul>]]></content><author><name>da fiend</name></author><category term="works" /><summary type="html"><![CDATA[added a “thoughtstream” visible from the homepage and news page. a shorter-form status-like view for more frequent/less important “here’s where we’re at” type things. kinda like what I used cohost for before, but, ya know… only shows the latest one on-site, but the feed will have all of them in order of date added the corru.works cohost archive! you should be able to take any cohost post link of mine and replace “cohost.org” with “cohost.corru.works”. it’s a little janky but it does the trick! the site’s going down at the end of october, so I wanted to preserve all the old asks and posts. shares/reposts were removed this is also linked on da corru works homepage too]]></summary></entry><entry><title type="html">Cw1</title><link href="https://corru.works/patchnotes/2024-06-07-cw1/" rel="alternate" type="text/html" title="Cw1" /><published>2024-06-07T00:00:00-05:00</published><updated>2024-06-07T00:00:00-05:00</updated><id>https://corru.works/patchnotes/cw-1</id><content type="html" xml:base="https://corru.works/patchnotes/2024-06-07-cw1/"><![CDATA[<ul>
  <li>added a patch notes feed to the site</li>
</ul>

<p>patch notes are grouped by update! (will not be back-tracking patches though)</p>

<p>if you’re interested in looking at older patches, take a look at the news timeline - or, for more granular changes over time, <a href="https://neocities.org/site/corru">I usually comment about minor changes on my neocities feed here any time they happen</a></p>]]></content><author><name>da fiend</name></author><category term="works" /><summary type="html"><![CDATA[added a patch notes feed to the site]]></summary></entry><entry><title type="html">E3a2 Oden</title><link href="https://corru.works/patchnotes/2024-06-07-e3a2-oden/" rel="alternate" type="text/html" title="E3a2 Oden" /><published>2024-06-07T00:00:00-05:00</published><updated>2024-06-07T00:00:00-05:00</updated><id>https://corru.works/patchnotes/e3a2-oden</id><content type="html" xml:base="https://corru.works/patchnotes/2024-06-07-e3a2-oden/"><![CDATA[<h2 id="ozo">Ozo</h2>
<ul>
  <li>added random events
    <ul>
      <li>a few aren’t available to firefox users until FF127 is out because otherwise they blow up the renderer LOL</li>
    </ul>
  </li>
  <li>someone minor but new can be retrieved</li>
</ul>

<h2 id="ep3add2">EP3ADD2</h2>
<ul>
  <li>little nodes appear next to each cache to visibly show you what they offer</li>
  <li>some iteration revisions with little downside now have (relatively high) caps to how many times you can take them, gradually forcing you to engage with the more chaotic ones if you choose to loop an obscene number of times. if this sucks and isn’t fun I’ll undo it, but it better embodies the “insane escalation” that you’d expect</li>
  <li>the final sequence can now be replayed</li>
  <li>various starting parameters can now be adjusted</li>
  <li>one new cache modifier has been added for each humor</li>
  <li>two new augments have been added for utility actions that were missing them</li>
</ul>

<h2 id="embassy">Embassy</h2>
<ul>
  <li>the “Discovery” focus scene has had some awkward wording adjusted to help with understanding <em>(no major changes, it just bugged me how hard it was to really understand why it’s a big deal)</em></li>
  <li>there are now less ‘fodder’ enemies in the first part of the collapse because they were kinda pointless</li>
</ul>

<h2 id="combat">Combat</h2>
<ul>
  <li>certain statuses now decrement on turn end to make more sense (i.e. focused), sources/amounts given have been adjusted</li>
  <li>attack/stat handling has been updated so it should generally run waaay better (especially in EP3ADD2)</li>
</ul>

<h2 id="misc">Misc</h2>
<ul>
  <li>visual tweaks - some old/early and messy graphics have been slightly updated and had their GIF crust shaved off</li>
  <li>fundfriend sigils now look a bit different to help with readability/menu size (because there are so many of you!!) - the old styling is still used on corru.works though</li>
  <li>various little dialogue continuity fixes</li>
  <li>lots and lots of definitions fixes</li>
</ul>]]></content><author><name>da fiend</name></author><category term="observer" /><summary type="html"><![CDATA[Ozo added random events a few aren’t available to firefox users until FF127 is out because otherwise they blow up the renderer LOL someone minor but new can be retrieved]]></summary></entry></feed>