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12/21/22 - MAJOR Chaos Chain Update 1.5.4

Chaos Chain


Salutations, dwellers...

First off, Merry Christmas and happy holidays! I hope you've all been doing well!

Here is the next major update for the game. [h2]This update changes A LOT of things, so old saves will likely experience oddities, inconsistencies, and issues. It is HIGHLY RECOMMENDED to begin a new game![/h2] I've bug tested the heck out of this, so if you experience issues from an old save, it's probably that save causing the issues. So, without further ado, check out the change log below!



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

[h2]Update 1.5.4 Change Log:[/h2]

Bug Fixes:
  • Fixed a bug where discarding equipment wouldn't immediately update current item weight for that specific amount of items carried
  • Fixed EXP popups not appearing anymore (I accidentally deleted the line of code that handled this when I was clearing out old code with the last patch)
  • Fixed several types of special melee attacks not having the Melee Hit trait for affecting AP when hitting a target
  • Fixed some typos
  • Fixed some dialogue text showing in the wrong colors
  • Fixed some enemies not having some items in their drop pool like they should
  • Fixed the traveling doctor random metro event saying 35 Cred for healing but showing 30 (The real price is 30)
  • Fixed randomized lowlife callouts list only playing a sound effect for some of them in the list
  • Fixed camel pack equipping to the wrong slot and being classified as a gadget
  • Fixed certain backpacks being classified as armor and not gear
  • Fixed dust storm weather displaying the rain drop ground splash effect
  • Fixed a bug with "The Catch" side quest where the quest related area would not become available under certain circumstances


Changes & Additions:
  • Added "Precious Possession" side quest (Multiple ways to complete, can be found in Lamplight Market)
  • Added "Keep the Dogs at Bay" side quest (Several ways to complete and multiple outcomes, can be found in Lamplight Market)
  • Added "Eyes on the Inside" side quest (Can be accessed after completing "Relief Recovery", can be found in Crescent Strip)
  • Added some new Steam Achievements
  • Added a new quest related interior area (No spoilers)
  • Added a new quest related exterior area (No spoilers)
  • Added some new quest related items (Again, no spoilers)
  • Added new dialogue to some existing characters (Lore, details, hints, etc)
  • Updated some existing quests with new options and new dialogues for quest related characters
  • Added some new characters to interact with
  • Added some new character sprites
  • Added wild dog enemy type (2 Variants)
  • Added some wild dog enemy troop setups
  • Added dog randomized battle callouts list (Growls, groans, etc)
  • Shop lists are now listed and sorted in accordance to their archtype (Items, then weapons based on type, then ammo based on caliber, then armor and gadgets based on type - These are all still sorted by price as well) (Thank you DonPatchRM for the help on this one!)
  • Improved example descriptors during character creation for the various professional backgrounds based on feedback (Civic specifically - I will be working to make this one more interesting over time - It was originally more of a placeholder than a final implementation)
  • Changed some Civic based dialogue options around a bit to be more reasonable and understandable
  • Added some more logical/realistic Civic dialogue options to a few existing dialogues (Quest related, mainly)
  • Based on player request, I added an option to toggle popups on screen for when you gain an item, exp, rep, and money (They'll be ON by default in NEW games, but old saves will have to turn them on if the player wishes)
  • Added an option to toggle the additional raindrop splash animation system to the options menu to help users with slower systems
  • Omari's Crew (At the Hab Block 13 location) are now referred to as "Hexers" - A gang name for them
  • Adjusted hit type chances slightly for regular hits based on a roll of 13 (Graze - 23.1%, Regular - 61.5%, Solid - 15.4% --- Criticals are separate from this and have their own roll and code)
  • Hard coded the crafting sound effect to always play if an item is created regardless of type
  • Drones now fully charge Mettle when you rest/sleep
  • Drones can no longer get the rested status
  • Flight command will no longer display in combat unless escaping the battle is even possible in the first placce (Not many battles are currently possible to be escaped for a variety of reasons - mainly because of potential inconsistencies)
  • Level cap increased from 30 to 35
  • EXP requirements to advance in levels have been increased by 50% each (I found that I was leveling up extremely quickly even when I had slower exp gain, so they have been increased - This will be offset by the fact that new quests and more activities will be added over time)
  • Tweaked some exp rewards for side quests (Increased a few, no decreases)
  • All enemies now give 3 EXP as a base value when killed in combat (Plus their previous amount from their stat fluc)
  • Enemy stat fluctuation is now rounded to the nearest whole number instead of rounded down automatically
  • Converted the inventory system to return float values (Rounded 1 decimal) instead of whole integers
  • Ammo types now cost various amounts of inventory space so you cannot carry infinite ammo (All well below 1.0 except for 45mm grenade shells which weight 1.0)
  • Equipped ammo will now still show 100% of itself in the inventory screen (The actual inventory screen and not the equip screen)
  • Equipped ammo will now show the currently loaded (Reserved by the current character because it's loaded in the chamber) ammo AFTER the pooled ammo on the equip screen (Example: You have 30x 10mm ammo, it will show "x29+1" next to the equipped ammo if one character has it equipped, "x28+2" if two characters have it equipped, and so on - The ammo is reserved properly in the display amount now - This was not technically a bug, but not necessarily easily understandable)
  • Loner world modifier stat bonuses are now 15% each instead of only 10% (Most cases, it wasn't even doing anything at all previously)
  • Added tactical vest support equipment ([Inv: 4/+12, Gear, Support, Init: 2, Allows Free Equipment Swapping In Combat])
  • Updated some shop listings with new items
  • Added a stash access point to one of the lockers in the basement of the Eclipse night club (Available after talking to Lynch for the first time)
  • Lights Out ability now does mettle damage instead of health damage, but also now has a random damage variance from 1-3 instead of only 1
  • Drop and Roll now has an 80% chance to stop burning instead of only 66%
  • Added Cripple learnable ability (Ipct, +40% Trauma, +20% Shock, +2 Damage, -10 Initiative On Use) for main character and companions
  • Added Shove learnable ability (+66% Stunned, Ignores Armor, -8 Initiative On Use, +10% Shock, +1 Mettle Damage) for main character and companions
  • Added Priority Target learnable ability (Target takes +20% Physical Damage Taken +20% Stress Damage Taken, -1% Mettle Regen - 3 Turns, -3 Initiative On Use) for main character and companions
  • Added Priority Target status effect
  • Added Artificial Meat consumable
  • Updated randomized loot tables
  • Added Calm learnable ability (85% Chance to remove confused status from ally, Recover 3 Mettle, -5 Initiative On Use)
  • Added Shocking learnable passive skill (+5% Shock chance on attack) for main characters and companions
  • Added Confusing learnable passive skill (+5% Confuse chance on attack) for main characters and companions
  • All tone skills now cost 5 skill points instead of only 4 (It was too easy to get them all and thus, pretty much always be able to get through any situation that allowed you to use skills to avoid conflict without any struggle)
  • Several human enemies have been given the shove ability
  • Added more helpful hints and descriptions to several skills
  • Added some new icon art for items/equipment/skills/etc
  • Athletic skill is now listed as a talent and costs 2 skill points instead of just 1
  • Ranged enemies now have access to some of the various melee based abilities such as lights out, trip, and so on (This will give them more diverse action patterns but also actually make them a little easier since they aren't always using their best and most powerful attacks)
  • Rebalanced some enemies to make them a bit more "evenly" rounded (What I mean by this is that they won't feel like they're so extremely good in one stat compared to others)
  • Adrenaline now restores 150 stamina by default (No cost difference)
  • Removed the Battle Background image toggle from the options menu (They're part of the game by default now)
  • Some slight tweaks to the environmental colors (Bringing out a bit more color vibrancy)
  • Lowered the values recovered for health and mettle when resting (It was a bit too easy to heal and could potentially be viewed as an exploit)
  • Updated the game over image with a vignette effect
  • Improved some tileset graphics (More detail, cleaned up)
  • Floating label text for containers is now in a blue/bluish color to be more easily recognizable
  • Edited some existing skill/stat checks to be more reasonable
  • Expanded some areas (Interiors mainly) with more playable space
  • Updated some backend testing code (Related to game startup) to make my life easier (Writing this down so I remember I did this change)
  • Cleaned up some code that is always running in the background (Required, but made it more efficient and got rid of some extra stuff that wasn't necessary)
  • Various other minor tweaks and improvements
  • A few more things that I forgot to write down on here


Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.

For more info on the game, visit the store page below!
https://store.steampowered.com/app/1536730/Chaos_Chain/

A gentle reminder: if you're enjoying the game so far or have critiques you'd like to share, 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 official Chaos Chain Steam Forums or join the official Discord Channel!

That's all for now, enjoy!

-Corrosion ːCStudiosː

12/9/22 - Chaos Chain Update 1.5.3

Chaos Chain


Salutations, dwellers...

This is just a quick patch to go with the update from yesterday.

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

[h2]Update 1.5.3 Change Log:[/h2]

Bug Fixes:
  • Fixed a text option when talking to Chip not showing up in a specific color if certain conditions are met
  • Fixed an issue with the soundtrack timer (Caused by an optimization from a recent update) where it caused music to shuffle twice every time it changed


Changes & Additions:
  • Reduced base selling price of items by 5%
  • Increased the total allotted time for autosaving to 1 full second instead of only 0.5 of a second to allow processing to be less rushed and to make sure everything is smooth


Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.

That's all for now, enjoy!

-Corrosion ːCStudiosː

Waste Walkers FREE Overhaul Upgrade Update!

Corrosive Studios


This is an announcement to let everyone know, that despite being almost 8 years old, Waste Walkers, my first game, just received a major overhaul upgrade update!

You can find out more here:
https://steamcommunity.com/games/371100/announcements/detail/3651886049862159186

https://steamcommunity.com/games/371100/announcements/detail/3618109754355235028

The game is also on sale with all the DLC as well to celebrate: https://store.steampowered.com/app/371100/Waste_Walkers/

Enjoy!

-Corrosion ːCStudiosː

12/8/22 - Chaos Chain Update 1.5.2 - Autosave Feature

Chaos Chain


Salutations, dwellers...



This update comes after talking to a bunch of players and getting their feedback on the save system in game. You'll now have autosaves to help you out!

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

[h2]Update 1.5.2 Change Log:[/h2]

Bug Fixes:
  • Popup text on screen will now automatically delete itself if the menu is opened (It won't get stuck on screen anymore if you open a menu or something while it is visible)
  • Fixed a bug where resting weather changes could only be of a few different types (Was leftover from testing)
  • Fixed a bug where being indoors when the weather changed would cause the toxic weather system to not activate when necessary
  • Fixed some environment pathing issues


Changes & Additions:
  • Quest completions/failures/starts will now force an autosave in slot 7 - These do NOT use memory chips
  • Slot 7 for the save slots is now named "Autosave" and cannot be manually saved over in game
  • The workbench dialogue is now instantly displayed so it doesn't have to type the whole thing out each time you use it
  • Sped up text display for dialogue tree beginnings
  • Some optimization to the rain drop system for performance
  • Improved some graphics for the environment with more detail
  • Changing equipment in combat now takes an entire turn (You cannot freely re-equip constantly in combat, if you choose to change equipment, you lose the turn)
  • Added PDA popup alerts for when toxic weather begins and ends
  • Added some new NPC character sprites
  • Added a few more NPCs to various areas
  • Cleaned up and removed some old code
  • Optimized some systems that are always running
  • Deprecated some excessive and obsolete code that really did nothing but cause some extra processing bloat


Please let me know of any bugs or issues you may encounter so I can fix them. The update will be available shortly.

That's all for now, enjoy!

-Corrosion ːCStudiosː

12/5/22 - Chaos Chain Devblog

Chaos Chain


Hey everyone!

TLDR: I'm putting out one last major update before the new year and it will focus on questing content. I'll have it ready sometime near Christmas. NO - IT IS NOT THE LAST UPDATE FOR THE GAME, IT'S JUST THE LAST ONE FOR 2022. I'm also doing some FREE upgrades on my original game, Waste Walkers, but that won't affect my work with Chaos Chain, so if you see that, relax.

I wanted to stop by for a sec and let you know about what's going on for the next update to the game and where I'm at. This is kind of a long post, but I'm writing it personally as if I would be talking directly to you in person. This work is very personal and important to me, so my correspondence is going to start reflecting this a bit more.

I plan to release one more giant update before the new year. That means I have slightly less than a month, but that's totally doable as long as everything goes well. With how the game is in its current state, that shouldn't be an issue - it runs smooth as butter, has a lot of content, a lot of room for growth in terms of both improvements and more gameplay content, no crashes or bugs that I'm aware of, and so on.

My plans for the next update are almost entirely just focusing on playable content - the main story and side quests. I know the main story leaves a lot to be desired right now, but as I have said before, I'm trying to build the ENTIRE game as I go. Gear, weapons, skills, locations, characters, plots and subplots, factions, fights, RP opportunities, etc. Not just one portion and then go back and fluff it up. I think that method of development often leads to unnecessary rushes and a lot of the content feels "not touching" and what I mean by that is that it feels like it's not connected and like it doesn't mesh well. I prefer doing little bits as I go, all directly related and connected together.

Yesterday on my day off, I decided to go back to my first game, Waste Walkers, and start a side project to work on overhauling some things and doing some improvements on that game. It's been almost 8 whole years since I released it, but I wanted to go back and do some touch-up work to bring the quality up... Significantly. There have always been flaws with it and there still are, but I wanted to do something special for the people who have supported me and the game that got me to where I am today. If you're interested in reading about it, check out the link below.
https://store.steampowered.com/news/app/371100/view/3651886049862159185

Now, that said, it won't interfere with my work on Chaos Chain or my focus on it. This is, and still will be for AWHILE, my current passion project. I think it's at the point now where I'd be comfortable betting money that this is probably one of the if not THE most advanced and innovative use of the engine to date as a whole. Now with THAT said, it still has a long way to go. Next year will be a busy one for me to say the least.

Chaos Chain still has a lot of growing in terms of the main plot, side quests, and the game world. I only have a few of the locations in the game right now, and only the very tip of the iceberg for the main story. The side quests number has been steadily growing for awhile, but I still have A TON of them to do. I also want to move to making larger, multi-stage side quests that are more like small missions entirely of their own. I have 4 of those planned as of right now and many more ideas that I've been toying with for sometime. I also need to still implement the hacking system (for doors/cameras/etc) in those future quests and story sections and that is going to be a serious bit of work, but I'll get to it when I can.

I know the development of this game is taking a bit longer than my previous titles, but in all honesty, this game blows all my past work out of the water. The scale, the polish, and level of detail, the huge amount of custom systems and features, etc. I'm trying to make this game as very high quality as possible. Just remember, I'm one guy. I'm an indie dev, the game is not intending to rival AAA studio games especially for this price, but I'm doing my absolute best - and pouring my heart and soul into it.

2023 will be momentous in terms of progress on Chaos Chain. Since I released it in EA in Jan, 2022, the game has completely evolved - both in scope and quality - of what it originally was. I've released somewhere close to 50 updates now, and at least a fifth of them have been ABSOLUTELY HUGE. This will continue steadily all throughout next year, until the game is eventually done. I don't have a direct timeframe on when I plan to finish the game, but I hope you don't view that as a bad thing. In my eyes, that allows me to not rush, focus on making the game as good as it can be, adding even more community requests like I already have been doing like with the bioware, the drones, etc, and just make it bigger and better than I originally even thought was relatively possible.

Thank you for reading, and I will continue to keep you all - and the game, of course - updated.

-Corrosion ːCStudiosː