So, I'm officially transitioning Chaos Chain into it's "beta" stage. This update is by far one of the largest updates I've ever released in my nine years of development and it may even be THE largest one I've done. With this update, about 95% of the features/backend work is done. I now plan to focus SOLELY on content additions including new areas, enemies, factions, equipment, quests, etc.
I did not get to every single thing that I had intended on for this update, but I did get a lot more done than I intended as well. This update took much longer than I had previously anticipated, but I have had a lot going on in both my personal life, I had a pet pass away, and with work - even working on some of my old projects with free major overhauls, bug fixes, and so on... Let's go over some of the cool new stuff for Chaos Chain.
Firstly, based on community request, travel by foot in between districts now has randomized events - a new list which is separate from the metro travel events - that can now possibly happen when fast traveling. Also based on community request, I've added extra combat-oriented random events for both the metro events and road events.
This is not a major change, but I think it looks pretty cool so I'm posting an image here to show it off, the interface for active and inactive members has been updated. Check out the overlay over top of the face images below.
Next, I've added unique abilities to each of the six occupational backgrounds to make them even further diversified to play as. Each class got one unique ability/skill. The descriptions during character creation were kept slightly vague on purpose so that you don't know exactly what you're getting, but you also now have the ability listed in your skills section, so you can find out more after. Current saves will even be updated automatically to work with these.
Something else to mention, there is now a sickness system in the game. It's pretty light weight and I tested it for awhile to make sure it wasn't obnoxious and/or too punishing, but it's meant to be part of the game's lore. As such, there is a small chance to get sick periodically and you'll need medication or rest to cure it. The tips screen as well as the quick reference screen have been updated to show the sickness status with info on it.
Lastly, I wanted to make mention of the version number system I've been using up until now. I've technically been using my own system for numbering each release, but it's both confusing to the community (multiple people have mentioned this) and it's not industry-standard which I want to move away from. From now on, it will be MAJOR.MINOR.PATCH like it is supposed to be and I have also included the phase (now beta) in the change log notes as well as the in game version identifier.
A lot has changed with this update. A quick glance at the change log will show you that, so if you encounter issues, please let me know, but be aware that it may just be an issue with using an old save if that's what you're doing. I TIRELESSLY TESTED EVERYTHING IN THIS UPDATE, but there is a chance I missed something, so please have some patience and I'll fix it asap. I need to know about an issue to fix it, so let me know either on the forums or on the discord channel. (Link to discord channel below)
One other thing I wanted to mention was that I thought it would be fun if we extended the game into the forums a bit, so I renamed the forum topic sections with some jargon from the game.
I've had a few people ask me recently if there's anything they can do to help me out further with the game. Honestly, just leave me a review, tell some friend's about the game, and if you're feeling especially generous, consider buying some of the support DLC as a tip for my work. If you already own it or don't want it, I also have a patreon (link on the forums) set up so people can donate if they are interested. Anyways, please take a look at the change log. This log does not even begin to showcase the amount of time I spent on this stuff, but it's a good sized list either way.
*Please note that these changes are not in any particular order.*
BETA Update 1.7.0 Change Log:
Bug Fixes:
FIXED (Clean) food items not healing 5% like they were intended to (There was an issue with the calculation)
FIXED a couple typos
FIXED some tileset clipping issues
FIXED some tileset pathing issues
FIXED an issue where loading a save would cause the music in game to automatically change the next time you transfer to a new area (This has single-handedly been one of the simplest but most annoying and frustrating bugs I've ever dealt with in 20+ years of programming - I have thought I have fixed this at least 3 times in the past but I found that some variables I created were only being saved to the RAM and not to any data file like I thought they were - If you get into the game and no soundtrack is playing, just switch areas for the updated logic to take effect)
FIXED an issue where the soundtrack changed based on a plot related scene would cause the randomized (Time based) soundtrack system to get stuck (Goes along with the fix above)
FIXED a loop which caused rain effects to hog up more performance than it should
Removed some old and outdated code that is no longer needed
Disabled some leftover code from my previous games (Lawless Lands mainly) that was not in use here
FIXED some bright spots on some tileset items
FIXED raptor drone sprite right/left facings being reversed by accident
FIXED a bug which falsely allowed actor selection for skills which were user only
FIXED a bug which falsely allowed actor selection for items which were user only
FIXED a bug with the plug wound skill where it could potentially target a stalker drone and waste the turn since it cannot do anything for it
FIXED an issue where the player's character could face another direction while talking to Tara
FIXED enemies who are currently hijacked would only use a default brawl/punch skill
FIXED cycle command in combat being able to be used to swap character equipment when it wasn't the current characters turn and allowing exploits
FIXED cycle command not appearing greyed out when unusable
FIXED loner world modifier icon showing the wrong icon
FIXED certain hit style skills that result in no damage will now play the attack failed sound effect instead of a near miss of a projectile sound effect
FIXED no heat being added if you murder the unarmed mugger with the pistol in the "Words of Gold" side quest
FIXED travel events that were supposed to result in food poisoning resulting in regular poison which is much worse
FIXED a bug which caused fixers to lower heat for free
FIXED drone charge generator attachment not giving the mettle bonus that it was supposed to
FIXED empty space on the squad screen and expanded the options list so all 4 options show at once without needing to scroll
Changes & Additions:
Upgraded the battle callout system with a much neater, more refined structure, which also allows the system to now accommodate the possibility of having mixed enemy parties present and it will still work as intended (This also cuts down on future work for me regarding enemy groups)
--- The stuff between this line and the other similar line below are temporarily blocked off - I need to finish working on it and testing it ---*
Updated "Slow Descent P3" main quest journal entry
Added "Slow Descent P4" main quest
--- End temporarily disabled content - Still under development ---*
Added "Dirty Rotten" side quest (A few ways to complete it/different outcomes, can be found in Lamplight Market)
Added "A Real Meal" side quest (Can be found in Industrial Zone)
Prepared some future side quests (Dialogue, characters, etc)
Added new Steam achievements
Finalized some pre-existing areas (Plot related, hidden until now)
Added The Red Den: F1 area (Plot related)
Added The Red Den: F2 area (Plot related)
Added Moth (Red Saints Boss in Ashen Row) sprite, battler, and face graphics
Added Moth boss enemy type (Red Saints)
Plot related items are now written in green text in the inventory screens (I didn't realize until recently that ammo and plot related items were using the exact same color for their text)
Added new plot related items
Added unique abilities for each of the 6 different occupational backgrounds (These are automatically be added into existing saves)
Updated occupational background descriptions during character creation to reflect the unique abilities
Added "Avert Lockdown" ability for the technological background (20% chance to prevent system lockdown during system hacking)
Added "Blend In" ability for the civic background (20% chance each game day to automatically lower heat by 1 point)
Added "Still Standing" ability for the military background (Once per combat encounter, automatically self revive with 10% health)
Added "Bug Out" ability for the criminal background (For 5 action points, and if the current combat allows escaping, instantly escape the combat encounter with the entire squad - In the event that you use this in combat and escape is not allowed such as in a main quest fight, hunkered down will automatically be applied to the main character instead)
Added "Field Triage" ability for the medical background (Once per game day, restore all squad members - excluding drones - for 10 health and 20 mettle each)
Added "Bounty Collection" ability for the police background (There's a 30% chance to avoid gaining any heat when defeating outlaw groups, and also gain a credstick)
Cycle command in the equip screen now is greyed out when unusable and is unusable in combat just as it is during augware surgery
Enemies who are hijacked will now use ANY attack skills against their allies
Renamed "Burn" damage element type to "Heat" so it's not confused with the "Burning" status effect
Added sickness status effect (All features reduced by 15% - Muscle, Toughness, Finesse, Resolve, Max Health, Max Mettle)
Added sickness status effect animation
Updated quick ref sheet with sickness status info
Updated tips page with sickness status info
Throw debris skill now has a 2% chance to cause sickness
Facewrap now offers 2% resistance against getting sickness status
Medical mask now offers 3% resistance against getting sickness status
Respirator now offers 10% resistance against getting sickness status
Civilian gas mask now offers 15% resistance against getting sickness status
CBRN gas mask now offers 20% resistance against getting sickness status
Bio-Harmonizer augware now offers 10% resistance against getting sickness status
Immuno-Boost augware now offers 30% resistance against getting sickness status effect
Detoxifying filters augware now offers 20% resistance against getting sickness status
[Bio-Shock] cyber attack skill now adds 5% chance of causing sickness, lost 5% bonus to shock chance
Added a very low chance (15% default but it is affected by the character's resistance to sickness) to become sick when the dynamic weather changes (Chance is further reduced by 5% if the character is fully healed - There are NUMEROUS ways to combat this effect, I tested this for a few hours and found it to have a good balance of frequency without being overwhelming)
Cold and Dark world modifier now adds 5% chance to get sick during a dynamic weather chance (Look at the change above this one)
Rotten food now has a 15% chance to cause sickness
Chronic illness flaw now only costs 2x for condition healing (Was 3x) but now also has a 5% sickness weakness
All drones given 100% immunity to sickness status
All animal enemies (Including the new ones added in this update log) now have varying chances to cause sickness when attacking (Very low percent chances as it would get annoying if it was too frequent - All the chances are below 10%)
All animal enemies (Including the new ones added in this update log) now have varying resistances to the sickness status
Hopeless soul enemies now have a 2% chance to cause sickness status on attack
Hopeless soul enemies now have a 3% resistance to sickness status
Paying doctors for healing will now remove sickness along with all the other negative statuses of before
Added medication to random loot tables for containers
Added medication to medical related shop listings
Added multivitamins to random loot tables for containers
Added multivitamins to medical related shop listings
Resting now has a chance to remove sickness, chance increased if at full health
Resting now clears all negative side effects from using drug items
Drug items can now only be used on the user (Target self only - No more force feeding your allies drugs in combat - This does NOT include medical supplies)
Medical background now starts with 1 medication but no extra med kit (They still get 2 trauma kits and their respirator now protects against sickness)
Renamed Immunity (Poison resistance) learnable skill to "Nontoxic"
Added new version of Immunity learnable skill for the main character and companions (+20% Sickness resistance)
Reduced confused status duration by 1/3
You can now only change party members in your active squad from inside bars/nightclubs, the player hideout (Not yet implemented - that will come later in the main story), the player apartment, and a few other notable locations which will come later
Added alert to popup if you add a new companion and your active party is already at the limit (It tells you they're in reserve and reminds you how and where to go to swap characters - See the above change)
Desperate Times world modifier mettle loss per turn is now randomly rolled each round of combat and can be 1-3 instead of only 1 (Was barely noticeable before)
Added a blurred version of the "cybermetro" battlebackground as a background image when riding on the metro (It was just black nothingness before and felt odd)
Reading a data item for lore now only gives 3 exp instead of 5
The starting armor for the player character is now a padded jacket instead of a leather jacket (Slightly weaker - I found the starting loadouts were a bit too powerful super early game and selling everything amounted in a lot of money for upgrades and much better gear)
Added pepper spray consumable item (Chemical damage to Mettle)
Added provoke learnable ability (Basically, it's a taunt to make enemies target the user)
Added provoking status effect (Look at the above line)
The shake it off skill is now learnable for 1 skill point instead of a default skill
Added provoke ability to enemy skill lists (Human)
Added use pepper spray enemy skill
Added use synergy stim enemy skill
Added jump in front learnable ability
Added jump in front animation
Added jump in front to enemy skill lists (Humans, they will only very rarely use this if they are at full health, only regular enemies get this - not bosses)
Added check handling for enemy target-based skill usage in combat (Provoke/Jump In Front)
Added lick wound enemy skill (Wild/guard dog enemies - Functions identically to plug wound)
Added use synergy stim enemy skill to cybered enemy skill lists
Boss enemies no longer have any chance to retreat from combat (May change in the future/might be used in some specific fights, but for now it is disabled)
Updated death state icon art with something more fitting for the theme
Normalized contextual action text descriptions
Updated some metro travel events
Added nail gun exotic weapon
Added nail gun attack skill and animation
Added nail ammunition class
Added box nail ammo (Default, +5% shock)
Added masonry nail ammo (+1 Damage)
Added scrap flail exotic weapon (I made this an exotic instead of melee given the setting and the fact that they pose a threat to the user just as much as the target)
Added armican preacher marksman rifle (6.5mm, can double tap)
Added armican preacher attack skills and animations
Added all 5 variations of drones as battlers to be used for enemies in the future (Time for some electronic warfare, they've got enigma systems - hacking modules)
Added drone battle callouts list (6 variations of buzzes and beeps)
Drones now have a 10% base weakness to burn/heat damage, but still have a 10% resistance to burning state (The idea here is to elude that they are prone to overheating, but don't just catch on fire)
Drone supercharged battery now gives 5% heat weakness but lost 5% interference weakness
Drank (way) more coffee and energy drinks than I should have while working on this update...
All enemies that use guns with special attack types now have slightly higher chance to use the special attacks (Roughly 5%, Examples: autofire, burstfire, etc - This change is meant to make enemies slightly more difficult again as one of the recent updates added accuracy penalties to these attacks and these enemies were significantly easier to deal with in return)
Added stalker drone enemy type
Added raptor drone enemy type
Added orb drone enemy type
Added outrider drone enemy type
Added crawler drone enemy type
Added guard dog enemy type
Added guard dog enemy battler graphic
Added attack dog enemy type
Added attack dog enemy battler graphic
Added 7 security guard sprites
Added some motorcycle sprites (Will be used in the near future for the environment, thank you to AceHangman for making these!)
Added 8 dock worker sprites (Will be used in the near future, thank you to AceHangman for making these!)
Added security guard captain sprite and face
Added 11 randomized dialogues for the security guards
Added some security guards to the Industrial Zone
Updated the first floor of The Clouds with a black market hacker shop (This shop sells hackpads and a bunch of accessories for them)
Updated Digit's shop (He's no longer a wholesale retail outlet for all things hackpad/hacking related - His shop doesn't have a lot of the extra stuff anymore, but he still offers all hackpad types)
Added duster body armor (Heavier form of padded jacket similar to how the leather jacket has a leather trenchcoat variant)
Swapped some enemy body armor that were previously leather trenchcoats to the duster
Roid boss given pain suppressor cyware upgrade
Replaced throw debris skill with use pepper spray skill for corrupt police
Updated corrupt police loot drop lists
Updated several shops
Updated some tilesets with extra environmental assets
Added some new randomized ambient sound effects
Added some new item and skill icon art
Updated randomized loot tables with extra items
Updated randomized ammo loot tables with nail ammo types
Updated the randomized weapon/armor loot tables with several pieces of armor and various weapons
Balanced and redistributed stats to some enemies
Slightly increased the randomized stat fluctuation on enemies per enemy level, but also increased the experience they give when defeated
Added Red Saint backstabber enemy type
Added Red Saint backstabber enemy sprite and battler
Optimized some events and got rid of some extra unnecessary events
Relocated some characters and events
Updated some dialogues to be more realistic and sound better for the given situation
Expanded some main quest dialogues with more info and hints to help players
Updated the battle transition image
Increased brightness of the menu backdrop slightly to help with visibility
Improved shading on some environment objects
Updated and improved some environment objects with better overall quality
Updated main menu art
Reduced lightning flash and sound pitch/volume when in exterior areas so it wasn't so bright and loud
Reduced lightning sound volume/pitch when in interior areas so it wasn't so loud
Reduced opacity of rain effects slightly so it's not so bright
Updated the asphalt/hard ground footstep sound
Added more lights to a few areas to make it easier to see
Improved performance of the raindrop splash system
Tweaked the overall color adjustment for the game screen so that it is very slightly brighter (I found that it was a bit too dark)
Added 10 new randomized news clippings as lore when reading the data items (Many of them give a good idea of backstory of the game world and allude to various situations and problems that could potentially become further developed later)
Added 16 new randomized lore data items of various sorts (Thank you to worstcase11 for submitting some of these!)
Added 7 new randomized data types for use when delivering data to a data broker
Added a faint glow effect to all drone sensors to make them "pop" more in the environment
Moved around some characters (Quest related) to be more spaced out and not all clumped together now that we have more space
Added several new sound effects and background sounds
Added 5 new randomized names to the list to help with generating a character name if you can't think of one (We now have 365 names total in the list)
Updated a number of environment assets with pixel-based lighting effects (Pre-baked) instead of event-based lighting effects to improve performance and cut back on the number of events (Dynamic objects) in the game maps (This should help both performance and making things look more visually consistent)
Added some pitch variations to the randomized soundtrack list
Updated some backend testing processes for debugging (Heads up testers)
Reduced the maximum amount of rain drops displayed on screen at one time by roughly 15% because it was a bit much
When a character/enemy is under a status effect that forces them to attack but they are unable to (For example: out of ammo) they will now hunker down automatically
Changed stash system to be a function instead of per-event system so it can be easily placed and updated as needed
Added cyberroad picture for travel between districts on foot
Added cyberroad battle background for Lamplight Market
Added a main travel process for moving between districts via the road (On foot) for subdistrict transitions (Works just like metro fast travel)
Set up random encounter lists for exterior city areas (These will be used when traveling)
Added 30 randomized travel events for moving between districts on foot (Works just like metro fast travel, some of these have multiple outcomes and variations)
Weather effect sprites now always have a z coordinate of 999 so they appear over images and other effects (Not including interfaces)
Updated classification location of several items in the inventory to be more accurate
Updated credits scene
Autosaving will now play the save game sound effect but with low volume (So it doesn't get annoying)
Updated main menu screens with new art
Reduced the frequency of metro travel events
Removed the text green popup when finished fast traveling
Reserved further database space for future use
Improved logic handling of variable readout dialogues
Various other minor misc tweaks and changes as usual
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
5/23/23 - Preview of the Next Major Update
Chaos Chain
Salutations, dwellers...
This is a PREVIEW of the upcoming update change log. THIS UPDATE IS NOT LIVE YET AND IT IS NOT FINISHED - MORE IS BEING ADDED. This list is not final and barely stresses the amount of actual change the update brings with it.
*Please note that these changes are not in any particular order.*
Update 1.6.9 Change Log:
Bug Fixes:
FIXED (Clean) food items not healing 5% like they were intended to (There was an issue with the calculation)
FIXED a couple typos
FIXED some tileset clipping issues
FIXED some tileset pathing issues
FIXED an issue where loading a save would cause the music in game to automatically change the next time you transfer to a new area
FIXED a loop which caused rain effects to hog up more performance than it should
Removed some old and outdated code that is no longer needed
FIXED some bright spots on some tileset items
FIXED raptor drone sprite right/left facings being reversed by accident
FIXED a bug which falsely allowed actor selection for skills which were user only
FIXED a bug which falsely allowed actor selection for items which were user only
FIXED a bug with the plug wound skill where it could potentially target a stalker drone and waste the turn since it cannot do anything for it
FIXED an issue where the player's character could face another direction while talking to Tara
FIXED enemies who are currently hijacked would only use a default brawl/punch skill
FIXED cycle command in combat being able to be used to swap character equipment when it wasn't the current characters turn and allowing exploits
FIXED cycle command not appearing greyed out when unusable
FIXED certain hit style skills that result in no damage will now play the attack failed sound effect instead of a near miss of a projectile sound effect
Changes & Additions:
Upgraded the battle callout system with a much neater, more refined structure, which also allows the system to now accommodate the possibility of having mixed enemy parties present and it will still work as intended (This also cuts down on future work for me regarding enemy groups)
Updated "Slow Descent P3" main quest journal entry
Added "Slow Descent P4" main quest
Added "Dirty Rotten" side quest (A few ways to complete it/different outcomes, can be found in Lamplight Market)
Added "A Real Meal" side quest (Can be found in Industrial Zone)
Prepared some future side quests (Dialogue, characters, etc)
Added new Steam achievements
Finalized some pre-existing areas (Plot related, hidden until now)
Added The Red Den: F1 area (Plot related)
Added The Red Den: F2 area (Plot related)
Added Moth (Red Saints Boss in Ashen Row) sprite, battler, and face graphics
Added Moth boss enemy type (Red Saints)
Plot related items are now written in green text in the inventory screens (I didn't realize until recently that ammo and plot related items were using the exact same color for their text)
Added new plot related items
Cycle command in the equip screen now is greyed out when unusable and is unusable in combat just as it is during augware surgery
Enemies who are hijacked will now use ANY attack skills against their allies
Added sickness status effect (All features reduced by 15% - Muscle, Toughness, Finesse, Resolve, Max Health, Max Mettle)
Added sickness status effect animation
Updated quick ref sheet with sickness status info
Updated tips page with sickness status info
Throw debris skill now has a 2% chance to cause sickness
Facewrap now offers 2% resistance against getting sickness status
Medical mask now offers 3% resistance against getting sickness status
Respirator now offers 10% resistance against getting sickness status
Civilian gas mask now offers 15% resistance against getting sickness status
CBRN gas mask now offers 20% resistance against getting sickness status
Bio-Harmonizer augware now offers 10% resistance against getting sickness status
Immuno-Boost augware now offers 30% resistance against getting sickness status effect
Detoxifying filters augware now offers 20% resistance against getting sickness status
[Bio-Shock] cyber attack skill now adds 5% chance of causing sickness, lost 5% bonus to shock chance
Added a very low chance (15% default but it is affected by the character's resistance to sickness) to become sick when the dynamic weather changes (Chance is further reduced by 5% if the character is fully healed - There are NUMEROUS ways to combat this effect, I tested this for a few hours and found it to have a good balance of frequency without being overwhelming)
Cold and Dark world modifier now adds 5% chance to get sick during a dynamic weather chance (Look at the change above this one)
Rotten food now has a 15% chance to cause sickness
Chronic illness flaw now only costs 2x for condition healing (Was 3x) but now also has a 5% sickness weakness
All drones given 100% immunity to sickness status
All animal enemies (Including the new ones added in this update log) now have varying chances to cause sickness when attacking (Very low percent chances as it would get annoying if it was too frequent - All the chances are below 10%)
All animal enemies (Including the new ones added in this update log) now have varying resistances to the sickness status
Hopeless soul enemies now have a 2% chance to cause sickness status on attack
Hopeless soul enemies now have a 3% resistance to sickness status
Paying doctors for healing will now remove sickness along with all the other negative statuses of before
Added medication to random loot tables for containers
Added medication to medical related shop listings
Added multivitamins to random loot tables for containers
Added multivitamins to medical related shop listings
Resting now has a chance to remove sickness, chance increased if at full health
Resting now clears all negative side effects from using drug items
Drug items can now only be used on the user (Target self only - No more force feeding your allies drugs in combat - This does NOT include medical supplies)
Medical background now starts with 1 medication but no extra med kit (They still get 2 trauma kits and their respirator now protects against sickness)
Renamed Immunity (Poison resistance) learnable skill to "Nontoxic"
Added new version of Immunity learnable skill for the main character and companions (+20% Sickness resistance)
Reduced confused status duration by 1/3
You can now only change party members in your active squad from inside bars/nightclubs, the player hideout (Not yet implemented - that will come later in the main story), the player apartment, and a few other notable locations which will come later
Added alert to popup if you add a new companion and your active party is already at the limit (It tells you they're in reserve and reminds you how and where to go to swap characters - See the above change)
Desperate Times world modifier mettle loss per turn is now randomly rolled each round of combat and can be 1-3 instead of only 1 (Was barely noticeable before)
Added a blurred version of the "cybermetro" battlebackground as a background image when riding on the metro (It was just black nothingness before and felt odd)
Reading a data item for lore now only gives 3 exp instead of 5
The starting armor for the player character is now a padded jacket instead of a leather jacket (Slightly weaker - I found the starting loadouts were a bit too powerful super early game and selling everything amounted in a lot of money for upgrades and much better gear)
Added pepper spray consumable item (Chemical damage to Mettle)
Added provoke learnable ability (Basically, it's a taunt to make enemies target the user)
Added provoking status effect (Look at the above line)
The shake it off skill is now learnable for 1 skill point instead of a default skill
Added provoke ability to enemy skill lists (Human)
Added use pepper spray enemy skill
Added use synergy stim enemy skill
Added jump in front learnable ability
Added jump in front animation
Added jump in front to enemy skill lists (Humans, they will only very rarely use this if they are at full health, only regular enemies get this - not bosses)
Added check handling for enemy target-based skill usage in combat (Provoke/Jump In Front)
Added lick wound enemy skill (Wild/guard dog enemies - Functions identically to plug wound)
Added use synergy stim enemy skill to cybered enemy skill lists
Boss enemies no longer have any chance to retreat from combat (May change in the future/might be used in some specific fights, but for now it is disabled)
Updated death state icon art with something more fitting for the theme
Normalized contextual action text descriptions
Added nail gun exotic weapon
Added nail gun attack skill and animation
Added nail ammunition class
Added box nail ammo (Default, +5% shock)
Added masonry nail ammo (+1 Damage)
Added armican preacher marksman rifle (6.5mm, can double tap)
Added armican preacher attack skills and animations
Added all 5 variations of drones as battlers to be used for enemies in the future
Added drone battle callouts list (6 variations of buzzes and beeps)
Drank (way) more coffee and energy drinks than I should have while working on this update...
All enemies that use guns with special attack types now have slightly higher chance to use the special attacks (Roughly 5%, Examples: autofire, burstfire, etc - This change is meant to make enemies slightly more difficult again as one of the recent updates added accuracy penalties to these attacks and these enemies were significantly easier to deal with in return)
Added stalker drone enemy type
Added raptor drone enemy type
Added orb drone enemy type
Added outrider drone enemy type
Added crawler drone enemy type
Added guard dog enemy type
Added guard dog enemy battler graphic
Added attack dog enemy type
Added attack dog enemy battler graphic
Added 7 security guard sprites
Added some motorcycle sprites (Will be used in the near future for the environment, thank you to AceHangman for making these!)
Added 8 dock worker sprites (Will be used in the near future, thank you to AceHangman for making these!)
Added security guard captain sprite and face
Added 11 randomized dialogues for the security guards
Added some security guards to the Industrial Zone
Updated the first floor of The Clouds with a black market hacker shop (This shop sells hackpads and a bunch of accessories for them)
Updated Digit's shop (He's no longer a wholesale retail outlet for all things hackpad/hacking related - His shop doesn't have a lot of the extra stuff anymore, but he still offers all hackpad types)
Added duster body armor (Heavier form of padded jacket similar to how the leather jacket has a leather trenchcoat variant)
Swapped some enemy body armor that were previously leather trenchcoats to the duster
Roid boss given pain suppressor cyware upgrade
Replaced throw debris skill with use pepper spray skill for corrupt police
Updated corrupt police loot drop lists
Updated several shops
Updated some tilesets with extra environmental assets
Added some new randomized ambient sound effects
Added some new item and skill icon art
Updated randomized loot tables with extra items
Updated randomized ammo loot tables with nail ammo types
Updated the randomized weapon/armor loot tables with several pieces of armor and various weapons
Balanced and redistributed stats to some enemies
Slightly increased the randomized stat fluctuation on enemies per enemy level, but also increased the experience they give when defeated
Added Red Saint Scraper enemy type
Added Red Saint Scraper enemy sprite and battler
Optimized some events and got rid of some extra unnecessary events
Relocated some characters and events
Updated some dialogues to be more realistic and sound better for the given situation
Expanded some main quest dialogues with more info and hints to help players
Updated the battle transition image
Increased brightness of the menu backdrop slightly to help with visibility
Improved shading on some environment objects
Updated and improved some environment objects with better overall quality
Updated main menu art
Reduced lightning flash and sound pitch/volume when in exterior areas so it wasn't so bright and loud
Reduced lightning sound volume/pitch when in interior areas so it wasn't so loud
Reduced opacity of rain effects slightly so it's not so bright
Updated the asphalt/hard ground footstep sound
Added more lights to a few areas to make it easier to see
Improved performance of the raindrop splash system
Tweaked the overall color adjustment for the game screen so that it is very slightly brighter (I found that it was a bit too dark)
Added 10 new randomized news clippings as lore when reading the data items (Many of them give a good idea of backstory of the game world and allude to various situations and problems that could potentially become further developed later)
Added 16 new randomized lore data items of various sorts (Thank you to worstcase11 for submitting some of these!)
Added 7 new randomized data types for use when delivering data to a data broker
Added a faint glow effect to all drone sensors to make them "pop" more in the environment
Moved around some characters (Quest related) to be more spaced out and not all clumped together now that we have more space
Added several new sound effects and background sounds
Added 5 new randomized names to the list to help with generating a character name if you can't think of one (We now have 365 names total in the list)
Updated a number of environment assets with pixel-based lighting effects (Pre-baked) instead of event-based lighting effects to improve performance and cut back on the number of events (Dynamic objects) in the game maps (This should help both performance and making things look more visually consistent)
Added some pitch variations to the randomized soundtrack list
Updated some backend testing processes for debugging (Heads up testers)
Reduced the maximum amount of rain drops displayed on screen at one time by roughly 15% because it was a bit much
When a character/enemy is under a status effect that forces them to attack but they are unable to (For example: out of ammo) they will now hunker down automatically
Changed stash system to be a function instead of per-event system so it can be easily placed and updated as needed
Updated classification location of several items in the inventory to be more accurate
Updated credits scene
Updated main menu screens with new art
Various other minor misc tweaks and changes as usual
AGAIN, THIS UPDATE IS NOT PUBLIC YET, FINISHED YET, OR FINAL. I will release it when it is ready!
That's all for now, enjoy!
-Cryptic ːCStudiosː
5/10/23 - Quick (Unfortunate) Dev Status Update
Chaos Chain
Hey guys.
Not many of you are on our community Discord Channel, so most people won't know this, but I was aiming to release the next major update for the game either this Friday, or next Wednesday if everything went according to plan... I'm probably going to need a few more days. I got some unfortunate news today.
I'm writing this after just learning that a family pet that has been in my family since I was a teenager - I'm 27 years old now - is being put to rest tomorrow as he has become very sick and his quality of life has diminished. I was very close with him at one point in time and what's worse is that he is across the country from me, so I cannot see him to say my final goodbyes before this all takes place.
I know that this is going to be on my mind pretty heavily for the next few days at least, so I appreciate everyone's patience as I take some time to mourn and also to continue working on the update itself. This kind of thing is really tough and I'm pretty down about it all.
I've been working very hard - both day and night - on the update. It will be very significant when I finally release it, but I'm just going to need a bit more time. I'm sorry for the inconvenience.
Thank you all for your understanding.
-Eric "Cryptic" Plasencia
Corrosive Studios Steam Publisher Page Live!
Corrosive Studios
Hey everyone!
I wanted to stop by and let you all know that if you're interested, I have a publisher page live on Steam!
You can see all of my games, expansions, and dlcs here and can even follow if you wish!
It's been a bit since I posted a status update on how the development is going for the game. I wanted to change that.
What's been going on?
Over the past several weeks, I've been working on a variety of things for Chaos Chain, but also have had to do some quick patches and dev stuff for some of my older projects to keep them all ship-shape. My attention has been a bit divided unfortunately because of this, as well as some personal matters going on in my life outside of work including dealing with chronic insomnia which, if you know anything about it, is a terrible thing to live with. Trust me on that... That said, I've made a TON of progress on the next big update. Lots of changes, improvements, new stuff, etc. I know it has been a bit longer than expected, and I still need a bit more time on it, but I feel it will be worth the wait. I'd much rather release a solid update than release BS and have it break everyone's game and then I'd be scrambling to fix all the issues. This stuff takes time and I appreciate everybody's patience thus far.
Who the hell is Cryptic and why is he marked as a dev on the forums?
Ha, I had someone pm me this. I'm Corrosion/Cryptic. I just decided to change my alias from Corrosion to Cryptic since I've been using Corrosion for 9 years now. I felt like it was time for a change. So, no, some dude is not pretending to be a developer. That's me. Yay me.
When will the new update for Chaos Chain be out?
Gonna answer this straight: I don't know. I don't have an exact schedule for it. Originally, I wanted to have it out at the end of April, but since April just ended, obviously that didn't happen. Now, I will say that a lot of the stuff that I had planned for this particular update is already set to go, but not everything. I'm still working on main quest stuff, extra improvements and revisions to systems that I've been planning (or putting off) for awhile because I knew they were going to be a PITA to do and take a good amount of time. I decided to do them now to get them off my to-do list, let players enjoy them once I get them working so they become part of them game moving forward, and to clear out some of my backlog.
What will the new update have in it?
A lot. More of the main storyline (a bit more for now), new enemy types for use in the future including all the drones, an overhauled battle callout system for enemies which makes it so that enemies can appear in mixed groups and not be saying the wrong phrases (like having a dog say "F*** you!" in combat instead of barking or something), new equipment such as new armor and even some new weapons, further balance on enemies, new skills and abilities, more lore related stuff, and a whole lot more. Pretty much every part of the game has received at least some work.
I will of course have more information very soon.
Thanks for reading and your continued support!
-Cryptic ːCStudiosː
April First - Chaos Chain Update
Chaos Chain
Salutations, dwellers...
Here is the next update for the game. Check out the change log below!
*Please note that these changes are not in any particular order.*
Update April 1st Change Log:
Bugs:
Added a variety of bugs back into the game because it's early access (Deal with it)
Every 3 seconds, the fps will now drop to 5 and the only way to fix it is to sing opera into your mic (Be loud about it or it won't work)
Changes & Additions:
All system hacking background images have been replaces with pictures of hairless cats
The player is now permanently referred to as "Hank"
Added a picture of me when I was a baby but it's not a good one
Added my own political views to as many dialogues as possible
Replaced all tilesets with bright neon variants that are hard to look at cus cyberpunk
Replaced all characters in game with tree sprites
Main menu music replaced with stolen music from the internet
Racism
Replaced gunfire sounds with clown horns
Added a virus to the game files that makes your computer move around on its own while being religious (It grows legs and follows you while reciting scripture and calling you a sinner)
Replaced all hand drawn and custom assets with poorly designed store assets
All save data will be reset and you will permanently be in negative values with certain stats
Pushed the game's release date back until 2070 - when the game takes place
Added premium plus DLC which will be released in 3 days and it costs $100 but you get a shiny new skin in game
Spilled coffee on my computer and erased several maps from the game while I cleaned it up
Added advertisements every 10 min of game time for random stuff on the internet (Looks at your search history)
Added jokes to the change logs because it's April Fools Day
Added an option to save your credit card info and social security number in game
All battle music is replaced by a baby crying
Please let me know of any bugs or issues you may encounter so I can ignore them. This update will never be available.
Hey everyone, here is the next update for the game! I decided to release what I have ready to go and all properly tested today so that people can begin to use and enjoy it.
I HAVE TEMPORARILY DISABLED SOME OF THE NEW MAIN QUEST PARTS UNTIL I COMPLETE THE WORK ON IT AND HAVE TIME TO TEST IT.
The main new additions are the heat system, a new companion, further polish and improvements, QOL upgrades, and more which you can read about below: https://steamcommunity.com/games/1536730/announcements/detail/3650767759914157914 --- https://store.steampowered.com/news/app/1536730/view/3682293591441448382
Check out the change log below for more info!
*Please note that these changes are not in any particular order.*
Update 1.6.8 Change Log:
Bug Fixes:
Attacks that cause mettle damage will no longer play the same critical sound effect as attacks that cause health damage (They have been given their own unique sound for criticals)
Fixed some typos
Fixed some incorrect enemy stats
Fixed some item price calculations
Fixed Smoke Cover state ending sometimes after only 1 or 2 turns
Fixed some title tracks being extremely loud
Fixed some interior areas having camera scroll issues (The maps were too small, so I expanded them a bit to fix the issue, I simply added more black space around the actual map itself)
Fixed item selling prices adding the current price adjustment instead of subtracting when the player is selling items
Fixed Data Dealer achievement triggering even when the data you attempt to sell is completely worthless
Fixed a bug where if you had acquisition popups toggled off, if you turned it back on, it would show the most recent changes to the stats all at once (They no longer queue, they just get ignored)
Fixed Say My Name achievement not triggering if popups were disabled
Fixed some item prices/stats that didn't match
Fixed an old line of code that was outdated at this point, but caused the player character to be able to suffer from the Glitched status and even take interference damage, despite having no cyware
Changes & Additions:
System hacking percentages can now be reduced to a minimum of 5% and raised a maximum of 95%
Updated system hacking info screens
Base amount of world modifiers based on difficulty increased by 1
Added Heat to the game - new mechanic (Min: 0, Max: 10)
Prices are now adjusted 2% higher per level of heat
Added Heat level to the HUD
Updated reputation record screen in the PDA to show Heat
Updated reputation record screen in the PDA to show total and true rep (True rep is fame - infamy, total rep is fame + infamy)
Updated the new day function to have a chance to remove 1 heat per game day (66% Base Chance - 1% / Heat Level - Extra 33% Chance if Heat Level = 10)
Added Heat Penalty I (Protagonist: Target Rate +15%, +1% Action Point Regen) [Heat]
Added Inconspicuous talent (Lowers heat by 2 points max per game day instead of only 1)
Updated tutorial with Heat explanation
Renamed info brokers to fixers (More fitting for who/what they represent)
Added possibility to pay to lower heat at a fixer (25 default cost, 40 is the higher cost if you have a very high heat level)
Using violence against human enemies/characters will now raise heat by 1 point during combat (Except for hopeless souls, they are basically more like wild animals at this point anyway)
The absolute value of your reputation score (+/-) will now be added to the price of sold items and deducted from the price to buy items as a percentage of 1 to 1 (You sell items for 1% more for each reputation point and buy items for 1% less for each reputation point - Neutral characters will not receive as large of a bonus directly from this - This IS intended, they can get larger rewards from quests given that their alignment is more flexible)
Added "Backburner" world modifier (Start with 3 Heat, but also start with an extra 30 cred and 30 experience)
Added "Fading Rep" world modifier (Start with 3 randomly distributed points of fame and infamy, but each game day there is a 10% chance to lose a point of either fame or infamy)
Added "Desperate Times" world modifier (At the end of each round of combat, both the enemy team and your own squad will lose 1 Mettle)
Added handling to prevent fame/infamy from dropping below 0
Updated fixer dialogues
Added some new Steam achievements
Updated "Head in the Clouds" part 5 objective text and finished the work on this story section
Added "Slow Descent" main story section
Added "Slow Descent P2" main story section
Added "Slow Descent P3" main story section (Temporarily where the main quest concludes at this time)
Added some new plot related areas
Added new dialogue for main plot related characters
Added numerous new skill/stat checks and roleplay dialogue options
Attacks that cause health damage now get an additional 0-3 points of mettle damage as well (Originally, the attack would deal 0.67% of the health damage as mettle damage to simulate morale, but I found that most of the time, it was minimal, this should help - Enemies have significantly less health and mettle values than the player, so it should translate to enemies retreating more often and so on)
Updated some areas
Added some new icon art
Updated some current icon art
Full auto attacks now have -20% chance to hit
Spray full auto attacks now can hit 5 random targets instead of only 3, but have a -30% chance to hit, they also no longer lose damage
Crowd shot attacks now have -30% to hit but do not lose damage
Sidefire attacks now have -30% to hit but do not lose damage
Burst fire attacks now have -15% to hit
Double tap/Double shot attacks now have
Snipe attacks now give +10% to hit, but lost an additional 20 initiative
Suppressive fire attacks with machine guns now have -30% to hit but do not lose damage
Default ordinance explosive attacks that attack all enemies now have -20% to hit (They can hit all enemies still)
Added CQB status (Works similarly to damp status when it's raining outside, but this is added automatically when inside: all characters gain +40% guard rate so hunker down is more effective, but also take 20% increased explosive damage)
Added Intrusion Chip cyware (Aux implant, allows system breaching without needing a hackpad)
Added Glitter Bomb [Inv: 2, Special] Single Use. (1-3 Mettle Damage, 43% Shock, -3% Evasion, -3% Critical Evasion, -3% Ranged Evasion - All Enemies, 5 Turns, +3 Initiative On Use)
Added Glitter Bomb use animation
Added Glittered status effect (Weaker but longer lasting form of painted target)
Added Glittered status effect animation
Added Throw Glitter Bomb enemy skill
Shock Baton default attack skill now costs 0 ammo to use, but still needs the ammo equipped (Battery pack)
"Real" food item consumables now heal 5% health with each use as they are "clean" sources of nutrition (Water, canned food, MREs, etc - Pretty much anything that is actually meant to be consumed for nourishment - This change does NOT affect prices)
Balanced a few weapon stats (Very minor adjustments)
Updated enemy skill lists
Updated some enemy stats
Updated some shops
Updated container loot drop lists
Updated enemy loot drop lists
Drako now starts with a Brunetta Sentry pistol and 20 rounds of ammo instead of a switchblade
Added new companion: Chronic (Contract Killer - He can be found in The Eclipse: Basement)
Added Chronic's sprite and face graphics
Added Edge: Cold Blooded (Chronic: "Whatever it takes, I get the job done." (+5% Trauma Resistance, +5% Bleeding Chance, +5% Stunned Chance, +5% Trauma Chance) [Edge])
Recruiting companions will now potentially affect reputation (Very slightly) depending on their overall disposition and alignment (Not indicated directly in game, but you can get a good idea by talking to them)
Reduced the font glow size slightly to make text appear sharper (Especially on larger monitors)
Slightly changed the hue of the font glow to make it easier to see and to help with blur
Updated some grenade stats
Added some extra title music tracks to the list
Replaced the old message when loading a save "Gained a Memory Chip" with the popup text method instead
Increased vignette effect around the edges and the corners of the screen
Slightly reduced overall fog intensity and increased vision range
Mouse position is now set to the middle of the screen and just above the first menu option upon opening the main menu
Reduced the line visibility in the fog of war slightly (When you passed by a light source, it was quite visible before and annoyed me constantly)
Reduced the image size of the fog of war system so that the processor is not having to render as large of an image (Should help keep performance up)
Fast traveling via the metro will now autosave once you reach your destination
Updated some tooltips in the menus to reflect some of the changes, especially related to heat
Updated reputation variable handling (Behind the scenes, writing this so I remember)
Added a total reputation variable (Behind the scenes)
Cleaned up some old code that was no longer required/found several better and more efficient ways of implementation
Lots of other minor changes and tweaks to improve the overall quality of the game
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!
-Corrosion ːCStudiosː
Corrosive Studios Spring Sale!
Corrosive Studios
Hey everyone!
I just wanted to stop by and let you all know that our games and DLCs/expansions are all on sale right now for big savings in the Steam Spring Sale!
3/10/23 - Preview of the Change log for Update 1.6.8
Chaos Chain
Salutations, dwellers...
This is a PREVIEW (so far) of the change log for the next major update to the game. I don't know precisely when the update itself will be live, but I can say it will be within the next few weeks. THESE CHANGES ARE NOT LIVE YET!
*Please note that these changes are not in any particular order.*
Update 1.6.8 Change Log:
Bug Fixes:
Attacks that cause mettle damage will no longer play the same critical sound effect as attacks that cause health damage (They have been given their own unique sound for criticals)
Fixed some typos
Fixed some incorrect enemy stats
Fixed some item price calculations
Fixed Smoke Cover state ending sometimes after only 1 or 2 turns
Fixed some title tracks being extremely loud
Fixed some interior areas having camera scroll issues (The maps were too small, so I expanded them a bit to fix the issue, I simply added more black space around the actual map itself)
Fixed item selling prices adding the current price adjustment instead of subtracting when the player is selling items
Fixed Data Dealer achievement triggering even when the data you attempt to sell is completely worthless
Fixed a bug where if you had acquisition popups toggled off, if you turned it back on, it would show the most recent changes to the stats all at once (They no longer queue, they just get ignored)
Fixed Say My Name achievement not triggering if popups were disabled
Fixed some item prices/stats that didn't match
Fixed an old line of code that was outdated at this point, but caused the player character to be able to suffer from the Glitched status and even take interference damage, despite having no cyware
Changes & Additions:
System hacking percentages can now be reduced to a minimum of 5% and raised a maximum of 95%
Updated system hacking info screens
Base amount of world modifiers based on difficulty increased by 1
Added Heat to the game - new mechanic (Min: 0, Max: 10)
Prices are now adjusted 2% higher per level of heat
Added Heat level to the HUD
Updated reputation record screen in the PDA to show Heat
Updated reputation record screen in the PDA to show total and true rep (True rep is fame - infamy, total rep is fame + infamy)
Updated the new day function to have a chance to remove 1 heat per game day (66% Base Chance - 1% / Heat Level - Extra 33% Chance if Heat Level = 10)
Added Heat Penalty I (Protagonist: Target Rate +15%, +1% Action Point Regen) [Heat]
Added Inconspicuous talent (Lowers heat by 2 points max per game day instead of only 1)
Updated tutorial with Heat explanation
Renamed info brokers to fixers (More fitting for who/what they represent)
Added possibility to pay to lower heat at a fixer (25 default cost, 40 is the higher cost if you have a very high heat level)
Using violence against human enemies/characters will now raise heat by 1 point during combat (Except for hopeless souls, they are basically more like wild animals at this point anyway)
The absolute value of your reputation score (+/-) will now be added to the price of sold items and deducted from the price to buy items as a percentage of 1 to 1 (You sell items for 1% more for each reputation point and buy items for 1% less for each reputation point - Neutral characters will not receive as large of a bonus directly from this - This IS intended, they can get larger rewards from quests given that their alignment is more flexible)
Added "Backburner" world modifier (Start with 3 Heat, but also start with an extra 30 cred and 30 experience)
Added "Fading Rep" world modifier (Start with 3 randomly distributed points of fame and infamy, but each game day there is a 10% chance to lose a point of either fame or infamy)
Added "Desperate Times" world modifier (At the end of each round of combat, both the enemy team and your own squad will lose 1 Mettle)
Added handling to prevent fame/infamy from dropping below 0
Updated fixer dialogues
Added some new Steam achievements
Updated "Head in the Clouds" part 5 objective text and finished the work on this story section
Added "Slow Descent" main story section
Added "Slow Descent P2" main story section
Added "Slow Descent P3" main story section
Added some new plot related areas
Added new dialogue for main plot related characters
Added numerous new skill/stat checks and roleplay dialogue options
Attacks that cause health damage now get an additional 0-3 points of mettle damage as well (Originally, the attack would deal 0.67% of the health damage as mettle damage to simulate morale, but I found that most of the time, it was minimal, this should help - Enemies have significantly less health and mettle values than the player, so it should translate to enemies retreating more often and so on)
Updated some areas
Added some new icon art
Updated some current icon art
Added CQB status (Works similarly to damp status when it's raining outside, but this is added automatically when inside: all characters gain +40% guard rate so hunker down is more effective, but also take 20% increased explosive damage)
Added Intrusion Chip cyware (Aux implant, allows system breaching without needing a hackpad)
Added Glitter Bomb [Inv: 2, Special] Single Use. (1-3 Mettle Damage, 43% Shock, -3% Evasion, -3% Critical Evasion, -3% Ranged Evasion - All Enemies, 5 Turns, +3 Initiative On Use)
Added Glitter Bomb use animation
Added Glittered status effect (Weaker but longer lasting form of painted target)
Added Glittered status effect animation
Added Throw Glitter Bomb enemy skill
Shock Baton default attack skill now costs 0 ammo to use, but still needs the ammo equipped (Battery pack)
"Real" food item consumables now heal 5% health with each use as they are "clean" sources of nutrition (Water, canned food, MREs, etc - Pretty much anything that is actually meant to be consumed for nourishment - This change does NOT affect prices)
Balanced a few weapon stats (Very minor adjustments)
Updated enemy skill lists
Updated some enemy stats
Updated some shops
Updated container loot drop lists
Updated enemy loot drop lists
Drako now starts with a Brunetta Sentry pistol and 20 rounds of ammo instead of a switchblade
Added new companion: Chronic (Contract Killer - He can be found in The Eclipse: Basement)
Added Chronic's sprite and face graphics
Added Edge: Cold Blooded (Chronic: "Whatever it takes, I get the job done." (+5% Trauma Resistance, +5% Bleeding Chance, +5% Stunned Chance, +5% Trauma Chance) [Edge])
Recruiting companions will now potentially affect reputation (Very slightly) depending on their overall disposition and alignment (Not indicated directly in game, but you can get a good idea by talking to them)
Reduced the font glow size slightly to make text appear sharper (Especially on larger monitors)
Slightly changed the hue of the font glow to make it easier to see and to help with blur
Updated some grenade stats
Added some extra title music tracks to the list
Replaced the old message when loading a save "Gained a Memory Chip" with the popup text method instead
Increased vignette effect around the edges and the corners of the screen
Slightly reduced overall fog intensity and increased vision range
Mouse position is now set to the middle of the screen and just above the first menu option upon opening the main menu
Reduced the line visibility in the fog of war slightly (When you passed by a light source, it was quite visible before and annoyed me constantly)
Reduced the image size of the fog of war system so that the processor is not having to render as large of an image (Should help keep performance up)
Fast traveling via the metro will now autosave once you reach your destination
Updated some tooltips in the menus to reflect some of the changes, especially related to heat
Updated reputation variable handling (Behind the scenes, writing this so I remember)
Added a total reputation variable (Behind the scenes)
Cleaned up some old code that was no longer required/found several better and more efficient ways of implementation
Lots of other minor changes and tweaks to improve the overall quality of the game