Corrupted at the Core [v0.902] [Enlit3d]
Corrupted at the Core is a Dungeon Crawler/Rogue turn based fighting inspired by games such as Divinity II and Darkest Dungeon.
Thread Updated: 2023-01-03
Release Date: 2022-12-23
Censored: No
Version: 0.902
OS: Windows
Language: English
Genre:
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3D Game, 3DCG, Animated, Creampie, Futa/Trans, Masturbation, Female Protagonist, Rape, Teasing, Vaginal Sex
Installation:
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1. Extract and run.
Changelog:
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v0.902
- Added random event rooms (? icon on the map)
- Added 7 random events
- Added item spawn requirements
- Added new items that will only spawn after certain amount of progress during a run
- Added Emissive color customization in dresser by clicking on the * button.
- Added a camera zoom in effect when character is engaged in a grab
- Added new gameplay options to toggle automatic camera panning and camera zoom on grab
- Added some internal memory management things to help deal with big mods
- Units receive AFTERGLOW status after climax again so their p**** remains erect
- AFTERGLOW no longer have gameplay impact
- Fixed “Haste” card was named “haste”
- Fixed items granting movement bonus having no effect
- Fixed Temp HP not reduced correctly during grabs
- Fixed a bug that cause there to be much more campfire rooms than intended
- Enemy level scaling to 5/floor from 10/floor (game is now easier)
- Defend action scaling to x0.7 SPC ATT from x0.6
- Weapon slot under loadout is disabled for characters with preset weaponry
- Reduced generated portrait size to 128×128 from 256×256
- Added a better fallback case for when portrait texture is full to prevent fruitlessly trying to re-generate new portrait textures
v6.4
- Added inventory system
- Added equipment system
- Added equitable items
- Added applying equitable item bonuses – stats and granting new cards
- Added random item drops during runs
- Added random magical items
- You now start each game with a couple of items in inventory
- Fixed a possible softlock caused by AI trying to switch grabs when there’s no valid grabs to pick from
- Fixed Pass Turn button not functional during grabs
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v6.31
- Fixed a crash when some enemies tries to reversal
- Fixed Pass Turn not reappearing after an action is used
- Fixed displacement ability (push/pull) not separating the grab participants if used right next to the grab participants
- Fixed UI elems off by 1 pixel
v6.3
- Added resolution and borderless window settings
- Card effects are now scaled by character stats (the affecting stat is depending on card color, STR->scales red cards, INT->scales blue card and so on)
- Added new “Beckon” status, a self-inflicted effect that cause attacks to grab you instead, similar to when KOed
- Added new “Shaken” status, which is a depuff that causes all attack to have disadvantage.
- Added armor breaking and outfit/armor points.
- When not armor broken, Finisher type grabs cannot be used on the character
- Added new Pass Turn button
- Certain moves will no longer force temporary outfit removal
- Attackers in grabs inflict higher self damage
- Victim can use “Commit” as well during Finisher-type grabs
- When using GrabSwitch, units must switch into a more intense grab type; Tease < Pleasure < Finisher
- Fixed a potential crash in certain gpu drivers caused by “sampler arrays indexed with non-constant expressions”
v6.2
- added new feature that allows different prompts to be shown when interacting with dungeon objects
- added card removal option at rest spot
- added simple escape menu when ESC is pressed instead of closing the game
- added downed/lying state – atm this is only used as a better defeat animation rather than the old target disappear in the air
- added card color, some pickups will now only grant cards associated with each character’s color
- added card rarity, you’ll find cards of different rarity during runs. Generally, rarer cards are more powerful
- you are guaranteed rare card upgrades after boss fight
- the overall quality of card pickups have increased
- you only draw the Basic Action card token when you have more than 4 cards in your deck to avoid hand clutter.
- grab initial escape DC increased from 5 to 8
- sped up a couple of animations
- fixed bug that cause movement to be bugged on high move speeds; increased unit move speed
- fixed bug and now auto camera should return to current unit taking turn after that unit’s action ends
- fixed bug with auto card suggest incorrectly displaying red attack-lines when there are no attacks possible with suggested card
- fixed bug with auto card suggest not resetting the card highlight state when player mouse over a card
- fixed bug with cards not shrink to the small size after the player move cursor outside of card bounds
v6.1
- added new dungeon exploration system
- added new adding-card-to-deck feature (deck resets on each run atm)
- added a new dungeon to test the new dungeon exploration system, along with 2 new girls with their starter decks. It is expected that you’ll expand their deck by picking up the AddCard bonuses found during dungeon runs
- added experimental feature that enemy with split cards now will now draw 2 cards per turn and attempt to use both halves, although this does mean the preview wouldn’t be accurate
- added the automatic camera track toggle if you wish to control the camera manually
- added deck view button to see what cards are left remaining in deck and what is used
- enemy threat range is now in a darker red to help differentiate it from auto targeting arc
- added new Evasion status effect: it causes the next hostile attack to miss
- added and tweaked a couple of cards
- fixed bug that cause camera getting stuck and unable to be disengaged with middle mouse button
- fixed the enemy move + threat range grid not showing when auto card selection is enabled
- fixed abilities that stuns the user not ending the turn after
- fixed enemy units turning their head towards the camera
- fixed bug that cause used cards to be redrawn every turn instead of at when deck is empty
- fixed auto card target selection will sometimes miss a target for multi-targeted attacks
- fixed cards get squished to the left after grab selection
- fixed a rare instance where cards disappear and game soft locks
- fixed bug that cause garbage cards to appear in your hand if Back is pressed during target selection
- fixed various bug introduced by the new dungeon exploration system, big thanks for the Discord testers!
v5.01 Demo
Added “Remove” option to remove a clothing part.
Added “Back” button to discard all changes.
Added initial support for mod folders! The base game files is now located in /data/_base/ and mod folders can be added to the /data/ folder to extend the game!
Added additional debugging messages to help diagnosis issues like the whitescreen.
Couple bugfixes
4.2 Demo – this is more of a “transitional build” as globlins are added to the game, but don’t have h animations yet.
3.3 Demo – Initial release
4th Character added.