Here is a quick patch for the game with a fix and even some new stuff!
Hungry?
BETA Update 1.18.1 Change Log:
Bug Fixes:
FIXED an issue with the "Helping Hands" side quest which caused some of the events and effects that were meant to enable after completion of the quest to not trigger (OLD SAVES: JUST TALK TO DR. CRANLIN ONCE MORE AND IT'LL FIX THE ISSUE AUTOMATICALLY)
Changes & Additions:
Base price of all drones have been reduced by 100 (Based on feedback, they were often unreachable due to the prices being so high, so they've been lowered a bit)
Added Protein Grubs consumable item (Bio-engineered, edible grubs. High Protein, low flavor, awful texture. Affordable price.)
Added new icon art
Added book misc item
Updated random container loot drop lists
Updated some shop listings
A few quick misc tweaks
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
Here is the next update that I've prepared for the game. It has some community feedback changes, some community bug report fixes, and some other cool stuff! The biggest change is the addition of the skeletal implant slot which basically means that all those augments/implants that were split between the auxillary and torso slots now have a third slot available to be installed, so you can get more upgrades and they should make more sense as to where they install to.
Check out the full change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.18.0 Change Log:
Bug Fixes:
FIXED killing Moth in combat wouldn't give the rest of his team shock
FIXED killing Manic in combat wouldn't give the rest of his team shock
FIXED the usable couch in The Clouds: F1 being labled as a mattress
FIXED a dialogue that didn't have an exit option in the main quest (It could lead to a lock up if the player didn't satisfy one of the three conditions)
FIXED Dust Storm weather variation applying damp status effect when fighting outdoors
Changes & Additions:
Replaced Temperament: Pessimistic -1% Mettle Regen stat with an additional -5% Max Mettle stat (Now a total of -10% - This was pretty punishing how it was before, especially for Vex the new companion)
Updated the method in which the player's character is checked for augments after dying to apply the state to prevent interference damage and glitched status effects from applying to them if they don't have any chrome
Added Skeletal Implant Slot for all human characters (I did this based on feedback from the Discord channel - This is the final slot that I plan to add - I think this will be a good change since many of the torso implants would make sense for you to be able to get more than only one - THIS MAY CAUSE SOME STRANGE ISSUES WITH OLD SAVES IF YOU HAVE A LOT OF AUGMENTS EQUIPPED)
Reclassified all Skin-Based implants (Dermal Armor, Sub-Dermal Armor, Strengthened Skin) as Torso Slot implants instead of Auxillary
Reclassified all Bone Coating implants (Bio-Plastic, Plasma, Polymer, Steel, Titanium) as Skeletal Slot implants instead of Torso
Reduced enemy overall health and mettle stats slightly (About 5% across the board)
Enabled a fallback feature to automatically make existing saves work with the new slot being added (Details above) for companions joining the group (Auto-Initializes the companion and their default equipment setup - writing this here so I see it if I forget in the future - there was an issue with companions joining after the newest slot got added if they had augware in any of the modded slots)
Reduced time for auto-updating all map events when entering a new map
Added football helmet head armor
Slightly nerfed the effectiveness of the hard hat head armor (It was actually pretty OP how it was)
Added some new item icon art
Updated random container loot drop lists
Updated some shop lists
A few other misc changes and tweaks
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
Here is the next update for the game. I added one new small side quest, the community requested feature to allow companions to benefit from the stat adjustments from the new temperaments system, and also another new companion!
Introducing Indigo
Indigo's Starting Gear
Indigo's Augments
Check out the change log below!
*Please note that these changes are not in any particular order.*
BETA Update 1.17.0 Change Log:
Bug Fixes:
FIXED some typos
General code cleanup and optimization
Changes & Additions:
Added "One Good Eye" side quest (This one is meant to be short, sweet, kind of funny, and to the point - I've had this idea in mind for quite some time, but finally got around to adding it - If you don't like the character involved, I will be sad)
Added a new Steam Achievement for completing the quest above and for the new companion
Companions now have temperaments assigned and benefit from the stat adjustments
Added Indigo: SWAT Medic - New Companion (You can get her after completing Helping Hands - she'll be outside the warehouse)
Added a new conversation option to a certain NPC in Lamplight Market which is how you learn about Vex
Added Vex dialogue options and companion dialogues
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
That's all for now, enjoy!
-Cryptic ːCStudiosː
8/16/23 - Chaos Chain Hotfix 1.15.1
Chaos Chain
Salutations, dwellers...
Here is a hotfix to solve a few issues reported within the last hour.
BETA Update 1.15.1 Change Log:
Bug Fixes:
Removed some leftover testing events
FIXED a tile pathing issue in the new sewers area (Plot related)
FIXED a critical crash resulting from the revive change earlier to ensure characters are revived with the necessary states properly (Had the wrong syntax)
FIXED a rare crash which was caused by items failing with the certain properties being attached to them
Here is another update for the game. This includes some fixes for the major update from the other day, a basic companion conversation system, and some more stuff added into the new main storyline content. Check out the change log below!
Talking to Chronic...
He doesn't like giving advice...
*Please note that these changes are not in any particular order.*
BETA Update 1.15.0 Change Log:
Bug Fixes:
FIXED a bug that caused text to be the wrong color in some instances when speaking to Colay
FIXED a bug which allowed drone slots and companion augment slots to be open and freely changeable after death
FIXED a bug which caused a switch to repeatedly be thrown when it shouldn't be (Leftover from testing)
Changes & Additions:
Added a system to talk to companions (Use the new ability called "Communicate" and then select who you wish to speak to - you can only talk to human companions, so no talking drones - this system will likely be upgraded later, it's pretty basic right now but it works)
Added Communicate ability to the main character's ability list (Use this outside of combat to speak with your companions)
Added unique dialogue options for each companion
Selling prices of items (That is, the player selling items to a trader) have been adjusted so that they are only affected by HALF of the random buy price adjustment (Adjusted each game day) so that if you happen to get unlucky and the game sets the buy price adjustment to the highest value (55% by default, 65% with the economic collapse) available, you will still be able to get at least a bit more than only 1 cred back for the item in some cases but extremely cheap items will still be basically worthless, especially if you have heat on your back
Base buy price adjustment maximum for items decreased by 10 (Items can be between 15% discounted up to 55% marked up by default - with economic collapse mod on, the numbers would be 10% discount max to a 60% mark up max)
The minimum price to sell an item is now 10% of the item's value (Rounded up to 1)
The minimum price to buy an item is now 20% of the item's value (Rounded up to 1)
Slightly lowered the intensity of the brief screen flash that happens at the beginning a cutscene
Added some more loot containers to a few locations
Slightly reduced the chance of garbage spawning in containers (It was a bit too frequent)
Added system hacking capability to the terminal in the sewers area (Part of the newest main storyline content release) which opens up additional roleplaying opportunities and routes of reaching your goal in the area
Added some new graphical effects to one of the cutscenes (Looks a lot better than it did before)
Added an alternative version of one of the encounters in the sewers area (Part of the newest main storyline content release) to trigger under specific circumstances (Using the new roleplaying option added)
Deleted some leftover old code
Unlocked two more processor versions for purchase in Plug's shop (These were locked before because they were simply the best ones in the game, but I decided to unlock them so you can work towards the upgrade if you wish)
Several other minor tweaks and adjustments
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
Here is the next quick patch for the game. This just fixes and improves a few things that weren't correct in the major update from yesterday. Check out the change log below!
BETA Update 1.14.1 Change Log:
Bug Fixes:
FIXED several typos (Thanks for the reports)
FIXED an issue with the bandits in Smugglers' Bend blocking the way again if you talked your way through (Also made this work with old saves)
FIXED an incorrect beep sound playing on one of the new terminals in the new main storyline content
FIXED an issue where the player could move during one of the cutscenes
Changes & Additions:
Moved some events to prevent potential issues
Updated some hints to be a little more clear and specific in the new main storyline content
Updated some dialogue related to the new main storyline content to make them less wordy
Added a short new cutscene to better transition an important moment in the new main storyline content
Added some more sound effects to some of the existing cutscenes with the new main storyline content (I was mainly just trying to get them finished before and I left out a few sounds that I wanted to be present)
Added some additional hint effects to the new main storyline content (Not getting into specifics to avoid spoilers)
Added new graphics for the safety barriers when lowered in the sewers area
Added a bit more detail to some of the new maps
Please let me know of any other bugs or issues you may encounter so I can fix them. This update will be available shortly.
*Please note that these changes are not in any particular order.*
BETA Update 1.14.0 Change Log:
Bug Fixes:
FIXED some typos
FIXED some contextual actions having different expressions and formats
FIXED the fixer data dialogues still referring to them as info brokers
FIXED some skills that require ammo using more than intended (It was due to an old way I had set these skills up but forgot to update them)
FIXED ammo container text not being displayed in blue
FIXED large container text not being displayed in blue
FIXED Flak Vest and Low Profile Armor stats have been swapped (This was a bug I accidentally created awhile ago and have been meaning to fix)
FIXED Nail ammo types not registering as equippable ammo in certain cases
FIXED 68mm Rocket ammo types not registering as equippable ammo in certain cases
FIXED a door mismatched graphic between the exterior and interior
FIXED a counting issue in the portrait selection
FIXED police background starting off with a flak vest instead of low profile armor
FIXED an incorrect classification related to the energy drink consumable item which could cause it to "miss" and not work
FIXED drone reactive stabilizer and drone self repair protocol attachments not showing up in the inventory menu under gear (They could still be equipped but wouldn't show in the list view from the inventory)
FIXED some incorrect item prices
FIXED some tileset pathing issues
FIXED an issue which caused the "attack fail" sound effect to play when using certain items out of combat
FIXED Facewrap stat for sickness resistance being negative instead of positive
Changes & Additions:
Added new Steam Achievements
Added a working directional flashlight system (Looks really good if I do say so myself - it's not as perfect as I'd like but it works)
Expanded base vision range fog of war slightly and decreased the opacity of it so vision is less obscured
Added Temperament selection process to character creation (Pessimistic, Cynical, Realistic, Optimistic - They give some different ups and downs)
Added Temperament selection process to autorun for old saves THE NEXT TIME YOU RETURN TO YOUR APARTMENT
Heavily updated several parts of the main quest that were previously disabled (They were still a work in progress)
Enabled entering all the plot related areas that were previously off limits (Finished work on them - Red Den, Red Den: F2, Red Den: Basement)
Added Sewer Tunnels Area (Plot Related - This large area took roughly 8 hours to build with all the detail, events, testing, etc - this is the largest "dungeon" in the game at the moment)
Added Smugglers' Bend: Side Street Area (Plot Related)
Added Hab Block 28: F1 Area (Industrial Zone)
Added Hab Block 28: F2 Area (Industrial Zone)
Added Hab Block 28: Captured Unit Area (Industrial Zone)
Added Dark Art (Tattoo Parlor) Area (Smugglers' Bend)
Added several new plot related items
Finished and activated "Slow Descent P3/P4" so they are now accessible and playable
Added "Slow Descent P5" main quest section
Added "Slow Descent P6" main quest section
Added "Highs and Lows" main quest section
Added "Highs and Lows P2" main quest section
Added "All Tied Up" main quest section (This is where the main quest is currently halted for the time being)
Updated "Evicition Notice" side quest with new roleplaying options
Added "Unstable" side quest (Can be found in the: Industrial Zone, this quest has a few different roleplaying options)
Added some special new stuff to "The Catch" side-quest-line (No spoilers, but there are several additions)
Updated several hints and journal entries for various quests to be much more specific and intuitive
Updated the apartment intro text a bit (Just after character creation)
Added some new Sewer tileset assets
Added grungesewer battle background
Added some new Cave/Underground tileset assets
The characters will now be referred to univserally as "freelancers" or "lancers" (This is basically my version of "runner")
Added new selectable title "Freelancer" which can be used/assigned by anyone at anytime in the PDA title selection menu
Added a new tattoo system (You can get up to 3 different tattoos - there are 4 to choose from: shark, wolf, raven, spider - they benefit the main character by giving +1 to their relevant feature stat: muscle, toughness, finesse, resolve - they each cost 100 cred and they require 50 reputation to be achieved per tattoo, with each costing an additional 50 - Due to engine limitations, they don't do anything cosmetic unfortunately, but they do give a relevant passive skill so you can keep track of them)
Added a new dialogue tab for Cairo in The Descent Nightclub which hints about the augment lab downstairs (A lot of players don't even know you can already get chromed or otherwise)
Updated all art assets on the store page, community hub, main menu screens, game over screen, and the intro
Updated the scrolling text intro with colors for the default text to be easier to read on the new art assets
Increased the time between condition ticks by roughly 20% (Food items and stuff will last 20% longer in the condition stat - Did this to make it a little less tedious)
Added some new environment interactions
Updated a few old quests with some new stuff to keep things fresh (Not gonna get into specifics, just know that it might be worth replaying some of them)
Added Weapon Expert Talent (Boosts all damage from weapons by 20%)
Added Armor Expert Talent (Boosts all protection from armor by 20%)
Localized names of some weapons according to their theoretical manufacturer
Renamed Novikov Deucer to Novikov Dvoyka
Renamed Novikov Casket to Novikov Grob
Renamed Novikov Grudge to Novikov Obida
Renamed Brunetta Avenger to Brunetta Vendetta
Renamed Brunetta Chaplain to Brunetta Vescovo
Renamed Brunetta Sweeper to Brunetta Veloce
Renamed Festung Buzzard to Festung Bussard
Renamed Festung Heretic to Festung Ketzer
Updated protagonist and companion skill lists
Added lots of new lootable containers
Added "Manic" boss enemy type
Added Manic face, character, and battler graphics
Added Manic troop encounter
Added Sewer Sludge enemy type (You wanted some monsters, here's one type that I thought fit pretty well)
Added Toxic Sludge enemy type (Slight variation of stats to the former)
Added Sewer Sludge character and battler graphics
Added Toxic Sludge character and battler graphics
Added Sludge Leech enemy special attack and animation
Added Sludge Thrash enemy default attack and animation
Added Sludge Poison Spit enemy special attack and animation
Added Sludge enemy battle callout list (6 variants)
Added Sludge troop encounters
Added three new hopeless soul enemy variations (Battlers and sprites - total is now 4 instead of just 1 - all with different stats and so on)
Added new hopeless soul troop encounter variations
Updated hopeless soul random encounters to never be solo (They were never meant to be alone, I just didn't previously make enough character graphics for them)
Hopeless soul enemies now have a base 10% resistance to blindness (Lore based)
Hopeless soul enemies now have a base 10% resistance to sickness (Lore based)
Added a new map encounter somewhere in Smugglers' Bend (This one is nothing overly special but pretty fun and should keep you on your toes XD)
Updated A LOT of enemy stats with more balance, but I'm only going to list some of them so it doesn't bloat the change log too much
Increased the random fluctuations for enemy health to 7% from 6% based on their level
Decreased the random fluctuations for enemy feature points to 5% from 6% based on their level
All human enemy characters got a slight nerf to max health and mettle
Lowered wild dog base chance to cause poisoned from 10% to 9%
Lowered wild dog base chance to cause sickness from 9% to 6%
Lowered guard dog base chance to cause poisoned from 9% to 6%
Lowered guard dog base chance to cause sickness from 6% to 3%
Lowered attack dog base chance to cause poisoned from 9% to 6%
Lowered attack dog base chance to cause sickness from 6% to 3%
Lowered gutter rat base chance to cause poisoned from 15% to 11%
Lowered gutter rat base chance to cause sickness from 9% to 7%
Updated several areas with new scenery, lights, objects, etc
Added a workbench to the shipping warehouse area
Added some new opportunities to use the simulated hacking system
Workbench text is now displayed in green
Added new dialogue options to the fixers for special paydata
Adjusted some armor stats a bit (Some of them didn't make sense)
Added 10 new randomized door sound effects to the list (20 total now - These are sounds that were already in the game files)
Added 18 randomized maglock door sound effects (9 sounds/2 pitch variants each) for the appropriate doors
Added 4 new male portraits available for everyone (Total for Male portrait selection is 26 now)
Added 2 new male skins available for everyone (Total for Male skin selection is now 27)
Added 2 new female skins available for everyone (Total for Female skin selection is now 27)
Added 4 new female portraits available for everyone (Total for Female portrait selection is 26 now)
Added visual feedback screen tinting during system hacking to represent good/bad outcomes to actions (Red = bad, Green = Good, Pink = hack initiated, Blue = disconnect)
Added garbage misc item (Literally what it sounds like - worthless - just for flavor and to make you actually look when looting containers :-P instead of just mashing "take all" button, but it can actually be used to make scrap if you collect enough of it)
Added synthetic coffee consumable item
Added vitamin water consumable item
Added ale consumable (Identical to beer item already in game - This was a community request from the Discord to have another type of light alcoholic beverage in game for whatever reason)
All long guns and two handed short guns are now 1 inv space heavier (Some of them barely had any weight to them, making them extremely powerful overall since they had so little drawbacks)
All the completely fictional narcotic drugs in game (Voodoo, Zeal, Twitch, Grace, Essence) have had their prices reduced by 1/6
All the completely fictional narcotic drugs in game (Listed above) have been given a free 5% mettle recovery effect
Shortcut has had it's price reduced by 1/3
Added a new method to automatically refresh all events upon entering a map for 3.5 running seconds (This is primarily to do with loot generation, event cleanup, and processing on larger maps where a lot of stuff is going on - it should not impact performance at all, it merely helps events process in large quantities at once to ensure everything works smoothly afterwards - this change should
mostly* resolve instances where you walk through an area and then return and a loot container suddenly appears)
Extended fade in/fade out time from 1 total second to 2.5 seconds total (This change was done to smoothen out the above change and give events proper time to run)
Added 3 new special unique (Would be called magical in a fantasy game) weapon variants (Community request - there are 2 so far which are related to the new content)
Added 1 new special unique (Would be called magical in a fantasy game) gear item variant (Community request - it's part of one of the old quests)
Added usable flashlight item (And added it to several shops)
Added a free flashlight to the player apartment area (On the counter)
Added 45A ammo class (.45 ACP / .45 Auto - This is my personal preferred ammo caliber for handguns - Not much penetration, but high stopping power)
Added 45A FMJ ammo
Added 45A HP ammo
Added 45A AP ammo
Added 45A +P ammo
Added 45A ammo types to several shops
44m ammo (44 Magnum) is now capitalized as "44M" (Minor change but important for specific classifications and no longer looks like it is just missing an m for "mm")
8g ammo (8 Gauge) is now capitalized as "8G" (Minor change but important for specific classifications)
Updated ammo lists for skills, shops, equips, etc (Making sure the new ammo type fits into the existing system without issues - This does NOT mean I modified any existing weapons to use the new ammo, I'm adding new weapons separately)
Updated random container loot tables
Updated random loot drop tables for enemies
Updated several shops with A LOT of new stuff in them
Increased base price of scrap by 1
Base prices of the hacking programs (Creeper, Exploiter, Slayer) have been reduced by 5 (Now 15 instead of 20)
Added crafting schematic for scrap (8 garbage - representing recycling)
Added crafting schematics for hacking programs (Creeper, Exploiter, Slayer)
Crafting screen now lists components required to make an item in gold
Crafting screen now lists components that you have enough of to make an item in green
Crating screen now lists components that you don't have enough of to make an item in orange
The crafting screen should now always show ALL available crafting schematics instead of those which were part of the previous save version (The system no longer saves or loads any data, it just reads what is available by array definition)
The crafting screen no longer automatically sorts items based on database ID (I have them sorted manually based on type)
Extended crafting screen max items displayed at once in the left list so it takes the full size of the window and then puts the arrow at the bottom if more items exist in the list
Added some new unique characters and dialogues
Added some new variations to existing randomized travel events
Updated several existing dialogues with new options, text, etc
Added 4 new randomized generic civilian dialogue lines
Added some new character graphics for important NPCs
Added a new shop to a quest related area which becomes available after the quest (No spoilers)
Added a sound effect to play when a character uses the last of their equipped ammunition during an attack
Added a sound effect and status effect message popup to show when a character uses the last of their equipped ammunition during an attack
Added a sound effect and status effect message popup to show when a character is out of ammo and trying to use a skill which requires ammo
Added a sound effect and status effect message popup to show when a character is out of ammo and trying to use their default attack (Which is dictated by the weapon equipped) which requires ammo (HUGE thanks to DonPatchRM for helping with this part - It was entirely different and needed A LOT more code tweaking than the skill stuff above)
Optimized some repeatedly used functions to be more efficient
Added some new item icon art
Updated several existing item icon art to be much clearer, higher res, and just all around better
The randomized price adjustment fluctuation max limit has been increased by 10
Added a faint grid overlay visual effect to the world map image
Improved the contrast and graphic clarity of the currently selected/hovered item in interface lists
Added some more NPC blocks to prevent them from going into weird places and blocking the player in tight walkways
Added some new soundtracks to the main menu track list
Added some new pitch variations for some existing tracks in the randomized soundtrack list when exploring (Many of the faster ones have been given an alternative slower form)
Hard coded some unused engine default features to be permanently disabled
Updated some face graphics to be higher quality and more visually clear
The version number no longer shows on all menu windows, only the title, the file menu for saving and loading, and the base game menu when you pause the game (The text was often in the way and not necessary there)
Added Supporter Cosmetic Pack DLC handler methods (This is just a small $1.99 DLC optional cosmetic pack for those who don't mind helping me out a little bit extra - the money is being used to go directly back into the game's development)
Added Supporter Cosmetic Pack DLC skins (4 male and 4 female)
Added some backend stuff for testing purposes to make my life easier in the future
Numerous other minor tweaks and changes
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.
A gentle reminder: if you're enjoying the game so far or have critiques you'd like to share, please consider leaving a review for me. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!
That's all for now, enjoy!
-Cryptic ːCStudiosː
7/31/23 - Chaos Chain Founder Pack Artwork Update
Chaos Chain
Hey everyone!
So, the next major update is still under construction, but I have a lot of stuff ready to go for it. I'm hoping to have it out within the next two weeks.
For now, this small update is for the owners of the Founder Pack DLC. Since the game got a major artwork overhaul, I've added the new art to the DLC's files in a variety of different high quality resolutions.
I'll have more on the next major update very soon!