I just wanted to stop by to let you all know that ALL of my games and DLCs/Expansions and Extras are now on sale for large discounts over the course of the Steam Summer Sale!
You can view the full catalog here: https://store.steampowered.com/curator/6836576
That's it for now! Thanks for reading!
-Corrosion ːCStudiosː
6/22/22 GIANT Chaos Chain Update 1.2.8
Chaos Chain
Salutations, dwellers...
Here is the next GIANT update for the game, as promised. There are a TON of changes in this update, so it is HIGHLY RECOMMENDED to start a new game if you have an old save. They will likely still work just fine, but there will be inconsistencies and may be problems.
Let's discuss some of the highlights.
First, you can now go directly to the Steam update news for the game from the main menu. You can also see the new greenish coloring of the selection box here.
Next, the resistances page has been better organized by side, and you can also see that electronic damage is now called interference. This is because the FIRST VERSION OF THE COMBAT HACKING SYSTEM IS NOW IN GAME.
A preview of the first two combat hacks. Bypass and Exploit.
The techie now begins the game with a hackpad (pretty much a cyberdeck) as seen here.
Next, the PDA now tells you what soundtrack is currently playing and has a shuffle option in the overview submenu. Lots of new soundtracks have been added.
Another major change to show off is two handed weapons and heavy weapons now have a "Heavy" trait which makes them require two hands. Making it so you cannot use a gadget at the same time. This does mean that for melee weapons with Heavy, they get some benefits as described in the change log below.
Beyond that, there are an absolute TON OF OTHER CHANGES, ADDITIONS, AND IMPROVEMENTS.
Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.8 Change Log:
Bug Fixes:
Fixed a bug where companions could still be removed from the party if they were dead/broken but healed/recovered
Fixed Bull still being present outside The Eclipse after completing "Head in the Clouds P2" (Saves that are at this point won't automatically make him leave, but it isn't a huge deal - You don't really have to see him leave, it's just inferred he's doing investigating on his end too - This wasn't really a bug but more of something I wanted to add)
Fixed world modifiers array displaying some of them in the middle of the screen and some at the bottom
Fixed Anti Toxins spawning so frequently in loot containers (Moved them to the random drug/medicine list)
Fixed dialogue with Tara where you offer to help her showing Tanya's face graphic momentarily
Fixed Flak conversation not having a loop to the top after you buy equipment from him, which resulted in floating labels getting stuck off and forcing you to re-enable it
Fixed an unintentional setting in the "Shady Dealings" side quest where the quest related area (No spoilers) was still able to be entered after the quest was completed (Old saves will still be able to go in there one last time before it automatically closes, but it's not a big deal - This was just an oversight)
Fixed battlebackgrounds not having any battle motion (They are supposed to shift ever so subtly)
Fixed tilesets with metal fences (Chain link) not being evenly aligned properly with their vertical bars
Fixed enemies not using their full array of combat skills if their dedicated attack skill had too high of a priority (This was a bug that I did not realize existed until now, but was introduced in the update where I made regular attacks much more frequent... too frequent - I ran 30 rounds of combat and watched 5 enemies just repeatedly do their standard attack on my guy as I kept dev healing - that's 150 attack actions and no other actions chosen - After the fix, they immediately started using other skills instead)
Added a failsafe to protect against a rare crash when picking world modifiers in an old save in specific circumstances
Fixed Grady boss having some extra stat benefits that he wasn't meant to have (Extra evasion and initiative)
Trip and Lights Out abilities no longer adds your weapon stats to the attack
Heads up balloons are now closer to the character they originate from and better centered
Fixed a bug with the randomized protestor dialogue playing a line twice in one case
Fixed a bug with the confused status effect not lasting the correct amount of turns
Added a failsafe to prevent incorrect damage calculations in certain circumstances
Changes & Additions:
Added some new Steam Achievements
Finished "Relief Recovery" side quest (This quest has several different outcomes and several different ways to complete it)
Added an "Update News" option to the main title menu (Opens the Chaos Chain update feed on Steam)
Added a set bool to off command to the beginning of the cyware/biware check functions (For determining what kind - if any - of augments the player character has implanted - this will help the game more efficiently keep track of player character status and avoid any unwanted situations relating to the system)
Enemies are MUCH more likely to retreat now at either critical health or critical mettle (Morale)
Reduced animation size of the enemy retreat skill
Electronic damage renamed to Interference damage
Updated item/equipment descriptions for the change above this one
All characters by default (With no Cyberware) are 100% immune to the Glitched Status Effect (I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
All characters by default (With no Cyberware) are 100% immune to the Interference Damage (From hacking/cyber attacks - I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
Tasers, Stun Guns, and Shock Batons now do base (Default) damage instead of interference (This was an oversight when I implemented the cyberware system for how the damage was going to be calculated) but their damage formula has been reduced to account for this change
Added the very first version of the Hack Pad system (Basically cyberdecks to avoid any confusion - They require a processor implanted to be usable)
Added Ice Breaker Hack Pad (Gives Bypass and Exploit cyber attacks - First one is used to status effect the enemy and cripple them, second one is to crush them - THERE ARE NOT MANY ENEMIES TO USE THESE ON YET - THIS IS ONLY THE FIRST STEP TOWARDS GETTING THE SYSTEM IMPLEMENTED)
Glitched status effect now increases damage taken through interference damage by 20%
Added Bypass cyber skill and animation (3-9 Interference Damage, +70% Glitched, +10 Initiative On Use)
Added Exploit cyber skill and animation (7-13 Interference Damage, +5 Initiative On Use, +5% Glitched)
Techie character background now starts with the Ice Breaker Hack Pad instead of the infovisor
Processors now allow use of hack pads, hack pads now allow use of cyber skills
Updated Glitched status effect animation
Enemies will now use their full array of combat skills (As long as necessary conditions are met such as low health for bandaging, etc)
Added some new randomized main character names to the list (We're over 270 now)
Increased player-message interaction sound cues by 5%
All Plot related items are now marked with a "*" before their name so they are immediately recognizable
Version info will now only display on the main (title screen) menu and the in game menu interface
Choice selection color is now a faint green instead of the pink/red and the outline box has been updated to be more clear
Slightly increased all window background opacities
Updated difficulty selection tooltip to explain world modifiers
Default character name is no longer blank so you're forced to either enter a name or randomize it (The default names are the old Victor/Victoria, but you can still enter your own or randomly generate one - This is just so it doesn't start off completely blank in the box)
Adjusted EXP rewards on some side quests
Updated the journal description for "Head in the Clouds P3"
Added a new hint for the "Relief Recovery" side quest
Added Condemned Apartments: Basement area
Added Condemned Apartments: Storage area
Added new battle background graphic"Grungeinterior2"
Slightly reduced delay between randomized sound effects playing
Added helicopter flyby sound effect to the randomized sound effects lists
Added 5 more glass breaking sound effects to the randomized sound effects lists
Added 2 more wood breaking sound effects to the randomized sound effects lists
Added randomized earthquakes to the randomized sound effects list (It's a slight screen shake and sound - very rare, just for extra atmosphere)
Added randomized blackouts to the randomized sound effects list (The screen will fade to very dark and play a sound for a moment, then recover the screen and play another sound - very rare, just for extra atmosphere)
Damage values are now rounded to the NEAREST integer instead of the integer in which they are a part of (3.6 will turn into 4 instead of 3, 2.2 will turn into 2)
Added proper immunity checking to certain damage type handling to account for the extra random damage roll added onto all damage (If immune to a damage type, no extra damage will be added and the attack will fail - Example: Cyber attacks against a sewer rat probly won't do much..........)
EMP Grenades now deal interference damage as they should have originally but I was waiting for me to get some of the hacking system work done
Added some new character graphics
Added several new enemy graphics (Sprites and battlers)
Added thug slicer enemy
Added thug shooter enemy
Added thug vandal enemy
Added thug punk enemy
Added some new enemy groups
Added new bandit/thug boss (No spoilers - He is heavily cybered though and a perfect target for the new hackpad system)
Enemy pain/hurt sounds are now set to 80% volume instead of 100% because many of them are pretty loud
The resistances panel in the character record now lists all element resistances on one side and state resistances on the other to be more uniform (They were mixed previously)
Both cyber-based resistances (Glitched Resistance and Interference Resistance) are now listed at the bottom of the resistances panel to be easier to find and side-by-side to be more obvious that they go together
Further tweaks to the interface color/contrast settings to make it easier to read
Added some new special NPCs to interact with and talk to
Added multiple new generic NPCs to several areas
Added NPC blockers to a few areas to prevent them from getting in the way
Shields now count as armor but still equip just as before (Everything will still work the same way, this is just to help with easier classification)
Targeting Assisted Bracers now equip to the support slot and count as gear instead of a gadget
All Long Guns now prevent use of a gadget at the same time (Two handed)
Some Small Guns now prevent use of a gadget at the same time (Two handed - Examples are shotguns and sub-machine guns)
All Ordinance Weapons (Grenade launchers, rocket launchers, machine guns, etc) now prevent use of a gadget at the same time (Two handed)
Categorized Melee Weapons based on how they may be used (Some of them will now prevent using a gadget at the same time due to being Two Handed - Examples: Sledge Hammer, Fire Axe)
Added "2H" to all descriptions of weapons that require two hands
All heavy (Two handed) melee and exotic weapons now give a new status effect on their target to make them more impactful given that they cannot be used with gadgets (Shaken - this lasts for 1 turn and gives: -2% to hit, -2% critical chance, -3% mettle, -3 initaitive)
Added "Heavy" to all melee and exotic weapons that require two hands and give the "Shaken" status
Updated enemies using heavy melee weapons with the above status application
Added some rust spots to trash cans to give them more detail
Updated some of the graphics for trash and clutter with more detail
Added a few more loot containers spread around some areas
Added some more clutter to a few areas
Slightly reduced overall chance of loot spawning in containers
Slightly increased chance of ammo spawning in containers
Added "Stranger" title for everyone
Added "Chromed" title for anyone who gets cyberware installed (For old saves, you'll have to wait until you get more cyberware)
Added "Altered" title for anyone who gets bioware installed (For old saves, you'll have to wait until you get more bioware)
Added enemy abilities to use drugs in combat to give them an edge (Usage is rare)
Added enemy "Grace" drug skill
Added enemy "Twitch" drug skill
Added enemy "Voodoo" drug skill
Added enemy "Zeal" drug skill
Added drugs (Grace, Twitch, Voodoo, Zeal) to enemy drop lists
Enemy gutter rats now have a very small chance to drop rotten food, rags, and bobby pins (3%/3%/1%)
Added 15 new battle soundtracks
Added 29 new exploration soundtracks
Added 19 new title screen soundtracks
Added several new gun sound effects (For use later)
Added 5 more random soundtracks to the player apartment
Renamed "Your Apartment Key" to "Your Apt Key"
Updated some item descriptions
Added a song switch in the intro between the world background and the foreword
Soundtracks will now save between maps so that the game does not reselect a new track every time you switch maps (UNLESS THE MAP HAS A SPECIFIC SOUNDTRACK SET - In which case, the music track will change while in that specific map and then go back to the previous track when you leave)
Slightly increased duration of soundtracks playing before switching
Added some new roleplay dialogue options
Added A LOT of new dialogues with various existing characters and new characters
Data Item/Lore Item is now listed as special instead of plot
Added Soundtrack submenu to the Overview menu in the PDA
Added Shuffle Soundtrack option to the PDA Overview -> Soundtrack submenu
Updated fast travel (Metro) background sound effect
Updated the map icon art in the menu (It's a map ping now instead of intersecting metro lines)
Removed specific soundtracks for several general areas (Now, only very specific special areas have set soundtracks - this may make certain areas/situations feel out of place with the currently selected soundtrack from time to time, but I think this way is better - if you feel differently, please explain your feelings on the subject - also, if you find any soundtracks that really seem out of place or feel like they don't fit the cyberpunk vibe enough, please tell me)
Blinker Flash special ability is now listed as an ability instead of a cyber skill
Added 1 more empty row between each line in the intro to allow more reading time
Updated some item icon art
Very slightly reduced the base movement speed
Added some new quest related special events
Rewrote the randomized additional damage on attacks code to make it more efficient
Optimized some systems and processes to be more efficient
Cleaned up more old/unused code
TONS of other minor tweaks, improvements, and changes all throughout the game
NOTE:You DON'T need to start a new game, but it is always recommended. Especially if you encounter any odd issues after a large update.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
Here is another new update for the game. This update has continued QOL improvements, new content, bug fixes, and more. I also worked on making the mouse a little more accurate in game (cursor positioning) and made some other minor improvements to it as well. Check out the change log below!
What could they want?
Please note that these changes are not in any particular order.
Update 1.2.2 Change Log:
Bug Fixes:
Fixed some incorrect enemy stats
Fixed punching spike stat description not matching actual stat bonuses
Fixed taser incorrectly having gun butt skill
Fixed some odd tileset pathing issues
Fixed a few graphics that had clipping issues
Fixed some typos
Fixed some text formatting inconsistencies
Fixed a bug that was causing enemy placement in battles during testing mode compared to where they actually appear in game to be different
Update to the stash system to potentially fix issues with item stacking (Will require a new save, but this update needs a new save anyways so...)
Changes & Additions:
Added some new Steam achievements
Added "Stubborn Love" 2 to 3 part side quest (A little bit of a romance quest - Quest length depends on choices - It would REALLY help me if people tested this and reported any issues since this is a pretty involved quest with multiple directions/outcomes/ways of finishing it in different cases)
Added additional testing functionalities to the game's backend (These are mainly to help me during development, but if you notice anything odd, please let me know)
Debugging mode now has access to modify game variables and game switches (Booleans) on the go (F9 key is debugging is activated - you're welcome testers ;-P)
Debugging mode can now be toggled directly from the PDA
Debugging mode in game now allows you to hold CTRL on the keyboard and walk through/over everything
Continue command at the title screen is no longer automatically highlighted if a save file is found (This change is made first to help throughout EA when saves are corrupted by major updates so people don't immediately jump in and experience a crash, but I also made this change because it felt unnecessary to do this to begin with)
Added new weather effect variant (Dustfall, this brings the total to weather variants to 21)
Added a slight screen shake effect to the intro
Added a new randomized travel event
Updated the intro slightly
Added some new skill/stat checks and uses to certain dialogues and situations
Added a new lore (Data) item description (Shorted Souls warning)
Added a new battle callout for thugs/bandits
Added some Red Saints to Ashen Row (Currently only for show)
Added three more main menu soundtracks
PDA system root now displays the currently playing soundtrack (So you can know the name to listen to it out of game if you wish)
Reduced the pitch of two randomized gameplay soundtracks to match the rest better
Added Smugglers' Bend subdistrict area
Added Stitchin Time area (Street doc)
Added new graphics for quest related NPCs
Added a few more protesters to the roadblocks
Added some more protester graphics
Added a generic sound effect to play periodically at the protests (Angry crowd)
Added some new characters to intract with
Added two new character/combat encounters (Check out Smugglers' Bend for these)
Added shorted soul enemy type (Ordinary people driven to insanity by drugs, toxic chemicals, neuroburn, or technologically-induced paranoia)
Added manical battle callouts list (6 total)
Added a new special character event
Updated the bullet casing environmental graphics with some shotgun shells mixed in
Setup some new enemy troop encounters
Added a new randomized indoor sound effect
Added a new randomized outdoor sound effect
Added new dialogues for the new characters
Added new battle background (Cyber storefront)
Added new battle background (Cyber street 3)
Updated some existing dialogues
Added scrap pistol firearm (Extremely cheap, weak, and ugly)
Added scrap pistol attack animation
Added festung jaeger sniper rifle (Hunting rifle in actuality, cheaper than the Brunetta Stiletto but still gives you a precision rifle with high stopping power)
Added festung jaeger attack animations
Added hand claws exotic weapon
Added hand claws unique attack animation
Added shock baton exotic weapon
Added shock baton subdue skill
Added shock baton unique attack animations
Added maintenance kit gadget (Weapon maintenance kit that improves damage dealt as well as other weapon related stats)
Added new icon art for new items and equipment
Updated some shop listings
Added trip learnable attack ability
All human melee enemies now can use trip ability in combat
Increased base probability of human enemies using their default attacks significantly
Updated some areas
Updated some tilesets
Added more lights to several areas
Made all foliage have a more "rotten" look
Updated brass knuckles icon image to actually be brass colored (Whoops)
Changed some menu wordage to be more clear (Specifically in the Squad section)
Disabled a few random soundtracks (They didn't fit the theme well enough)
Mouse cursor saturation increased slightly
Minor adjustments to the mouse system to improve functionality and accuracy (This is actually a really huge, really nice change because it makes the mouse MUCH more accurate in selectable windows)
Slightly increased the brightness of the display window in combat
Other minor adjustments and tweaks throughout the game
NOTE:YOU ABSOLUTELY NEED TO START A NEW GAME. Too much has changed for old saves to work properly.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
Here is another new update for the game. This will be the last rapid patch for some time as I begin working towards the first major content addition coming later this February. Critical bug fixes will still go on as normal, but as I have already released several patches in the past few days fixing everything that I have found or been reported, I don't think any further critical fixes will be necessary at this time.
This update is mainly for some quality of life improvements and to make the game more user friendly and intuitive. These changes listed below were originally going to just be part of the major content update mentioned above, but I decided to release them early to get the game into a better, more polished state for the time being.
Check out the change log below!
Update 1.0.7 Change Log:
Bug Fixes:
Fixed a few tileset pathing issues
Fixed a typo in a weapon description
Fixed a sound volume inconsistency when equipping gear
Changes & Additions:
Increased color saturation of many interface elements
Color coded ammo requirements in weapon descriptions gold colored
Color coded ammo requirements in skill descriptions gold colored
Recolored ammo names to gold instead of the default pink/red for weapons
Ammo slot is now optimizable so it will automatically equip ammo if available for a weapon that requires it if you click optimize (this may not always pick the best ammo for a given situation, it chooses based on its own statistical analysis - for example: you might want high bleed chance with hollow points (+50% bleed chance) against a heavily armored enemy, but it may select armor piercing (+1 damage for penetration) instead to get the extra damage to punch through the armor itself)
Renamed "Remove Equip" to "Remove" when setting an equipment slot to nothing (empty)
Reduced blue glow around text to make it look sharper and less blurry
Renamed "System" command in the in game menu to "Exit / System" to be a little more obvious
Renamed "Title Screen" to "Exit - Main Menu"
Added "Exit - Desktop" to the in game Exit / System menu to allow exiting the game without having to go to the main menu first
Added a subtle beep sound effect to play whenever the choice window opens (when waiting for player input in a conversation)
Added a green interaction diamond over the stash in the player's apartment
If you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!
That's all for now, enjoy!
-Corrosion ːCStudiosː
1/31/22 - Day 4 - Development Status Update
Chaos Chain
Salutations, dwellers...
Hey everyone, Corrosion here!
I wanted to stop by and just leave you with a development status update for today to let you all know what my next plans are for the game, moving forward with work on the game.
Starting tomorrow - February 1st, I'll begin work on the first major content update. My plan is to release it mid-late February, but it will probably be late February as I have quite a bit on my list for immediate things to add such as:
The first implementation of the cyberware upgrade system
Continuation of the main storyline and completion of the first story segment
The first companion (and the companion system in general)
New interior areas in the current districts to explore
New characters to interact with
More items/gear
The Warrens - new district
New side quests
New abilities (activated)
... and other general improvements wherever necessary
If you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!
That's all for now, enjoy!
-Corrosion ːCStudiosː
1/30/22 Day 3 Update 1.0.6
Chaos Chain
Salutations, dwellers...
Here is another quick new update for the game. Check out the change log below!
Update 1.0.6 Change Log:
Bug Fixes:
Fixed some pathing issues
Fixed some typos
Changes & Additions:
Added a text file to be created if the player accepts the Early Access Acknowledgement agreement (This won't show every single time you make a character now, it will only show once and once you accept it, it won't show again)
Added alert for when nearing Lynch's office for the first time
Made "Bite and "Claw" attack sounds higher pitched for Gutter Rats (No more tiger-sounding-rats)
Slightly reduced darkness opacity of the vision fog and expanded vision distance
Slightly reduced the opacity of the rolling fog so it's not so dark
NOTE:You DON'T need to start a new game.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.