Here is the next GIANT update for the game, as promised. There are a TON of changes in this update, so it is HIGHLY RECOMMENDED to start a new game if you have an old save. They will likely still work just fine, but there will be inconsistencies and may be problems.
Let's discuss some of the highlights.
First, you can now go directly to the Steam update news for the game from the main menu. You can also see the new greenish coloring of the selection box here.
Next, the resistances page has been better organized by side, and you can also see that electronic damage is now called interference. This is because the FIRST VERSION OF THE COMBAT HACKING SYSTEM IS NOW IN GAME.
A preview of the first two combat hacks. Bypass and Exploit.
The techie now begins the game with a hackpad (pretty much a cyberdeck) as seen here.
Next, the PDA now tells you what soundtrack is currently playing and has a shuffle option in the overview submenu. Lots of new soundtracks have been added.
Another major change to show off is two handed weapons and heavy weapons now have a "Heavy" trait which makes them require two hands. Making it so you cannot use a gadget at the same time. This does mean that for melee weapons with Heavy, they get some benefits as described in the change log below.
Beyond that, there are an absolute TON OF OTHER CHANGES, ADDITIONS, AND IMPROVEMENTS.
Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.8 Change Log:
Bug Fixes:
Fixed a bug where companions could still be removed from the party if they were dead/broken but healed/recovered
Fixed Bull still being present outside The Eclipse after completing "Head in the Clouds P2" (Saves that are at this point won't automatically make him leave, but it isn't a huge deal - You don't really have to see him leave, it's just inferred he's doing investigating on his end too - This wasn't really a bug but more of something I wanted to add)
Fixed world modifiers array displaying some of them in the middle of the screen and some at the bottom
Fixed Anti Toxins spawning so frequently in loot containers (Moved them to the random drug/medicine list)
Fixed dialogue with Tara where you offer to help her showing Tanya's face graphic momentarily
Fixed Flak conversation not having a loop to the top after you buy equipment from him, which resulted in floating labels getting stuck off and forcing you to re-enable it
Fixed an unintentional setting in the "Shady Dealings" side quest where the quest related area (No spoilers) was still able to be entered after the quest was completed (Old saves will still be able to go in there one last time before it automatically closes, but it's not a big deal - This was just an oversight)
Fixed battlebackgrounds not having any battle motion (They are supposed to shift ever so subtly)
Fixed tilesets with metal fences (Chain link) not being evenly aligned properly with their vertical bars
Fixed enemies not using their full array of combat skills if their dedicated attack skill had too high of a priority (This was a bug that I did not realize existed until now, but was introduced in the update where I made regular attacks much more frequent... too frequent - I ran 30 rounds of combat and watched 5 enemies just repeatedly do their standard attack on my guy as I kept dev healing - that's 150 attack actions and no other actions chosen - After the fix, they immediately started using other skills instead)
Added a failsafe to protect against a rare crash when picking world modifiers in an old save in specific circumstances
Fixed Grady boss having some extra stat benefits that he wasn't meant to have (Extra evasion and initiative)
Trip and Lights Out abilities no longer adds your weapon stats to the attack
Heads up balloons are now closer to the character they originate from and better centered
Fixed a bug with the randomized protestor dialogue playing a line twice in one case
Fixed a bug with the confused status effect not lasting the correct amount of turns
Added a failsafe to prevent incorrect damage calculations in certain circumstances
Changes & Additions:
Added some new Steam Achievements
Finished "Relief Recovery" side quest (This quest has several different outcomes and several different ways to complete it)
Added an "Update News" option to the main title menu (Opens the Chaos Chain update feed on Steam)
Added a set bool to off command to the beginning of the cyware/biware check functions (For determining what kind - if any - of augments the player character has implanted - this will help the game more efficiently keep track of player character status and avoid any unwanted situations relating to the system)
Enemies are MUCH more likely to retreat now at either critical health or critical mettle (Morale)
Reduced animation size of the enemy retreat skill
Electronic damage renamed to Interference damage
Updated item/equipment descriptions for the change above this one
All characters by default (With no Cyberware) are 100% immune to the Glitched Status Effect (I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
All characters by default (With no Cyberware) are 100% immune to the Interference Damage (From hacking/cyber attacks - I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
Tasers, Stun Guns, and Shock Batons now do base (Default) damage instead of interference (This was an oversight when I implemented the cyberware system for how the damage was going to be calculated) but their damage formula has been reduced to account for this change
Added the very first version of the Hack Pad system (Basically cyberdecks to avoid any confusion - They require a processor implanted to be usable)
Added Ice Breaker Hack Pad (Gives Bypass and Exploit cyber attacks - First one is used to status effect the enemy and cripple them, second one is to crush them - THERE ARE NOT MANY ENEMIES TO USE THESE ON YET - THIS IS ONLY THE FIRST STEP TOWARDS GETTING THE SYSTEM IMPLEMENTED)
Glitched status effect now increases damage taken through interference damage by 20%
Added Bypass cyber skill and animation (3-9 Interference Damage, +70% Glitched, +10 Initiative On Use)
Added Exploit cyber skill and animation (7-13 Interference Damage, +5 Initiative On Use, +5% Glitched)
Techie character background now starts with the Ice Breaker Hack Pad instead of the infovisor
Processors now allow use of hack pads, hack pads now allow use of cyber skills
Updated Glitched status effect animation
Enemies will now use their full array of combat skills (As long as necessary conditions are met such as low health for bandaging, etc)
Added some new randomized main character names to the list (We're over 270 now)
Increased player-message interaction sound cues by 5%
All Plot related items are now marked with a "*" before their name so they are immediately recognizable
Version info will now only display on the main (title screen) menu and the in game menu interface
Choice selection color is now a faint green instead of the pink/red and the outline box has been updated to be more clear
Slightly increased all window background opacities
Updated difficulty selection tooltip to explain world modifiers
Default character name is no longer blank so you're forced to either enter a name or randomize it (The default names are the old Victor/Victoria, but you can still enter your own or randomly generate one - This is just so it doesn't start off completely blank in the box)
Adjusted EXP rewards on some side quests
Updated the journal description for "Head in the Clouds P3"
Added a new hint for the "Relief Recovery" side quest
Added Condemned Apartments: Basement area
Added Condemned Apartments: Storage area
Added new battle background graphic"Grungeinterior2"
Slightly reduced delay between randomized sound effects playing
Added helicopter flyby sound effect to the randomized sound effects lists
Added 5 more glass breaking sound effects to the randomized sound effects lists
Added 2 more wood breaking sound effects to the randomized sound effects lists
Added randomized earthquakes to the randomized sound effects list (It's a slight screen shake and sound - very rare, just for extra atmosphere)
Added randomized blackouts to the randomized sound effects list (The screen will fade to very dark and play a sound for a moment, then recover the screen and play another sound - very rare, just for extra atmosphere)
Damage values are now rounded to the NEAREST integer instead of the integer in which they are a part of (3.6 will turn into 4 instead of 3, 2.2 will turn into 2)
Added proper immunity checking to certain damage type handling to account for the extra random damage roll added onto all damage (If immune to a damage type, no extra damage will be added and the attack will fail - Example: Cyber attacks against a sewer rat probly won't do much..........)
EMP Grenades now deal interference damage as they should have originally but I was waiting for me to get some of the hacking system work done
Added some new character graphics
Added several new enemy graphics (Sprites and battlers)
Added thug slicer enemy
Added thug shooter enemy
Added thug vandal enemy
Added thug punk enemy
Added some new enemy groups
Added new bandit/thug boss (No spoilers - He is heavily cybered though and a perfect target for the new hackpad system)
Enemy pain/hurt sounds are now set to 80% volume instead of 100% because many of them are pretty loud
The resistances panel in the character record now lists all element resistances on one side and state resistances on the other to be more uniform (They were mixed previously)
Both cyber-based resistances (Glitched Resistance and Interference Resistance) are now listed at the bottom of the resistances panel to be easier to find and side-by-side to be more obvious that they go together
Further tweaks to the interface color/contrast settings to make it easier to read
Added some new special NPCs to interact with and talk to
Added multiple new generic NPCs to several areas
Added NPC blockers to a few areas to prevent them from getting in the way
Shields now count as armor but still equip just as before (Everything will still work the same way, this is just to help with easier classification)
Targeting Assisted Bracers now equip to the support slot and count as gear instead of a gadget
All Long Guns now prevent use of a gadget at the same time (Two handed)
Some Small Guns now prevent use of a gadget at the same time (Two handed - Examples are shotguns and sub-machine guns)
All Ordinance Weapons (Grenade launchers, rocket launchers, machine guns, etc) now prevent use of a gadget at the same time (Two handed)
Categorized Melee Weapons based on how they may be used (Some of them will now prevent using a gadget at the same time due to being Two Handed - Examples: Sledge Hammer, Fire Axe)
Added "2H" to all descriptions of weapons that require two hands
All heavy (Two handed) melee and exotic weapons now give a new status effect on their target to make them more impactful given that they cannot be used with gadgets (Shaken - this lasts for 1 turn and gives: -2% to hit, -2% critical chance, -3% mettle, -3 initaitive)
Added "Heavy" to all melee and exotic weapons that require two hands and give the "Shaken" status
Updated enemies using heavy melee weapons with the above status application
Added some rust spots to trash cans to give them more detail
Updated some of the graphics for trash and clutter with more detail
Added a few more loot containers spread around some areas
Added some more clutter to a few areas
Slightly reduced overall chance of loot spawning in containers
Slightly increased chance of ammo spawning in containers
Added "Stranger" title for everyone
Added "Chromed" title for anyone who gets cyberware installed (For old saves, you'll have to wait until you get more cyberware)
Added "Altered" title for anyone who gets bioware installed (For old saves, you'll have to wait until you get more bioware)
Added enemy abilities to use drugs in combat to give them an edge (Usage is rare)
Added enemy "Grace" drug skill
Added enemy "Twitch" drug skill
Added enemy "Voodoo" drug skill
Added enemy "Zeal" drug skill
Added drugs (Grace, Twitch, Voodoo, Zeal) to enemy drop lists
Enemy gutter rats now have a very small chance to drop rotten food, rags, and bobby pins (3%/3%/1%)
Added 15 new battle soundtracks
Added 29 new exploration soundtracks
Added 19 new title screen soundtracks
Added several new gun sound effects (For use later)
Added 5 more random soundtracks to the player apartment
Renamed "Your Apartment Key" to "Your Apt Key"
Updated some item descriptions
Added a song switch in the intro between the world background and the foreword
Soundtracks will now save between maps so that the game does not reselect a new track every time you switch maps (UNLESS THE MAP HAS A SPECIFIC SOUNDTRACK SET - In which case, the music track will change while in that specific map and then go back to the previous track when you leave)
Slightly increased duration of soundtracks playing before switching
Added some new roleplay dialogue options
Added A LOT of new dialogues with various existing characters and new characters
Data Item/Lore Item is now listed as special instead of plot
Added Soundtrack submenu to the Overview menu in the PDA
Added Shuffle Soundtrack option to the PDA Overview -> Soundtrack submenu
Updated fast travel (Metro) background sound effect
Updated the map icon art in the menu (It's a map ping now instead of intersecting metro lines)
Removed specific soundtracks for several general areas (Now, only very specific special areas have set soundtracks - this may make certain areas/situations feel out of place with the currently selected soundtrack from time to time, but I think this way is better - if you feel differently, please explain your feelings on the subject - also, if you find any soundtracks that really seem out of place or feel like they don't fit the cyberpunk vibe enough, please tell me)
Blinker Flash special ability is now listed as an ability instead of a cyber skill
Added 1 more empty row between each line in the intro to allow more reading time
Updated some item icon art
Very slightly reduced the base movement speed
Added some new quest related special events
Rewrote the randomized additional damage on attacks code to make it more efficient
Optimized some systems and processes to be more efficient
Cleaned up more old/unused code
TONS of other minor tweaks, improvements, and changes all throughout the game
NOTE:You DON'T need to start a new game, but it is always recommended. Especially if you encounter any odd issues after a large update.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
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
6/17/22 Chaos Chain Development Status Update
Chaos Chain
Salutations, dwellers...
So, I had planned to release the next big update today, but I unfortunately will need a few more days to get it finalized. I'm not at a point where I'm comfortable releasing it quite yet because I need to do some testing and also some finalizing on some things.
The change log is pretty large - even larger than the preview log that I released 3 days ago. I encountered a few issues that needed fixing and that took time away from me working on the new quest content that I had planned on. On top of that, I had some personal matters to attend to and have been a bit under the weather, so all of that combined has resulted in me being a bit behind.
I apologize for the inconvenience, I really wanted to have it done today, but it just wasn't possible given the circumstances.
I'll try like hell to get it done as soon as possible next week.
That's all for now, thanks for reading!
-Corrosion ːCStudiosː
6/14/22 Chaos Chain Development Status Update - A preview of the next update
Chaos Chain
Salutations, dwellers...
This is not the update quite yet. This is just a preview of the change log. I will hopefully be releasing it friday with even more content and improvements than listed here. I'm trying to add some extra quests right now.
Update 1.2.8 Change Log PREVIEW:
Bug Fixes:
Fixed a bug where companions could still be removed from the party if they were dead/broken but healed/recovered
Fixed Bull still being present outside The Eclipse after completing "Head in the Clouds P2" (Saves that are at this point won't automatically make him leave, but it isn't a huge deal - You don't really have to see him leave, it's just inferred he's doing investigating on his end too - This wasn't really a bug but more of something I wanted to add)
Fixed world modifiers array displaying some of them in the middle of the screen and some at the bottom
Fixed Anti Toxins spawning so frequently in loot containers (Moved them to the random drug/medicine list)
Fixed dialogue with Tara where you offer to help her showing Tanya's face graphic momentarily
Fixed Flak conversation not having a loop to the top after you buy equipment from him, which resulted in floating labels getting stuck off and forcing you to re-enable it
Changes & Additions:
Increased player-message interaction sound cues by 5%
All Plot related items are now marked with a "*" before their name so they are immediately recognizable
Version info will now only display on the main (title screen) menu and the in game menu interface
Choice selection color is now a faint green instead of the pink/red
Slightly increased all window background opacities
Updated difficulty selection tooltip to explain world modifiers
Default character name is no longer blank so you're forced to either enter a name or randomize it (The default names are the old Victor/Victoria, but you can still enter your own or randomly generate one - This is just so it doesn't start off completely blank in the box)
Adjusted EXP rewards on some side quests
Updated the journal description for "Head in the Clouds P3"
Added a new hint for the "Relief Recovery" side quest
Added Condemned Apartments: Basement area
Added new battle background graphic"Grungeinterior2"
Slightly reduced delay between randomized sound effects playing
Added helicopter flyby sound effect to the randomized sound effects lists
Added 5 more glass breaking sound effects to the randomized sound effects lists
Added 2 more wood breaking sound effects to the randomized sound effects lists
Added randomized earthquakes to the randomized sound effects list (It's a slight screen shake and sound - very rare, just for extra atmosphere)
Added some new character graphics
Further tweaks to the interface color/contrast settings to make it easier to read
Added some new special NPCs to interact with and talk to
Added multiple new generic NPCs to several areas
Added NPC blockers to a few areas to prevent them from getting in the way
Shields now count as armor but still equip just as before (Everything will still work the same way, this is just to help with easier classification)
Targeting Assisted Bracers now equip to the support slot and count as gear instead of a gadget
All Long Guns now prevent use of a gadget at the same time (Two handed)
Some Small Guns now prevent use of a gadget at the same time (Two handed - Examples are shotguns and sub-machine guns)
All Ordinance Weapons (Grenade launchers, rocket launchers, machine guns, etc) now prevent use of a gadget at the same time (Two handed)
Categorized Melee Weapons based on how they may be used (Some of them will now prevent using a gadget at the same time due to being Two Handed - Examples: Sledge Hammer, Fire Axe)
Added "2H" to all descriptions of weapons that require two hands
All heavy (Two handed) melee and exotic weapons now give a new status effect on their target to make them more impactful given that they cannot be used with gadgets (Shaken - this lasts for 1 turn and gives: -2% to hit, -2% critical chance, -3% mettle, -3 initaitive)
Added "Heavy" to all melee and exotic weapons that require two hands and give the "Shaken" status
Updated enemies using heavy melee weapons with the above status application
Added some rust spots to trash cans to give them more detail
Updated some of the graphics for trash and clutter with more detail
Added a few more loot containers spread around some areas
Added some more clutter to a few areas
Slightly reduced overall chance of loot spawning in containers
Slightly increased chance of ammo spawning in containers
Added "Stranger" title for everyone
Added "Chromed" title for anyone who gets cyberware installed (For old saves, you'll have to wait until you get more cyberware)
Added "Altered" title for anyone who gets bioware installed (For old saves, you'll have to wait until you get more bioware)
Added 5 new battle soundtracks
Added 15 new exploration soundtracks
Added 9 new title screen soundtracks
Added 4 more random soundtracks to the player apartment
Renamed "Your Apartment Key" to "Your Apt Key"
Updated some item descriptions
Soundtracks will now save between maps so that the game does not reselect a new track every time you switch maps (UNLESS THE MAP HAS A SPECIFIC SOUNDTRACK SET - In which case, the music track will change while in that specific map and then go back to the previous track when you leave)
Data Item/Lore Item is now listed as special instead of plot
Added Soundtrack submenu to the Overview menu in the PDA
Added Shuffle Soundtrack option to the PDA Overview -> Soundtrack submenu
Updated fast travel (Metro) background sound effect
Removed specific soundtracks for several general areas (Now, only very specific special areas have set soundtracks - this may make certain areas/situations feel out of place with the currently selected soundtrack from time to time, but I think this way is better - if you feel differently, please explain your feelings on the subject - also, if you find any soundtracks that really seem out of place or feel like they don't fit the cyberpunk vibe enough, please tell me)
Like I said above, I'm hoping to release this friday with a few new quests/finalizing some of the unfinished quests in game as well.
That's all for now, enjoy!
-Corrosion ːCStudiosː
Chaos Chain - June - 15% Off Sale!
Chaos Chain
Hey everyone!
To celebrate the new major update, a 15% off sale just started for the game and 10% off for the support DLCs!
You can find the update change log here: https://store.steampowered.com/news/app/1536730/view/3355757885628595127
Thanks!
-Corrosion ːCStudiosː
6/3/22 - Major Chaos Chain Update 1.2.7
Chaos Chain
Salutations, dwellers...
Here is the next new update for the game. We now have world modifiers, more bug fixes and QOL improvements, better loot tables, toxic rain, more music, and much more!
Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.7 Change Log:
Bug Fixes:
Fixed the player being able to move in one of the short cutscenes in the beginning (Leaving The Views for the first time)
Cleaned up some equipment/item icon art to be more clear
Fixed some tiles having the wrong footstep sound when stepped on
Fixed Rusty's shop not selling any .44 magnum ammo (This wasn't technically a bug, but since he was selling a revolver which required that type of ammo, it was an annoyance so it's in the list)
Fixed +P (Overpressure munition) ammo descriptions (They said Hollow Points in the description by mistake)
Fixed a bug related to the quest system for loading saves which caused a crash if you tried loading an empty save file (Let me know please if this causes any issues that slipped by me - I did multiple tests to make sure everything is working as it should but obviously it would help if others test this)
Fixed nourishment items giving benefits before playing their associated sound effect
Fixed a crash related to debugging battle scenes
Fixed a journal typo for the "Head in the Clouds P2" main quest description
Changes & Additions:
Added 270 randomized names (Neutral for gender - they are code names and aliases) for the player character during character creation to help you if you can't come up with one on your own
Added 5 new randomized battle soundtracks (They really capture the cyberpunk vibe)
Added 15 new randomized background soundtracks (They really capture the cyberpunk vibe)
Added 8 new randomized menu soundtracks (They really capture the cyberpunk vibe)
Added the World Modifier system (Modifiers that alter the game world for better or for worse to create a unique experience each playthrough - randomizable or selectable - BE AWARE THAT OLD SAVES MAY ACT WONKY WHEN ACTIVATING THE WORLD MODS)
Added the system for selecting/randomizing world modifiers to the bathroom sink object in the player apartment area (You won't be able to leave it without activating them - they are meant to be a core part of the game!)
Updated "Unsettled Debt P2" with a new objective (To help with activating World Mods)
Updated "Unsettled Debt P3" with an actual objective (But it cannot be completed yet - I'm still working on it)
Setup difficulties to have a select amount of required world mods each (Tourist - 1, Amateur - 2, Professional - 3, Expert - 4)
Added "Economic Collapse" world modifier (Higher item price max but credsticks can have more funds on them)
Added "Nothing New" world modifier (No effects good or bad)
Added "Deep Wounds" world modifier (All health damage has the potential to be up to 2 points higher)
Added "Experienced" world modifier (You start off 1 rank higher than normal - by gaining a free level - but enemies can also be 1 rank higher to start)
Added "Hopeless" world modifier (All mettle damage has the potential to be up to 2 points higher)
Added "Complete Chaos" world modifier (All criticals are x3 damage instead of x2 - this is brutal for everyone)
Added "Cold and Dark" world modifier (Visibility is slightly reduced and storms are more common)
Added "Loner" world modifier (Max squad size is only 3 instead of 4 but the main character's features are increased 10%)
Added "Harsh Environment" world modifier (Rain has a higher chance of being toxic. You chemical resistance can help protect you and lessen the chance. You start with chemical coveralls.)
Added "Contamination" world modifier (Rotten food has a much higher chance to spawn in random loot containers instead of normal nourishment items, but normal nourishment items all heal you 1 health on use)
Added corrosive rain animation effect
Features are now rounded to the nearest integer instead of just being reset to their current integer range value (5.6 for example will now round up to 6 instead of going back to 5)
Added new functions for clearning, randomizing, picking, and organizing world modifiers
Added "Overview" submenu to the PDA so you can see world modifiers there in an array and then their effects are listed
Randomized weather has a chance to change every 3.5 minutes instead of every 3 minutes now
Added chance for rain to be toxic by default (30% base chance, 70% chance if harsh environment modifier is on - Your chemical resistance can help protect you and lessen the chance of being affected by toxic rain.)
PDA now shows a weather report
Added Condemned Apartments: F2 area
Added Hab Block 13: F1 area
Added some more scenery to a few areas
Brightened some equipment icon art to be more visible against the dark interface
Added several basic medical items to the randomized loot tables
Added several basic food/drink items to the randomized loot tables
Added beer, bootleg booze, essence, smelling salts, synergy stims, joints, cigars, and booze to the randomized drug loot tables
Increased chance of cigs dropping in random loot tables
Increased scrap drop chance in loot tables by 66%
Doubled circuitry loot drop chances
Increased loot max dice rolls to keep finding loot chances around the same as before (You have a slightly higher chance to find any type of loot now, but I made it so there are more empty slots to avoid too much loot from spawning)
Slightly tweaked time-based color settings to be a little more vibrant and have slightly less red in the overall picture
Slightly increased weather effect animation speed for rain, storms, and dust
Improved the texture appearance on some tilesets
Added 1 more randomized exterior background ambience sound effect (It has kind of an eerie feel to it)
Added some extra sounds to some of the cutscenes
Added distant car horn sound effect to the randomized background sounds lists
Added all types of +P (Overpressure munition) ammo to Neko's shop
Added 8g SS (8 Gauge slug shot) ammo to Neko's Shop
Added 2 more improvised weapons to the random loot tables
Mick now moves quicker when approaching the player for the first time
Added a new random loot item (Toilet paper --- "Always better to have it and not need it than to need it and not have it..." - Anonymous)
Added a new random loot item (Empty bottle - pretty much worthless)
Updated some shops
Activating DLC (Support packs) now tells you how many total DLCs were activated at the end
Added chemical coveralls support item
Added rotten food misc useable item (85% for food poisoning, +3% condition, cannot eat if already sick with food poisoning)
Added canned food nourishment item
Added rotten food to the random container loot drops list
Added MRE to the random container loot drops list
Added food poisoning status (-15% Max Mettle, -5% Max Health)
Water can now help food poisoning (33% chance to remove food poisoning per use)
Nutrient Paste eating sound is now more squishy sounding
Respirators and gas masks are now 5% less effective to chemicals
Renamed Festung Reaper to Festung König
Added the Armican Reaper ordinance weapon (Even heavier MG)
Added Armican Reaper attack animations
Added some text colors to the file loading/saving screen and also added icons as well
Added photosensitivity warning when launching the game
Darkened the popup images/emotes above characters slightly to be more defined
Metro travel is now more intuitive (The left doors are always closed and used for exiting and right doors are always opened and used for entering - you'll see what I'm talking about when you play)
Rearranged some tiles in Crescent Strip
Metro areas have been updated slightly in regards to wall width
Interior walls now have a faint "Dust" effect within the dark background to give them some depth
Updated placement of some characters and events
Updated several of Lynch's dialogues
Added several new character graphic sprites
Added more detail to several environments
Updated PDA alias change menu
Updated main quest descriptions and location hints to be more obvious
Updated Lamplight Market buildings a bit
Updated the world map slightly
Updated the default interaction graphic with an exclamation point
Updated area transition graphic hue (Inverted) so that it's more obvious
Updated stash graphic with a backpack
Updated tutorial text to account for the change above this
Slightly tinted the interface to be more contrasted
Brightened the very inner ring of the player visibility so that there is a very faint glow around the character to help with darker area navigation
Added A LOT more lore to various dialogues
Added several more NPC blockers to prevent NPCs from getting in the way of important locations/entities
Removed old code/functions that were no longer in use
Various other minor tweaks and changes
NOTE:You DON'T need to start a new game for this update, but it is HIGHLY RECOMMENDED due to how much has changed.
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
5/14/22 Chaos Chain Patch 1.2.6
Chaos Chain
Salutations, dwellers...
Here is a quick patch for the game. Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.6 Change Log:
Bug Fixes:
Fixed player inventory size being 500 times what it should be (I had it this way for testing and forgot to reset it)
Changes & Additions:
A few quick changes - nothing major
NOTE:You DON'T need to start a new game.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
That's all for now, enjoy!
-Corrosion ːCStudiosː
5/13/22 Major Chaos Chain Update 1.2.5
Chaos Chain
Salutations, dwellers...
Hey everyone! Here is a the next BIG new update for the game. I didn't get every single thing that I wanted to get into this update, but I did include a lot of other new stuff to make up for it. Loot containers now respawn periodically and reposition themselves as well so it is fully randomized, the interface got a nice circuit background overlay, saves from here on out should *mostly* be safe from having to restart due to some extensive reworking of the existing system, item popup messages whenever you gain equipment, and much more! The only thing to be aware of is one of the new quests "Relief Recovery" is not completed yet. Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.5 Change Log:
Bug Fixes:
Fixed a typo in the intro
Fixed a bug where you'd have to press back button twice when exiting world map
Fixed some tileset pathing bugs
Fixed a rare bug where loot containers could spawn on top of each other
Fixed an unreachable container spawn location
Changes & Additions:
A HUGE thank you to "heynonnynonny" for his help on this one - You should NO LONGER HAVE TO WORRY ABOUT CORRUPTED SAVES AS NEW QUESTS ARE ADDED - MOST SAVES WILL BE ABLE TO BE USED GOING FORWARD (You can thank heynonnynonny yourself if you purchase some of his pixel artwork for sale here: https://www.gamedevmarket.net/member/heynonnynonny/)
Updated Rusty's Pawn area to look more like an interior shop area and less like a warehouse
Added Condemned Apartments: F1 area (Smugglers' Bend)
Added "Working with Scraps" repeatable side quest
Added "Relief Recovery" side quest (Not currently finished)
"Helping Hands" quest related dropoff dialogues are now instantly displayed so you don't have to wait for each message to appear
"Helping Hands" quest item value has been greatly increased so it should be completed roughly twice as fast
"Helping Hands" quest goal reduced from 1500 to 1200
Dr Cranlin's shop now has much more effective healing items once you complete "Helping Hands"
"Closed Circuit" quest related dropoff dialogues are now instantly displayed so you don't have to wait for each message to appear
Sidewalks and asphalt are now a bit smoother because the graphics looked a little too rigid
Added some extra dialogue options to a few conversations
Added lights to Bull's car outside the Views apartments
Slightly reduced opacity of menu scan lines so they won't be so dark
Player apartment map now has 3 different soundtracks
Updated hint in the player apartment for what you need to get before you leave
Updated player apartment map slightly
Added extra free item to take from the apartment (Nutrient Paste)
Popup text now appears whenever you gain an item/equipment/weapon
Standardized sound effects for losing/gaining items/equipment/weapons to 3 distict sounds
Added 1 more randomized sound effect for equipping items
Improved efficiency of money popup handling
Quickslot item use popup text color is now green
Added subtle chime sound effect to play when transferring between maps
Added a circuit board backdrop to the menu skin
Added a slight shading effect around the outside of the interface
Cleaned up the anarchy symbol face image
Mouse improvements on the map screen so that you no longer have to move the mouse in on map screen menus and the cursor will retain it's location in the list if you don't move the mouse from it
Reduced noise graphical overlay on several graphics to make them look more pure
Added a lot more lootable containers to multiple areas
Added fully randomized, fully respawning, fully repositioning loot containers (Respawn to a new location with new contents every 3 game days from the last time you interacted with it or from when they try to generate - 3 hours real time - be careful, you can lose stored items this way unless they're in your stash - this IS intended - your stuff can get stolen)
Reintroduced a very small amount of green back into the game's time-based tinting
Floating labels above events now have slightly increased opacity to be easier to see and read
Added a sound effect to play when you open a container
Added a sound effect to play when you close a container
Added specific tutorial hint about the stash (Player safe item storage) and lootable containers (Which respawn over time and reset)
Added a new lore (Data) item description with a hint about loot containers
Baseball bat initiative bonus is now +4 instead of +3
Rebalanced pool cue weapon because it was way too OP
Updated enemy stats if they had baseball bat weapons
Added improvised club melee weapon
Added blackjack melee weapon
Updated shop listings and made each shop a bit more unique (All shops are now more fitting to their theme and overall, they are more diversified)
Added 17 improvised weapons to the random loot tables
Added 10 basic armor/equipments to the random loot tables
Added special rules regarding loot drops with improvised weapons and basic armor/equipments
Updated The Eclipse: Basement area
Slightly updated Neko's dialogues
Neko's shop lists no longer look like a hardware store (He now only sells weapons that are either legitimately weapons or things that are made to be used as weapons - He's a weapon smuggler, not Home Depot)
Added 5 construction worker sprites
Added 10 randomized phrases for construction workers
Added some construction workers to Smuggler's Bend
Increased saturation of all text colors in game by 5%
Nikova weapons have been renamed to Novikov
NOTE:You SHOULD NOT need to start a new game. If you encounter issues however, it is probably for the best.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
Hey everyone! Here is the next BIG new update for the game. I didn't get every single thing that I wanted to get into this update, but I did include a lot of other new stuff to make up for it. Loot containers now respawn periodically and reposition themselves as well so it is fully randomized, the interface got a nice circuit background overlay, saves from here on out should *mostly* be safe from having to restart due to some extensive reworking of the existing system, item popup messages whenever you gain equipment, and much more! The only thing to be aware of is one of the new quests "Relief Recovery" is not completed yet. Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.5 Change Log:
Bug Fixes:
Fixed a typo in the intro
Fixed a bug where you'd have to press back button twice when exiting world map
Fixed some tileset pathing bugs
Fixed a rare bug where loot containers could spawn on top of each other
Fixed an unreachable container spawn location
Changes & Additions:
A HUGE thank you to "heynonnynonny" for his help on this one - You should NO LONGER HAVE TO WORRY ABOUT CORRUPTED SAVES AS NEW QUESTS ARE ADDED - MOST SAVES WILL BE ABLE TO BE USED GOING FORWARD (You can thank heynonnynonny yourself if you purchase some of his pixel artwork for sale here: https://www.gamedevmarket.net/member/heynonnynonny/)
Updated Rusty's Pawn area to look more like an interior shop area and less like a warehouse
Added Condemned Apartments: F1 area (Smugglers' Bend)
Added "Working with Scraps" repeatable side quest
Added "Relief Recovery" side quest (Not currently finished)
"Helping Hands" quest related dropoff dialogues are now instantly displayed so you don't have to wait for each message to appear
"Helping Hands" quest item value has been greatly increased so it should be completed roughly twice as fast
"Helping Hands" quest goal reduced from 1500 to 1200
Dr Cranlin's shop now has much more effective healing items once you complete "Helping Hands"
"Closed Circuit" quest related dropoff dialogues are now instantly displayed so you don't have to wait for each message to appear
Sidewalks and asphalt are now a bit smoother because the graphics looked a little too rigid
Added some extra dialogue options to a few conversations
Added lights to Bull's car outside the Views apartments
Slightly reduced opacity of menu scan lines so they won't be so dark
Player apartment map now has 3 different soundtracks
Updated hint in the player apartment for what you need to get before you leave
Updated player apartment map slightly
Added extra free item to take from the apartment (Nutrient Paste)
Popup text now appears whenever you gain an item/equipment/weapon
Standardized sound effects for losing/gaining items/equipment/weapons to 3 distict sounds
Added 1 more randomized sound effect for equipping items
Improved efficiency of money popup handling
Quickslot item use popup text color is now green
Added subtle chime sound effect to play when transferring between maps
Added a circuit board backdrop to the menu skin
Added a slight shading effect around the outside of the interface
Cleaned up the anarchy symbol face image
Mouse improvements on the map screen so that you no longer have to move the mouse in on map screen menus and the cursor will retain it's location in the list if you don't move the mouse from it
Reduced noise graphical overlay on several graphics to make them look more pure
Added a lot more lootable containers to multiple areas
Added fully randomized, fully respawning, fully repositioning loot containers (Respawn to a new location with new contents every 3 game days from the last time you interacted with it or from when they try to generate - 3 hours real time - be careful, you can lose stored items this way unless they're in your stash - this IS intended - your stuff can get stolen)
Reintroduced a very small amount of green back into the game's time-based tinting
Floating labels above events now have slightly increased opacity to be easier to see and read
Added a sound effect to play when you open a container
Added a sound effect to play when you close a container
Added specific tutorial hint about the stash (Player safe item storage) and lootable containers (Which respawn over time and reset)
Added a new lore (Data) item description with a hint about loot containers
Baseball bat initiative bonus is now +4 instead of +3
Rebalanced pool cue weapon because it was way too OP
Updated enemy stats if they had baseball bat weapons
Added improvised club melee weapon
Added blackjack melee weapon
Updated shop listings and made each shop a bit more unique (All shops are now more fitting to their theme and overall, they are more diversified)
Added 17 improvised weapons to the random loot tables
Added 10 basic armor/equipments to the random loot tables
Added special rules regarding loot drops with improvised weapons and basic armor/equipments
Updated The Eclipse: Basement area
Slightly updated Neko's dialogues
Neko's shop lists no longer look like a hardware store (He now only sells weapons that are either legitimately weapons or things that are made to be used as weapons - He's a weapon smuggler, not Home Depot)
Added 5 construction worker sprites
Added 10 randomized phrases for construction workers
Added some construction workers to Smuggler's Bend
Increased saturation of all text colors in game by 5%
Nikova weapons have been renamed to Novikov
NOTE:You SHOULD NOT need to start a new game. If you encounter issues however, it is probably for the best.
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
5/7/22 Chaos Chain Devblog
Chaos Chain
Salutations, dwellers...
Headline for those who don't want to read this whole thing: ːcleanfloppyː *MOST* SAVE GAMES FROM PREVIOUS VERSIONS SHOULD BE WORKING FROM HERE ON OUT AS DEVELOPMENT MOVES FORWARD!!! ːlunar2019deadpanpigː
So, I have some good news for the game! Last night, with the help of a friend who is also another programmer, I was able to make some changes to the game's code that will accommodate most old saves/save games moving forward. It is still Early Access, so some things may still change that require a fresh start in the game after a huge update, but now it will be a lot less frequent.
I did considerable testing on my own last night with my own saves and all of that testing showed me that it is working well. Even if I make drastic changes, the old saves still work just fine.
This morning, a tester of mine was kind enough to email me her save file from 2 updates ago, and I was able to get that successfully running in my dev build as well. No noticeable issues whatsoever.
Now, with all of that said, there are still a few caveats. As I said above, huge updates may still require a fresh start every so often, so that is one thing to be aware of. That's just part of the Early Access development process and there isn't much I can do about that. Another is that the further back your save is from, the less likely it will run smoothly as development progresses. To put it simply, the older the save on the newer the version of the game, the less likely it will be stable and you may encounter issues here and there that are not present in a stable, new start.
Aside from the few stipulations, this is a really huge and really great change because to be completely blunt, I absolutely hate having to reset people's progress. Yes, I give a ton of warnings on the store page and in announcements and stuff, but it still is not a great situation, but some of it is in fact beyond my control as the game is still coming into a state of being. At least now, it will be much rarer to need to restart.
I can modify entire areas, add new quests, characters, equipment, modify enemies, and so on - all while using old saves and they still continue to work after the changes are made. This should make testing easier, and it should also make it easier to just simply play and enjoy the game as I continue working on it without you being forced to restart after every big update. Again, some big updates might still require it, but not nearly as much now since the game back-end stuff is all pretty much finalized. At this point, it's mainly just gameplay content I'm working on.
The game is very stable, bug free as far as I'm aware, and runs smooth as butter after yesterday's optimization improvements. Hopefully, I can maintain this, and you all can enjoy the game without annoyances of restarting constantly whenever large batches of new content is added.
Hopefully by the end of next week on Friday the 13th - spooky - I will be putting this build (1.2.5) out and with it, I'll be including a couple of new quests and changes to the "Helping Hands" quest as it takes way too long currently to complete and it's not meant to. I will also as usual be including improvement tweaks and optimizations as I go to keep everything running smoothly and possibly even the second companion if time allows. No promises, but that is my goal.