I just wanted to let you know that I posted a new gameplay video on the store page and the community hub (but that seems to be having issues showing up right now) if you're interested in checking it out.
The purpose of the video is to just showcase the first few minutes of gameplay.
Please note that there are VERY minor spoilers present, basically just introducing the player to the game world and showing off one of the very first side quests.
You can find the video link below!
https://www.youtube.com/watch?v=yUMnTHjg_M0
Thanks for reading!
-Corrosion ːCStudiosː
Disgraced 40% Off Sale!
Disgraced
Hey everyone!
This is just a heads up that for the next several days, Disgraced and all of its DLC will be on discount!
I just wanted to let everyone know that the second supporter pack DLC is now available for those of you who'd like to go the extra mile and continue to help me out while I continue working on the game. It is purely OPTIONAL, so don't feel pressured into buying it.
"Backer" - Exclusive title for your character to be known as that can be accessed through the PDA item in the inventory!
1x Extra Skill Point - Knowledge goes a long way in the sprawl. Get ahead of the curve with 1 free skill point!
Extras:
1x Nutrient Paste - Smells and tastes terrible, but it's plenty filling and better than nothing!
2x Slap Patch - Medicated slap-on patches that can be used to treat poison effects!
2x Synth Skin - Synthetic skin in a can that can close up wounds and keep your blood where it should be!
1x Reinforced Jacket - A thicker jacket to help protect you against both the cold and your enemies!
25x Cred - Cred is the currency in Chaos Chain, needed for just about anything and everything!
That's all for now, enjoy!
-Corrosion ːCStudiosː
8/16/22 Chaos Chain Small Update 1.3.7
Chaos Chain
Salutations, dwellers...
This is just a small update that I wanted to release to give people who own the supporter and founder packs more a few more items for each pack. I also added handling methods for future content additions but everything is really minor so this is just a really quick patch.
I will be released a second support pack soon that will offer some extra in game starting equipment and a few small exclusive items for those of you who want to show their continued support and to help me so I can continue improving on the game, expanding, and so on both during and after release. It is purely optional and only if you want to support the game and my work. Anyway, here is the change log!
*Please note that these changes are not in any particular order.*
Update 1.3.7 Change Log:
Bug Fixes:
None needed! Yay!
Changes & Additions:
Increased the amount of items obtained by the support pack and founder pack DLCs (I wanted to give people a little bit more for the extra support)
Added some backend handlers for future content
That's all for now, enjoy!
-Corrosion ːCStudiosː
8/15/22 Quick Update 1.3.6
Chaos Chain
Salutations, dwellers...
Here is the next new update for the game. This one is a lot smaller than the update that I released just a few days ago, but some a few goodies in there and some bug fixes, so it should be pretty good. Check out the change log below!
*Please note that these changes are not in any particular order.*
Update 1.3.6 Change Log:
Bug Fixes:
Reduced the area in which the hint can appear in the "Relief Recovery" side quest due to the game having issues with the area being so large
Increased the range of events updating off screen from 3 to 4 (This is part of the reason the above bug was present)
Fixed some equipment descriptions not matching their equip slot
Fixed a few tileset pathing issues
Fixed a few icon art overlaps
Changes & Additions:
Added window icon art for Implants skill section (Forgot to do this with the last update)
Updated some icon art
Added armored mandible accessory
Updated some shops
Flashbangs and concussion grenades now get a +2 initiative by default to represent that they go off quicker than other grenades
Added 4 more randomized battle shouts for bandits/criminals/low lives/thugs/etc
Added some more scenery to a few areas (Especially the Industrial Zone)
Improved some detail on some environmental graphics
Replaced gadget proficiency icon art
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
A gentle reminder: if you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!
That's all for now, enjoy!
-Corrosion ːCStudiosː
8/12/22 - MASSIVE Chaos Chain Update 1.3.5
Chaos Chain
Hey everyone! I wanted to share this here so everyone can check it out if they're interested!
Update 1.3.5 Change Log:
Bug Fixes:
Extended battle background image width by 100 to account of screen shake (It showed black around the edges and looked odd)
Fixed an unreachable container in the Condemned Apartments Second Floor area
Fixed Crescent Strip Metro Station characters not saving their locations
Fixed ranged attacks being counted as Cyber in some cases
Fixed a bug that showed weapons listed in the ammo slot possible equips list but did not allow them to be selected (They should not show up at all in the list now like how it should be - This bug drove me crazy for a very long time)
Fixed a few stat inconsistencies related to equipment
Fixed some tileset shading
Fixed some gaps in certain tileset entities such as tables and countertops
Fixed Smelling Salts text not being colored like other medical items
Fixed some dialogue texts running off screen
Got rid of duplicate models/objects in several tilesets
Fixed an issue which prevented ANY critical hits from happening in certain cases
Fixed criticals not multiplying properly in certain cases (If the original damage of an attack was 0 but the random roll was applied - It was happening after the fact)
Fixed Hunker Down skill not properly reducing extra damage rolls (Hunker Down should be A LOT more useful now)
Fixed inconsistent damage rate issues
Fixed Blinded status temporarily removing control of the character (Not intended)
Fixed some runoff text with some quest descriptions in the menu
Fixed optimize equipment not optimizing certain slots if they relied on stats from other slots (Example: Neural Link grants ability to equip hackpads but since headgear is below the gadget slot, it could never optimize hackpads)
Fixed Ammo slot not optimizing ever (It might not always be perfect because different bonuses are based on player preference instead of what is "better" for ammo types
Fixed some minor typos
Fixed a PDA color code inconsistency
Fixed some status effect priorities for sorting status effects listed on characters in combat
Changes & Additions:
Added some new Steam achievements
Old saves will now automatically fetch quest data from the current set up to update automatically to the latest version (This means old saves won't get stuck with old data for quests anymore)
Added Industrial Zone new city district area! (The gameplay area just grew by about 20% - This area is also one of the largest yet!)
Added Industrial Zone metro station area
Added Leaky Pipe bar area
Added an extra 15% chance of toxic rain if you're anywhere within the Industrial Zone
Added custom jukebox playlist for the Leaky Pipe
Added some new equipment icon art
Added a few radio static sound effects to the random sounds lists (Exterior and interior)
Added Corrupt Cyber skill program (1-3 Interference Damage, +100% Glitched,+5 Initiative On Use)
Added Corrupt skill animation
Added Lockup Cyber skill program (Program: If the target is Glitched - Add Stunned, +20 Initiative On Use, 3-7 Interference Damage)
Added Lockup skill animation
Added Bio Shock Cyber skill program (Program: If the target is Glitched - Add Poisoned, +10 Initiative On Use, 1-5 Interference Damage To Health, +20% Shock)
Added the new Bows and Arrows to Neko's shop but that is likely only temporary until we have more areas and more weapon sellers
Updated some shops
Rewrote optimize equipment function
Completely rewrote damage calculation code to be more efficient, better organized, and more streamlined (I really need help testing these changes so please let me know if you guys encounter anything wrong or acting strange)
Added damage handling exception for when an attack/skill does no damage but still has some effect
Added status prevention handling when an attack does no damage except for shock, which can still be added (Attacks that are blocked/nullified will no longer apply status effects UNLESS they are: special case AND/OR the shock status to represent a near miss)
Re-ordered damage calculation code so that critical hits are last to be determined (This will make criticals more effective)
Critical hits now always give shock status (Critical hits should make a noticeable difference for morale now - As it should be)
Characters now gain the shock status automatically when revived
Augment surgery now automatically gives the shock status effect
Added Trauma system (More info below)
Added "Trauma" status effect (Reduced max health and mettle, reduced initiative, increased global damage intake - Enemies or characters get this from criticals of at least 5 damage 10% of the time OR when being revived from being downed OR 20% of the time if they take a hit of 10 or higher damage)
Characters now gain the trauma status effect automatically when revived
Trauma Kits now remove trauma status (But also cost a bit more)
Medical background loadout now has 2 trauma kits instead of 3 but also now have a med kit (The price went up for the trauma kits and this change was to balance this background to avoid any exploits or unfair advantages on starting loadout price)
Doctor services now automatically remove ALL physical ailments INCLUDING trauma (But they all cost 5 Cred more now)
Resting (Sleeping in a bed) now has a 33% default chance to remove trauma for each character, but the chance is doubled to 66% if the character is fully healed
Updated Tips screen to detail trauma
Added a new vendor to Smugglers' Bend (Darren - sells cheap improvised weapons)
Removed AP display from the HUD (It's not necessary there)
Updated the HUD for better spacing between values displayed and made it look a little neater
Optimized some ongoing background processes for updating info on screen
Moved the position of the entire HUD upward slightly on screen (I also removed the very top outer window bar from the HUD so it is more in line with the stamina window as well - It all takes up less space on the screen)
Tracked quests in the journal are now marked with ">>>" instead of just one ">"
Quests tracked on screen now have an indentation between their ">" and the objective text to better show what objectives are part of each individual quest
On screen quest info will now only show 0/N (N is the objective max) if the objective maximum is higher than 1 ONLY (To reduce clutter and to make it look more intuitive)
On screen quest info for objectives that are completed will now display in green so it's easier to keep track of (This change is reflected for tracked quests on the main screen only - The jorunal is still as it was and contains extra information on the quests anyways)
Updated several quest journal descriptions and details
Slightly lowered the volume of using quickslot items
Added two new quick slot keys (V, B - There are now a total of 5 quick slots instead of only 3)
Updated the manual scene with the new controls
When you or a companion take damage in combat, the screen will now turn red for a very short time in addition to the short screen shake
Added a slight vignette effect in battle
Synthetic Muscles implant now grant +5 initiative along with their other benefits
Added Cassia Companion
Added Cassia joining requirement She will ask you to bring her a Storm hackpad to replace her old one, which was damaged.
Added Flaw: Weak (Cassia)
Added Background: Netpunk (Cassia)
Added Edge: Nimble (Cassia)
Increased saturation of all lights in the environment
Updated world map image with some new districts and details
Added Surveyor Drones to the Metro Station areas
Improved Drone appearance to more clearly define the front and back (It was hard to tell which way they were facing before)
Improved shading in a few areas
Added some floor/ground variation to some interior areas
Added new wall/roof/ground/floor graphical variations
Added some new hand drawn graphics for some generic city environment stuff
Added more details to several areas including clutter, debris, characters, and effects
Updated various environmental graphical stuff to look more unique, detailed, and just overall better
Darkened all vegetation graphics and tinted them slightly brown to look more unhealthy
Greatly improved the appearance of sandbag graphics and reduced their size so they look more believable
Added City (Industrial) tileset with hand drawn smoke stacks, some machinery, and other various environment stuff
Melee damage resistance is now (Global) physical damage resistance
Ranged damage resistance is now (Global) stress damage resistance (Morale, mettle, shock effects, stress, etc)
Police background melee damage resistance now changed to physical damage resistance
Updated character skill lists for both the main character and companions
Brightened all floating label text
Generic and otherwise unimportant characters and objects which have floating labels are now in grey instead of gold so that it's easier to identity important characters and points/objects of interest
Location change event floating label text is now displayed in purple to make it easier to identify
Potential hostiles now have floating label text displayed in orange (Does not include bosses and named enemies - They will still be in gold)
Slightly buffed the Ripper Wire CyWare weapon
Added Jolt Rods CyWare weapon [Inv: 2, Arms Imp., CyWare, -10% Interference Res] (-2% Mettle Regen, 2 Damage, +7 Init, +20% Glitched, +5% Shock, +6% Stunned, Burn) - (These might seem kind of weak, but they are quite powerful given that their damage type is considered Burn damage and not just a physical one such as punture or rupture or impact and they also have a high chance to cause the Glitched state which makes enemies unable to use their CyWare)
Added Kickers CyWare weapon (Installs on the leg slot) [Inv: 4, Legs Imp., CyWare, -10% Interference Res] (-2% Mettle Regen, 5 Damage, +3 Init, +25% Stunned, +15% Confused, +10% Shock, Impact)
Created a specific category of skills/abilities for Implant based abilities called "Implants" (This will make it easier for me to distiguish what is a regular ability and what is an ability that is granted from an augment)
All CyWare implants that give abilities (I.E. CyWare weapons, Blinkers, etc) now give access to the Implants skill type
All CyWare abilities (Excluding Cyber attacks like hacks and such) are now classified as Implant abilities
Glitched status effect now prevents use of Implant abilities in addition to Cyber abilities
Added Neural Link headgear equipment (This is an alternative to getting a processor implant for using hackpads)
Techie Background starting equipment updated (You now get an infovisor, neural link headgear, and the icebreaker hackpad instead of a preinstalled processor and hackpad only)
Techie Background now gets +5% exp, +1% mettle regen, and 2 extra skill points instead of +10% exp and 2 extra skill points
Military Background now gets +5% shock resistance, +5% hit chance, +5 initiative, and +5% ranged evasion instead of +1% mettle regen, +5% hit chance, +5 initiative, and +5% ranged evasion
Police Background physical damage resistance (10%) is now split to 5% physical resistance and 5% stress resistance
Added an automatic optimize equipment immediately after character creation (It might not be perfect, but it helps in case you forget to equip something in the beginning)
Weather effects now gradually ease in and out instead of being nearly instantaneous
Raindrop falling speed and raindrop wind drift is now given slight randomization to make the weather look more natural
All interior area wall positioning is now much more "filling" (They look like they have more depth compared to the old way I set them up - You should notice a pretty obvious difference)
Added some more NPC blockers to prevent NPCs from getting in the way of important or cramped places
Added some more lore dialogues
Updated some interiors
Random power outages when outside are much less intense
Decreased time between choice windows appearing slightly to allow faster selection
Gave Lynch a better (Larger) desk, added a laptop to the desk, made his office bigger, and gave him expensive looking wooden walls for his office (Now he's a proper bad guy XD)
Updated some quest related interactions
Characters and companions now always have "1 + Resolve
0.20" restored of their AP (Action/Ability Points) when they survive a battle unless they have Anticipation, which gives them any and all of the AP earned/gained in battle
Slightly reduced the pitch of message related sounds (To reduce their overall playspeed by a small amount)
Slightly increased message related sound volumes
Added several more lights to various areas
Updated loot tables
Added Fast to React IV passive skill
Added Fast to React V passive skill
Updated learnable skill lists
Optimized and streamlined some existing processes that control multiple variables to be more efficient
SO MANY other various minor tweaks, adjustments, and minor changes
So, I decided to release what I have currently completed for the next big update.
It does not have everything that I wanted to include, but it does have a lot more than I had planned on. I was going to wait another few weeks to release this update and it would have included a lot more, but what I have ready to go now is solid and also comes with a lot of improvements and fixes that I want people to be able to utilize ahead of time.
There are just a few things to be aware of.
1: The industrial zone doesn't really have any playable content yet. You can go there and check out the area and get the new companion and hang out at the new bar, but there are no quests or enemies yet.
2: I was not able to work on new quests or storyline content yet, but I have a lot of them planned and a notebook literally filled with ideas. Adding some of them is next on my list.
3: Old saves should now be pretty much stable from here on out unless I drastically make changes to the base code for systems. I finally was able to solve the issue where old saves would work, but they would not display current quest data correctly when changes were made to the quest for a new update. They will now automatically update to the latest version of that quest including fixing any journal changes or objective changes.
4: Even though I made it so that old saves will be just fine, you may still want to make a new character just to be safe and to experience the changes that have been made to character creation and so on.
5: The update contains a lot of new content as well as work behind the scenes. Certain things might still look the same but might function a bit differently than previously.
With all that said, this update is an absolute monster. I have literally spent dozens upon dozens upon even more dozens of hours working on this over the past month and it feels a lot more polished now, looks a lot better, and is a lot more intuitive with the changes that I have made. It also includes drastic rewrites and upgrades to the damage handling system in combat and the way several things work related to it. I would love to be able to go as far as saying it feels like a new game, but I will leave that up to you guys. If you find any issues, please don't hesitate to post them in the bug reports section on the forums so I can fix them.
If you'd be willing to help me out, a review on the store page will help in more ways than one.
*Please note that these changes are not in any particular order.*
Update 1.3.5 Change Log:
Bug Fixes:
Extended battle background image width by 100 to account of screen shake (It showed black around the edges and looked odd)
Fixed an unreachable container in the Condemned Apartments Second Floor area
Fixed Crescent Strip Metro Station characters not saving their locations
Fixed ranged attacks being counted as Cyber in some cases
Fixed a bug that showed weapons listed in the ammo slot possible equips list but did not allow them to be selected (They should not show up at all in the list now like how it should be - This bug drove me crazy for a very long time)
Fixed a few stat inconsistencies related to equipment
Fixed some tileset shading
Fixed some gaps in certain tileset entities such as tables and countertops
Fixed Smelling Salts text not being colored like other medical items
Fixed some dialogue texts running off screen
Got rid of duplicate models/objects in several tilesets
Fixed an issue which prevented ANY critical hits from happening in certain cases
Fixed criticals not multiplying properly in certain cases (If the original damage of an attack was 0 but the random roll was applied - It was happening after the fact)
Fixed Hunker Down skill not properly reducing extra damage rolls (Hunker Down should be A LOT more useful now)
Fixed inconsistent damage rate issues
Fixed Blinded status temporarily removing control of the character (Not intended)
Fixed some runoff text with some quest descriptions in the menu
Fixed optimize equipment not optimizing certain slots if they relied on stats from other slots (Example: Neural Link grants ability to equip hackpads but since headgear is below the gadget slot, it could never optimize hackpads)
Fixed Ammo slot not optimizing ever (It might not always be perfect because different bonuses are based on player preference instead of what is "better" for ammo types
Fixed some minor typos
Fixed a PDA color code inconsistency
Fixed some status effect priorities for sorting status effects listed on characters in combat
Changes & Additions:
Added some new Steam achievements
Old saves will now automatically fetch quest data from the current set up to update automatically to the latest version (This means old saves won't get stuck with old data for quests anymore)
Added Industrial Zone new city district area! (The gameplay area just grew by about 20% - This area is also one of the largest yet!)
Added Industrial Zone metro station area
Added Leaky Pipe bar area
Added an extra 15% chance of toxic rain if you're anywhere within the Industrial Zone
Added custom jukebox playlist for the Leaky Pipe
Added some new equipment icon art
Added a few radio static sound effects to the random sounds lists (Exterior and interior)
Added Corrupt Cyber skill program (1-3 Interference Damage, +100% Glitched,+5 Initiative On Use)
Added Corrupt skill animation
Added Lockup Cyber skill program (Program: If the target is Glitched - Add Stunned, +20 Initiative On Use, 3-7 Interference Damage)
Added Lockup skill animation
Added Bio Shock Cyber skill program (Program: If the target is Glitched - Add Poisoned, +10 Initiative On Use, 1-5 Interference Damage To Health, +20% Shock)
Added the new Bows and Arrows to Neko's shop but that is likely only temporary until we have more areas and more weapon sellers
Updated some shops
Rewrote optimize equipment function
Completely rewrote damage calculation code to be more efficient, better organized, and more streamlined (I really need help testing these changes so please let me know if you guys encounter anything wrong or acting strange)
Added damage handling exception for when an attack/skill does no damage but still has some effect
Added status prevention handling when an attack does no damage except for shock, which can still be added (Attacks that are blocked/nullified will no longer apply status effects UNLESS they are: special case AND/OR the shock status to represent a near miss)
Re-ordered damage calculation code so that critical hits are last to be determined (This will make criticals more effective)
Critical hits now always give shock status (Critical hits should make a noticeable difference for morale now - As it should be)
Characters now gain the shock status automatically when revived
Augment surgery now automatically gives the shock status effect
Added Trauma system (More info below)
Added "Trauma" status effect (Reduced max health and mettle, reduced initiative, increased global damage intake - Enemies or characters get this from criticals of at least 5 damage 10% of the time OR when being revived from being downed OR 20% of the time if they take a hit of 10 or higher damage)
Characters now gain the trauma status effect automatically when revived
Trauma Kits now remove trauma status (But also cost a bit more)
Medical background loadout now has 2 trauma kits instead of 3 but also now have a med kit (The price went up for the trauma kits and this change was to balance this background to avoid any exploits or unfair advantages on starting loadout price)
Doctor services now automatically remove ALL physical ailments INCLUDING trauma (But they all cost 5 Cred more now)
Resting (Sleeping in a bed) now has a 33% default chance to remove trauma for each character, but the chance is doubled to 66% if the character is fully healed
Updated Tips screen to detail trauma
Added a new vendor to Smugglers' Bend (Darren - sells cheap improvised weapons)
Removed AP display from the HUD (It's not necessary there)
Updated the HUD for better spacing between values displayed and made it look a little neater
Optimized some ongoing background processes for updating info on screen
Moved the position of the entire HUD upward slightly on screen (I also removed the very top outer window bar from the HUD so it is more in line with the stamina window as well - It all takes up less space on the screen)
Tracked quests in the journal are now marked with ">>>" instead of just one ">"
Quests tracked on screen now have an indentation between their ">" and the objective text to better show what objectives are part of each individual quest
On screen quest info will now only show 0/N (N is the objective max) if the objective maximum is higher than 1 ONLY (To reduce clutter and to make it look more intuitive)
On screen quest info for objectives that are completed will now display in green so it's easier to keep track of (This change is reflected for tracked quests on the main screen only - The jorunal is still as it was and contains extra information on the quests anyways)
Updated several quest journal descriptions and details
Slightly lowered the volume of using quickslot items
Added two new quick slot keys (V, B - There are now a total of 5 quick slots instead of only 3)
Updated the manual scene with the new controls
When you or a companion take damage in combat, the screen will now turn red for a very short time in addition to the short screen shake
Added a slight vignette effect in battle
Synthetic Muscles implant now grant +5 initiative along with their other benefits
Added Cassia Companion
Added Cassia joining requirement She will ask you to bring her a Storm hackpad to replace her old one, which was damaged.
Added Flaw: Weak (Cassia)
Added Background: Netpunk (Cassia)
Added Edge: Nimble (Cassia)
Increased saturation of all lights in the environment
Updated world map image with some new districts and details
Added Surveyor Drones to the Metro Station areas
Improved Drone appearance to more clearly define the front and back (It was hard to tell which way they were facing before)
Improved shading in a few areas
Added some floor/ground variation to some interior areas
Added new wall/roof/ground/floor graphical variations
Added some new hand drawn graphics for some generic city environment stuff
Added more details to several areas including clutter, debris, characters, and effects
Updated various environmental graphical stuff to look more unique, detailed, and just overall better
Darkened all vegetation graphics and tinted them slightly brown to look more unhealthy
Greatly improved the appearance of sandbag graphics and reduced their size so they look more believable
Added City (Industrial) tileset with hand drawn smoke stacks, some machinery, and other various environment stuff
Melee damage resistance is now (Global) physical damage resistance
Ranged damage resistance is now (Global) stress damage resistance (Morale, mettle, shock effects, stress, etc)
Police background melee damage resistance now changed to physical damage resistance
Updated character skill lists for both the main character and companions
Brightened all floating label text
Generic and otherwise unimportant characters and objects which have floating labels are now in grey instead of gold so that it's easier to identity important characters and points/objects of interest
Location change event floating label text is now displayed in purple to make it easier to identify
Potential hostiles now have floating label text displayed in orange (Does not include bosses and named enemies - They will still be in gold)
Slightly buffed the Ripper Wire CyWare weapon
Added Jolt Rods CyWare weapon [Inv: 2, Arms Imp., CyWare, -10% Interference Res] (-2% Mettle Regen, 2 Damage, +7 Init, +20% Glitched, +5% Shock, +6% Stunned, Burn) - (These might seem kind of weak, but they are quite powerful given that their damage type is considered Burn damage and not just a physical one such as punture or rupture or impact and they also have a high chance to cause the Glitched state which makes enemies unable to use their CyWare)
Added Kickers CyWare weapon (Installs on the leg slot) [Inv: 4, Legs Imp., CyWare, -10% Interference Res] (-2% Mettle Regen, 5 Damage, +3 Init, +25% Stunned, +15% Confused, +10% Shock, Impact)
Created a specific category of skills/abilities for Implant based abilities called "Implants" (This will make it easier for me to distiguish what is a regular ability and what is an ability that is granted from an augment)
All CyWare implants that give abilities (I.E. CyWare weapons, Blinkers, etc) now give access to the Implants skill type
All CyWare abilities (Excluding Cyber attacks like hacks and such) are now classified as Implant abilities
Glitched status effect now prevents use of Implant abilities in addition to Cyber abilities
Added Neural Link headgear equipment (This is an alternative to getting a processor implant for using hackpads)
Techie Background starting equipment updated (You now get an infovisor, neural link headgear, and the icebreaker hackpad instead of a preinstalled processor and hackpad only)
Techie Background now gets +5% exp, +1% mettle regen, and 2 extra skill points instead of +10% exp and 2 extra skill points
Military Background now gets +5% shock resistance, +5% hit chance, +5 initiative, and +5% ranged evasion instead of +1% mettle regen, +5% hit chance, +5 initiative, and +5% ranged evasion
Police Background physical damage resistance (10%) is now split to 5% physical resistance and 5% stress resistance
Added an automatic optimize equipment immediately after character creation (It might not be perfect, but it helps in case you forget to equip something in the beginning)
Weather effects now gradually ease in and out instead of being nearly instantaneous
Raindrop falling speed and raindrop wind drift is now given slight randomization to make the weather look more natural
All interior area wall positioning is now much more "filling" (They look like they have more depth compared to the old way I set them up - You should notice a pretty obvious difference)
Added some more NPC blockers to prevent NPCs from getting in the way of important or cramped places
Added some more lore dialogues
Updated some interiors
Random power outages when outside are much less intense
Decreased time between choice windows appearing slightly to allow faster selection
Gave Lynch a better (Larger) desk, added a laptop to the desk, made his office bigger, and gave him expensive looking wooden walls for his office (Now he's a proper bad guy XD)
Updated some quest related interactions
Characters and companions now always have "1 + Resolve
0.20" restored of their AP (Action/Ability Points) when they survive a battle unless they have Anticipation, which gives them any and all of the AP earned/gained in battle
Slightly reduced the pitch of message related sounds (To reduce their overall playspeed by a small amount)
Slightly increased message related sound volumes
Added several more lights to various areas
Updated loot tables
Added Fast to React IV passive skill
Added Fast to React V passive skill
Updated learnable skill lists
Optimized and streamlined some existing processes that control multiple variables to be more efficient
SO MANY other various minor tweaks, adjustments, and minor changes
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
If you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!
That's all for now, enjoy!
-Corrosion ːCStudiosː
8/11/22 - A Preview of the Next Chaos Chain Update
Chaos Chain
Salutations, dwellers...
So, I have been working hard on the next update, and though it isn't ready yet, I wanted to share a preview of the change log SO FAR so you can see what is coming next for the game!
Check out the change log below!
*Please note that these changes are not in any particular order.*
Update 1.3.5 Change Log:
Bug Fixes:
Extended battle background image width by 100 to account of screen shake (It showed black around the edges and looked odd)
Fixed an unreachable container in the Condemned Apartments Second Floor area
Fixed Crescent Strip Metro Station characters not saving their locations
Fixed ranged attacks being counted as Cyber in some cases
Fixed a bug that showed weapons listed in the ammo slot possible equips list but did not allow them to be selected (They should not show up at all in the list now like how it should be - This bug drove me crazy for a very long time)
Fixed a few stat inconsistencies related to equipment
Fixed some tileset shading
Fixed some gaps in certain tileset entities such as tables and countertops
Fixed Smelling Salts text not being colored like other medical items
Fixed some dialogue texts running off screen
Got rid of duplicate models/objects in several tilesets
Fixed an issue which prevented ANY critical hits from happening in certain cases
Fixed criticals not multiplying properly in certain cases (If the original damage of an attack was 0 but the random roll was applied - It was happening after the fact)
Fixed Hunker Down skill not properly reducing extra damage rolls (Hunker Down should be A LOT more useful now)
Fixed inconsistent damage rate issues
Fixed Blinded status temporarily removing control of the character (Not intended)
Fixed some runoff text with some quest descriptions in the menu
Fixed optimize equipment not optimizing certain slots if they relied on stats from other slots (Example: Neural Link grants ability to equip hackpads but since headgear is below the gadget slot, it could never optimize hackpads)
Fixed Ammo slot not optimizing ever (It might not always be perfect because different bonuses are based on player preference instead of what is "better" for ammo types
Fixed some minor typos
Fixed a PDA color code inconsistency
Changes & Additions:
Old saves will now automatically fetch quest data from the current set up to update automatically to the latest version (This means old saves won't get stuck with old data for quests anymore)
Added Industrial Zone new city district area! (The gameplay area just grew by about 20% - This area is also one of the largest yet!)
Added Industrial Zone metro station area
Added Leaky Pipe bar area
Added an extra 15% chance of toxic rain if you're anywhere within the Industrial Zone
Added custom jukebox playlist for the Leaky Pipe
Added some new equipment icon art
Added a few radio static sound effects to the random sounds lists (Exterior and interior)
Completely rewrote damage calculation code to be more efficient, better organized, and more streamlined (I really need help testing these changes so please let me know if you guys encounter anything wrong or acting strange)
Re-ordered damage calculation code so that critical hits are last to be determined (This will make criticals more effective)
Critical hits now always give shock status (Critical hits should make a noticeable difference for morale now - As it should be)
Characters now gain the shock status automatically when revived
Augment surgery now automatically gives the shock status effect
Added Trauma system (More info below)
Added "Trauma" status effect (Reduced max health and mettle, reduced initiative, increased global damage intake - Enemies or characters get this from criticals of at least 5 damage 10% of the time OR when being revived from being downed OR 20% of the time if they take a hit of 10 or higher damage)
Characters now gain the trauma status effect automatically when revived
Trauma Kits now remove trauma status (But also cost a bit more)
Medical background loadout now has 2 trauma kits instead of 3 but also now have a med kit (The price went up for the trauma kits and this change was to balance this background to avoid any exploits or unfair advantages on starting loadout price)
Doctor services now automatically remove ALL physical ailments INCLUDING trauma (But they all cost 5 Cred more now)
Resting (Sleeping in a bed) now has a 33% default chance to remove trauma for each character, but the chance is doubled to 66% if the character is fully healed
Updated Tips screen to detail trauma
Added a new vendor to Smugglers' Bend (Darren - sells cheap improvised weapons)
Removed AP display from the HUD (It's not necessary there)
Updated the HUD for better spacing between values displayed and made it look a little neater
Optimized some ongoing background processes for updating info on screen
Moved the position of the entire HUD upward slightly on screen (I also removed the very top outer window bar from the HUD so it is more in line with the stamina window as well - It all takes up less space on the screen)
Tracked quests in the journal are now marked with ">>>" instead of just one ">"
Quests tracked on screen now have an indentation between their ">" and the objective text to better show what objectives are part of each individual quest
On screen quest info will now only show 0/N (N is the objective max) if the objective maximum is higher than 1 ONLY (To reduce clutter and to make it look more intuitive)
On screen quest info for objectives that are completed will now display in green so it's easier to keep track of (This change is reflected for tracked quests on the main screen only - The jorunal is still as it was and contains extra information on the quests anyways)
Updated several quest journal descriptions and details
Slightly lowered the volume of using quickslot items
Added two new quick slot keys (V, B - There are now a total of 5 quick slots instead of only 3)
Updated the manual scene with the new controls
When you or a companion take damage in combat, the screen will now turn red for a very short time in addition to the short screen shake
Added a slight vignette effect in battle
Synthetic Muscles implant now grant +5 initiative along with their other benefits
Added Cassia Companion
Added Flaw: Weak (Cassia)
Added Background: Netpunk (Cassia)
Added Edge: Nimble (Cassia)
Increased saturation of all lights in the environment
Updated world map image with some new districts and details
Added Surveyor Drones to the Metro Station areas
Improved Drone appearance to more clearly define the front and back (It was hard to tell which way they were facing before)
Improved shading in a few areas
Added some floor/ground variation to some interior areas
Added new wall/roof/ground/floor graphical variations
Added some new hand drawn graphics for some generic city environment stuff
Added more details to several areas including clutter, debris, characters, and effects
Updated various environmental graphical stuff to look more unique, detailed, and just overall better
Darkened all vegetation graphics and tinted them slightly brown to look more unhealthy
Greatly improved the appearance of sandbag graphics and reduced their size so they look more believable
Added City (Industrial) tileset with hand drawn smoke stacks, some machinery, and other various environment stuff
Melee damage resistance is now (Global) physical damage resistance
Ranged damage resistance is now (Global) stress damage resistance (Morale, mettle, shock effects, stress, etc)
Police background melee damage resistance now changed to physical damage resistance
Updated character skill lists for both the main character and companions
Brightened all floating label text
Generic and otherwise unimportant characters and objects which have floating labels are now in grey instead of gold so that it's easier to identity important characters and points/objects of interest
Location change event floating label text is now displayed in purple to make it easier to identify
Potential hostiles now have floating label text displayed in orange (Does not include bosses and named enemies - They will still be in gold)
Slightly buffed the Ripper Wire CyWare weapon
Added Jolt Rods CyWare weapon [Inv: 2, Arms Imp., CyWare, -10% Interference Res] (-2% Mettle Regen, 2 Damage, +7 Init, +20% Glitched, +5% Shock, +6% Stunned, Burn) - (These might seem kind of weak, but they are quite powerful given that their damage type is considered Burn damage and not just a physical one such as punture or rupture or impact and they also have a high chance to cause the Glitched state which makes enemies unable to use their CyWare)
Added Kickers CyWare weapon (Installs on the leg slot) [Inv: 4, Legs Imp., CyWare, -10% Interference Res] (-2% Mettle Regen, 5 Damage, +3 Init, +25% Stunned, +15% Confused, +10% Shock, Impact)
Created a specific category of skills/abilities for Implant based abilities called "Implants" (This will make it easier for me to distiguish what is a regular ability and what is an ability that is granted from an augment)
All CyWare implants that give abilities (I.E. CyWare weapons, Blinkers, etc) now give access to the Implants skill type
All CyWare abilities (Excluding Cyber attacks like hacks and such) are now classified as Implant abilities
Glitched status effect now prevents use of Implant abilities in addition to cyber abilities
Added Neural Link headgear equipment (This is an alternative to getting a processor implant for using hackpads)
Techie Background starting equipment updated (You now get an infovisor, neural link headgear, and the icebreaker hackpad instead of a preinstalled processor and hackpad only)
Techie Background now gets +5% exp, +1% mettle regen, and 2 extra skill points instead of +10% exp and 2 extra skill points
Military Background now gets +5% shock resistance, +5% hit chance, +5 initiative, and +5% ranged evasion instead of +1% mettle regen, +5% hit chance, +5 initiative, and +5% ranged evasion
Police Background physical damage resistance (10%) is now split to 5% physical resistance and 5% stress resistance
Added an automatic optimize equipment immediately after character creation (It might not be perfect, but it helps in case you forget to equip something in the beginning)
Weather effects now gradually ease in and out instead of being nearly instantaneous
Raindrop falling speed and raindrop wind drift is now given slight randomization to make the weather look more natural
All interior area wall positioning is now much more "filling" (They look like they have more depth compared to the old way I set them up - You should notice a pretty obvious difference)
Added some more NPC blockers to prevent NPCs from getting in the way of important or cramped places
Added some more lore dialogues
Updated some interiors
Random power outages when outside are much less intense
Decreased time between choice windows appearing slightly to allow faster selection
Gave Lynch a better (Larger) desk, added a laptop to the desk, made his office bigger, and gave him expensive looking wooden walls for his office (Now he's a proper bad guy XD)
Updated some quest related interactions
Characters and companions now always have "1 + Resolve
0.20" restored of their AP (Action/Ability Points) when they survive a battle unless they have Anticipation, which gives them any and all of the AP earned/gained in battle
Slightly reduced the pitch of message related sounds (To reduce their overall playspeed by a small amount)
Slightly increased message related sound volumes
Added several more lights to various areas
Updated loot tables
SO MANY other various minor tweaks, adjustments, and minor changes
I'll let you guys know more info soon!
-Corrosion ːCStudiosː
8/2/22 Developer Status Update: Preview of the Industrial Zone
Chaos Chain
Salutations, dwellers...
I wanted to share a screenshot of the (pretty much finalized) basic layout of the upcoming Industrial Zone for Slade City!
It's not 100% complete, and I still need to fill it with A LOT more actual content, but you can see the new district for what it is currently. I have a lot of detail in there as you can see.
As for how the rest of the update is coming along, the change log is HUGE. So many changes, improvements, tweaks, upgrades, and so on. Later this week, I'll show off some more of what I've been up to.
I will post more info very soon!
-Corrosion ːCStudiosː
Lawless Lands Midsummer Sale Reminder
Corrosive Supporters
Hey everyone, this is just a reminder that the Lawless Lands Midsummer sale ends in just a few days, so if you want the game and/or the DLC and to get it for really cheap, now's the time!