Chaos Chain · published
Attention, freelancers!

Hey everyone, I've been working on this update for the past month. I feel like it's at a point now that I can safely release it. There were some issues that I found during my testing/work that I wanted to get taken care of before I pushed out anything else, so that is why there was a bit of a delay from the last content update.

A new boss is operating a smuggling ring somewhere in the Slade Sprawl
That said, there's a lot of new stuff in this patch. Smugglers are no longer purely just set pieces - they're a fully fleshed out faction and you can actually fight them and run into roaming gangs of them during your travels in the form of random encounters. In the next update, I plan to include some travel events (the ones that are narrated and have a scenario presented) involving them. For now, there's a side quest (given by Omari - another big character that was previously only ever encountered one time during the main story) where you can tangle with them. I did a lot of testing with them and I tried to make them actually "feel" different to fight against compared to regular thugs. On top of that, I also diversified some of the skill patterns and stats on a lot of the enemies already in the game to make their faction/gang behave uniquely.

Jengo, Omari's muscle
The Smoldering Pits subdistrict is now finalized for my planned content for the area. I am moving away now and onto other things such as further areas, finally getting around to expanding the main story further, and creating more content in other areas of the game world. I look forward to continuing to expand the playable areas and filling them out with more stuff to do.

Preview of the new side quest and area
The Datalog (quest journal) now shows a risk factor associated with EVERY side quest and contract to give players a better idea of what they're getting involved in. This change is part of a lot of feedback that I have received regarding balance, especially early on, and the fact that you could accidentally walk into a really tough situation or encounter without being fully aware of it and get screwed over because of it. That is no longer the case. The info is there now to help guide you. Originally, I didn't want to include anything like this because I felt like it sort of felt like a spoiler, but I heard a lot of responses regarding the subject and my feelings on the matter changed. So, now with a side quest for example, in the bottom right of the panel, it shows you a risk factor (out of 5) for the anticipated risk associated with a given quest. A 0 means absolutely no risk. A 5 means you're going to get destroyed. A ? means that I couldn't put a number on it such as repeatable tasks where you need to find and deliver items because there are about a million ways to acquire things in the game and some of them pose a threat and some do not. Anything between 1 and 5 just means there's probably some danger, with the number getting higher if there is a tougher fight or more enemies or harder skill checks.
Another thing I did based on player feedback is include more info/help text for some of the quests already in the game. A bit of new dialogue was added in a few different places to give more guidance on what is involved/expected in some quests, considerably. Some of the original dialogues were a bit vague and now have more detail to help out.
As for the rest, check out the full change log below!
*Please note that these changes are not in any particular order.*
Bug Fixes: