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Chaos Chain News

11/3/22 - Chaos Chain Update 1.4.8

Chaos Chain


Salutations, dwellers...

Here's another update for the game. This one is sort of small, but it has some important changes. Check out the change log below!

Side Note: I was in the middle of working on a small side quest but have temporarily disabled it due to it not being finished and I need to do proper testing before release. It will be part of the next update.

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

[h2]Update 1.4.8 Change Log:[/h2]

Bug Fixes:
  • Fixed an issue with loading saved games where the game would allow free saving forever afterwards (Not requiring a memory chip)


Changes & Additions:
  • Expanded and redesigned some interior areas
  • Added save detection methods for if the save was made from resting (Free save)
  • You'll no longer gain a free memory chip when loading a game if the save you're trying to load was made while resting (You can still save unlimited times from resting, but you'll no longer get the free memory chip when loading a saved game that was made while resting - This change is to fix an exploit of saving while resting and reloading the save to gain unlimited memory chips which can then break the intended saving system or potentially give unlimited money)
  • You now only can gain 1 free memory chip per in game day - You get it freely when you load a save where it was not already granted for the game day (In basic terms, upon loading a save, you get a memory chip if you used a memory chip to make the save and not from resting in a bed for free saving. After that, you'd need to wait 1 in game day for this to be possible again. Save and load back in and you can get another for free. They are not meant to be abused or stacked up from saving and reloading the game, they're meant to help but there's a limit.)
  • Loading a saved game will now automatically check how the save was made (Resting or using a memory chip)
  • Memory Chips can no longer be sold in shops (You can still buy them for ~15 Cred)
  • Added a message and sound effect to display/play when you gain a free Memory Chip from loading a save
  • Updated tutorial message concerning Memory Chips to reflect the changes above
  • Boss enemies will now ALWAYS drop 1 Memory Chip
  • Added an extra free Memory Chip sitting on the table in Tara's apartment (I'll add a few more throughout the main storyline once it is built)
  • All ammo prices increased by 1
  • Lessened the intensity of the "New day begins" screen tint
  • Replaced the "A new day begins..." popup text at midnight in game to "Midnight..." and set the color to be indigo
  • Replaced the resting sound effect with a new one
  • Replaced the "New day" sound effect with a new one
  • Fully implemented handling for prohibited and target classes for item/skill usage (Thanks to DonPatchRM for the assistance with setting this up!) for the upcoming drone companion system
  • Added some hints in the beginning as to where your apartment is in game for future reference
  • Updated some dialogues with important NPCs for the main quest


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

10/31/22 - Chaos Chain Update 1.4.7

Chaos Chain


Salutations, dwellers...

Hey everyone and Happy Halloween!

Here is another (smaller) update for the game to go along with the giant update from a few days ago. Check out the change log below!

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

[h2]Update 1.4.7 Change Log:[/h2]

Bug Fixes:
  • Fixed a typo in the "Unwanted Guests" side quest good outcome text
  • Added all forms of 44m ammo to Slug's shop (He sold the scrap rifle but no ammo for it)


Changes & Additions:
  • Balanced some side quest EXP rewards
  • Added all calibers of AP (Armor Piercing ) ammunition to Neko's shop
  • Added all forms of ammunition to Slug's sgop for the calibers that he sells firearms for (10mm, 8g, 44m now, 5.8mm)
  • Added some new code for handling class detection through item usage for the upcoming combat drone companions
  • Plug Wound and Bandage enemy skills are now only allowed to target the user (It was causing some strange situations in combat where a bleeding hostile would use a bandage on an ally who was not even damaged)
  • Tactical Delay skill may now be used by enemies in the first round of combat, but they still must wait a few rounds before doing so again
  • Boss enemies can now only use the Encourage skill every few rounds instead of every round with a low chance
  • Reduced all main menu background soundtrack volumes by 15% (Some of them were pretty loud already and the rest were all playing quite loud so I made it a bit less intense)


Please let me know of any bugs or issues you may encounter. 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/

That's all for now, enjoy!

-Corrosion ːCStudiosː

10/18/22 - MAJOR Chaos Chain Update 1.4.6

Chaos Chain


Salutations, dwellers...

Here is the next GIANT update for the game. Check out the change log below!

The next update will continue adding more content. The game in its current state should be very stable, polished, and hopefully quite bug-free. I spent a lot of time optimizing things and bug testing, but there is always a chance something small will slip through. Let me know if you encounter any problems.









*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)
  • Fixed some typos
  • Fixed Shooting the Hydra in full auto only playing the sound effect 4 times instead of 5


Changes & Additions:
  • Added "Unwanted Guests" side quest (Has a few different outcomes and ways of handling it - It also has high rewards/consequences to how you choose to solve it)
  • Added a new Steam Achievement
  • Added a new side event (In the Industrial Zone - Not big enough to be a side quest of its own, but still a bit of extra gameplay - Has multiple outcomes)
  • 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 (Yeah, I know - it looks sexy)
  • Added 6 randomized rain splash effects
  • 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)
  • Updated the footstep sound variation to always be a multiple of 5 for pitch and volume
  • Updated a few dialogue based stat check requirements (Some of them got slightly easier to allow more roleplay options to play out)
  • Added Oni Weapon Manufacturer
  • Added Oni Yojimbo - machine pistol (Full Auto)
  • Added Oni Yojimbo animation, sound, and associated skills
  • Added Oni Daimyo - battle rifle (Burst)
  • Added Oni Daimyo animation, sound, and associated skills
  • Added Oni Samurai - smg (Burst)
  • Added Oni Samurai animation, sound, and associated skills
  • Added Oni Ronin - shotgun (Pump)
  • Added Oni Ronin animation, sound, and associated skills
  • Added Scrap Rifle (44 Magnum improvised rifle)
  • Added Scrap Rifle animation, sound, and associated skill
  • Added Weighted Bat melee weapon
  • Added Ice Axe exotic weapon
  • 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 and events
  • 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
  • Giving data to info brokers will now always reward 2 EXP
  • 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
  • Reorganized some initial event processing just after character creation to be more streamlined
  • 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 crash prevention when gaining items in combat (Based on a previous change from months ago, there was a rare case that this could happen though it was impossible before)
  • 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
  • Replaced one of the light rain sound effects with a better one
  • ****EXPERIMENTAL change to map processing with lots of events - This may cause issues but I have not experienced any - If you have problems, let me know and I'll put more time into it*****
  • Messages with character faces will now display 95% of the height of the face graphic instead of only 85% (This is not set to 100% to fix problems with some of the chances I have made to the message functions)
  • Extended current database length for various future entries
  • Readjusted the color balance based on time of day a bit
  • Optimized mouse position update call to be more resource and performance friendly
  • Moved the title window commands upward slightly so it's more centered
  • Rebalanced some enemy stat distributions to better diversify them
  • Improved weather effect sprite generation
  • Added item usage prevention handling for the upcoming drone class companions (It's going to be a bit before they're added, but this is just to set some of the groundwork in place)
  • Lots and lots and lots of other minor changes and tweaks all over the place


Please let me know of any bugs or issues you may encounter. 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

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.

New Scavver Faction

Contrasted Quest Tracker

*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

10/5/22 - Chaos Chain Development Status Update

Chaos Chain


Salutations, dwellers...

Hey everyone!

So, some of you may have noticed a lot of patches lately. Those were released whenever someone reported an issue and I did that so the next major update can be added into the game without me needing to spend a bunch of time fixing things later. I prefer to polish as I go.

So, now I am actually working on the next major update. New quests, areas, enemies, equipment, and more will be included! I already have a lot of planned new content, so I hope you guys are looking forward to it as much as I am!

Here is a teaser of the new enemy faction I'm working on. I haven't done a whole lot with the factions in game currently, so this one is gonna take a bit to really take form, but here they are.

(If the image is small, click on it and it should appear larger)

The Scavvers are heavily inspired by wasteland raiders. Hopefully, that inspiration is well portrayed here. They'll be a real pain to face and a force to be reckoned with. No mercy.

That's all for now, enjoy!

-Corrosion ːCStudiosː