COMBAT REFINEMENT
corru is a game about exploring. for a long time, combat mechanics didn’t reflect that. it was always a fun mixup to suddenly have combat, but as the game lingered on it more, it got further from the core feeling of discovery. so now, in combat, there are far more ways you can find your way through.
- all combat encounters have been changed significantly. there are new fights. there are less total fights than there were before this update, but they are more significant
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my ethos here is that the combat needs to respect your time and only give you a fight when there’s something interesting to be done with it. for many people, they’re only going to do this once, so it better be memorable.
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- a variety of new hit/status-related visuals have been introduced to make combat feel more visceral and intuitive
- action and status descriptions now have some details hidden behind holding SHIFT (which is prominently noted when relevant), so you aren’t bombarded with info you don’t need in normal play (but is still relevant when you reaaally want to get into the nitty gritty, i.e. FRAME replays)
- all actions and statuses have been significantly altered.
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notably, each player character has a very specifically designed ‘set’ that doesn’t change throughout the collapse. combined with other changes, this should make combat a puzzle that can be solved in various fun ways. frenzy works differently is baseline for akizet. destabilize has fun bonus effects. tozik has sauce. cavik’s got an awesome new status. everyone’s a little more interesting.
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- the item system has become the equipment system. they’re now unique things equipped to actors and give passive/active effects. they are no longer consumables, and refresh their ‘uses’ each fight.
- health is no longer preserved between fights. every encounter is entered at full strength.
- death no longer kicks you out of your iteration, instead giving you the option to ‘rewind’ to just before you entered the fight. you don’t have to fully reload anymore.
- you can reorganize your party from the very start of EP2. akizet also doesn’t have to be first anymore. she does have to be in the party though.
COLLAPSE
- many scenes are now presented in a noticeably different way. what you take away from them shouldn’t change much
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similar to when we made the ‘Suspicion’ message cyst a bit more interesting, this update revisits several scenes to deliver the same feelings and information, but in a more compelling way.
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- adds a new explorable area accessible through use of masks, each collapse part has two entrances. there is no combat within.
- enemies no longer move on-stage when you do, all encounters are initiated by the player in a new way
- optional fights are now visibly far more optional (and some fights that weren’t optional before, now are optional)
- augments now only exist in FRAME as upgrades and are not present in the story at all
EP2
- the intro has some new visuals
- the crimson intruder has a new gimmick. the spirit is the same
EP3
it always bugged me how i left one of the most horrific parts of the story as fodder enemies. this should make them much more interesting, and by virtue, EP3 as a whole, as well…
- the once-random husks are now a more prominent point, narratively
- the translation core has a new song to fit its truly evil new functionality
EP4
- the interface is completely redone to be far less busy on the eye, far easier to intuit right away
- a new animation system has been implemented that lets us draw effects for actions way easier. as a result, many actions have cool new visuals!
- there’s a button that lets you fast forward on enemy turns
- better characterization
among the biggest parts of the update: making EP4 far better of an experience, with better designed fights that rely less on just throwing tons of things at you like the live version. I was SO burnt out by the time original EP4’s encounters were actually getting coded and it showed.
FRAME
- humor actions and augments have been significantly reworked to offer a far larger variety of viable ways to succeed
- enemies (especially daemons) are far deadlier, but so too is the player
- the shop is replaced with something far more useful and fun. we spin wheels here sir
- two alternate gamemodes have been added, selectable on the map when dreaming, before your first move
- there are a bunch of new impulses and modifiers
- global modifiers are vastly different and more evil in their own ways
- unlocking FRAME in the Embassy will give a direct entry to it on the iteration selection screen until you complete it the first time, so you don’t HAVE to keep your save in EP3
ultimately, it’s much faster paced, and should be far faster to complete the first time. but it should feel far more enticing for more people to replay, with so many different ways of succeeding. the new alternate modes can temper it into a slower or different experience, too!
Performance
- Proxy controls (the thing where you guide it with your mouse) use a new system that runs waaay WAY better on every machine
- EP4’s combat system should run far better, no longer relying as much on CSS variables alone (expensive!!)
- pretty sure the freedom mask runs better now too, especially on dark (foggy) stages, which process showing/hiding tiles a little more efficiently
Misc
- dialogue buttons can be selected via tab now
- manymanymanymany typo fixes everywhere forever
- a few new moth chats about old things
- there are new definitions scattered throughout various texts
- credits have been updated
Known Issues
- some items don’t have final graphics yet, they’re just scary black boxes. we’ll get ‘em!
- firefox has a weird problem happening with borders, where they’ll seem to grow in size and ‘blink’ depending on your camera movement. it’s fucking WEIRD, but mozilla knows about it and is working on it
- i genuinely might have forgotten to add some stuff to the notes here it’s been a YEAR of work
EXPERIMENTAL - New Accessibility Options
- the system menu has new contrast controls of varying efficacy, contributed by rainyatrium! those are:
- Interface Palette: reduces contrast of UI colors across most elements. shouldn’t affect performance
- Gameplay Backdrop Intensity: blurs and reduces contrast of most combat backgrounds. might affect performance
- Render Contrast/Brightness: reduces contrast on the main render content by filtering. these might drastically affect performance, so they’re under a dropdown for now.
Advanced/Mod Zone
- for action and status modders, definitely take a look at how things are done with strings now. I moved a lot of hardcoded strings to new
stringsmaps on each status, so that they can be more easily altered (for eventual localization!) - I'm not gonna sugarcoat it. This is gonna break every single mod for everything collapse and FRAME. and if by some miracle, it doesn't, it probably won't align with the new state of things anyway
- but, there's a new archive link for the pre-ing state, as of just before this patch, here: ep4preingarchive.corru.observer