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5/23/23 - Preview of the Next Major Update

Chaos Chain


Salutations, dwellers...



This is a PREVIEW of the upcoming update change log. THIS UPDATE IS NOT LIVE YET AND IT IS NOT FINISHED - MORE IS BEING ADDED. This list is not final and barely stresses the amount of actual change the update brings with it.



*Please note that these changes are not in any particular order.*

[h2]Update 1.6.9 Change Log:[/h2]

Bug Fixes:
  • FIXED (Clean) food items not healing 5% like they were intended to (There was an issue with the calculation)
  • FIXED a couple typos
  • FIXED some tileset clipping issues
  • FIXED some tileset pathing issues
  • FIXED an issue where loading a save would cause the music in game to automatically change the next time you transfer to a new area
  • FIXED a loop which caused rain effects to hog up more performance than it should
  • Removed some old and outdated code that is no longer needed
  • FIXED some bright spots on some tileset items
  • FIXED raptor drone sprite right/left facings being reversed by accident
  • FIXED a bug which falsely allowed actor selection for skills which were user only
  • FIXED a bug which falsely allowed actor selection for items which were user only
  • FIXED a bug with the plug wound skill where it could potentially target a stalker drone and waste the turn since it cannot do anything for it
  • FIXED an issue where the player's character could face another direction while talking to Tara
  • FIXED enemies who are currently hijacked would only use a default brawl/punch skill
  • FIXED cycle command in combat being able to be used to swap character equipment when it wasn't the current characters turn and allowing exploits
  • FIXED cycle command not appearing greyed out when unusable
  • FIXED certain hit style skills that result in no damage will now play the attack failed sound effect instead of a near miss of a projectile sound effect


Changes & Additions:
  • Upgraded the battle callout system with a much neater, more refined structure, which also allows the system to now accommodate the possibility of having mixed enemy parties present and it will still work as intended (This also cuts down on future work for me regarding enemy groups)
  • Updated "Slow Descent P3" main quest journal entry
  • Added "Slow Descent P4" main quest
  • Added "Dirty Rotten" side quest (A few ways to complete it/different outcomes, can be found in Lamplight Market)
  • Added "A Real Meal" side quest (Can be found in Industrial Zone)
  • Prepared some future side quests (Dialogue, characters, etc)
  • Added new Steam achievements
  • Finalized some pre-existing areas (Plot related, hidden until now)
  • Added The Red Den: F1 area (Plot related)
  • Added The Red Den: F2 area (Plot related)
  • Added Moth (Red Saints Boss in Ashen Row) sprite, battler, and face graphics
  • Added Moth boss enemy type (Red Saints)
  • Plot related items are now written in green text in the inventory screens (I didn't realize until recently that ammo and plot related items were using the exact same color for their text)
  • Added new plot related items
  • Cycle command in the equip screen now is greyed out when unusable and is unusable in combat just as it is during augware surgery
  • Enemies who are hijacked will now use ANY attack skills against their allies
  • Added sickness status effect (All features reduced by 15% - Muscle, Toughness, Finesse, Resolve, Max Health, Max Mettle)
  • Added sickness status effect animation
  • Updated quick ref sheet with sickness status info
  • Updated tips page with sickness status info
  • Throw debris skill now has a 2% chance to cause sickness
  • Facewrap now offers 2% resistance against getting sickness status
  • Medical mask now offers 3% resistance against getting sickness status
  • Respirator now offers 10% resistance against getting sickness status
  • Civilian gas mask now offers 15% resistance against getting sickness status
  • CBRN gas mask now offers 20% resistance against getting sickness status
  • Bio-Harmonizer augware now offers 10% resistance against getting sickness status
  • Immuno-Boost augware now offers 30% resistance against getting sickness status effect
  • Detoxifying filters augware now offers 20% resistance against getting sickness status
  • [Bio-Shock] cyber attack skill now adds 5% chance of causing sickness, lost 5% bonus to shock chance
  • Added a very low chance (15% default but it is affected by the character's resistance to sickness) to become sick when the dynamic weather changes (Chance is further reduced by 5% if the character is fully healed - There are NUMEROUS ways to combat this effect, I tested this for a few hours and found it to have a good balance of frequency without being overwhelming)
  • Cold and Dark world modifier now adds 5% chance to get sick during a dynamic weather chance (Look at the change above this one)
  • Rotten food now has a 15% chance to cause sickness
  • Chronic illness flaw now only costs 2x for condition healing (Was 3x) but now also has a 5% sickness weakness
  • All drones given 100% immunity to sickness status
  • All animal enemies (Including the new ones added in this update log) now have varying chances to cause sickness when attacking (Very low percent chances as it would get annoying if it was too frequent - All the chances are below 10%)
  • All animal enemies (Including the new ones added in this update log) now have varying resistances to the sickness status
  • Hopeless soul enemies now have a 2% chance to cause sickness status on attack
  • Hopeless soul enemies now have a 3% resistance to sickness status
  • Paying doctors for healing will now remove sickness along with all the other negative statuses of before
  • Updated sound effect for doctor healing effects
  • Added medication consumable (Cures Sickness, +5 Health, +3 Mettle)
  • Added multivitamins consumable (+1 Health, +1 Mettle, Long Duration: +10% Sickness Resistance (Immune Boost))
  • Added immune boost status effect (Multivitamins)
  • Added medication to random loot tables for containers
  • Added medication to medical related shop listings
  • Added multivitamins to random loot tables for containers
  • Added multivitamins to medical related shop listings
  • Resting now has a chance to remove sickness, chance increased if at full health
  • Resting now clears all negative side effects from using drug items
  • Drug items can now only be used on the user (Target self only - No more force feeding your allies drugs in combat - This does NOT include medical supplies)
  • Medical background now starts with 1 medication but no extra med kit (They still get 2 trauma kits and their respirator now protects against sickness)
  • Renamed Immunity (Poison resistance) learnable skill to "Nontoxic"
  • Added new version of Immunity learnable skill for the main character and companions (+20% Sickness resistance)
  • Reduced confused status duration by 1/3
  • You can now only change party members in your active squad from inside bars/nightclubs, the player hideout (Not yet implemented - that will come later in the main story), the player apartment, and a few other notable locations which will come later
  • Added alert to popup if you add a new companion and your active party is already at the limit (It tells you they're in reserve and reminds you how and where to go to swap characters - See the above change)
  • Desperate Times world modifier mettle loss per turn is now randomly rolled each round of combat and can be 1-3 instead of only 1 (Was barely noticeable before)
  • Added a blurred version of the "cybermetro" battlebackground as a background image when riding on the metro (It was just black nothingness before and felt odd)
  • Reading a data item for lore now only gives 3 exp instead of 5
  • The starting armor for the player character is now a padded jacket instead of a leather jacket (Slightly weaker - I found the starting loadouts were a bit too powerful super early game and selling everything amounted in a lot of money for upgrades and much better gear)
  • Added pepper spray consumable item (Chemical damage to Mettle)
  • Added provoke learnable ability (Basically, it's a taunt to make enemies target the user)
  • Added provoking status effect (Look at the above line)
  • The shake it off skill is now learnable for 1 skill point instead of a default skill
  • Added provoke ability to enemy skill lists (Human)
  • Added use pepper spray enemy skill
  • Added use synergy stim enemy skill
  • Added jump in front learnable ability
  • Added jump in front animation
  • Added jump in front to enemy skill lists (Humans, they will only very rarely use this if they are at full health, only regular enemies get this - not bosses)
  • Added check handling for enemy target-based skill usage in combat (Provoke/Jump In Front)
  • Added lick wound enemy skill (Wild/guard dog enemies - Functions identically to plug wound)
  • Added use synergy stim enemy skill to cybered enemy skill lists
  • Boss enemies no longer have any chance to retreat from combat (May change in the future/might be used in some specific fights, but for now it is disabled)
  • Updated death state icon art with something more fitting for the theme
  • Normalized contextual action text descriptions
  • Added nail gun exotic weapon
  • Added nail gun attack skill and animation
  • Added nail ammunition class
  • Added box nail ammo (Default, +5% shock)
  • Added masonry nail ammo (+1 Damage)
  • Added armican preacher marksman rifle (6.5mm, can double tap)
  • Added armican preacher attack skills and animations
  • Added all 5 variations of drones as battlers to be used for enemies in the future
  • Added drone battle callouts list (6 variations of buzzes and beeps)
  • Drank (way) more coffee and energy drinks than I should have while working on this update...
  • All enemies that use guns with special attack types now have slightly higher chance to use the special attacks (Roughly 5%, Examples: autofire, burstfire, etc - This change is meant to make enemies slightly more difficult again as one of the recent updates added accuracy penalties to these attacks and these enemies were significantly easier to deal with in return)
  • Added stalker drone enemy type
  • Added raptor drone enemy type
  • Added orb drone enemy type
  • Added outrider drone enemy type
  • Added crawler drone enemy type
  • Added guard dog enemy type
  • Added guard dog enemy battler graphic
  • Added attack dog enemy type
  • Added attack dog enemy battler graphic
  • Added 7 security guard sprites
  • Added some motorcycle sprites (Will be used in the near future for the environment, thank you to AceHangman for making these!)
  • Added 8 dock worker sprites (Will be used in the near future, thank you to AceHangman for making these!)
  • Added security guard captain sprite and face
  • Added 11 randomized dialogues for the security guards
  • Added some security guards to the Industrial Zone
  • Updated the first floor of The Clouds with a black market hacker shop (This shop sells hackpads and a bunch of accessories for them)
  • Updated Digit's shop (He's no longer a wholesale retail outlet for all things hackpad/hacking related - His shop doesn't have a lot of the extra stuff anymore, but he still offers all hackpad types)
  • Added duster body armor (Heavier form of padded jacket similar to how the leather jacket has a leather trenchcoat variant)
  • Swapped some enemy body armor that were previously leather trenchcoats to the duster
  • Roid boss given pain suppressor cyware upgrade
  • Replaced throw debris skill with use pepper spray skill for corrupt police
  • Updated corrupt police loot drop lists
  • Updated several shops
  • Updated some tilesets with extra environmental assets
  • Added some new randomized ambient sound effects
  • Added some new item and skill icon art
  • Updated randomized loot tables with extra items
  • Updated randomized ammo loot tables with nail ammo types
  • Updated the randomized weapon/armor loot tables with several pieces of armor and various weapons
  • Balanced and redistributed stats to some enemies
  • Slightly increased the randomized stat fluctuation on enemies per enemy level, but also increased the experience they give when defeated
  • Added Red Saint Scraper enemy type
  • Added Red Saint Scraper enemy sprite and battler
  • Optimized some events and got rid of some extra unnecessary events
  • Relocated some characters and events
  • Updated some dialogues to be more realistic and sound better for the given situation
  • Expanded some main quest dialogues with more info and hints to help players
  • Updated the battle transition image
  • Increased brightness of the menu backdrop slightly to help with visibility
  • Improved shading on some environment objects
  • Updated and improved some environment objects with better overall quality
  • Updated main menu art
  • Reduced lightning flash and sound pitch/volume when in exterior areas so it wasn't so bright and loud
  • Reduced lightning sound volume/pitch when in interior areas so it wasn't so loud
  • Reduced opacity of rain effects slightly so it's not so bright
  • Updated the asphalt/hard ground footstep sound
  • Added more lights to a few areas to make it easier to see
  • Improved performance of the raindrop splash system
  • Tweaked the overall color adjustment for the game screen so that it is very slightly brighter (I found that it was a bit too dark)
  • Added 10 new randomized news clippings as lore when reading the data items (Many of them give a good idea of backstory of the game world and allude to various situations and problems that could potentially become further developed later)
  • Added 16 new randomized lore data items of various sorts (Thank you to worstcase11 for submitting some of these!)
  • Added 7 new randomized data types for use when delivering data to a data broker
  • Added a faint glow effect to all drone sensors to make them "pop" more in the environment
  • Moved around some characters (Quest related) to be more spaced out and not all clumped together now that we have more space
  • Added several new sound effects and background sounds
  • Added 5 new randomized names to the list to help with generating a character name if you can't think of one (We now have 365 names total in the list)
  • Updated a number of environment assets with pixel-based lighting effects (Pre-baked) instead of event-based lighting effects to improve performance and cut back on the number of events (Dynamic objects) in the game maps (This should help both performance and making things look more visually consistent)
  • Added some pitch variations to the randomized soundtrack list
  • Updated some backend testing processes for debugging (Heads up testers)
  • Reduced the maximum amount of rain drops displayed on screen at one time by roughly 15% because it was a bit much
  • When a character/enemy is under a status effect that forces them to attack but they are unable to (For example: out of ammo) they will now hunker down automatically
  • Changed stash system to be a function instead of per-event system so it can be easily placed and updated as needed
  • Updated classification location of several items in the inventory to be more accurate
  • Updated credits scene
  • Updated main menu screens with new art
  • Various other minor misc tweaks and changes as usual


AGAIN, THIS UPDATE IS NOT PUBLIC YET, FINISHED YET, OR FINAL. I will release it when it is ready!



That's all for now, enjoy!

-Cryptic ːCStudiosː