Fixed the Motorcycle helmet adding Dressed to ride? by accident. Fixed Your wheels rarely having no options. Fixed some newer jacket missing State of dress. Fixed buying a Sport SUV at Shannon's not giving you any tank. Fixed some other minor bugs and typos; thanks for the reports!
Bugfix release
Watch out for some new and returning rare and preview items.
Fixed Dressed to impress disappearing when going inside somewhere with a vehicle equipped. Fixed the Stealth trainers not being in the footwear slot. Fixed the Neord Sm4RT being usable while it in the shop or charging. Fixed the event toggle being temporarily removed. Fixed some more typos; thanks for the reports.
Bugfix release
Raff will let you know the route to Shannon's even without a couple of vehicles for the rest of the event.
Fixed Jax thinking you were a mutant when you weren't. Fixed success on reducing Shae's hostility not working. Fixed eing able to equip elbow spikes with another weapon. Fixed some other minor bugs and typos; thanks for the reports.
Minor update
Unlocked Shae's and Shannon's opening times for the duration of the event. Added some more stuff about Jax and being a mutant.
Fixed some vehicle's still being available even if Dusty is working on them.
Vehicles update changelog
This is a non-exhaustive list of changes. Check the Steam event for more details.
Many new vehicles, including motorbikes. New locations and NPCs, and new content in existing locations. Vehicles are now moddable -- find a mechanic near you and bring cash. New system for garages and vehicle security. New system for finding lockups in the slums and converting them. New system for vehicle wear and maintenance. Plus a load more.
New equipped effect for very high ambient temperature.
New artwork.
Fixed some more typos and bugs; thanks for the reports.
Burnin' Rubber
The next major milestone on our roadmap is here: vehicles.
Whilst the game has always featured a variety of different wheels, along with associated mechanics, this update adds a whole lot more. The focus has been to enable everything you need to get a vehicle ready for the badlands (our next major milestone), but there should be enough here of interest even if that's not your bag.
There are too many changes to go over individually, but the main items are:
A whole lot of new vehicles to find and buy, including bikes and electric vehicles.
Vehicle modification: this is the big one.
New locations and new NPCs. Someone's got to be doing those mods for you, after all.
A whole bunch more detailed mechanics, such as vehicle wear and security, favourite vehicles and more.
New vehicles
We've tried to cover a lot of bases with the initial update, but as ever, there'll be more to come. But we've got 4x4 trucks now, plus sports cars, utility vehicles and a whole lot of different types of bikes. There are 23 different vehicles in total now -- more than double what we had before.
Vehicle modding
This is the main feature, and the main thing we wanted to get in for the badlands content, although not all the mods you can install are focused on rough driving. There 36 different mods in total, with different ones being available for different types of vehicles. We've got everything from cosmetics to chip tuners to having a complete mobile workshop installed in your truck. We've got plenty more ideas for things to add in future too.
Each modded vehicle becomes unique. That means for each of the non-unique vehicles in the game (such as the lowrider or cheap sedan), there's now a unique variant that you can pick out and work with.
In future, we'll add more mechanics for you to be able to mod vehicles personally, but for now, you'll need someone to do this for you...
New locations and NPCs
We've added a couple of new locations you can find with NPCs who will help you out with your vehicles, whether it's servicing, tuning or mods. We won't spoil any details here, but suffice to say that these places come with a lot of additional content, including the opportunity to work as a car mechanic, more stories and more lore.
New mechanics
One of the main things that you now have is vehicle security. separate from the personal kind. The main way to build this is to make sure you have enough garage space. We've added a few places to get this, but the main way is to find and buy lockups that you can then convert into garages. In future you'll be able to convert these into other things too, such as storage or a workshop. You can also now equip a vehicle in an area where you have a garage but no home -- useful in a lot of cases. Note that as this is a new mechanic, there'll be a grace period for you to build up your security before you have to face any consequences of low security.
There's quite a lot more going on too, to help make the vehicles experience more interesting and immersive. Get stuck into the game to find out more.
And more...
No cpd event would be complete without access codes -- we'll be sharing at least a couple in our Discord server over the next few days that'll be available until the end of the event (including one for free credits). You might find some other rare or unique stuff around the city during the next week too...
As ever, have fun, stay chill and remember to join us on Discord. Thanks for your continued support, and we'll see you there.
You can now split with Angelique if she's livid, but only if you're not in love with her. You can now use your Outside trade. Some other small tweaks
Fixed various typos and minor bugs. Thanks for the reports.
Minor update
Two new clothing items. Consummate and masterly combat test buffs now only show with an appropriate weapon equipped. Most vehicle stat tests have been replaced by compound tests. - Lots of tweaking still to be done.
New artwork. The adult image pack has been updated. -- Check Discord for details.
Fixed some minor bugs and typos; thanks for the reports.
Minor update
New companion type: slums brawlers. - You'll need a murder squad. Equip them via your phone. Anxiety is now implemented. The crash team has had an overhaul. There are some new supply packets. Triage now mostly uses supply packets. You can now bring up Your wheels from most pinned accommodation cards. There are a couple of new clothing items.
New artwork.
Fixed various minor bugs and typos. Thanks for the reports!
Devlog #29 – Exploring and expanding the world of Banshee’s Cry
Walking the banshee’s path Regular players will already be well aware that Banshee represents a massive chunk of content in the game, even if actually starting the quest itself is a little obscure (and certainly not for n00bs). Our latest update has dramatically expanded the questline, making it deeper, stranger and just better in general.
The Banshee’s Cry story is a gripping conspiracy theory and horror plot centred around the titular Banshee spikes; strange devices, even by the standards of spike technology, that impart their users with otherworldly visions and memetic effects.
We won’t give much more away here but we’ve created a great deal of new content so you can now progress the story with both the Walking Cathedral cult and the Jettel Militia: two groups very much opposing sides, with the former worshipping the spikes, and what they represent, and the latter striving to contain its societal impact.
Depending on which side you choose, you’ll discover more about the groups at the heart of the action, either going on a ride along with the Militia or exploring the deep lore and insect-like castes of the cult with the Cathedral.
And that’s only scratching the surface. If you’re curious (and why wouldn’t you be?) then try exploring some of the darker, seedier side streets in the Projects and you might just stumble upon something rather exciting.
Keeping an eye on the slums With a game as large and inherently complicated as cyberpunkdreams, there’s always going to be someone tinkering away behind the scenes. It is, after all, a game that was never designed to be “finished”. This month was comparatively quiet on the update front as we started to gear up for more substantial updates in August and September. That’s not to say, however, that we haven’t been looking under the hood and ensuring our players are getting the very best in gritty, irreverent roleplaying entertainment.
This month, we’ve made a lot of bug fixes, small and large, and made some performance and quality of life improvements. New clothing items continue to be added, and there’s plenty of new artwork, of course. Some notable tweaks and content additions include:
One of the biggest overhauls other than Banshee in the last month was The vibe at cheap hotel, a very regular card for characters with more than a passing familiarity with the slums. Most of the options are the same, but there are some new ones for more immersion, especially around NPCs you’re likely to meet there. Drones has had similar work, although not to the same extent. This is all part of our commitment to improving the depth and immersiveness of the regular cards you see, alongside our bigger updates.
So as ever, the game is always changing and evolving, and it’ll never stop. Trust us. You can check out the full list right here, on Steam.
Call & response As well as all the regular activity in our Discord server, we host a bi-weekly (or so) writing prompt called Call & Response. We post a question or discussion topic, and you’re free to respond however you want. When each round closes, we reward the best and most creative responses with unique access codes. The latest prompt was:
The end of another day. You look out over the city, at the haze of pollution soaking up the setting sun's rays. What are you thinking about?
It got some awesome, creative responses from our community – head over to the Discord server to check them out.
Don’t be afraid to say hi As always, if you have something to say about the changes, have any ideas or questions, or just want to share your experiences in the Projects or the Bordertown, we’re here to absorb your feedback. Who knows, we might even act on it in the next update!
Feel free to join us in our Discord server or on Twitter, where we’re always active with little snippets from the cpd universe.