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Go find the new Cyberpunk thread

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    TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    edited February 2022
    The funniest part about the cyberpsycho storyline, besides the payoff being pretty lame, is that they spend the entire time with the subtext portraying it as a horrific product of excessive cyberization and the consequences of end-stage capitalism enforcing this baseline sacrifice of humanity as an expectation of their workers

    And then the ability to induce Cyberpsychosis is an equippable ability that players can casually inflict on others during combat

    I like to imagine you learn it's all just 5 obnoxious muzak songs on loop that drove workers insane and then you just pipe that into people's ear augments

    TOGSolid on
    wWuzwvJ.png
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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Goumindong wrote: »
    I have a problem. I have a Man V a significant chunk into the game (about to go trash some floats), but I just made a Woman V and she is like 1000% cooler than my current character.

    Should have read the thread ;(. Female V is sooo much better voiced

    The dude is fine. I just wanted to make the most ridiculous cyber-douchebag-lookin’ V and he’s pretty ridiculous looking.

    But I started messing around with the character creator and she looks fuckin cool as hell. I dunno I might have to start again.
    urahonky wrote: »
    You fell right into the worst trap that these games have. If you start a new character you need to be 100% sure that you're comfortable never playing your other character again lol.

    It's why it took me 6 years to beat Skyrim.

    When I got skyrim I made three characters immediately and played them all, easily 60+ hours across all of them. I beat the story with one and then went around doing fucking everything else with the other two. 3 different play styles so I had no problems.

    But skyrim is just like, oh no a dragon, go. Cyberpunk is not. I’m not 100% sure I want to do all of Cyberpunk’s starting shit again. Some of it is tedious as hell.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Did y’all feel like crafting is a necessary part of the game? I’m using it on my first character and it seems useful for keeping iconic weapons up to date, but the game hurls loot at you you otherwise.

    But I’m thinking about a melee build and I don’t see a lot of melee weapons dropping 45+ hours in. So I’m wondering if you want to keep a sword up to date.

    I’m also reading that blade perks do NOT affect mantis blades. Is that true?

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    Zilla360Zilla360 21st Century. |She/Her| Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered User regular
    I did hardly any crafting at all in my ~120 hours of playtime, as the UI for doing so felt so unwieldy and difficult to keep up with. In the end it didn't feel necessary at all, especially after getting the mantis blades augmentation + Skippy.

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    AlphaRomeroAlphaRomero Registered User regular
    Did y’all feel like crafting is a necessary part of the game? I’m using it on my first character and it seems useful for keeping iconic weapons up to date, but the game hurls loot at you you otherwise.

    But I’m thinking about a melee build and I don’t see a lot of melee weapons dropping 45+ hours in. So I’m wondering if you want to keep a sword up to date.

    I’m also reading that blade perks do NOT affect mantis blades. Is that true?

    When I got near the end of the game and just started cheating because I wanted the cool weapons and gear before the endgame and wasn't really coming across any in gameplay, I crafted a bunch if legendary weapons and upgraded them and they do mad damage (although they don't necessarily look any cooler than regular gear) but I don't know, with how the game is balanced, that you could ever use crafting practically. I had a tonne of crafting material from playing the game regularly but the crafting and upgrades were so resource heavy that I'd barely used crafting up to that point. You would have to know specificially what gear you want to upgrade and focus exclusively on it.

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    GoumindongGoumindong Registered User regular
    edited February 2022
    Did y’all feel like crafting is a necessary part of the game? I’m using it on my first character and it seems useful for keeping iconic weapons up to date, but the game hurls loot at you you otherwise.

    But I’m thinking about a melee build and I don’t see a lot of melee weapons dropping 45+ hours in. So I’m wondering if you want to keep a sword up to date.

    I’m also reading that blade perks do NOT affect mantis blades. Is that true?

    I have no clue about blade perks and mantis blades

    Crafting is... really good but also kind of really bad. Its got all of the problems that bad crafting systems have. Its main use is making grenades.

    The Full Gameplay Rebalance, because it removes level scaling, makes crafting pretty decent. The way it works is that you can craft a weapon at its listed quality and upgrading an item, any item, increases its quality level. As a result you

    a) Don't have to go hunting for legendaries
    b) Don't have to worry about the upgrade grind once you get something that you like.

    You can just find an outfit that you like and upgrade it as you acquire the perks.

    The downside of the Full Gameplay Rebalance is that you need to set difficulty level via INI file. The upside is that the game is waay better. And you still get to make grenades

    Goumindong on
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    surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    tbh once u get the Ultimate Weapon its pink and vibrating puissance never needs supplementing or replacing

    obF2Wuw.png
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    SiliconStewSiliconStew Registered User regular
    edited February 2022
    Without various mods that either eliminate the need to chase level scaling or that make materials purchasable from every vendor, the only viable use I found for crafting was bumping iconic weapons up in rarity for the added mod slots and for crafting quickhacks since they only have to be created once.

    But trying to raise the level on any weapon or clothing item to keep up with your character in the base game is pointless. The game constantly showers you with better replacements (for stats, not necessarily for looks). And the exponentially increasing cost in materials is a completely hostile design that can require tens of thousands of components per level depending on how many improvements you've already done, making it impractical to impossible to level them. You can only hope the RNG eventually drops a duplicate at a higher base level.

    SiliconStew on
    Just remember that half the people you meet are below average intelligence.
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    BlackDragon480BlackDragon480 Bluster Kerfuffle Master of Windy ImportRegistered User regular
    tbh once u get the Ultimate Weapon its pink and vibrating puissance never needs supplementing or replacing

    Sir John Phallustiff is the way, the truth, and the turgid light.

    No matter where you go...there you are.
    ~ Buckaroo Banzai
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    SpaffySpaffy Fuck the Zero Registered User regular
    Did y’all feel like crafting is a necessary part of the game? I’m using it on my first character and it seems useful for keeping iconic weapons up to date, but the game hurls loot at you you otherwise.

    But I’m thinking about a melee build and I don’t see a lot of melee weapons dropping 45+ hours in. So I’m wondering if you want to keep a sword up to date.

    I’m also reading that blade perks do NOT affect mantis blades. Is that true?

    Crafting is a build, not an optional side-thing, really. If you're not specced for it you're not gonna be able to craft anything much better than what you find.

    ALRIGHT FINE I GOT AN AVATAR
    Steam: adamjnet
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    GoumindongGoumindong Registered User regular
    edited February 2022
    Even if you are you won’t craft things better than you find except when crafting the unlocked recipes every couple of levels.. and even then.

    Goumindong on
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    SpaffySpaffy Fuck the Zero Registered User regular
    edited February 2022
    Eh, if you play pistols there's a Russian gun, I forget the name, but the Unique version of it is easily the best gun in the game IMO, and you get all the crafting DMG perks on top of that. Dunno if it's the same across the other weapon types, but as far as I'm aware the highest DMG gun build in the game is a crafting build.

    Spaffy on
    ALRIGHT FINE I GOT AN AVATAR
    Steam: adamjnet
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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Would that be Comrade’s Hammer, the tech pistol? I haven’t tried it, but it only carries one round.
    Spaffy wrote: »
    Did y’all feel like crafting is a necessary part of the game? I’m using it on my first character and it seems useful for keeping iconic weapons up to date, but the game hurls loot at you you otherwise.

    But I’m thinking about a melee build and I don’t see a lot of melee weapons dropping 45+ hours in. So I’m wondering if you want to keep a sword up to date.

    I’m also reading that blade perks do NOT affect mantis blades. Is that true?

    Crafting is a build, not an optional side-thing, really. If you're not specced for it you're not gonna be able to craft anything much better than what you find.

    I can see your point. I went Agility/Cool/Tech but I probably haven’t taken advantage of crafting the way I should. I think my biggest issue is the resource draining for upgrading stuff. It seem like you need to be doing BOTH crafting items to the next quality and upgrading them, which takes a huge amount of resources.

    Since I can’t change my base stats maybe I’ll respec to engineering since I use tech rifles a lot.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    The biggest regret I have about crafting is that finding crafting recipes is like pulling teeth. I just want to craft a legendary overture, please.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    GoumindongGoumindong Registered User regular
    The biggest regret I have about crafting is that finding crafting recipes is like pulling teeth. I just want to craft a legendary overture, please.
    Full gameplay rebalance fixes this

    wbBv3fj.png
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    Atlas in ChainsAtlas in Chains Registered User regular
    The biggest regret I have about crafting is that finding crafting recipes is like pulling teeth. I just want to craft a legendary overture, please.

    It's been a while since I did it, but I believe the blueprints are always rewards for the same kind of mission. You can look at the map and find them all, taxi around and get every blueprint, or Google up the one you really want.

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    syndalissyndalis Getting Classy On the WallRegistered User, Loves Apple Products regular
    edited February 2022
    So, apparently some big news is coming today at 10am eastern. Guesses are the announcement of the PS5/Series version release date, upgrades to the PC around optimization based on those, and news regarding the first big expansion.

    And since they are announcing it on the REDstream instead of the night city one, there is also the possibility of learning more about the witcher 3 RT release date.

    https://www.polygon.com/22933642/cyberpunk-2077-livestream-ps5-xbox-series-x-optimized

    syndalis on
    SW-4158-3990-6116
    Let's play Mario Kart or something...
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    surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited February 2022
    syndalis wrote: »
    So, apparently some big news is coming today at 10am eastern. Guesses are the announcement of the PS5/Series version release date, upgrades to the PC around optimization based on those, and news regarding the first big expansion.

    And since they are announcing it on the REDstream instead of the night city one, there is also the possibility of learning more about the witcher 3 RT release date.

    https://www.polygon.com/22933642/cyberpunk-2077-livestream-ps5-xbox-series-x-optimized

    actually its just dual wielding one handed melee weapons patch

    huge news

    real gs know

    surrealitycheck on
    obF2Wuw.png
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    SpaffySpaffy Fuck the Zero Registered User regular
    Would that be Comrade’s Hammer, the tech pistol? I haven’t tried it, but it only carries one round.
    Spaffy wrote: »
    Did y’all feel like crafting is a necessary part of the game? I’m using it on my first character and it seems useful for keeping iconic weapons up to date, but the game hurls loot at you you otherwise.

    But I’m thinking about a melee build and I don’t see a lot of melee weapons dropping 45+ hours in. So I’m wondering if you want to keep a sword up to date.

    I’m also reading that blade perks do NOT affect mantis blades. Is that true?

    Crafting is a build, not an optional side-thing, really. If you're not specced for it you're not gonna be able to craft anything much better than what you find.

    I can see your point. I went Agility/Cool/Tech but I probably haven’t taken advantage of crafting the way I should. I think my biggest issue is the resource draining for upgrading stuff. It seem like you need to be doing BOTH crafting items to the next quality and upgrading them, which takes a huge amount of resources.

    Since I can’t change my base stats maybe I’ll respec to engineering since I use tech rifles a lot.

    Comrade's Hammer is the Unique version, yes, but the base gun (A six-shooter, I think), I actually prefer when crafted. I one-shotted Adam Smasher on hard with it.

    ALRIGHT FINE I GOT AN AVATAR
    Steam: adamjnet
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    evilthecatevilthecat Registered User regular
    once you hit max level you can always respecc into the crafting tree, make incredibly op guns and armor and then spec back out.

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
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    SpaffySpaffy Fuck the Zero Registered User regular
    evilthecat wrote: »
    once you hit max level you can always respecc into the crafting tree, make incredibly op guns and armor and then spec back out.

    Sure, but then you'll do less damage. Half the perks in the crafting tree give you benefits to using crafted items, it's not just about having the best weapon and that's it.

    I'm on the CDPR stream right now and so far it's just streaming a very generic looking gig. No announcement or anything yet.

    ALRIGHT FINE I GOT AN AVATAR
    Steam: adamjnet
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    SpaffySpaffy Fuck the Zero Registered User regular
    edited February 2022
    Ok. Only half-listening at work on a break but...

    1) They've re-done the perk trees. Once updated, all perk points will be returned to the player. Game being rebalanced based around new perks. Underwater protection perk is gone, lol. Knife throwing apparently legit now, you don't lose the knife any more. Can't keep up with the stream but there seem to be a lot of new perks.

    2) Enemy AI updates. Enemies take cover & flank more effectively.

    3) 1.5 is the next-gen update.

    4) Driving is changing. Burnouts are easier. There's drifting now. Suspension feels better. Visibility in 1st person driving improved.

    5) Crowd & traffic AI apparently improved. They react more to your actions now.

    6) UI improvements, like the skip time feature. Map QOL updates, icons replaced, side content more distinguishable from main content.

    7) Economy re-worked, rewards are better, items cheaper.

    8) There is some DLC... looks like a couple of new guns. New scopes. New muzzle breaks. Speak to Takemura at the start of the first act to activate (?). Chat is pissed off that they described this as "DLC".

    9) You can change your appearance from the mirror in your apartment. Maybe other mirrors too? Not sure. There are new hair, make-up, colour options.

    10) You can now rent 4 new apartments all over Night City. One in Corpo Plaza, one in Japantown, Glen, and Northside. Shared stash across all apartments.

    11) You can message characters you're romancing more often.

    12) You take your clothes off when you shower now.

    13) Lots of small changes not covered in the stream.

    And that's it. Perks rework is welcome (hopefully they all work now) but yet again ignoring some fairly fundamental issues with the game.

    My prediction: the internet's gonna hate it. I don't care about any of this stuff but will start a new playthrough with the PS5 upgrade because woooooo ray-tracing!

    Available: Right now!

    *edit* Not seeing a PS5 update here in the UK.

    **double edit** No wait there it is.

    Spaffy on
    ALRIGHT FINE I GOT AN AVATAR
    Steam: adamjnet
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    JazzJazz Registered User regular
    Xbox One X and Steam updates in UK currently downloading. 50.1GB and 43.4GB respectively.

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    FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    Stealing Brolo's in depth post
    Brolo wrote: »


    RBY5ITR.jpg

    https://www.cyberpunk.net/en/news/41435/patch-1-5-next-generation-update-list-of-changes

    patch notes

    NEXT-GEN EXCLUSIVES
    Added ray-traced local light shadows.
    Implemented native achievement support on next-gen consoles. Note that as the next-gen version has a different SKU, PlayStation trophies obtained in backward compatibility will not be transferred. Xbox achievements will automatically appear on the new version using the Smart Delivery feature.
    Introduced two graphics modes on PlayStation®5 and Xbox Series X:
    The Xbox Series S version has no graphics mode selection and is by default presented at 30 FPS in 1440p with dynamic resolution scaling.
    Added performance improvements which significantly decrease the number of FPS drops and improve rendering quality.
    Balanced HDR to achieve parity across all platforms.
    Various visual quality improvements.
    Added Activity Cards for PS5.
    Added Spanish voiceover support in the Americas (PlayStation codes: CUSA-16596 and CUSA-16597). Due to technical constraints, it is available only on next-gen consoles. For further details on language support see: Xbox, PlayStation.
    Implemented support for spatial audio on PlayStation 5 for 3D-audio-enabled headphones and built-in TV speakers via PS5 's Tempest 3D AudioTech solution.

    ADDITIONAL CONTENT
    This additional content is available for players on all platforms.

    Apartments

    Apartments can be rented (with a one-time fee) when encountered in Night City or through the EZEstates website when accessed through the computer in V's Megabuilding H10 apartment. They become available after completing the Playing for Time quest. It’s possible to rent all apartments at the same time. All apartments share the same stash.

    Available apartments:

    Northside, Watson (€$5,000)
    Japantown, Westbrook (€$15,000)
    The Glen, Heywood (€$40,000)
    Corpo Plaza, City Center (€$55,000)
    Additionally, you can now customize V’s starting apartment in Megabuilding H10 using the EZEstates website for €$10,000.

    Take shower - applies the “Refreshed” status for one hour.
    Refreshed: Allows you to regenerate Health during combat. Health will regenerate on its own up to 60% of the maximum threshold.
    If you possess the Regeneration perk, this increases in combat Health regen rate by 20% and your Health regen threshold by 20%.
    Go to sleep - regenerates health and applies the ""Rested"" status for one hour.
    Rested: Gain +20% Skill XP.
    Brew coffee - applies the “Energized” status for one hour.
    Energized: +25% Max Stamina, +30% Stamina Regen."


    Appearance Customization

    You can now tweak certain features of your appearance (such as hair, makeup, piercing, etc.) when using the mirror in any of your apartments and safehouses. It’s free and you can do it as often as you like. Character customization also includes more makeup and hair color options. Who's the fairest of them all, now?


    What's New at Wilson’s?

    You can check out new items in Wilson’s 2nd Amendment store in Megabuilding H10 or look for them while exploring Night City.
    2 new weapons: Darra Polytechnic Umbra (Power Assault Rifle), Budget Arms Guillotine (Power Submachine Gun)
    4 new weapon scopes: Kang Tao Jue long scope, Tsunami Gaki sniper scope, Arasaka Kanetsugu short scope, Handyman short scope
    New type of weapon attachments - muzzle brakes: 10 new muzzle brakes: 5 for handguns (RC-7 Ifrit, RC-7 Liger, RC-7 Dybbuk, RC-7 Kutrub, RC-7 Babaroga); 5 for assault rifles & submachine guns (RC-7 Aswang, RC-7 Varkolak, RC-7 Zaar, RC-7 Yokai, RC-7 Strigoi).\

    New Poses in Photo Mode

    We added a number of new poses in Photo Mode, including poses for Johnny Silverhand (only available in flashback scenes when playing as Johnny).





    LIVING CITY

    Combat AI

    Multiple fixes and improvements to NPC melee and ranged combat AI and reactions, including taking cover, positioning, reloading, equipping weapons, dodging, blocking and many others.
    Multiple improvements to dismemberment triggers, hit reactions and death animations, adding greater impact to ranged and melee combat.
    Enemies are now much better at blocking and evading (Kerenzikov) attacks. The heavier the weapon, the easier it is to hit. The opposite is true for evading.
    Further diversification of melee and ranged combat behaviors for different factions: reckless, aggressive, balanced, defensive and cautious.
    Followers now contribute more in combat but can be defeated and temporarily disabled if they receive enough punishment.
    Numerous fixes and balance changes to netrunner combat.


    Crowd Improvements

    Aggressive crowd behavior: certain NPC archetypes can and will enter combat with the player when provoked by aiming, shooting or fighting. Due to some technical challenges, this change is not available on the previous generation of consoles.
    Time skips affect the state of NPCs, as well as reset the state of the devices, environments and certain scenes.
    Improved crowd reactions, pathfinding and despawning.


    Drive Model

    Introducing our all new Burn Out Mode! Hold Gas + Brake to engage, steer to rotate. The old system only allowed rotating on the spot, now try modulating the inputs to see what you can do! Try brake stands, donuts, drifts or heat up the tires to do a drag-race style launch with a High Grip boost. The system now works at higher speeds, so you can hit the brake with gas applied on corner entry to cause oversteer on most cars. Keyboard users can optionally use new Secondary bindings on arrow keys (some keyboards ignore the third key press when just using WASD), but gamepads allow the most control of the system (as gamepads in general provide the driving experience preferred by a vast majority of players).
    New Braking system produces consistent performance, front to rear, across all speeds. ABS simulation added. All vehicles brakes have been tuned to the new model.
    Engine simulation improved. Clutch simulation added. These changes improve resistance forces from the engine when shifting, helping to remove unwanted wheel spin events.
    Gearbox simulation improved. Much improved downshifting behavior. Transmission now realistically downshifts and has smarter shift logic to keep the engine in its sweet spot. Forward <-> Reverse shifting has been totally redone, allowing for J-Turns / Rockfords.
    Motorcycles improved. All of the above improvements help to make them more stable. Additionally, steering model improvements have been added, and they have been retuned.
    Tune improvements to various cars. Quadra Type-66 (all models, especially Avenger), Mizutani Shion (especially MZ2), Herrera Outlaw (major pass) & base MaiMai all had steering improvements implemented and more.
    Added adjustments to first-person perspective to all vehicles that needed it. In addition, Nomad vehicles with CrystalDome technology now digitally omit objects obscuring view.


    Vehicle Traffic

    Visual improvement to traffic movement: turning and suspension.
    Panic reaction to danger: traffic now has the ability to drive away in panic from danger. NPC passengers can now die from car crashes.
    Reactions to fender benders: vehicles now have a wider range of reactions to being bumped into, and will recover and return to traffic more smoothly.

    GAMEPLAY


    Balance

    Various changes related to the economy, including increased rewards from jobs and Open World activities and decreased prices for vehicles and cyberware.
    Rebalanced and improved functionality of clothing mods. Adjusted the amount of modification slots available on clothing items. Categorized the mods to fit only specific clothing items. As a result, all equipped mods were moved back to your inventory. Go to the Inventory screen to re-equip them in accordance with the new rules.
    The "Easy" game difficulty is now moderately more challenging.
    Introduced 2 new stats replacing Evasion: Mitigation Chance and Mitigation Strength. Mitigation Chance determines how often the player has a chance to reduce incoming damage. Mitigation Strength determines the percentage by which damage is reduced (50% by default).
    Components that used to increase Evasion now affect Mitigation. For example: the Reflexes attribute, perks such as Mongoose, Vanishing Point, Human Shield, some clothing mods and cyberware, and more.
    Rebalanced Damage Over Time effects, generally reducing primary damage effects such as Burning, Bleeding and Poison.
    Reduced chance to disrupt trajectory of smart bullets by Tyger Claws' Glowing Tattoos ability.
    Added a quieter way to escape the NCPD when the heat is on. Instead of fleeing a certain distance from the most recent crime scene, V can opt to hide within the search area, although it will take longer for the police to stop looking.


    Cyberware

    It's now possible to sell unused cyberware at a Ripperdoc.
    Cooldown duration is now properly described in the tooltip of Blood Pump cyberware.
    Made it possible to interrupt the Revealing Position hack by damaging the netrunner or by having immunity from Self-ICE cyberware.
    Activating Berserk will now double Stamina instead of granting an infinite amount.
    Tranquilizer Rounds in the Projectile Launch System no longer affect non-human NPCs.
    Reduced the ricochet number of the Legendary Ballistic Coprocessor to 1, but grants a 50% bonus to ricochet damage.
    Trajectory Generator (Kiroshi Optics mod) has been changed to Threat Analysis and now grants a 2% Mitigation Chance. Mitigation grants a chance to reduce incoming damage by the percentage indicated by Mitigation Strength (50% by default).
    Increased duration of Optical Camo cyberware for V from 5/10/15 to 10/15/15 per rarity level.
    Added the Optical Camo ability for some NPCs.
    Even with Optical Camo active, the player will now be visible while grappling an enemy.
    Fixed an issue where it wasn't possible to equip some cyberware mods simultaneously.


    Combat

    Numerous optimizations to combat AI resulting in an overall improved combat experience.
    Numerous fixes and improvements were made to reduce interruptions and smoothen NPC animations in combat, including attack, death, equip weapon, cover, hit reaction, reload, block and dodge animations. You can expect more consistent feeling of impact and crowd control from weapons as well as more spectacular visuals.
    Enemies will now correctly reposition to more tactically advantageous positions.
    Increased followers' shooting accuracy.
    Reduced explosion damage dealt to the player.
    Fixed cases where NPCs from the same group or faction didn't join combat when they witnessed their comrades fighting.
    Fixed an issue whereby NPCs didn't display a proper hit reaction when hit with a grenade upon entering combat.
    Enemy shotgunners will now attempt to keep a closer distance to the player during combat.
    Added some visual effects to the combat stims used by enemies.
    Enemies equipped with combat stims will use them only when their health is below 30%, reducing their overall stimulant usage.
    Increased visual complexity of enemy combat behavior in low-framerate mode.
    Fixed an issue when combat mode was triggered while roaming.
    Fixed an issue where the player could be knocked down by a hammer attack despite the weapon not reaching them.
    Significantly sped up switching between melee and ranged weapons for NPCs that can use both.


    Quickhacking

    It's no longer possible to apply the Cyberpsychosis quickhack on cyberpsychos.
    Fixed an issue where deactivating a camera with a quickhack wouldn't interrupt enemy quickhack upload when the camera in question was used as a connection proxy.
    Fixed cases where a "hacked" status effect could remain on V permanently, preventing netrunners from hacking V again.
    Fixed an issue where, in some cases, the Whistle quickhack didn't cause NPCs to approach V's position.


    Items & Devices

    It's now possible to turn devices on and off while carrying a body.
    Fixed an issue where elevator door animations did sometimes not display properly, causing the player to see beyond world boundaries.


    NPCs

    Lowered the health of the opponents in Beat on the Brat, except for the Twins - they can now block and/or evade attacks, so their difficulty is based more on skill.
    Woodman now prefers using the same Ajax rifle that he drops as loot. He was also demoted from a boss to a standard enemy.
    Fixed NPC behavior during Sasquatch, Oda, Adam Smasher, Royce and Beat on the Brat boss fights.
    Fixed an issue where enemy NPCs couldn't break V's guard in melee fights.
    Fixed clipping in V's and NPCs' aerial takedowns.
    Spin and kick melee attacks are now allowed only on fast, agile enemy archetypes.
    Cold Blood experience will no longer be awarded when dispatching enemies while having no Cold Blood effect active. The amount of Cold Blood experience granted for dispatching enemies increases with the amount of active Cold Blood stacks.
    Fixed clipping when grappling enemies from the crouched position.
    Enemy shotgunners now deal more damage.
    Enemies are less likely to attack V while V is performing a finisher.
    Increased damage dealt by sniper NPCs.
    Snipers will now be able to shoot when backing away from their target.
    Disabled tripping over bodies for V's companions.
    Rebalanced NPC Stamina.
    NPCs crushed by a vehicle that are unable to recover will die after some time.
    Fixed V's death animations that play while grappling an NPC.
    Fixed an issue where security, bouncers and police NPCs could have a bounty on them.
    Fixed some instances of NPCs T-posing.
    Fixed an issue where NPCs with the ability to apply status effects weren't able to do so.
    Added a 15% health debuff for enemies that have the Kerenzikov ability to compensate for more successful dodging.


    Perks



    Rebalanced various perks and moved some of them in the skill tree. As a result, all the Perk points you spent were reset. Go to the Perks screen to reassign your Perk points for free.



    Redesigned the following perks:

    Bloodswell
    Human Shield
    Epimorphosis
    Cold Blood
    Coldest Blood
    Cutthroat
    Due to the above-mentioned changes in perks, we renamed the Stealth skill tree to Ninjutsu in order to better reflect the perks it contains.
    Made the bonuses dynamic for 200% Efficiency, Field Technician and Cutting Edge. They are now applied to already crafted weapons and clothes. Respecing perks removes the bonuses correctly.


    Player Mechanics

    V is now able to vault/climb/jump/sprint through glass that has been fractured.
    Fixed an issue where disposing a body into a crate could move V into walls or out of bounds.


    Vehicles

    Fixed an issue when summoned vehicles could spawn within each other, resulting in either shattering to pieces or being launched in the air.
    Fixed an issue where hijacking a car with a hostile NPC inside caused them to clip through the roof and remain inside the vehicle.
    Fixed an issue where vehicles could be frozen in the air after loading a save file. Now they are just regular boring cars that fall down.


    Weapons

    Reworked throwing knives - knives are not lost after each throw, but automatically return to V's hands after a set cooldown time (dependent of knife rarity). It's also possible to pick up thrown knives, resetting the cooldown.
    The Stinger Iconic knife now scales properly to V's level when obtained.
    Sped up Smart Gun projectiles on different weapons to the same value as in the Kang Tao G-58 Dian for a better feeling of impact and speed.
    Increased silenced gunshot sound range from 3m to 8m.
    The "Stamina Cost Reduction While Attacking" stat on melee weapons works correctly now.
    Crunch, Cold Shoulder and Pax weapon mods will increase weapon damage by a percentage value.
    The level requirement of melee weapons will now increase with each upgrade. Note: the level of upgraded melee weapons will be adjusted as a result of this change. The equipped items which exceed the level requirement can continue being used but, if unequipped, will have to wait until the required level is reached to be used again.
    The DR5 Nova obtained during the Stadium Love quest has stats properly balanced to V's level.
    The Crusher is no longer a viable weapon to use during the shooting competition in the Shoot to Thrill quest.
    Added aim assist to the bottles in Cassidy's challenge in We Gotta Live Together to make it easier to beat with a gamepad.


    UI

    Various map usability improvements related to resizing icons, adding new tooltips and filters. This includes a dynamic filter based on zoom level as well as a custom filter which can be configured by the player.
    Redesigned the "Skip Time" interface. It makes switching between different parts of a day easier and shows predicted time.
    Updated graphics for various scopes, as well as increased clarity and new animations.
    Improved readability, consistency and visuals in UI panels, notifications and popups.
    Added a new notification with the song's name when it starts playing on the radio.
    The name of the vehicle will now be shown on the HUD when getting in.
    Items placed in your stash will now have stats properly displayed in their tooltips.
    Adjusted the crosshair for knife-throwing.
    Added a buff stack counter next to the health bar to show how many stacks of a certain status effect are active.
    Improved D-pad navigation on various screens and panels.
    Added missing description for Wakako's Database entry.
    I Fought The Law - Improved the interface of the electrical box to give more feedback when interacting with it.
    Fixed an issue when the mouse cursor didn't scale properly in different resolutions.
    Fixed an issue where the Fast Travel destination area appeared before the loading screen. No more spoilers, Choomba!
    Fixed an issue where brackets of tutorial windows could be visible in menus.
    Fixed an issue where the game could freeze if a shard was read directly from the loot container and immediately closed afterwards.
    Fixed an issue where the loading indicator could get stuck on the screen.

    QUESTS
    Added a few secrets in Night City to be discovered by players. Due to some technical challenges, this change is not available on the previous generation of consoles.
    Extended romances with Panam, Kerry, River and Judy by adding new messages and interactions.
    Added interactions in the homes of love interests, including sleeping in bed with a given partner.
    It's now possible to mute the NCPD dispatcher and fixer brief/debrief holocalls. This automatically skips the call and sends you text messages instead. You can customize this feature in Settings > Gameplay > Holocalls. By default, the NCPD dispatcher is muted and fixers are unmuted.
    Players are now able to reject non-essential holocalls. There will be a prompt on the screen allowing them to accept or reject a holocall. If they reject the call, they will receive a text message instead.
    Improved the holocall system to prevent multiple holocalls from stacking if the first call loads too slowly.
    Enhanced Night City nightlife by making music in clubs a bit louder.
    Fixed an issue where the distorted visual effect could persist after coming back from Cyberspace.
    Fixed an issue where River would instantly hang up after calling him. How rude!
    Automatic Love - Fixed cases where Lizzie's Bar was closed during the hours it should be open.
    Beat on the Brat - Separate journal entries for each fight will now appear only after finding them.
    Beat on the Brat - V will no longer be able to equip previously dropped weapons during fistfights
    Beat on the Brat: The Glen - Fixed an issue where, despite letting El Cesar keep his car, he was messaging V asking if they took care of it.
    Coin Operated Boy - Theo will no longer be despawned during the "Talk to Theo" objective.
    Disasterpiece - Fixed an issue where V was unable to get in the van to talk to Judy after obtaining the XBD.
    Dressed to Kill - Fixed an issue where the Thorton Colby car was missing.
    Epistrophy - Separate journal entries for different Delamains will now appear only after finding them.
    Epistrophy - Added new comments for the Delamain cab after finishing the quest and selecting the "liberate" or "merge" option.
    Ex-Factor - Fixed a case of Judy never calling to start the quest.
    Ex-Factor - Fixed an issue where Judy didn't spawn at the Clouds' balcony, blocking quest progression.
    Ex-Factor - If the player didn't loot Maiko's Death and Taxes pistol during the quest, it can now be found somewhere else.
    I Fought The Law - V can no longer wait inside River's car while an important scene with Detective Han plays.
    Killing in the Name - When hacking the router, the minigame will be displayed properly even in cases where V doesn't have a Cyberdeck equipped.
    Life During Wartime - Fixed an issue where the "Scan the tracks" objective could change location.
    M'ap Tann Pèlen - Fixed an issue where the NPCs in the butcher shop didn't spawn, blocking further progression.
    M'ap Tann Pelèn - Fixed a rare case of Placide being even more grumpy than usual and refusing to talk to V at Rolland's.
    Off the Leash - Some fans at the Kerry & Us Cracks concert weren't happy to see other people copying their outfits, so they got changed.
    Pisces - Fixed an issue that could prevent V from leaving Hiromi's apartment if they called someone during the elevator ride to the maintenance floor.
    Riders on the Storm - Fixed an issue where, under specific circumstances, it wasn't possible to talk to Panam and Mitch.
    Search and Destroy - Fixed an issue where further main quests didn't appear after completing this quest.
    Sweet Dreams - Quest will no longer reappear in the journal with the "Talk to Stefan" objective if Stefan's braindance was refunded after V initially rejected the offer.
    The Information - Added a choice to skip the braindance tutorial sequence.
    These Boots Are Made for Walkin' - V's old car will no longer be missing.
    With a Little Help from My Friends - Fixed an issue where Panam wouldn't call to start the quest after Riders on the Storm.

    OPEN WORLD
    V now has standing with fixers throughout Night City. New fixer gigs will appear gradually in sets as your standing increases, and a fixer will offer you another set of gigs only after the previous set is completed in a given district. Completing all the gigs for a fixer will earn you a special reward (excluding Mr. Hands - sorry, he just doesn't like you, choom.) To see the progress of your standing with a fixer, hover over their icon on the map screen and check the completed gigs.
    Crowds and communities of Night City are now more diverse during the day and at night. Increased occurrences and added more variety of conversations in all districts.
    Assault in Progress in Charter Hill - Fixed an issue where it wasn't possible to pick up evidence.
    Assault in Progress in Corpo Plaza - Fixed an issue where the quest could be blocked if the player collected evidence before visiting Heywood.
    Assault in Progress in Kabuki - Fixed an issue when the activity would reappear on the map after completing The Prophet's Song.
    Gig: Breaking News - Fixed an issue where the truck would fall underground blocking further progression. Note: the vehicle will now spawn after getting close to the garage, despite the marker pointing below the ground.
    Gig: Family Heirloom - Fixed an issue where the gig didn't trigger when approaching the marker and was stuck on "Undiscovered".
    Gig: Freedom of the Press - Quest will no longer fail upon entering the TV studio building.
    Gig: Going-Away Party - Fixed an issue where the car spawned underground. If you encountered this issue, you may need to start escorting Flavio in order for the car to spawn.
    Gig: Guinea Pigs - Fixed an issue where the elevator inside the hotel was closed, blocking further progression.
    Gig: Life's Work - Fixed an issue where the car didn't spawn or spawned incorrectly.
    Gig: The Lord Giveth and Taketh Away - The SUV will now spawn properly.
    Reported Crime: Paranoia - It's now easier to climb the building and reach the stash.
    Cyberpsycho Sighting: Smoke on the Water - Fixed an issue where "Search the van [Optional]" was the only objective left and couldn't be completed.

    GRAPHICS, AUDIO, ANIMATION, CINEMATIC DESIGN
    Improved water appearance and added water interactions. Ripples and splash effects will be produced during various events, like object collisions and from gunfire.
    Improved rain visual effects on vehicle windows. Raindrops are no longer afraid of falling.
    Added neon rims for bikes. You can switch them on and off with the E key (or by pressing Left Stick on a gamepad).
    Improved visuals of the Optical Camo cyberware. If Johnny had this cyberware in 2023, he could've just quietly dropped the mini nuke.
    Fixed an issue where various subtitles with Johnny's lines could get stuck on the screen.
    Fixed a number of AVs flying through buildings.

    ENVIRONMENT AND LEVELS
    Improved the weather system so that its states change in a more logical order and when certain conditions are met.
    Drastically reduced the amount of loot lying around as a part of an effort to allow players more breathing room to experience quest scenes and the world itself.

    STABILITY AND PERFORMANCE
    HDD Mode has now an auto-detection option. When enabled, it automatically detects which drive the game is installed on, and, if neccessary, boosts data loading and crowd activity at the expense of crowd variety, extra loading screens, and less detail in the streets when driving fast.
    Added AMD FidelityFX™ Super Resolution (FSR) 1.0 algorithm, replacing Contrast Adaptive Sharpening (CAS). On PC it can be enabled in Settings > Graphics > Resolution Scaling. The option is not configurable on consoles.
    Multiple fixes and improvements related to stability and optimization.

    PC-SPECIFIC
    Added a benchmark mode. You can find it in Settings > Run Benchmark.
    Added a "Toggle walking" option when playing with keyboard. It is activated by pressing G during exploration. The key can be rebinded in Settings.
    Enabled transparent ray-traced reflections on glossy coating of some cars.
    Enabled Variable Rate Shading (VRS). This feature boosts rendering performance and visual quality by varying the shading rate for different regions of the frame. Available only on compatible hardware.
    Fixed an issue which blocked Resolution Scaling on AMD graphics cards when Ray Tracing was enabled.

  • Options
    SpaffySpaffy Fuck the Zero Registered User regular
    PS5 version is 95gb compared to PS4's 60.

    ALRIGHT FINE I GOT AN AVATAR
    Steam: adamjnet
  • Options
    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    Looks like this is how the game should've released to begin with

  • Options
    SynthesisSynthesis Honda Today! Registered User regular
    That Dualsense category line though. :lol: I guess this covers them from "I've got a DS5 plugged into my PC via USB? What's missing? Do I need new drivers?"

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    SyphonBlueSyphonBlue The studying beaver That beaver sure loves studying!Registered User regular
    Fencingsax wrote: »
    Stealing Brolo's in depth post
    Brolo wrote: »


    RBY5ITR.jpg

    https://www.cyberpunk.net/en/news/41435/patch-1-5-next-generation-update-list-of-changes

    patch notes

    NEXT-GEN EXCLUSIVES
    Added ray-traced local light shadows.
    Implemented native achievement support on next-gen consoles. Note that as the next-gen version has a different SKU, PlayStation trophies obtained in backward compatibility will not be transferred. Xbox achievements will automatically appear on the new version using the Smart Delivery feature.
    Introduced two graphics modes on PlayStation®5 and Xbox Series X:
    The Xbox Series S version has no graphics mode selection and is by default presented at 30 FPS in 1440p with dynamic resolution scaling.
    Added performance improvements which significantly decrease the number of FPS drops and improve rendering quality.
    Balanced HDR to achieve parity across all platforms.
    Various visual quality improvements.
    Added Activity Cards for PS5.
    Added Spanish voiceover support in the Americas (PlayStation codes: CUSA-16596 and CUSA-16597). Due to technical constraints, it is available only on next-gen consoles. For further details on language support see: Xbox, PlayStation.
    Implemented support for spatial audio on PlayStation 5 for 3D-audio-enabled headphones and built-in TV speakers via PS5 's Tempest 3D AudioTech solution.

    ADDITIONAL CONTENT
    This additional content is available for players on all platforms.

    Apartments

    Apartments can be rented (with a one-time fee) when encountered in Night City or through the EZEstates website when accessed through the computer in V's Megabuilding H10 apartment. They become available after completing the Playing for Time quest. It’s possible to rent all apartments at the same time. All apartments share the same stash.

    Available apartments:

    Northside, Watson (€$5,000)
    Japantown, Westbrook (€$15,000)
    The Glen, Heywood (€$40,000)
    Corpo Plaza, City Center (€$55,000)
    Additionally, you can now customize V’s starting apartment in Megabuilding H10 using the EZEstates website for €$10,000.

    Take shower - applies the “Refreshed” status for one hour.
    Refreshed: Allows you to regenerate Health during combat. Health will regenerate on its own up to 60% of the maximum threshold.
    If you possess the Regeneration perk, this increases in combat Health regen rate by 20% and your Health regen threshold by 20%.
    Go to sleep - regenerates health and applies the ""Rested"" status for one hour.
    Rested: Gain +20% Skill XP.
    Brew coffee - applies the “Energized” status for one hour.
    Energized: +25% Max Stamina, +30% Stamina Regen."


    Appearance Customization

    You can now tweak certain features of your appearance (such as hair, makeup, piercing, etc.) when using the mirror in any of your apartments and safehouses. It’s free and you can do it as often as you like. Character customization also includes more makeup and hair color options. Who's the fairest of them all, now?


    What's New at Wilson’s?

    You can check out new items in Wilson’s 2nd Amendment store in Megabuilding H10 or look for them while exploring Night City.
    2 new weapons: Darra Polytechnic Umbra (Power Assault Rifle), Budget Arms Guillotine (Power Submachine Gun)
    4 new weapon scopes: Kang Tao Jue long scope, Tsunami Gaki sniper scope, Arasaka Kanetsugu short scope, Handyman short scope
    New type of weapon attachments - muzzle brakes: 10 new muzzle brakes: 5 for handguns (RC-7 Ifrit, RC-7 Liger, RC-7 Dybbuk, RC-7 Kutrub, RC-7 Babaroga); 5 for assault rifles & submachine guns (RC-7 Aswang, RC-7 Varkolak, RC-7 Zaar, RC-7 Yokai, RC-7 Strigoi).\

    New Poses in Photo Mode

    We added a number of new poses in Photo Mode, including poses for Johnny Silverhand (only available in flashback scenes when playing as Johnny).





    LIVING CITY

    Combat AI

    Multiple fixes and improvements to NPC melee and ranged combat AI and reactions, including taking cover, positioning, reloading, equipping weapons, dodging, blocking and many others.
    Multiple improvements to dismemberment triggers, hit reactions and death animations, adding greater impact to ranged and melee combat.
    Enemies are now much better at blocking and evading (Kerenzikov) attacks. The heavier the weapon, the easier it is to hit. The opposite is true for evading.
    Further diversification of melee and ranged combat behaviors for different factions: reckless, aggressive, balanced, defensive and cautious.
    Followers now contribute more in combat but can be defeated and temporarily disabled if they receive enough punishment.
    Numerous fixes and balance changes to netrunner combat.


    Crowd Improvements

    Aggressive crowd behavior: certain NPC archetypes can and will enter combat with the player when provoked by aiming, shooting or fighting. Due to some technical challenges, this change is not available on the previous generation of consoles.
    Time skips affect the state of NPCs, as well as reset the state of the devices, environments and certain scenes.
    Improved crowd reactions, pathfinding and despawning.


    Drive Model

    Introducing our all new Burn Out Mode! Hold Gas + Brake to engage, steer to rotate. The old system only allowed rotating on the spot, now try modulating the inputs to see what you can do! Try brake stands, donuts, drifts or heat up the tires to do a drag-race style launch with a High Grip boost. The system now works at higher speeds, so you can hit the brake with gas applied on corner entry to cause oversteer on most cars. Keyboard users can optionally use new Secondary bindings on arrow keys (some keyboards ignore the third key press when just using WASD), but gamepads allow the most control of the system (as gamepads in general provide the driving experience preferred by a vast majority of players).
    New Braking system produces consistent performance, front to rear, across all speeds. ABS simulation added. All vehicles brakes have been tuned to the new model.
    Engine simulation improved. Clutch simulation added. These changes improve resistance forces from the engine when shifting, helping to remove unwanted wheel spin events.
    Gearbox simulation improved. Much improved downshifting behavior. Transmission now realistically downshifts and has smarter shift logic to keep the engine in its sweet spot. Forward <-> Reverse shifting has been totally redone, allowing for J-Turns / Rockfords.
    Motorcycles improved. All of the above improvements help to make them more stable. Additionally, steering model improvements have been added, and they have been retuned.
    Tune improvements to various cars. Quadra Type-66 (all models, especially Avenger), Mizutani Shion (especially MZ2), Herrera Outlaw (major pass) & base MaiMai all had steering improvements implemented and more.
    Added adjustments to first-person perspective to all vehicles that needed it. In addition, Nomad vehicles with CrystalDome technology now digitally omit objects obscuring view.


    Vehicle Traffic

    Visual improvement to traffic movement: turning and suspension.
    Panic reaction to danger: traffic now has the ability to drive away in panic from danger. NPC passengers can now die from car crashes.
    Reactions to fender benders: vehicles now have a wider range of reactions to being bumped into, and will recover and return to traffic more smoothly.

    GAMEPLAY


    Balance

    Various changes related to the economy, including increased rewards from jobs and Open World activities and decreased prices for vehicles and cyberware.
    Rebalanced and improved functionality of clothing mods. Adjusted the amount of modification slots available on clothing items. Categorized the mods to fit only specific clothing items. As a result, all equipped mods were moved back to your inventory. Go to the Inventory screen to re-equip them in accordance with the new rules.
    The "Easy" game difficulty is now moderately more challenging.
    Introduced 2 new stats replacing Evasion: Mitigation Chance and Mitigation Strength. Mitigation Chance determines how often the player has a chance to reduce incoming damage. Mitigation Strength determines the percentage by which damage is reduced (50% by default).
    Components that used to increase Evasion now affect Mitigation. For example: the Reflexes attribute, perks such as Mongoose, Vanishing Point, Human Shield, some clothing mods and cyberware, and more.
    Rebalanced Damage Over Time effects, generally reducing primary damage effects such as Burning, Bleeding and Poison.
    Reduced chance to disrupt trajectory of smart bullets by Tyger Claws' Glowing Tattoos ability.
    Added a quieter way to escape the NCPD when the heat is on. Instead of fleeing a certain distance from the most recent crime scene, V can opt to hide within the search area, although it will take longer for the police to stop looking.


    Cyberware

    It's now possible to sell unused cyberware at a Ripperdoc.
    Cooldown duration is now properly described in the tooltip of Blood Pump cyberware.
    Made it possible to interrupt the Revealing Position hack by damaging the netrunner or by having immunity from Self-ICE cyberware.
    Activating Berserk will now double Stamina instead of granting an infinite amount.
    Tranquilizer Rounds in the Projectile Launch System no longer affect non-human NPCs.
    Reduced the ricochet number of the Legendary Ballistic Coprocessor to 1, but grants a 50% bonus to ricochet damage.
    Trajectory Generator (Kiroshi Optics mod) has been changed to Threat Analysis and now grants a 2% Mitigation Chance. Mitigation grants a chance to reduce incoming damage by the percentage indicated by Mitigation Strength (50% by default).
    Increased duration of Optical Camo cyberware for V from 5/10/15 to 10/15/15 per rarity level.
    Added the Optical Camo ability for some NPCs.
    Even with Optical Camo active, the player will now be visible while grappling an enemy.
    Fixed an issue where it wasn't possible to equip some cyberware mods simultaneously.


    Combat

    Numerous optimizations to combat AI resulting in an overall improved combat experience.
    Numerous fixes and improvements were made to reduce interruptions and smoothen NPC animations in combat, including attack, death, equip weapon, cover, hit reaction, reload, block and dodge animations. You can expect more consistent feeling of impact and crowd control from weapons as well as more spectacular visuals.
    Enemies will now correctly reposition to more tactically advantageous positions.
    Increased followers' shooting accuracy.
    Reduced explosion damage dealt to the player.
    Fixed cases where NPCs from the same group or faction didn't join combat when they witnessed their comrades fighting.
    Fixed an issue whereby NPCs didn't display a proper hit reaction when hit with a grenade upon entering combat.
    Enemy shotgunners will now attempt to keep a closer distance to the player during combat.
    Added some visual effects to the combat stims used by enemies.
    Enemies equipped with combat stims will use them only when their health is below 30%, reducing their overall stimulant usage.
    Increased visual complexity of enemy combat behavior in low-framerate mode.
    Fixed an issue when combat mode was triggered while roaming.
    Fixed an issue where the player could be knocked down by a hammer attack despite the weapon not reaching them.
    Significantly sped up switching between melee and ranged weapons for NPCs that can use both.


    Quickhacking

    It's no longer possible to apply the Cyberpsychosis quickhack on cyberpsychos.
    Fixed an issue where deactivating a camera with a quickhack wouldn't interrupt enemy quickhack upload when the camera in question was used as a connection proxy.
    Fixed cases where a "hacked" status effect could remain on V permanently, preventing netrunners from hacking V again.
    Fixed an issue where, in some cases, the Whistle quickhack didn't cause NPCs to approach V's position.


    Items & Devices

    It's now possible to turn devices on and off while carrying a body.
    Fixed an issue where elevator door animations did sometimes not display properly, causing the player to see beyond world boundaries.


    NPCs

    Lowered the health of the opponents in Beat on the Brat, except for the Twins - they can now block and/or evade attacks, so their difficulty is based more on skill.
    Woodman now prefers using the same Ajax rifle that he drops as loot. He was also demoted from a boss to a standard enemy.
    Fixed NPC behavior during Sasquatch, Oda, Adam Smasher, Royce and Beat on the Brat boss fights.
    Fixed an issue where enemy NPCs couldn't break V's guard in melee fights.
    Fixed clipping in V's and NPCs' aerial takedowns.
    Spin and kick melee attacks are now allowed only on fast, agile enemy archetypes.
    Cold Blood experience will no longer be awarded when dispatching enemies while having no Cold Blood effect active. The amount of Cold Blood experience granted for dispatching enemies increases with the amount of active Cold Blood stacks.
    Fixed clipping when grappling enemies from the crouched position.
    Enemy shotgunners now deal more damage.
    Enemies are less likely to attack V while V is performing a finisher.
    Increased damage dealt by sniper NPCs.
    Snipers will now be able to shoot when backing away from their target.
    Disabled tripping over bodies for V's companions.
    Rebalanced NPC Stamina.
    NPCs crushed by a vehicle that are unable to recover will die after some time.
    Fixed V's death animations that play while grappling an NPC.
    Fixed an issue where security, bouncers and police NPCs could have a bounty on them.
    Fixed some instances of NPCs T-posing.
    Fixed an issue where NPCs with the ability to apply status effects weren't able to do so.
    Added a 15% health debuff for enemies that have the Kerenzikov ability to compensate for more successful dodging.


    Perks



    Rebalanced various perks and moved some of them in the skill tree. As a result, all the Perk points you spent were reset. Go to the Perks screen to reassign your Perk points for free.



    Redesigned the following perks:

    Bloodswell
    Human Shield
    Epimorphosis
    Cold Blood
    Coldest Blood
    Cutthroat
    Due to the above-mentioned changes in perks, we renamed the Stealth skill tree to Ninjutsu in order to better reflect the perks it contains.
    Made the bonuses dynamic for 200% Efficiency, Field Technician and Cutting Edge. They are now applied to already crafted weapons and clothes. Respecing perks removes the bonuses correctly.


    Player Mechanics

    V is now able to vault/climb/jump/sprint through glass that has been fractured.
    Fixed an issue where disposing a body into a crate could move V into walls or out of bounds.


    Vehicles

    Fixed an issue when summoned vehicles could spawn within each other, resulting in either shattering to pieces or being launched in the air.
    Fixed an issue where hijacking a car with a hostile NPC inside caused them to clip through the roof and remain inside the vehicle.
    Fixed an issue where vehicles could be frozen in the air after loading a save file. Now they are just regular boring cars that fall down.


    Weapons

    Reworked throwing knives - knives are not lost after each throw, but automatically return to V's hands after a set cooldown time (dependent of knife rarity). It's also possible to pick up thrown knives, resetting the cooldown.
    The Stinger Iconic knife now scales properly to V's level when obtained.
    Sped up Smart Gun projectiles on different weapons to the same value as in the Kang Tao G-58 Dian for a better feeling of impact and speed.
    Increased silenced gunshot sound range from 3m to 8m.
    The "Stamina Cost Reduction While Attacking" stat on melee weapons works correctly now.
    Crunch, Cold Shoulder and Pax weapon mods will increase weapon damage by a percentage value.
    The level requirement of melee weapons will now increase with each upgrade. Note: the level of upgraded melee weapons will be adjusted as a result of this change. The equipped items which exceed the level requirement can continue being used but, if unequipped, will have to wait until the required level is reached to be used again.
    The DR5 Nova obtained during the Stadium Love quest has stats properly balanced to V's level.
    The Crusher is no longer a viable weapon to use during the shooting competition in the Shoot to Thrill quest.
    Added aim assist to the bottles in Cassidy's challenge in We Gotta Live Together to make it easier to beat with a gamepad.


    UI

    Various map usability improvements related to resizing icons, adding new tooltips and filters. This includes a dynamic filter based on zoom level as well as a custom filter which can be configured by the player.
    Redesigned the "Skip Time" interface. It makes switching between different parts of a day easier and shows predicted time.
    Updated graphics for various scopes, as well as increased clarity and new animations.
    Improved readability, consistency and visuals in UI panels, notifications and popups.
    Added a new notification with the song's name when it starts playing on the radio.
    The name of the vehicle will now be shown on the HUD when getting in.
    Items placed in your stash will now have stats properly displayed in their tooltips.
    Adjusted the crosshair for knife-throwing.
    Added a buff stack counter next to the health bar to show how many stacks of a certain status effect are active.
    Improved D-pad navigation on various screens and panels.
    Added missing description for Wakako's Database entry.
    I Fought The Law - Improved the interface of the electrical box to give more feedback when interacting with it.
    Fixed an issue when the mouse cursor didn't scale properly in different resolutions.
    Fixed an issue where the Fast Travel destination area appeared before the loading screen. No more spoilers, Choomba!
    Fixed an issue where brackets of tutorial windows could be visible in menus.
    Fixed an issue where the game could freeze if a shard was read directly from the loot container and immediately closed afterwards.
    Fixed an issue where the loading indicator could get stuck on the screen.

    QUESTS
    Added a few secrets in Night City to be discovered by players. Due to some technical challenges, this change is not available on the previous generation of consoles.
    Extended romances with Panam, Kerry, River and Judy by adding new messages and interactions.
    Added interactions in the homes of love interests, including sleeping in bed with a given partner.
    It's now possible to mute the NCPD dispatcher and fixer brief/debrief holocalls. This automatically skips the call and sends you text messages instead. You can customize this feature in Settings > Gameplay > Holocalls. By default, the NCPD dispatcher is muted and fixers are unmuted.
    Players are now able to reject non-essential holocalls. There will be a prompt on the screen allowing them to accept or reject a holocall. If they reject the call, they will receive a text message instead.
    Improved the holocall system to prevent multiple holocalls from stacking if the first call loads too slowly.
    Enhanced Night City nightlife by making music in clubs a bit louder.
    Fixed an issue where the distorted visual effect could persist after coming back from Cyberspace.
    Fixed an issue where River would instantly hang up after calling him. How rude!
    Automatic Love - Fixed cases where Lizzie's Bar was closed during the hours it should be open.
    Beat on the Brat - Separate journal entries for each fight will now appear only after finding them.
    Beat on the Brat - V will no longer be able to equip previously dropped weapons during fistfights
    Beat on the Brat: The Glen - Fixed an issue where, despite letting El Cesar keep his car, he was messaging V asking if they took care of it.
    Coin Operated Boy - Theo will no longer be despawned during the "Talk to Theo" objective.
    Disasterpiece - Fixed an issue where V was unable to get in the van to talk to Judy after obtaining the XBD.
    Dressed to Kill - Fixed an issue where the Thorton Colby car was missing.
    Epistrophy - Separate journal entries for different Delamains will now appear only after finding them.
    Epistrophy - Added new comments for the Delamain cab after finishing the quest and selecting the "liberate" or "merge" option.
    Ex-Factor - Fixed a case of Judy never calling to start the quest.
    Ex-Factor - Fixed an issue where Judy didn't spawn at the Clouds' balcony, blocking quest progression.
    Ex-Factor - If the player didn't loot Maiko's Death and Taxes pistol during the quest, it can now be found somewhere else.
    I Fought The Law - V can no longer wait inside River's car while an important scene with Detective Han plays.
    Killing in the Name - When hacking the router, the minigame will be displayed properly even in cases where V doesn't have a Cyberdeck equipped.
    Life During Wartime - Fixed an issue where the "Scan the tracks" objective could change location.
    M'ap Tann Pèlen - Fixed an issue where the NPCs in the butcher shop didn't spawn, blocking further progression.
    M'ap Tann Pelèn - Fixed a rare case of Placide being even more grumpy than usual and refusing to talk to V at Rolland's.
    Off the Leash - Some fans at the Kerry & Us Cracks concert weren't happy to see other people copying their outfits, so they got changed.
    Pisces - Fixed an issue that could prevent V from leaving Hiromi's apartment if they called someone during the elevator ride to the maintenance floor.
    Riders on the Storm - Fixed an issue where, under specific circumstances, it wasn't possible to talk to Panam and Mitch.
    Search and Destroy - Fixed an issue where further main quests didn't appear after completing this quest.
    Sweet Dreams - Quest will no longer reappear in the journal with the "Talk to Stefan" objective if Stefan's braindance was refunded after V initially rejected the offer.
    The Information - Added a choice to skip the braindance tutorial sequence.
    These Boots Are Made for Walkin' - V's old car will no longer be missing.
    With a Little Help from My Friends - Fixed an issue where Panam wouldn't call to start the quest after Riders on the Storm.

    OPEN WORLD
    V now has standing with fixers throughout Night City. New fixer gigs will appear gradually in sets as your standing increases, and a fixer will offer you another set of gigs only after the previous set is completed in a given district. Completing all the gigs for a fixer will earn you a special reward (excluding Mr. Hands - sorry, he just doesn't like you, choom.) To see the progress of your standing with a fixer, hover over their icon on the map screen and check the completed gigs.
    Crowds and communities of Night City are now more diverse during the day and at night. Increased occurrences and added more variety of conversations in all districts.
    Assault in Progress in Charter Hill - Fixed an issue where it wasn't possible to pick up evidence.
    Assault in Progress in Corpo Plaza - Fixed an issue where the quest could be blocked if the player collected evidence before visiting Heywood.
    Assault in Progress in Kabuki - Fixed an issue when the activity would reappear on the map after completing The Prophet's Song.
    Gig: Breaking News - Fixed an issue where the truck would fall underground blocking further progression. Note: the vehicle will now spawn after getting close to the garage, despite the marker pointing below the ground.
    Gig: Family Heirloom - Fixed an issue where the gig didn't trigger when approaching the marker and was stuck on "Undiscovered".
    Gig: Freedom of the Press - Quest will no longer fail upon entering the TV studio building.
    Gig: Going-Away Party - Fixed an issue where the car spawned underground. If you encountered this issue, you may need to start escorting Flavio in order for the car to spawn.
    Gig: Guinea Pigs - Fixed an issue where the elevator inside the hotel was closed, blocking further progression.
    Gig: Life's Work - Fixed an issue where the car didn't spawn or spawned incorrectly.
    Gig: The Lord Giveth and Taketh Away - The SUV will now spawn properly.
    Reported Crime: Paranoia - It's now easier to climb the building and reach the stash.
    Cyberpsycho Sighting: Smoke on the Water - Fixed an issue where "Search the van [Optional]" was the only objective left and couldn't be completed.

    GRAPHICS, AUDIO, ANIMATION, CINEMATIC DESIGN
    Improved water appearance and added water interactions. Ripples and splash effects will be produced during various events, like object collisions and from gunfire.
    Improved rain visual effects on vehicle windows. Raindrops are no longer afraid of falling.
    Added neon rims for bikes. You can switch them on and off with the E key (or by pressing Left Stick on a gamepad).
    Improved visuals of the Optical Camo cyberware. If Johnny had this cyberware in 2023, he could've just quietly dropped the mini nuke.
    Fixed an issue where various subtitles with Johnny's lines could get stuck on the screen.
    Fixed a number of AVs flying through buildings.

    ENVIRONMENT AND LEVELS
    Improved the weather system so that its states change in a more logical order and when certain conditions are met.
    Drastically reduced the amount of loot lying around as a part of an effort to allow players more breathing room to experience quest scenes and the world itself.

    STABILITY AND PERFORMANCE
    HDD Mode has now an auto-detection option. When enabled, it automatically detects which drive the game is installed on, and, if neccessary, boosts data loading and crowd activity at the expense of crowd variety, extra loading screens, and less detail in the streets when driving fast.
    Added AMD FidelityFX™ Super Resolution (FSR) 1.0 algorithm, replacing Contrast Adaptive Sharpening (CAS). On PC it can be enabled in Settings > Graphics > Resolution Scaling. The option is not configurable on consoles.
    Multiple fixes and improvements related to stability and optimization.

    PC-SPECIFIC
    Added a benchmark mode. You can find it in Settings > Run Benchmark.
    Added a "Toggle walking" option when playing with keyboard. It is activated by pressing G during exploration. The key can be rebinded in Settings.
    Enabled transparent ray-traced reflections on glossy coating of some cars.
    Enabled Variable Rate Shading (VRS). This feature boosts rendering performance and visual quality by varying the shading rate for different regions of the frame. Available only on compatible hardware.
    Fixed an issue which blocked Resolution Scaling on AMD graphics cards when Ray Tracing was enabled.

    Oh they turned it into a video game!

    LxX6eco.jpg
    PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
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    JuggernutJuggernut Registered User regular
    Oh cool. I got fairly far into this when I got my Series X but decided to stop since the next gen patch was happening *waves hands* some time.

    Now it's finally out it gives me an excuse to start a new playthrough. I actually enjoyed what I played and never really had any issues, it just felt kind of flat, like a lot of it had to be cut out. Now that a good bit of QoL stuff (and ray-tracing hell yeah) is coming back I'm excited to try it again.

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    urahonkyurahonky Resident FF7R hater Registered User regular
    Oh those changes sound good to me. Looking forward to giving it another shot.

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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    Get naked in the shower now woooo! :lol:

    I'm actually most happy about the appearance changing feature and the walk toggle on PC. Sure, I had both of those via mods, but they should have been there from the start.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    StormwatcherStormwatcher Blegh BlughRegistered User regular
    Goumindong wrote: »
    I have a problem. I have a Man V a significant chunk into the game (about to go trash some floats), but I just made a Woman V and she is like 1000% cooler than my current character.

    Should have read the thread ;(. Female V is sooo much better voiced

    is there any game with M/F options in which the F is not 100% better? (i don't mean multiple voices per gender like in Saints Row)
    Serious question?

    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
    camo_sig2.png
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    evilbobevilbob RADELAIDERegistered User regular
    Goumindong wrote: »
    I have a problem. I have a Man V a significant chunk into the game (about to go trash some floats), but I just made a Woman V and she is like 1000% cooler than my current character.

    Should have read the thread ;(. Female V is sooo much better voiced

    is there any game with M/F options in which the F is not 100% better? (i don't mean multiple voices per gender like in Saints Row)
    Serious question?

    Controversial opinion but renegade mass effect playthroughs.

    l5sruu1fyatf.jpg

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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited February 2022
    Goumindong wrote: »
    I have a problem. I have a Man V a significant chunk into the game (about to go trash some floats), but I just made a Woman V and she is like 1000% cooler than my current character.

    Should have read the thread ;(. Female V is sooo much better voiced

    is there any game with M/F options in which the F is not 100% better? (i don't mean multiple voices per gender like in Saints Row)
    Serious question?

    Usually it's just a personal preference since most gaming avatars/pc's are just dressup dolls.

    Mass Effect was pretty equal across both. I can't actually think of a game were the quality gulf between the genders voice acting was this wide. Like, Male V isn't bad and I would consider the voice acting to be on par, or better, than most VO work in the industry. Cherami Leigh is just next level on everything.

    jungleroomx on
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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    Goumindong wrote: »
    I have a problem. I have a Man V a significant chunk into the game (about to go trash some floats), but I just made a Woman V and she is like 1000% cooler than my current character.

    Should have read the thread ;(. Female V is sooo much better voiced

    is there any game with M/F options in which the F is not 100% better? (i don't mean multiple voices per gender like in Saints Row)
    Serious question?

    Usually it's just a personal preference since most gaming avatars/pc's are just dressup dolls.

    Mass Effect was pretty equal across both. I can't actually think of a game were the quality gulf between the genders voice acting was this wide.

    Wut

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    Goumindong wrote: »
    I have a problem. I have a Man V a significant chunk into the game (about to go trash some floats), but I just made a Woman V and she is like 1000% cooler than my current character.

    Should have read the thread ;(. Female V is sooo much better voiced

    is there any game with M/F options in which the F is not 100% better? (i don't mean multiple voices per gender like in Saints Row)
    Serious question?

    Usually it's just a personal preference since most gaming avatars/pc's are just dressup dolls.

    Mass Effect was pretty equal across both. I can't actually think of a game were the quality gulf between the genders voice acting was this wide.

    Wut

    I didn't think there was a huge difference between MaleShep and FemShep

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    taliosfalcontaliosfalcon Registered User regular
    I’m really impressed with how good the ray tracing graphics settings looks on ps5 so far; also I’d had a ps4 save from right after making a character and it pulled that in no problem so yay

    steam xbox - adeptpenguin
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    Zilla360Zilla360 21st Century. |She/Her| Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered User regular
    I wonder if these apartment changes mean they've finally unified all of the possible stashes. There was a completely pointless separate chest in that one tent at the Nomad camp.

    I like that sleeping and showering now has a gameplay function to it via temporary buffs. Should have been a feature (like so many things) from the start.

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    GoumindongGoumindong Registered User regular
    Maleshep is good. Femshep is better

    MaleV is Charlie Hunam. Female V is transcendent.

    wbBv3fj.png
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    klemmingklemming Registered User regular
    FemShep was better in ME1, but Meer bought it up as he got a better handle on the character and from ME2 onwards they were pretty much even.

    Nobody remembers the singer. The song remains.
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