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!
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!
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
5/20/22 Free Improvement Update 2.1.9
Waste Walkers
Hey survivors!
I wanted to do a free improvement update with some upgrades to some existing systems to make the game better for my players and supporters on Steam. So, here is that update! It is for the main game and all expansions.
Check out the change log below!
Please note that these changes are not in any particular order.
Update 2.1.9 Change Log:
Changes & Additions:
Updated mouse accuracy detection (To make the mouse graphic line up better on screen with the real position of the cursor)
Updated mouse detection handler so that it always updates when on the game map screen (While playing) so you no longer need to move it before it updates in dialogue boxes and so on
Cleaned up some old leftover code (Old stuff that was no longer needed and not even used)
A few other minor tweaks here and there to make some of the ongoing always running processes more effective
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.
Also, in case you're interested, my newest project, Chaos Chain, is on Steam now in Early Access and has already come a long way! For more info on the game, visit the store page below! https://store.steampowered.com/app/1536730/Chaos_Chain/
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.
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
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?