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
2/18/22 Chaos Chain Update 1.0.9
Chaos Chain
Salutations, dwellers...
Here is another update for the game. This one is another small QOL update with some fixes, improvements, and other changes to make the game more polished. It does add a small amount of new content as well, but nothing major.
I'm hoping to release the second part of major update #1 with all the new gameplay content within the next two weeks, but that's a pretty ambitious goal. It'll be ready when it's ready.
Check out the change log below!
Update 1.0.9 Change Log:
Bug Fixes:
Fixed an issue with Neko's dialogue not having the ">" pink to signify the start of a conversation branch
Fixed the random city background light system barely being visible at all (Was setup in such a way that the time of day setting was almost completely negating the effect)
Fixed Cpl Danzer not having a floating label in The Descent
Fixed Plug's (CyWare guy) text running off screen
Fixed a typo in Noah's conversation
Fixed floating labels not being perfectly centered
Fixed not being able to use items while
broken* (The status effect) but OUTSIDE combat (Inside combat, you're still screwed as intended)
Changes & Additions:
Added Tourist (Story) difficulty setting (+10 max health, +20 max mettle, -50% enemy stats, no exp reduction, achievements are NOT disabled just in case people are wondering - this difficulty is for people mainly just interested in the story/game world)
Added extra details about all the difficulties to be 100% informative about the changes they make
Rain raindrop speed has been increased by 33%
Storm raindrop speed has been increased by 66%
Darkened rolling fog exterior default opacity by 2 points
Increased rolling fog exterior default speed by 0.1
All 20 different dynamic weather effect patterns now dynamically effect rolling fog speed and opacity (It makes the various weather patterns look more unique and it makes the game world feel more alive)
Verge (Gambling minigame) text readout is now instant
Added Change bet option before the first round of Verge commences (In the case that you choose the wrong starting bet and want to change it)
Added Cancel game option before the first round of Verge commences (In the case you change your mind about gambling your food money away)
Verge bet is now deducted once you roll the first round instead of as soon as you place the bet (Once you roll, you're committed)
Shrunk the floating labels height and width considerably (The rectangles are smaller surrounding the text, thus taking up less screen space)
Added a warning music cue to play when a (Controlled) character is dying (0 Health)
Added a warning music cue to play when a (Controlled) character is broken (0 Mettle)
Added an alert music cue to play when a (Controlled) character dies (0 Health)
Added an alert music cue to play when a (Controlled) character breaks (0 Mettle)
Added an additional hint to the Rats Nest quest (A rat will run straight to towards the nest the first time you enter the building with the quest active)
Added essence drug (Provides 2% passive mettle regeneration but -20 combat initiative for a moderate duration)
Shortcut drug now also cures essence effects
Shortcut drug now costs 72 by default instead of 60
Added essence drug to drug dealer shops
Brightened the active party member selection border
Removed the word "Active" from the active party member selection border image
Added scanlines effect overlay to the active party member selection border image
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.
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
2/18/22 Chaos Chain Update 1.0.9
Chaos Chain
Salutations, dwellers...
Here is another update for the game. This one is another small QOL update with some fixes, improvements, and other changes to make the game more polished. It does add a small amount of new content as well, but nothing major.
I'm hoping to release the second part of major update #1 with all the new gameplay content within the next two weeks, but that's a pretty ambitious goal. It'll be ready when it's ready.
Check out the change log below!
Update 1.0.9 Change Log:
Bug Fixes:
Fixed an issue with Neko's dialogue not having the ">" pink to signify the start of a conversation branch
Fixed the random city background light system barely being visible at all (Was setup in such a way that the time of day setting was almost completely negating the effect)
Fixed Cpl Danzer not having a floating label in The Descent
Fixed Plug's (CyWare guy) text running off screen
Fixed a typo in Noah's conversation
Fixed floating labels not being perfectly centered
Fixed not being able to use items while
broken* (The status effect) but OUTSIDE combat (Inside combat, you're still screwed as intended)
Changes & Additions:
Added Tourist (Story) difficulty setting (+10 max health, +20 max mettle, -50% enemy stats, no exp reduction, achievements are NOT disabled just in case people are wondering - this difficulty is for people mainly just interested in the story/game world)
Added extra details about all the difficulties to be 100% informative about the changes they make
Rain raindrop speed has been increased by 33%
Storm raindrop speed has been increased by 66%
Darkened rolling fog exterior default opacity by 2 points
Increased rolling fog exterior default speed by 0.1
All 20 different dynamic weather effect patterns now dynamically effect rolling fog speed and opacity (It makes the various weather patterns look more unique and it makes the game world feel more alive)
Verge (Gambling minigame) text readout is now instant
Added Change bet option before the first round of Verge commences (In the case that you choose the wrong starting bet and want to change it)
Added Cancel game option before the first round of Verge commences (In the case you change your mind about gambling your food money away)
Verge bet is now deducted once you roll the first round instead of as soon as you place the bet (Once you roll, you're committed)
Shrunk the floating labels height and width considerably (The rectangles are smaller surrounding the text, thus taking up less screen space)
Added a warning music cue to play when a (Controlled) character is dying (0 Health)
Added a warning music cue to play when a (Controlled) character is broken (0 Mettle)
Added an alert music cue to play when a (Controlled) character dies (0 Health)
Added an alert music cue to play when a (Controlled) character breaks (0 Mettle)
Added an additional hint to the Rats Nest quest (A rat will run straight to towards the nest the first time you enter the building with the quest active)
Added essence drug (Provides 2% passive mettle regeneration but -20 combat initiative for a moderate duration)
Shortcut drug now also cures essence effects
Shortcut drug now costs 72 by default instead of 60
Added essence drug to drug dealer shops
Brightened the active party member selection border
Removed the word "Active" from the active party member selection border image
Added scanlines effect overlay to the active party member selection border image
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.
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
Chaos Chain Major Update 1 Part 1 Now Live!
Chaos Chain
Salutations, dwellers...
So, here is the first part of the first major content update for Chaos Chain. This update has a lot of QOL improvements and overall polish to make the game look, play, and feel better while you're stalking the streets of Slade City. Improvements range from UI upgrades, player ease of use improvements, and a whole lot more. The Cyberware upgrade system is now in place, so you can check those out, too. It is pretty expensive to get chromed up, and the game doesn't have a lot of ways to make money yet, but that is coming in the second part of the major content update - coming soon.
This update does NOT require a new game, but so much has changed, that it might be worth it to do so anyways.
As mentioned above, this is the first part of the major content update. The second and final part of the major February content additions will be released within the next few weeks. That update will have new gameplay content such as quests, new locations, the continuation of the main storyline, and so on.
Check out the change log below!
Update 1.0.8 Change Log:
Bug Fixes:
Fixed bug with Noah's conversation (Dialogue wasn't looped back to the top properly under certain conditions)
Fixed a bug with Harvey's conversation in rare instances
Fixed some dialogues not having quotes in conversation choices
Fixed some location name inconsistencies in certain dialogues (Benjamin for example called The Warrens "Ashen Warrens" - the original name)
Fixed gaining AP in combat from adrenaline shots for instance not appearing
Fixed gaining AP in combat resulting in incorrect numbers
Changes & Additions:
All important NPCs with whom you have an ongoing plot now have their names in bright blue above their heads (If you hover over them with your mouse or turn on floating labels in the settings menu)
Added a 1/10th of a second delay (6 frames) after each dialogue message appears to prevent accidental skipping of messages when clicking to speed up the message display
Made the rats nest graphic brighter and contrast the environment better and move slightly from time to time in the "Rats Nest" quest to be more obvious
Added a pink/red colored "> " to the beginning of separate conversation branches in dialogue trees with loops present to indicate the beginning of a conversation
Added The Descent nightclub to Ashen Row (Metal Themed Music and Bar)
Added The Descent: Basement
Added the first implementation of the CyWare upgrade system
Added CFLDProcessor 1C
Added LD Processor 1C
Added SD Processor 1C
Added OCSD Processor 1C
Added HD Processor 2C
Added OCHD Processor 2C
Added MD Processor 3C
Added OCMD Processor 3C
Added Sub Processor Chip CyWare
Added Trauma Chip CyWare
Added Milspec Chip CyWare
Added Reflex Chip CyWare
Added Datamine Chip CyWare
Added Analyzer Chip CyWare
Added Polymer Bone Coating CyWare
Added Steel Bone Coating CyWare
Added Titanium Bone Coating CyWare
Added Pain Suppressor CyWare
Added Biomonitor CyWare
Added ECM Link CyWare
Added Deadeye Module CyWare
Added Dermal Plating CyWare
Added Sub-Dermal Plating CyWare
Added Hazard Scanners CyWare
Added Blinkers CyWare
Added Cranial Carapace CyWare
Added Static Dischargers CyWare
Added Pheromone Emitters CyWare
Added Weight Distributors CyWare
Added Strong Arms CyWare
Added Detoxifying Filters CyWare
Added Gyro Stabilizers CyWare
Added Magnif-Eyes CyWare
Added Synthetic Muscles CyWare
Added Static Dischargers CyWare
Added Servomotors CyWare
Added many new NPC characters to interact with
Added several new character sprites
Added new character faces
Added Welding Goggles (Cheaper alternative to welding mask - gives blinded protection)
Added Biker Goggles (Even cheaper method for blinded protection)
Added Blinker Flash (First cyber related skill - basically a flash bang flash comes out of your Blinker cyber eye)
Added Armican Pride pistol
Added Brunetta Avenger shotgun
Updated icon image for stabilize skill
Added Defib Unit gadget (First gadget to be added in the game!)
Added Defib Stabilize skill (stronger, better stabilize skill)
Added Medical Tools gadget (Increase healing efficiency)
Added Riot Shield gadget
Added Ballistic Shield gadget
Added Camel Pack gadget (AP regen per turn)
Added Targeting Assisted Bracers gadget (Does what it says)
Added Candy consumable item (Very low effects, but great for boosting morale - mettle)
Gadget Proficiency is now unlocked by default
Replaced a really low quality random sound effect for damage to another, much better one
Reduced all text sizes of popups in combat by 2 points
Streamlined combat message display so that it doesn't display the state notification twice (Example: "Victor suffers from shock! > Victor is still suffering from shock!", this change actually speeds up combat considerably because you aren't needing to wait for redundant messages anymore)
Random city lighting effect fluctiation is now rand(131) + 55 by default
Whenever a new day begins, the screen will fade to a dark grey and then back to normal over the course of a 1.5 seconds
Floating Labels setting is now temporarily disabled automatically when in conversations and then re-enabled afterwards to reduce screen clutter and prevent instances where labels would be overtop of the dialogue windows
Added a sign to each metro station that says what it is to avoid confusion (The metro stations look very similar, works with floating labels too)
Reduced the wait period for travelling between sectors/districts by roughly 3 seconds (It might sound small, but travelling actually took a good several seconds previously and it felt like ages when you were just trying to do something quick)
Changed question mark popup above character's heads when they realize something with a skill to a light bulb (Like for instance if you pick up on strange behavior)
Added a few more lights to Ashen Row (It was a little too dark in some areas)
Renamed "Healing Effectiveness" to "Healing Efficiency"
Added some new shops
Updated existing shop listings
Cleaned up some old leftover code (Reduced/removed a lot of unnecessary data)
Added a silence popup above the player character when they're in a forced wait command
Reduced the noise on some tilesets to present more of a smooth look
Changed combat log (Viewable breakdown of all combat history) and battle log (The popup messages at the top of the screen in combat) text color to blue
Changed enemy name color to red/pink in combat
Changed character/companion name color to green in combat
Changed combat actions menu color to blue
Slightly darkened the background of the popup message window in battle
Changed map display name color when entering a new area from gold to purple
Changed map display name background color
Extended map name display time by 1.5 seconds (5 seconds now instead of 3.5)
Opening the PDA will now show your current location if known (Map name if known, "Unknown" if unknown, hence the name...)
Added AP Regen popup in combat
AP gained by taking damage reduced fro 33% of the damage to 20% of the damage, but it's now rounded up
Added Tactical learnable skill (Gives passive AP regen)
Increased random roll for base damage on all attacks to be from 0-6 instead of 0-4 (This means all attacks have a greater damage potential now by roughly 50%)
Starting Cred (Money) is now 120 base + your selected background bonus (Previously 100 + selected background bonus)
Brightened text color outline slightly to be more vibrant (Should look a lot better now)
Darkened floating labels outline slightly (For better contrast to the environment)
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.
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
2/16/22 Major Content Update 1 Part 1
Chaos Chain
Salutations, dwellers...
So, here is the first part of the first major content update for Chaos Chain. This update has a lot of QOL improvements and overall polish to make the game look, play, and feel better while you're stalking the streets of Slade City. Improvements range from UI upgrades, player ease of use improvements, and a whole lot more. The Cyberware upgrade system is now in place, so you can check those out, too. It is pretty expensive to get chromed up, and the game doesn't have a lot of ways to make money yet, but that is coming in the second part of the major content update - coming soon.
This update does NOT require a new game, but so much has changed, that it might be worth it to do so anyways.
As mentioned above, this is the first part of the major content update. The second and final part of the major February content additions will be released within the next few weeks. That update will have new gameplay content such as quests, new locations, the continuation of the main storyline, and so on.
Check out the change log below!
Update 1.0.8 Change Log:
Bug Fixes:
Fixed bug with Noah's conversation (Dialogue wasn't looped back to the top properly under certain conditions)
Fixed a bug with Harvey's conversation in rare instances
Fixed some dialogues not having quotes in conversation choices
Fixed some location name inconsistencies in certain dialogues (Benjamin for example called The Warrens "Ashen Warrens" - the original name)
Fixed gaining AP in combat from adrenaline shots for instance not appearing
Fixed gaining AP in combat resulting in incorrect numbers
Changes & Additions:
All important NPCs with whom you have an ongoing plot now have their names in bright blue above their heads (If you hover over them with your mouse or turn on floating labels in the settings menu)
Added a 1/10th of a second delay (6 frames) after each dialogue message appears to prevent accidental skipping of messages when clicking to speed up the message display
Made the rats nest graphic brighter and contrast the environment better and move slightly from time to time in the "Rats Nest" quest to be more obvious
Added a pink/red colored "> " to the beginning of separate conversation branches in dialogue trees with loops present to indicate the beginning of a conversation
Added The Descent nightclub to Ashen Row (Metal Themed Music and Bar)
Added The Descent: Basement
Added the first implementation of the CyWare upgrade system
Added CFLDProcessor 1C
Added LD Processor 1C
Added SD Processor 1C
Added OCSD Processor 1C
Added HD Processor 2C
Added OCHD Processor 2C
Added MD Processor 3C
Added OCMD Processor 3C
Added Sub Processor Chip CyWare
Added Trauma Chip CyWare
Added Milspec Chip CyWare
Added Reflex Chip CyWare
Added Datamine Chip CyWare
Added Analyzer Chip CyWare
Added Polymer Bone Coating CyWare
Added Steel Bone Coating CyWare
Added Titanium Bone Coating CyWare
Added Pain Suppressor CyWare
Added Biomonitor CyWare
Added ECM Link CyWare
Added Deadeye Module CyWare
Added Dermal Plating CyWare
Added Sub-Dermal Plating CyWare
Added Hazard Scanners CyWare
Added Blinkers CyWare
Added Cranial Carapace CyWare
Added Static Dischargers CyWare
Added Pheromone Emitters CyWare
Added Weight Distributors CyWare
Added Strong Arms CyWare
Added Detoxifying Filters CyWare
Added Gyro Stabilizers CyWare
Added Magnif-Eyes CyWare
Added Synthetic Muscles CyWare
Added Static Dischargers CyWare
Added Servomotors CyWare
Added many new NPC characters to interact with
Added several new character sprites
Added new character faces
Added Welding Goggles (Cheaper alternative to welding mask - gives blinded protection)
Added Biker Goggles (Even cheaper method for blinded protection)
Added Blinker Flash (First cyber related skill - basically a flash bang flash comes out of your Blinker cyber eye)
Added Armican Pride pistol
Added Brunetta Avenger shotgun
Updated icon image for stabilize skill
Added Defib Unit gadget (First gadget to be added in the game!)
Added Defib Stabilize skill (stronger, better stabilize skill)
Added Medical Tools gadget (Increase healing efficiency)
Added Riot Shield gadget
Added Ballistic Shield gadget
Added Camel Pack gadget (AP regen per turn)
Added Targeting Assisted Bracers gadget (Does what it says)
Added Candy consumable item (Very low effects, but great for boosting morale - mettle)
Gadget Proficiency is now unlocked by default
Replaced a really low quality random sound effect for damage to another, much better one
Reduced all text sizes of popups in combat by 2 points
Streamlined combat message display so that it doesn't display the state notification twice (Example: "Victor suffers from shock! > Victor is still suffering from shock!", this change actually speeds up combat considerably because you aren't needing to wait for redundant messages anymore)
Random city lighting effect fluctiation is now rand(131) + 55 by default
Whenever a new day begins, the screen will fade to a dark grey and then back to normal over the course of a 1.5 seconds
Floating Labels setting is now temporarily disabled automatically when in conversations and then re-enabled afterwards to reduce screen clutter and prevent instances where labels would be overtop of the dialogue windows
Added a sign to each metro station that says what it is to avoid confusion (The metro stations look very similar, works with floating labels too)
Reduced the wait period for travelling between sectors/districts by roughly 3 seconds (It might sound small, but travelling actually took a good several seconds previously and it felt like ages when you were just trying to do something quick)
Changed question mark popup above character's heads when they realize something with a skill to a light bulb (Like for instance if you pick up on strange behavior)
Added a few more lights to Ashen Row (It was a little too dark in some areas)
Renamed "Healing Effectiveness" to "Healing Efficiency"
Added some new shops
Updated existing shop listings
Cleaned up some old leftover code (Reduced/removed a lot of unnecessary data)
Added a silence popup above the player character when they're in a forced wait command
Reduced the noise on some tilesets to present more of a smooth look
Changed combat log (Viewable breakdown of all combat history) and battle log (The popup messages at the top of the screen in combat) text color to blue
Changed enemy name color to red/pink in combat
Changed character/companion name color to green in combat
Changed combat actions menu color to blue
Slightly darkened the background of the popup message window in battle
Changed map display name color when entering a new area from gold to purple
Changed map display name background color
Extended map name display time by 1.5 seconds (5 seconds now instead of 3.5)
Opening the PDA will now show your current location if known (Map name if known, "Unknown" if unknown, hence the name...)
Added AP Regen popup in combat
AP gained by taking damage reduced fro 33% of the damage to 20% of the damage, but it's now rounded up
Added Tactical learnable skill (Gives passive AP regen)
Increased random roll for base damage on all attacks to be from 0-6 instead of 0-4 (This means all attacks have a greater damage potential now by roughly 50%)
Starting Cred (Money) is now 120 base + your selected background bonus (Previously 100 + selected background bonus)
Brightened text color outline slightly to be more vibrant (Should look a lot better now)
Darkened floating labels outline slightly (For better contrast to the environment)
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.
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
Chaos Chain - 2/13/22 Development Status Update
Chaos Chain
Hey everyone!
I just wanted to take a moment and give you a status update on how development for the game has been going.
So far, the February major content update (the first major content update for the game, in fact) is going well. I'm not as far along as I would have liked, there has been a lot of important matters I needed to focus my attention and time on in my personal life over the past two weeks. It's been quite busy and a little more stressful than I would like, but things are finally starting to settle down.
As far as the content that I've added so far, I have implemented a working, fully-rounded cyberware upgrade system. By my count, there are 35 different cyber upgrades that you can get at the moment. I have many more ideas that will be added as well, but 35 is pretty good to start us off. I also added the very first cyber related skill which comes from one of the optical upgrades called "Blinker Flash". Basically, your cyber optics emit a sudden, bright flash similar to a flashbang, but a little less effective. The ability can blind and even confuse your foes. Many (many, many, many) more abilities are planned, but for now, this is what I've added. I've been focusing on the actual upgrade system first to get everything in place.
For new playable areas and content, I have not had the time yet to do much, unfortunately. I have added "The Descent" night club in Ashen Row (metal themed bar) which has a black market cyberware operation going on in the basement - that's where you can get some cyberware for your emerging cyborg. Beyond that, this week (starting tomorrow) will be my time to focus on new playable content as that is most important in my opinion, but the cyberware system was something I at the very least wanted to get established. I also added a few new firearms to try out including the Brunetta Avenger tactical pump shotgun and the Armican Pride heavy pistol.
I've done some more character sprites to continue the trend of nearly all npcs (even generic npcs) being somewhat unique. Thanks to my friend, AceHangman, for doing some more sprite graphics, we now have even more hair and clothing options. There will be more selectable skins and faces in the future for your character as well, but since there are already so many, it's not on my list of priorities at this time.
I am still hoping to get this major content update fully completed and delivered by the end of February, but I am a bit behind. Not only has there been personal matters to attend to, but recently there was a major storm in my area that pretty much closed everything down for two whole days, so instead of working, I was worrying about staying warm and keeping things all taken care of here with my family. I apologize that I'm not further along on this update yet, I really would have liked to be. I may have to move some of my planned additions from this update to the next one due to these events, or I could delay the update a bit, but I'd rather not do it that way. What do you guys think?
Anyways, I'll wrap this up for now.
Thanks for reading.
-Corrosion ːCStudiosː
2/13/22 Quick Status Update
Chaos Chain
Hey everyone!
I just wanted to take a moment and give you a status update on how development for the game has been going.
So far, the February major content update (the first major content update for the game, in fact) is going well. I'm not as far along as I would have liked, there has been a lot of important matters I needed to focus my attention and time on in my personal life over the past two weeks. It's been quite busy and a little more stressful than I would like, but things are finally starting to settle down.
As far as the content that I've added so far, I have implemented a working, fully-rounded cyberware upgrade system. By my count, there are 35 different cyber upgrades that you can get at the moment. I have many more ideas that will be added as well, but 35 is pretty good to start us off. I also added the very first cyber related skill which comes from one of the optical upgrades called "Blinker Flash". Basically, your cyber optics emit a sudden, bright flash similar to a flashbang, but a little less effective. The ability can blind and even confuse your foes. Many (many, many, many) more abilities are planned, but for now, this is what I've added. I've been focusing on the actual upgrade system first to get everything in place.
For new playable areas and content, I have not had the time yet to do much, unfortunately. I have added "The Descent" night club in Ashen Row (metal themed bar) which has a black market cyberware operation going on in the basement - that's where you can get some cyberware for your emerging cyborg. Beyond that, this week (starting tomorrow) will be my time to focus on new playable content as that is most important in my opinion, but the cyberware system was something I at the very least wanted to get established. I also added a few new firearms to try out including the Brunetta Avenger tactical pump shotgun and the Armican Pride heavy pistol.
I've done some more character sprites to continue the trend of nearly all npcs (even generic npcs) being somewhat unique. Thanks to my friend, AceHangman, for doing some more sprite graphics, we now have even more hair and clothing options. There will be more selectable skins and faces in the future for your character as well, but since there are already so many, it's not on my list of priorities at this time.
I am still hoping to get this major content update fully completed and delivered by the end of February, but I am a bit behind. Not only has there been personal matters to attend to, but recently there was a major storm in my area that pretty much closed everything down for two whole days, so instead of working, I was worrying about staying warm and keeping things all taken care of here with my family. I apologize that I'm not further along on this update yet, I really would have liked to be. I may have to move some of my planned additions from this update to the next one due to these events, or I could delay the update a bit, but I'd rather not do it that way. What do you guys think?