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6/14/22 Chaos Chain Development Status Update - A preview of the next update

Chaos Chain


Salutations, dwellers...

[h2]This is not the update quite yet. This is just a preview of the change log. I will hopefully be releasing it friday with even more content and improvements than listed here. I'm trying to add some extra quests right now.[/h2]



[h2]Update 1.2.8 Change Log PREVIEW:[/h2]

Bug Fixes:
  • Fixed a bug where companions could still be removed from the party if they were dead/broken but healed/recovered
  • Fixed Bull still being present outside The Eclipse after completing "Head in the Clouds P2" (Saves that are at this point won't automatically make him leave, but it isn't a huge deal - You don't really have to see him leave, it's just inferred he's doing investigating on his end too - This wasn't really a bug but more of something I wanted to add)
  • Fixed world modifiers array displaying some of them in the middle of the screen and some at the bottom
  • Fixed Anti Toxins spawning so frequently in loot containers (Moved them to the random drug/medicine list)
  • Fixed dialogue with Tara where you offer to help her showing Tanya's face graphic momentarily
  • Fixed Flak conversation not having a loop to the top after you buy equipment from him, which resulted in floating labels getting stuck off and forcing you to re-enable it


Changes & Additions:
  • Increased player-message interaction sound cues by 5%
  • All Plot related items are now marked with a "*" before their name so they are immediately recognizable
  • Version info will now only display on the main (title screen) menu and the in game menu interface
  • Choice selection color is now a faint green instead of the pink/red
  • Slightly increased all window background opacities
  • Updated difficulty selection tooltip to explain world modifiers
  • Default character name is no longer blank so you're forced to either enter a name or randomize it (The default names are the old Victor/Victoria, but you can still enter your own or randomly generate one - This is just so it doesn't start off completely blank in the box)
  • Adjusted EXP rewards on some side quests
  • Updated the journal description for "Head in the Clouds P3"
  • Added a new hint for the "Relief Recovery" side quest
  • Added Condemned Apartments: Basement area
  • Added new battle background graphic"Grungeinterior2"
  • Slightly reduced delay between randomized sound effects playing
  • Added helicopter flyby sound effect to the randomized sound effects lists
  • Added 5 more glass breaking sound effects to the randomized sound effects lists
  • Added 2 more wood breaking sound effects to the randomized sound effects lists
  • Added randomized earthquakes to the randomized sound effects list (It's a slight screen shake and sound - very rare, just for extra atmosphere)
  • Added some new character graphics
  • Further tweaks to the interface color/contrast settings to make it easier to read
  • Added some new special NPCs to interact with and talk to
  • Added multiple new generic NPCs to several areas
  • Added NPC blockers to a few areas to prevent them from getting in the way
  • Shields now count as armor but still equip just as before (Everything will still work the same way, this is just to help with easier classification)
  • Targeting Assisted Bracers now equip to the support slot and count as gear instead of a gadget
  • All Long Guns now prevent use of a gadget at the same time (Two handed)
  • Some Small Guns now prevent use of a gadget at the same time (Two handed - Examples are shotguns and sub-machine guns)
  • All Ordinance Weapons (Grenade launchers, rocket launchers, machine guns, etc) now prevent use of a gadget at the same time (Two handed)
  • Categorized Melee Weapons based on how they may be used (Some of them will now prevent using a gadget at the same time due to being Two Handed - Examples: Sledge Hammer, Fire Axe)
  • Added "2H" to all descriptions of weapons that require two hands
  • All heavy (Two handed) melee and exotic weapons now give a new status effect on their target to make them more impactful given that they cannot be used with gadgets (Shaken - this lasts for 1 turn and gives: -2% to hit, -2% critical chance, -3% mettle, -3 initaitive)
  • Added "Heavy" to all melee and exotic weapons that require two hands and give the "Shaken" status
  • Updated enemies using heavy melee weapons with the above status application
  • Added some rust spots to trash cans to give them more detail
  • Updated some of the graphics for trash and clutter with more detail
  • Added a few more loot containers spread around some areas
  • Added some more clutter to a few areas
  • Slightly reduced overall chance of loot spawning in containers
  • Slightly increased chance of ammo spawning in containers
  • Added "Stranger" title for everyone
  • Added "Chromed" title for anyone who gets cyberware installed (For old saves, you'll have to wait until you get more cyberware)
  • Added "Altered" title for anyone who gets bioware installed (For old saves, you'll have to wait until you get more bioware)
  • Added 5 new battle soundtracks
  • Added 15 new exploration soundtracks
  • Added 9 new title screen soundtracks
  • Added 4 more random soundtracks to the player apartment
  • Renamed "Your Apartment Key" to "Your Apt Key"
  • Updated some item descriptions
  • Soundtracks will now save between maps so that the game does not reselect a new track every time you switch maps (UNLESS THE MAP HAS A SPECIFIC SOUNDTRACK SET - In which case, the music track will change while in that specific map and then go back to the previous track when you leave)
  • Data Item/Lore Item is now listed as special instead of plot
  • Added Soundtrack submenu to the Overview menu in the PDA
  • Added Shuffle Soundtrack option to the PDA Overview -> Soundtrack submenu
  • Updated fast travel (Metro) background sound effect
  • Removed specific soundtracks for several general areas (Now, only very specific special areas have set soundtracks - this may make certain areas/situations feel out of place with the currently selected soundtrack from time to time, but I think this way is better - if you feel differently, please explain your feelings on the subject - also, if you find any soundtracks that really seem out of place or feel like they don't fit the cyberpunk vibe enough, please tell me)


Like I said above, I'm hoping to release this friday with a few new quests/finalizing some of the unfinished quests in game as well.

That's all for now, enjoy!

-Corrosion ːCStudiosː