I had a report earlier today about an issue with the "Deadly Deal" side quest having a hang up, so here is a patch to remedy that. As always, support for issues like this will continue as long as I can manage it. So, if you encounter any other problems, just let me know.
Update 2.4.7 Change Log:
-Bug Fixes:
Fixed an issue where "Deadly Deal Pt2" could get stuck in a certain section of the quest
-Changes:
Further optimized a system for off-screen event handling (Should help with performance)
NOTE: These changes do NOT require a new game. Carry on the good fight with your current characters and keep on fighting for Crossia!
That's all for now!
Enjoy!
-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!
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
I just wanted to stop by and let you all know that Waste Walkers and its DLC is on sale now for the Steam Survival Fest! Grab it now while the prices are really low!
This is just a quick update to bring some small optimizations to Lawless Lands and its expansion from my newest project, Chaos Chain!
Update 2.4.6 Change Log:
Changes & Additions:
Added some various small changes to help with keeping the camera centered better than it was previously (This affects both the main game and the expansion)
NOTE: You DON'T NEED TO START A NEW GAME.
That's all for now, enjoy!
-Corrosion ːCStudiosː
6/27/22 Free Improvement Update 2.4.5
Lawless Lands
Greetings, volunteers...
This update is free for everyone. It covers the base game and the expansion. This change was requested to come to Lawless Lands from my latest project, Chaos Chain. It makes solo characters a bit more viable.
FREE Update 2.4.5 Change Log:
Changes & Additions:
Added "Opportunity" status effect (If the main player character is alone when entering combat, there is a chance they get this automatically - It makes them have much higher initiative on the first round of combat and lets them regain a small amount of spirit as well - The chance is: 20% + prowess + initiative bonus + hide rate bonus/100)
NOTE:You DON'T need to start a new game. The update will be available shortly.
That's all for now, enjoy!
-Corrosion ːCStudiosː
Corrosive Studios Summer Sale 2022!
Corrosive Supporters
Hey everyone - Happy Summer!
I just wanted to stop by to let you all know that ALL of my games and DLCs/Expansions and Extras are now on sale for large discounts over the course of the Steam Summer Sale!
You can view the full catalog here: https://store.steampowered.com/curator/6836576
That's it for now! Thanks for reading!
-Corrosion ːCStudiosː
6/22/22 GIANT Chaos Chain Update 1.2.8
Chaos Chain
Salutations, dwellers...
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.
This update is free for everyone. It covers the base game and the expansion. The update is meant to make battles a little better visually and audibly. These changes are taken from my newest project, Chaos Chain, and added here for Lawless Lands players to enjoy!
Again in case it wasn't abundantly clear, the updates below are FREE for everyone who owns the base game and expansion. Yes, you get the update if you ONLY own the base game and you get the update also if you own both.
FREE Update 2.4.4 Change Log:
Changes & Additions:
Battle background images now slowly move from side to side to simulate motion in combat and have a very faint blur effect
Instead of 1 sound effect for each of - damage, miss, evade, ranged/magic evade, equipping gear - there is now a list of randomized sounds for each to give more variation and make combat a bit more interesting
NOTE:You DON'T need to start a new game. The update will be available shortly.
That's all for now, enjoy!
-Corrosion ːCStudiosː
6/7/22 Update 2.4.3 (Quick Bugfix)
Lawless Lands
Greetings, volunteers...
Hey guys, I got notified there was an issue with followers who became incapacitated and then recovered, so this has been fixed. This patch affects the main game and the Unrest Expansion.
Update 2.4.3 Change Log:
Bug Fixes:
Fixed a bug where companions could still be removed from the party if they were dead/broken but healed/recovered
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.