First off, Merry Christmas and happy holidays! I hope you've all been doing well!
Here is the next major update for the game.
This update changes A LOT of things, so old saves will likely experience oddities, inconsistencies, and issues. It is HIGHLY RECOMMENDED to begin a new game!
I've bug tested the heck out of this, so if you experience issues from an old save, it's probably that save causing the issues. So, without further ado, check out the change log below!
*Please note that these changes are not in any particular order.*
Update 1.5.4 Change Log:
Bug Fixes:
Fixed a bug where discarding equipment wouldn't immediately update current item weight for that specific amount of items carried
Fixed EXP popups not appearing anymore (I accidentally deleted the line of code that handled this when I was clearing out old code with the last patch)
Fixed several types of special melee attacks not having the Melee Hit trait for affecting AP when hitting a target
Fixed some typos
Fixed some dialogue text showing in the wrong colors
Fixed some enemies not having some items in their drop pool like they should
Fixed the traveling doctor random metro event saying 35 Cred for healing but showing 30 (The real price is 30)
Fixed randomized lowlife callouts list only playing a sound effect for some of them in the list
Fixed camel pack equipping to the wrong slot and being classified as a gadget
Fixed certain backpacks being classified as armor and not gear
Fixed dust storm weather displaying the rain drop ground splash effect
Fixed a bug with "The Catch" side quest where the quest related area would not become available under certain circumstances
Changes & Additions:
Added "Precious Possession" side quest (Multiple ways to complete, can be found in Lamplight Market)
Added "Keep the Dogs at Bay" side quest (Several ways to complete and multiple outcomes, can be found in Lamplight Market)
Added "Eyes on the Inside" side quest (Can be accessed after completing "Relief Recovery", can be found in Crescent Strip)
Added some new Steam Achievements
Added a new quest related interior area (No spoilers)
Added a new quest related exterior area (No spoilers)
Added some new quest related items (Again, no spoilers)
Added new dialogue to some existing characters (Lore, details, hints, etc)
Updated some existing quests with new options and new dialogues for quest related characters
Added some new characters to interact with
Added some new character sprites
Added wild dog enemy type (2 Variants)
Added some wild dog enemy troop setups
Added dog randomized battle callouts list (Growls, groans, etc)
Shop lists are now listed and sorted in accordance to their archtype (Items, then weapons based on type, then ammo based on caliber, then armor and gadgets based on type - These are all still sorted by price as well) (Thank you DonPatchRM for the help on this one!)
Improved example descriptors during character creation for the various professional backgrounds based on feedback (Civic specifically - I will be working to make this one more interesting over time - It was originally more of a placeholder than a final implementation)
Changed some Civic based dialogue options around a bit to be more reasonable and understandable
Added some more logical/realistic Civic dialogue options to a few existing dialogues (Quest related, mainly)
Based on player request, I added an option to toggle popups on screen for when you gain an item, exp, rep, and money (They'll be ON by default in NEW games, but old saves will have to turn them on if the player wishes)
Added an option to toggle the additional raindrop splash animation system to the options menu to help users with slower systems
Omari's Crew (At the Hab Block 13 location) are now referred to as "Hexers" - A gang name for them
Adjusted hit type chances slightly for regular hits based on a roll of 13 (Graze - 23.1%, Regular - 61.5%, Solid - 15.4% --- Criticals are separate from this and have their own roll and code)
Hard coded the crafting sound effect to always play if an item is created regardless of type
Drones now fully charge Mettle when you rest/sleep
Drones can no longer get the rested status
Flight command will no longer display in combat unless escaping the battle is even possible in the first placce (Not many battles are currently possible to be escaped for a variety of reasons - mainly because of potential inconsistencies)
Level cap increased from 30 to 35
EXP requirements to advance in levels have been increased by 50% each (I found that I was leveling up extremely quickly even when I had slower exp gain, so they have been increased - This will be offset by the fact that new quests and more activities will be added over time)
Tweaked some exp rewards for side quests (Increased a few, no decreases)
All enemies now give 3 EXP as a base value when killed in combat (Plus their previous amount from their stat fluc)
Enemy stat fluctuation is now rounded to the nearest whole number instead of rounded down automatically
Converted the inventory system to return float values (Rounded 1 decimal) instead of whole integers
Ammo types now cost various amounts of inventory space so you cannot carry infinite ammo (All well below 1.0 except for 45mm grenade shells which weight 1.0)
Equipped ammo will now still show 100% of itself in the inventory screen (The actual inventory screen and not the equip screen)
Equipped ammo will now show the currently loaded (Reserved by the current character because it's loaded in the chamber) ammo AFTER the pooled ammo on the equip screen (Example: You have 30x 10mm ammo, it will show "x29+1" next to the equipped ammo if one character has it equipped, "x28+2" if two characters have it equipped, and so on - The ammo is reserved properly in the display amount now - This was not technically a bug, but not necessarily easily understandable)
Loner world modifier stat bonuses are now 15% each instead of only 10% (Most cases, it wasn't even doing anything at all previously)
Added tactical vest support equipment ([Inv: 4/+12, Gear, Support, Init: 2, Allows Free Equipment Swapping In Combat])
Updated some shop listings with new items
Added a stash access point to one of the lockers in the basement of the Eclipse night club (Available after talking to Lynch for the first time)
Lights Out ability now does mettle damage instead of health damage, but also now has a random damage variance from 1-3 instead of only 1
Drop and Roll now has an 80% chance to stop burning instead of only 66%
Added Cripple learnable ability (Ipct, +40% Trauma, +20% Shock, +2 Damage, -10 Initiative On Use) for main character and companions
Added Shove learnable ability (+66% Stunned, Ignores Armor, -8 Initiative On Use, +10% Shock, +1 Mettle Damage) for main character and companions
Added Priority Target learnable ability (Target takes +20% Physical Damage Taken +20% Stress Damage Taken, -1% Mettle Regen - 3 Turns, -3 Initiative On Use) for main character and companions
Added Priority Target status effect
Added Artificial Meat consumable
Updated randomized loot tables
Added Calm learnable ability (85% Chance to remove confused status from ally, Recover 3 Mettle, -5 Initiative On Use)
Added Shocking learnable passive skill (+5% Shock chance on attack) for main characters and companions
Added Confusing learnable passive skill (+5% Confuse chance on attack) for main characters and companions
All tone skills now cost 5 skill points instead of only 4 (It was too easy to get them all and thus, pretty much always be able to get through any situation that allowed you to use skills to avoid conflict without any struggle)
Several human enemies have been given the shove ability
Added more helpful hints and descriptions to several skills
Added some new icon art for items/equipment/skills/etc
Athletic skill is now listed as a talent and costs 2 skill points instead of just 1
Ranged enemies now have access to some of the various melee based abilities such as lights out, trip, and so on (This will give them more diverse action patterns but also actually make them a little easier since they aren't always using their best and most powerful attacks)
Rebalanced some enemies to make them a bit more "evenly" rounded (What I mean by this is that they won't feel like they're so extremely good in one stat compared to others)
Adrenaline now restores 150 stamina by default (No cost difference)
Removed the Battle Background image toggle from the options menu (They're part of the game by default now)
Some slight tweaks to the environmental colors (Bringing out a bit more color vibrancy)
Lowered the values recovered for health and mettle when resting (It was a bit too easy to heal and could potentially be viewed as an exploit)
Updated the game over image with a vignette effect
Improved some tileset graphics (More detail, cleaned up)
Floating label text for containers is now in a blue/bluish color to be more easily recognizable
Edited some existing skill/stat checks to be more reasonable
Expanded some areas (Interiors mainly) with more playable space
Updated some backend testing code (Related to game startup) to make my life easier (Writing this down so I remember I did this change)
Cleaned up some code that is always running in the background (Required, but made it more efficient and got rid of some extra stuff that wasn't necessary)
Various other minor tweaks and improvements
A few more things that I forgot to write down on here
Please let me know of any bugs or issues you may encounter so I can fix them. The 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. 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 official Chaos Chain Steam Forums or join the official Discord Channel!
That's all for now, enjoy!
-Corrosion ːCStudiosː
12/9/22 - Chaos Chain Update 1.5.3
Chaos Chain
Salutations, dwellers...
This is just a quick patch to go with the update from yesterday.
*Please note that these changes are not in any particular order.*
Update 1.5.3 Change Log:
Bug Fixes:
Fixed a text option when talking to Chip not showing up in a specific color if certain conditions are met
Fixed an issue with the soundtrack timer (Caused by an optimization from a recent update) where it caused music to shuffle twice every time it changed
Changes & Additions:
Reduced base selling price of items by 5%
Increased the total allotted time for autosaving to 1 full second instead of only 0.5 of a second to allow processing to be less rushed and to make sure everything is smooth
Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.
That's all for now, enjoy!
-Corrosion ːCStudiosː
Waste Walkers FREE Overhaul Upgrade Update!
Corrosive Studios
This is an announcement to let everyone know, that despite being almost 8 years old, Waste Walkers, my first game, just received a major overhaul upgrade update!
You can find out more here:
https://steamcommunity.com/games/371100/announcements/detail/3651886049862159186
This update comes after talking to a bunch of players and getting their feedback on the save system in game. You'll now have autosaves to help you out!
*Please note that these changes are not in any particular order.*
Update 1.5.2 Change Log:
Bug Fixes:
Popup text on screen will now automatically delete itself if the menu is opened (It won't get stuck on screen anymore if you open a menu or something while it is visible)
Fixed a bug where resting weather changes could only be of a few different types (Was leftover from testing)
Fixed a bug where being indoors when the weather changed would cause the toxic weather system to not activate when necessary
Fixed some environment pathing issues
Changes & Additions:
Quest completions/failures/starts will now force an autosave in slot 7 - These do NOT use memory chips
Slot 7 for the save slots is now named "Autosave" and cannot be manually saved over in game
The workbench dialogue is now instantly displayed so it doesn't have to type the whole thing out each time you use it
Sped up text display for dialogue tree beginnings
Some optimization to the rain drop system for performance
Improved some graphics for the environment with more detail
Changing equipment in combat now takes an entire turn (You cannot freely re-equip constantly in combat, if you choose to change equipment, you lose the turn)
Added PDA popup alerts for when toxic weather begins and ends
Added some new NPC character sprites
Added a few more NPCs to various areas
Cleaned up and removed some old code
Optimized some systems that are always running
Deprecated some excessive and obsolete code that really did nothing but cause some extra processing bloat
Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.
That's all for now, enjoy!
-Corrosion ːCStudiosː
12/5/22 - Chaos Chain Devblog
Chaos Chain
Hey everyone!
TLDR: I'm putting out one last major update before the new year and it will focus on questing content. I'll have it ready sometime near Christmas. NO - IT IS NOT THE LAST UPDATE FOR THE GAME, IT'S JUST THE LAST ONE FOR 2022. I'm also doing some FREE upgrades on my original game, Waste Walkers, but that won't affect my work with Chaos Chain, so if you see that, relax.
I wanted to stop by for a sec and let you know about what's going on for the next update to the game and where I'm at. This is kind of a long post, but I'm writing it personally as if I would be talking directly to you in person. This work is very personal and important to me, so my correspondence is going to start reflecting this a bit more.
I plan to release one more giant update before the new year. That means I have slightly less than a month, but that's totally doable as long as everything goes well. With how the game is in its current state, that shouldn't be an issue - it runs smooth as butter, has a lot of content, a lot of room for growth in terms of both improvements and more gameplay content, no crashes or bugs that I'm aware of, and so on.
My plans for the next update are almost entirely just focusing on playable content - the main story and side quests. I know the main story leaves a lot to be desired right now, but as I have said before, I'm trying to build the ENTIRE game as I go. Gear, weapons, skills, locations, characters, plots and subplots, factions, fights, RP opportunities, etc. Not just one portion and then go back and fluff it up. I think that method of development often leads to unnecessary rushes and a lot of the content feels "not touching" and what I mean by that is that it feels like it's not connected and like it doesn't mesh well. I prefer doing little bits as I go, all directly related and connected together.
Yesterday on my day off, I decided to go back to my first game, Waste Walkers, and start a side project to work on overhauling some things and doing some improvements on that game. It's been almost 8 whole years since I released it, but I wanted to go back and do some touch-up work to bring the quality up... Significantly. There have always been flaws with it and there still are, but I wanted to do something special for the people who have supported me and the game that got me to where I am today. If you're interested in reading about it, check out the link below. https://store.steampowered.com/news/app/371100/view/3651886049862159185
Now, that said, it won't interfere with my work on Chaos Chain or my focus on it. This is, and still will be for AWHILE, my current passion project. I think it's at the point now where I'd be comfortable betting money that this is probably one of the if not THE most advanced and innovative use of the engine to date as a whole. Now with THAT said, it still has a long way to go. Next year will be a busy one for me to say the least.
Chaos Chain still has a lot of growing in terms of the main plot, side quests, and the game world. I only have a few of the locations in the game right now, and only the very tip of the iceberg for the main story. The side quests number has been steadily growing for awhile, but I still have A TON of them to do. I also want to move to making larger, multi-stage side quests that are more like small missions entirely of their own. I have 4 of those planned as of right now and many more ideas that I've been toying with for sometime. I also need to still implement the hacking system (for doors/cameras/etc) in those future quests and story sections and that is going to be a serious bit of work, but I'll get to it when I can.
I know the development of this game is taking a bit longer than my previous titles, but in all honesty, this game blows all my past work out of the water. The scale, the polish, and level of detail, the huge amount of custom systems and features, etc. I'm trying to make this game as very high quality as possible. Just remember, I'm one guy. I'm an indie dev, the game is not intending to rival AAA studio games especially for this price, but I'm doing my absolute best - and pouring my heart and soul into it.
2023 will be momentous in terms of progress on Chaos Chain. Since I released it in EA in Jan, 2022, the game has completely evolved - both in scope and quality - of what it originally was. I've released somewhere close to 50 updates now, and at least a fifth of them have been ABSOLUTELY HUGE. This will continue steadily all throughout next year, until the game is eventually done. I don't have a direct timeframe on when I plan to finish the game, but I hope you don't view that as a bad thing. In my eyes, that allows me to not rush, focus on making the game as good as it can be, adding even more community requests like I already have been doing like with the bioware, the drones, etc, and just make it bigger and better than I originally even thought was relatively possible.
Thank you for reading, and I will continue to keep you all - and the game, of course - updated.
-Corrosion ːCStudiosː
11/22/22 - Chaos Chain Update 1.5.1
Chaos Chain
Salutations, dwellers...
Here is the next small update for the game. Check out the change log below!
*Please note that these changes are not in any particular order.*
Update 1.5.1 Change Log:
Bug Fixes:
None needed!
Changes & Additions:
Molotov crafting schematic balanced by adding another rag to the build requirement
Added sound effects to the new hit types (graze and solid hit - you'll hear specific sound effects like a glancing blow or a really loud thump for a solid hit)
Some minor optimization of the new hit type system (graze, solid hit, regular hit, critical)
Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.
That's all for now, enjoy!
-Corrosion ːCStudiosː
Corrosive Studios - Steam Autumn Sale!
Corrosive Studios
Hey everyone!
This is just a heads up that all of our games and extra content are on sale now for the Steam Autumn Sale!
Here is the next update for the game. This one is to go along with the giant update from yesterday. It addresses a few small bugs, adds the hit type system to combat, and rebalances some stuff now that more options for progression and customization are added. Check out the change log below!
*Please note that these changes are not in any particular order.*
Update 1.5.0 Change Log:
Bug Fixes:
Fixed Shoot Hydra Fully Auto skill saying its target was 3 enemies instead of 1
Fixed Eye Lighters Flash ability saying it targeted only 1 enemy instead of all
Changes & Additions:
Physical attacks now have 4 different levels (Graze: x0.5, Regular: -, Solid: x1.5, Critical: x2 or x3 if you have the world modifier for it)
Physical attacks that DEAL DAMAGE and are NOT CRITICALS (Separate roll for crits) will now roll a random number to see if the attack was a grazed, regular, or solid hit
Added combat popups for grazed and solid hits
Reduced the price of Zeal, Voodoo, Twitch, and Grace narcotic drugs
Reduced price of Shortcut and essence medical drugs
All prices of firearms and ordinance have increased by 5
All prices of firearms and ordinance with burst and automatic capabilities have increased in price slightly (6 for burst, 9 for auto)
All grenades and explosives have increased in price by 10 (Except 40mm grenade ammo)
40mm grenade ammo has increased in price by 4 (8 for specialized rounds)
Other general balances to the in game economy
Eye Lighters skill cost increased to 20 MP instead of 15
Medtech Stabilize and Treatment skill costs have increased by 5 AP each
Smoke Discharger skill cost increased to 20 AP instead of 15
Reduced the amount of Condition recovered from resting slightly (Intended to make food items a bit more useful)
Base daily limit for winnings from playing Verge is now 350 instead of 500.
High Roller no longer gives unlimited gambling capacity, it just further increases your daily limit by doubling the capacity (Max is 1300 with the Jackpot modifier active)
44 Magnum ammo weapons now all do +1 damage, but the cost of the bullets have increased
Updated enemy stats if they use 44 Magnum ammo
Selling items is now for only 40% of the base cost instead of 50%
A few other quick tweaks and changes
Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.
This is just a heads up that I have just finished personally testing all my games and they all work on Steam Deck!
Waste Walkers, Disgraced, Lawless Lands, Chaos Chain, and even Affliction!
Hopefully, Valve can tag our pages soon for us, but this was just me letting everyone know. I set up some default configurations for controls as well, but feel free to modify them and set up your very own!
Enjoy!
-Corrosion ːCStudiosː
11/10/22 - A Preview of the Next Chaos Chain Update Log
Chaos Chain
Salutations, dwellers...
I would like to stress that this is NOT CURRENTLY IN THE PUBLIC BUILD OF THE GAME AND IS STILL BEING WORKED ON, but here is the current change log list for what I've been working on this week. I would love to hear what you guys think and if you have any ideas! Also, lots of brainstorming and idea bouncing has been taking place on our discord server (link at the bottom), so if you want to join in, feel free!
What's that behind my character?
*Please note that these changes are not in any particular order.*
Update 1.4.9 Change Log SO FAR:
Bug Fixes:
Fixed some icons clipping into others
Fixed enemy grenade use skills playing the animation more than once
Fixed implant based abilities not showing up in the skills list in battle
Fixed trauma kit price (It was 5 Cred too high)
Changes & Additions:
Added a new Steam Achievement for getting a drone
Added Discord Channel Link invite button to the main menu
Added a Toggle Fullscreen/Windowed button to the main menu
Rearranged some main menu options
Updated some main menu option icons
Updated credits with patrons list (Currently only 1)
Medical kits and bandages now have slower initiative when used in combat
Medical kits now cure bleeding by default (Their healing capabilities have been very lightly reduced to balance this change)
"Broken" status effect renamed to "Drained"
"Broken" (Now called Drained) status effect icon updated from the white flag to a lightning bolt that is mostly grey to symbolize out of energy/exhausted/etc
Replaced Manual option with Quick Ref (Shows controls and main status effect info) on the in game menu screen
Rebalanced some skills and items (Mainly just their speed in combat)
Added new icon art for over 40 different skills, pieces of equipment, status effects, etc
Cost to enter surgery for augmentations reduced from 50 to 30
Added Crawler class drone archtype (Heavy, built like a small tank)
Added Orb class drone archtype (Light and deceptive)
Added Outrider class multipurpose drone archtype (Agile and adaptable)
Added large weapon mounts talent
Added small weapon mounts talent
Added drone gadget slot talent (To allow them to equip their gadgets)
Added drone gear slots talent (To allow them to equip drone gear)
Added drone equip slots to the list (Frame, Sensors, Battery, Attachment, Mobility)
Added minigun turret weapon (Requires at least 5 rounds of ammo) to fire
Added minigun turret animation and sound effects
Added welded frame drone equipment
Added polymer frame drone equipment
Added aluminum frame drone equipment
Added steel frame drone equipment
Added carbon fiber frame drone equipment
Added titanium frame drone equipment
Added basic sensors drone equipment
Added refined sensors drone equipment
Added balanced sensors drone equipment
Added enhanced sensors drone equipment
Added superior sensors drone equipment
Added self repair protocol drone equipment
Added extra plating attachment drone equipment
Added ECM component attachment drone equipment
Added stock battery drone equipment
Added rapid battery drone equipment
Added improved battery drone equipment
Added amplified battery drone equipment
Added supercharged battery drone equipment
Added starter motors drone equipment
Added calibrated motors drone equipment
Added advanced motors drone equipment
Added premium motors drone equipment
Added kinetic capacitor drone equipment
Added reactive stabilizer drone equipment
Added smoke discharger drone gadget
Added medtech system drone gadget
Added smoke discharger ability
Added self maintenance drone ability and animation
Added medtech stabilize ability
Added medtech treatment ability
Prohibited use of medical items on drones (They'll get their own means of repair)
Added drone recovery kit item (For revives)
Added drone repair kit item (Drone medical kit for all intents and purposes)
Added drone energy rod item (Used for a quick surge of energy)
Temporarily (Possibly permanently) disabled the show_added_states function when on the map screen so that you won't constantly get popups every few seconds that are warning you about a character being dead or broken