Patch Notes - Fixed crash preventing player from loading their save in the purple sands area - Added a logging library and added log statements around inventory actions, NPC deaths, and save file loading - Scroll wheel up/down now toggles weapon - MMB, M4, M5 can now be bound in the input settings - Bullets no longer cast shadows - Optimised auto-aim
----- This update is on the beta branch To switch to the branch in the Steam client, right-click on the game from the library page and select "Properties". Among the available tabs will be the "BETAS" tab. The beta branch should be listed in the dropdown menu under "Select the beta you would like to opt into:"
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.*
Update 1.4.6 Change Log:
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)
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.
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!
Wow, has it been 8 weeks already since the last update? Well, we can at least make up for that somewhat by making it a rather meaty one for you to sink your teeth into by bringing you new content, performance improvements and a slew of bug fixes.
This update introduces a new mode of transport - The Go Kart! Introduced later in the game, it gives players the option of a faster mode of transport to zip around the map in, running over bystanders as they go.
Speaking of bystanders, we’ve continued to work on improving them in this update. Homeowners now correctly react to the player barging into their homes, we’ve added a ton more variation to their appearance and animations, and we’ve implemented better AI response to the environment. We’ve also improved much of the animal AI. There’s more work and fine turning to come in future updates, but this is a significant step forward nonetheless.
The iconic Scissors weapon has made a return! It’s - in our humble opinion - much better and more fun to use than the scissors in POSTAL 2. Enjoy running with scissors!
We’ve fixed up a ton of bugs, including many of the ones mentioned in TotallyPointlessTV’s excellent P4 review you can see here: https://www.youtube.com/watch?v=WX5LcqW-66U Another thing he mentions in this video (and you guys have often mentioned) is exploration is sometimes not rewarded, and we’ve been working on putting that right in this update, and will continue to do so in future updates.
The push to improve performance continues. We’ve chopped another 5 gigs off the install size, significantly reduced system ram usage and improved frametimes further. We’ve also been combatting framerate hitching, and have now vastly improved situations where the game would start to slow down over longer play sessions.
This update has been a long time coming, mostly due to work on performance needing us to rethink how some things were implemented, but we endeavor to have another update out in November to coincide with Running with Scissors 25th anniversary. We’ll also be adding Trading cards and all that goes with them at that time, too.
We hope you'll enjoy this update and thank you for your continuous support! <3
GO Kart! The Mobility Megastore is releasing their new vehicle to the public! Available from Wednesday, this non-handicap accessible Kart will be available to rent for just $100! "Why hobble? When you can GO!"
Scissors! The long awaited Scissors are back! Throw 'em around regularly, old-school style or try the new alt-fire kunai throw!
Better models for destroyed cars!
Phone customization options! You can now change the phone muzak as well as the Krotchy Tip notification sounds
Phone Kiosk! This is where you will be buying custom muzak and notification sounds for your sexy Scrotorola phone
A lot more NPC clothing variation!
Exchange Vendors! Throughout Edensin, you’ll notice a bunch of new exchange vendors which will allow you to exchange various items for cash
Chance for dogs to pee on corpses!
Better Police Helicopter explosion effects
More NPC behavior schedules throughout the maps!
More NPC walk cycles! To help add more variation to our NPCs, you’ll now notice them use different animations for walking
Begging state and NPCs screaming correctly when set on fire!
New camera animations for firearms!
Added Riot Cops in helicopter drops!
POSTAL Movie skin! The Zack Outfit has been added as Krotchy Doll collector reward
Further general performance improvements
Reduced the frequency and severity of stuttering
Reduced the install size footprint by another 5gb
Reduced system RAM usage
Adjusted steering speed on vehicles for better handling
Optimized the explodable Propane tanks and barrels
Improved collision of various assets
Improved the behavior of Police and Heat Assault sequence
Improved performance of destructible cars
Improvements to kick behavior: Camera shake added for the kick hitting someone
Improved NPC weapon / health balancing. Added Tan and Riot Cops to spawners as week goes on
Tweaked camera shakes for firearms in order to improve the feel of our weapons
Implemented animation blending between hip and aimed firing animations
Added a lot of new world textures (Posters, murals, adboards, etc.)
Revised the behavior and look of the ammo slot on the Weapon Wheel
Improved various UI elements for better controller support
Changes to the Kunny Island errand (Destroying power boxes as well as disabling them will trigger hostiles)
Improved the look of the Money item and the models to make them less generic
Fixed various broken textures on models
Lowered the physics impulse imparted by the Mallet
Implemented improvements to the iron sights to make them more prominent and readable when aiming
Animal behavior (Cats not collecting Catnip properly, Dog sometimes not reacting to Dog Treats)
Improved collision of a great amount of models
Improved the icons of doll collectibles
Made more doors destructible
Sledgehammer and Mallet now more reliably applied physics impulse on hit
Sped up the head throw animation
Improved Fire and Begging dialog
Improved the behavior of throwable heads
Added more items throughout Edensin in order to reward exploration more
Improved the look of Krotchy’s Tip notification
Framerate dropping greatly when looking at emissive lights if the Post-Processing setting was set to 'High' or 'Ultra'
Hardrock and Mercs not moving in the Mall
Mercenaries not having weapons in the Mall
Frozen NPCs in El Plago cutscene
Weapon chest in Police Station being difficult to interact with
Gates during the Treasure Hunter errand sometimes blocking player
The wind sounds skipping sometimes
Various jank during Vote For Governor errand
Cutscenes being slowed down by Catnip
Tickets not appearing correctly on new cars
Certain doors being very difficult to kick
Ammo types not being remembered on save game
Uphill slope animations
Inconsistent material footstep sounds for several road materials
Plushies cutting themselves off during talking
Dogs not playing fetch with heads of ALL NPC types
An issue with NPCs herding in one place when using interest points
Animals not reacting to getting hit correctly
A ton of mapping bugs such as certain models being too small, inaccessible pickups, broken textures and so on
NPCs spawning in a cluster in Suburban area
Big bride in between the Suburbs and Prison tile popping up out of nowhere
Players being able to fall through floor around the central security hub pillar
Petition, Spray Paint Can and a few others not working properly with the Black hole backpack upgrade active
Immigrants in Border Smuggler errand only getting on the slingshot when aiming down and sometimes getting stuck until killed
A bug that could trigger when going through a zap-zone whilst on a Scooter
Sledgehammer and Mallet projectiles not having Catnip support
Dismembered heads jittering for a short moment when playing fetch with a dog
Removed redundant "Cop" subtitles from PayFine cinematic
Monday Beggar Sign reappearing in Dude's inventory under certain circumstances
We have some really cool visual updates we’d love to share with you all today!
First of all, our wonderful artists have blessed us with some new illustrations. Let’s have a peek at these journal pages!
While we’re immersed in exploration, we sometimes meet robots. Sometimes they’re friendly. Sometimes, they’re not. This is what one of the robots we meet looks like!
Y’know when you really get the itch to create things but you just don’t have enough material? Well, this material is blue and you can use it to craft items for future use! Keep an eye out for these!
One of the items in the game is a philar. This is what it looks like! You’ll have to wait to see what it’s used for in the game 😉 but we promise it’ll blow your mind.
Last but not least of our artist’s gifts to us this month, we have a drawing of a portal. You go in one end, and you come out on Earth - or vice versa. Super exciting!
In other news… We’ve created a new level!
This new level is going to be in space, and there will be mostly platforming elements to give the game a different feel and playstyle. We can’t wait for you to explore and experience it!
As always, thank you everyone for your continued support. We couldn’t do it without you! Don’t forget to join our Discord and follow us on Twitter and TikTok for more Moon Mystery updates.
The wait is over, Venture Valley has a BIG new update coming your way!
Now you can jump straight into multiplayer matches, no more leveling up required. Play against the community or create your own private matches with friends!
New businesses you can manage for a fresh new way to play the game
Streamlined game progression allows you to play and level up faster!
Fixed known issues and bugs for an improved gameplay experience
Another small update for you, this time adding relationship cheats to the game. You'll be able to set your relationship status with any of the companion characters, without having to go through the troublesome process of actually wooing them!
Additionally, a cheat-only harem option for Diana, Zafra, and Jasen has been added. They even have unique harem greetings, although they normally are limited to closed relationships only.
Like all cheats, this will be found in the player room PC.
Bugs fixed
Attempted to fix a bug that force players attempting to flirt with Zafra into a bar scene repeatedly. As with the above cheat, I also added an option to forward her romance quest to the sparring stage, or immediately afterwards.