10/21/22 - Chaos Chain Development Status Update With Next Update Preview
Chaos Chain
Salutations, dwellers...
Hey everyone!
So, I had wanted to get this update out today originally, but I ended up working on some extra things to get them off of my to-do list and now I'm at a point where I have some loose ends to tie up, so I'm going to need a few more work days to finalize it before it's ready to go. I'm thinking I can definitely get it out by the end of next week and even include more than what is already listed below in this preview. That said, take a look at the preview change log for Version 1.4.6. I'm gonna aim to get at least one more side quest added in after finishing up my other work next week and then release this stuff by Friday, the 28th.


*Please note that these changes are not in any particular order.*
[h2]Update 1.4.6 Change Log:[/h2]
Bug Fixes:
- Fixed Hard Hat rupture protection being backwards (Gave 80% protection instead of 20%)
- Fixed Hard Hat price (Price reduced 15)
- Fixed Motorcycle Helmet stats not matching what the description says (It actually got a little stronger)
- Fixed some prices of various grenades
- Fixed instances where the player character could start off without max health and mettle in rare cases (Happened due to the way the auto-optimize is done after character creation)
- Fixed a container alignment bug in The Clouds: Second Floor area
- Fixed the Thug Leader not having his overhead text in light blue in the "Problems at Home" side quest
- Fixed the event when first meeting Lynch to properly freeze the player fully until the end
- Fixed an endless loop when the player triggers and event where it would continuously tint the screen and play the associated sound effect
- Fixed Character screen showing the condition max to be the main character's resolve + 100 (Should have been MC resolve + 70)
- Fixed Cigs not showing current condition after use
- Fixed issue with "Helping Hands" side quest where the on screen text for the objective was too close together when the number started getting high
- Fixed some dialogue box spacing to better organize the text within (Some lines were very long and some were very short in certain cases)
- Fixed an Info Broker dialogue that had the wrong text color and no loop indicator at the beginning when asking for info from them (">")
- Fixed an issue where traveling on the metro would only allow the randomized weather system to go up to variant 20 when there are actually 23 total variants to choose from
- Fixed a bug where after loading a saved game, it would require two scene switches to trigger a music change instead of just one if the scene you saved in had a specific track (Like a jukebox playlist)
- Fixed shotgun crowd shot skill working with slug shells
- Fixed an issue where shuffling the soundtrack manually could result in the background ambience sound getting disabled temporarily
- Fixed an issue with one of the crows outside the views apartment complex who kept coming back before going to meet Lynch for the first time (He was persistent)
Changes & Additions:
- Added "Unwanted Guests" side quest
- Added a new Steam Achievement
- Added an EXTREMELY faint but visible white glow around the main character's immediate position on screen (Easier to see against dark backgrounds)
- Added a rain splash effect system to play in random locations on screen (It looks sexy in action)
- Added 28 more randomized names for the main character during character creation (The total is now 300)
- Added Throw Debris combat skill (Everyone gets this by default - (2 Damage, +3 Initiative On Use, +5% Bleeding, +10% Stunned - It's pretty useful if you only have melee or are out of ammo against a ranged enemy because of the slight extra initiative bonus)
- Added animation and icon art for the Throw Debris skill
- Added Throw Debris skill to all human enemies
- Increased base chance of enemies to use bombs in combat by a small amount, but added a system to roll a random value each turn to see if they're allowed to do so at all (33% chance - This means that about 2 out of every 3 rounds, enemies will not be able to use bombs at all for that turn, so they will use them less overall - The chance also is now tied to the amount of characters in the player's group)
- Enemies can no longer use drugs in combat every single round, it is now only possible every few rounds
- Enemies will no longer use Tactical Delay on the first turn, and also they must wait a few rounds in between using it
- Added Damp Status and animation (Automatically added IN BATTLE ONLY if it's raining --- +20% Burning/Burn Damage Resistance, -10% Interference/Glitched Resistance --- This is to help make combat a bit more interesting and also to cut back on molotovs being a 1 shot deal for either side)
- Added some new icon art
- Rebalanced several enemies in terms of health and mettle (Most enemies got at least 1 more health and 2 more mettle)
- Renamed a few enemy class types
- Added the Scavver faction (6 Enemy class types so far)
- Added Scavver Gunslinger enemy
- Added Scavver Marauder enemy
- Added Scavver Pillager enemy
- Added Scavver Brute enemy
- Added Scavver Psycho enemy
- Added Scavver Sadist enemy
- Added new battle background image (Cyber Junkyard)
- Added Shield Bash ability to all shield equipments (Riot, Ballistic, Scrap Metal)
- Added Scrap Helmet [Inv: 4, Head, Protection: 2, Armor, 5% Ballistic, 15% Rupture, 5% Puncture, 10% Impact, 3% Explosion, 3% Burn] (+4% Critical Evasion)
- Extended Lynch's conversation after meeting him for the first time, but before doing the first part of the quest
- Reduced the police presence on Crescent Strip
- Added a protest to the Industrial Zone
- Improved performance of the protest system (It no longer constantly runs non-stop over and over, it takes break periods)
- Updated some shop listings
- Updated some areas and completely redesigned some sections
- Lowered the average damage of molotovs by 1 point
- Converted the "player triggers an event" function into 2 separate functions that work together - one after another
- Items that recover condition now display max condition in addition to current upon use (Example: Condition is now: CONDITIONCURRENT/CONDITIONMAX)
- Added some more random dialogue lines to the criminal category
- Added a few missing sound effects to certain dialogues
- Added a slight contrasted background box behind the quest tracker text to help offset the environment and make it easier to read
- Drastically redesigned and rebalanced the randomized reward system for selling data to info brokers
- Added some extra hints to various quest related dialogues to help players
- Randomized weather patterns now have more randomness (They can now have a random amount of time for the weather to stay as it is between 2.5 minutes min and 7.5 minutes max instead of always being 3.5 minutes)
- Time of day now actually affects your visibility range and the opacity of the surrounding environment shroud (Daytime is much easier to see and you can see farther than at night)
- Updated some areas of the Industrial Zone
- Reputation HUD text is now in the default (Light blue) color and the font now matches the rest of the game
- Item prices and money value are now colored in gold in the shop scene to be more intuitive
- Added some new drone models (Thank you Acehangman) to the game but they're not in use yet (They'll be part of the drone system in which the player can get them as companions eventually)
- Added some new dialogue trees to a few characters and updated some topics
- Maximum random time between toxic rain affecting the player character increased by 2 seconds (1.5 - 7.5 seconds now instead of 1.5 - 5.5 seconds)
- Updated data item description and icon art
- Added Data Dealer learnable talent (Selling data to info brokers has a chance to reward a random number of up to 10 extra Cred)
- Added a new trader in the Industrial Zone
- Slightly reduced overall chance of loot spawning in containers (5%)
- Disabled randomized environmental sound effects from playing while a message is displayed on screen (Caused some issues from time to time)
- Base movement speed reduced by ~5% and sprint speed increased by ~5% (This change was necessary to help with an issue related to screen scrolling - The numbers were not divisible by perfectly 4 the way it was previously)
- Base stamina is now 300 + (finesse
- 5) instead of 150 + finesse (This means you can now sprint for much longer)
- Improved optimization of saving wandering character locations to be less resource intensive
- Throwing Knives/Stars now have a 33% chance to be recovered when used (You'll hear a sound effect to alert you that you got it back)
- Added some more randomized wind background sounds for ambience
- Updated some starting parameters with new initial values to help with optimization
- Neon Letter Signs now have backgrounds so they look more defined
- Added a toggle HUD call to before and after going to The Eclipse night club for the first time (In the intro)
- Removed Tactical Delay from Hopeless Soul enemies (They had this unintentionally)
- Reduced opacity of the water splash effect from stepping in water
- Lots and lots and lots of other minor changes and tweaks all over
The update itself is planned for next week. This is a preview of the list of changes.
That's all for now, enjoy!
-Corrosion ːCStudiosː