Added three more clothing items. Drones has had a little work. Cheap hotel has had a little work.
New artwork.
Fixed some more bugs and typos; thanks for the reports.
Minor update
Added two new bags and some new clothing items. You'll now experience Getting too heavy if you hang around with high war strength all the time. Your current nanite load is now a visible stat. - It now resets with sleep instead of days. - The max limit now depends on your number of implants. - More implants equals a lower limit.
New artwork.
Fixed a rare case where positive mutation cards could be locked out. Fixed Milk run sometimes leaving Some heavy scene on. Fixed a few typos and other smaller bugs.
Banshee's path
Banshee is already a very large piece of content within the game, even if starting it is obscure (and not for the faint hearted), and with this update, it becomes even larger. We don't want to spoil too much, but with this update, you can now progress with both the Walking Cathedral and Jettel Militia, amongst many other things. If you're keen to fry your brain find out more about Banshee, try exploring dark alleys in the Projects.
Read the full changelog below:
A large amount of new Banshee content, including paths for both Walking Cathedral and Jettel Militia.
Keeping an eye on the slums has had some work. One new supply packet. New mechanic for helping to remind you about the point of
Devlog #28 – A Spiralling of Small Plans
With work on the vehicles update taking priority over all else, we hadn’t planned a lot for June’s release schedule, but sometimes small things can grow into big changes and what began life as a few tweaks morphed into something altogether more exciting.
So, buckle up and let’s see what’s been making the headlines in 2090’s Cincinnati this month.
Flex me up First off, we’ve added a lot to how you control your outfit and wardrobe, giving you more options and flexibility when it comes to how your character looks and is perceived by the rest of the world. For example, you can now wear a hood over your beanies, carry your coat if you’re getting a little sweaty and wear pendants if that’s your jam.
Speaking of clothing, we’re just starting to drip feed over 100 brand new items of clothing into the game – everything from jewellery to underwear! We’re also adding more options for how you wear each item of clothing and even plan on implementing more specific changes, such as the perceived temperature applied by each item of clothing. And yes, you now have a quick button that lets you remove your mask on-the-fly. You spoke and we listened.
In a month packed with changes, however, perhaps the one most players will be excited about is something we’ve been meaning to wrap up for a while now (literally years, in fact). From this month onwards, you’ll finally be able to finish Ann’s Secret. We won’t say anymore about it here (spoilers are the devil’s work) but if you’ve been wanting to see this story through to its conclusion for a while now then fill your boots!
Tooling around for real Since the last release, we’ve spent a great deal of time honing how you access mechanics tools, making the experience more immersive and less ‘gamey’. The idea, as ever, was to enhance immersion and introduce meaningful decision-making without hindering gameplay. Previously, the system fell short of this goal, but now, rather than always having all your tools readily available, you now must choose what you carry.
If you're heading to the dump or bordertown, for example, it makes sense to load up a vehicle with as many tools as possible. However, when venturing into the Projects, it might be wise to limit yourself to what can fit in a small bag. These adjustments extend beyond mere numerical tweaks. The storage capacity for boxes has been significantly increased, allowing you to possess a total of six, including new types – expanding the possibilities and making it more worthwhile to gather a few boxes before visiting a workshop to unlock their contents.
The value of the boxes has been substantially raised too and we’ve changed how you open them. With the appropriate tools in hand, opening all but the most challenging boxes should be relatively straightforward while on the go, while the toughest ones will require a workshop. But there is still more work to be done. Workshops will be introduced in all areas of the game, each with unique acquisition methods. The highly anticipated big vehicles update is currently undergoing testing and promises to provide various benefits. Looking ahead, we also plan to introduce more diverse tools and explore different ways to utilise them.
As you’re probably aware, a game as ambitious as cyberpunkdreams is an always evolving perpetual work-in-progress, so there are hundreds of tweaks being made to the game for balance, quality of life and (of course) entertainment every month. This includes not-so-fun tweaks like typos and bug fixes, many of which have been caught thanks to your reports (thanks for that!).
This month, we’ve fixed various problems that were irking gamers. For example, we’ve made dozens of performance improvements and fixed hundreds of bugs. Some other notable tweaks and content additions include: · More of both Irene and Ann (as previously mentioned) · The ability to select whether or not you’re carrying a load of tools via Manage Your Life · A bunch of new items and skills including lock picking · Oh, and you can now buy and use a Fancy bong!
It’s 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. Recent prompts have included:
Who really controls crime in the slums? The Jags and Modes are only interested in selling drugs and spikes. The Triads and Yakuza confine themselves to Gamble Street. So who's left? Tower? The various pimping syndicates? Someone else entirely?
Tower turns a blind eye to mutants in Interstate, even though it's not a NoGo. Why? Perhaps they're bribed, or know that the slums need at least one place where people can go without fear, and perhaps that means that they simply stay away, mutants or not. Or maybe something more sinister is afoot...?
Implants and biological modification are a common and expected part of modern life, and subsequently, the black shakes are common knowledge for most. But this condition's existence and information is suppressed by corporate and government agencies.
Why are officials afraid of it being acknowledged? Is it perhaps because they lack an obvious source, because we would turn on the technology as a cause, or is it something else, something more sinister? Or is it simply a case of not attributing to malice what can be better attributed to incompetence?
Don’t be afraid to say hi As ever, 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. Until next time!
Bugfix release
Fixed hang on load for some characters. Fixed the display of item effects sometimes showing incorrect numbers. Fixed slots sometimes being displayed twice or more in their tabs. Some other minor fixes.
Flex me up
We were just planning a small update this time, but as usually happens, things started to grow a little. The emphasis has been on more tools to control your outfit and wardrobe, both in terms of quality of life and life choices for your character. You can now wear hoods over beanies, carry your coat if you get too hot, wear pendants if you neck is otherwise concealed and a whole bunch more. And, of course, you can now get the all-important bong from Electric Ali (yes, it's been teased for a *long* time...)
On the note of wardrobes and outfits, there are a lot of new clothing items waiting to be released -- over 100 in total. The original plan was to release the vast majority these in one large update, along with a lot of changes to the wardrobe system to allow more flexible outfits. We're now planning on releasing all these over time, along with incremental improvements to the system, where possible. This includes underwear, jewellery, choices such as wearing a top open or closed, and more. We'll also be overhauling things such as the perceived temperature given by each type of clothing.
Part of this was the new requirement to have an app running on your phone to connect to the comms headset. This was a little confusing for some players, but the point was not to introduce extra faff. It's a necessary change to support more different items being able to connect in this way, such as the new motorcycle helmet. This way we can add a single "hands free" bonus instead of having bonuses from different items potentially stack in ways that didn't make sense.
In other news, the big vehicle update is very close now. Very close. We've also got new *Banshee* in the works, more content for some existing storylines, body modification and more. Plus, of course, the badlands.
Read the full changelog below
Put the Neural interface into its own tab. Put Vehicle controls into the left hand interface area. More "small item" slots now require Current stash. - But they'll all work in a changing room either way. New Pendants slot. - This will appear if you've got any suitable items. Hoods are now in a new Hoods slot and can be worn over some other headgear.. Some headgear items have been moved into a new slot: Caps and beanies. - Some outfits might need tweaking. The Head harness is now in Accessories, but doesn't contribute to the limit. You can now wear a full face mask over the Head harness for a different effect. Changed how manicures work (you now get a long term effect). You can now wear Ann's necklace in the Neck slot as well as concealed. You can now carry your outerwear if you want to take it off and don't have a vehicle with you. Three more clothing items to buy, plus one on general release that was only previewed before. Some additional clothing tweaks.
You can now buy and use a Fancy bong. You can now get various things stolen when entering prison (as per being pick pocketed). Made some other tweaks when entering prison. Having stuff stolen now respects Current stash properly. You can now bundle Angel Rain and Designer amphetamines. Working on supply packets no longer reduces Current stash.
More performance improvements. Tweaked slot tabs layout to make it more compact. Limit the width of the main panel on larger screens. - This should make things easier to read and give more space for undocking and parking info panels.
Fixed missing Glare reduction on the Deep hood. Fixed sometimes not being able to change Accessory items in a changing room. Fixed some more bugs and typos; thanks for the reports.
Bugfix release
Removed the changing room requirement for Headgear again. --T emporarily; it'll be back in a different form. Improved the explainer text for the new Comms enabled system. - The point of this system is to enable a range of devices, not to make the comms headset more complicated.
Fixed Comms enabled not working properly. Fixed some more typos; thanks for the reports.
Minor update
Raff now has a bit more to say about prosthetics. Moved travelling to the bordertown onto a sub-card to make the options easier to understand. Banshee experiences have been adjusted and updated
The Comms headset now requires an app to be able to talk to your phone. You can now buy a Motorcycle helmet. You now have some outfit controls in your left hand menu, including removing a mask. You can now stash Headgear and Outwear in a vehicle using the above. The Headgear slot is now locked outside of a changing room, Removing an item that's contributing to your Dressed to impress will now drop the latter (and vice versa). - Although doing this repeatedly might cause your Dressed to impress to drop overall. The slot limit for Accessories now depends in part on your State of dress. - Some outfits might need altering. Removed In a changing room from workshops.
New artwork. Made a small performance improvement.
Fixed the basic binoculars not working properly. Fixed pipe bombs not being equippable. Fixed music mood not always changing properly. Fixed abrupt changes to the music track (previous track now fades out). Fixed being in a workshop not always giving Access/Mechanic's tools (threshold for workshop capability was too high). Fixed a bug that made serious injuries after fights much more common than intended. Fixed the outfit tab not always being available in the Dojo's changing room. Fixed Concealed identity not working properly. Fixed some typos and other minor bugs.
Bugfix release
Fixed bug preventing transportation slot usage.
Tooling around for real
The new system for Access/Mechanic's tools has had a lot of work since the last release. As with any system such as this, the idea is to improve immersion and add meaningful decision making, rather than impeding gameplay. Whilst the system wasn't achieving that before, we feel that it is now. Instead of magically having all of your tools available all the time, you've now got a decision to make about what your carrying. Going to the dump or the bordertown? Makes sense to have a vehicle with as many tools stashed in it as you can. Going to the Projects? Possibly better only to have what you can put in a small bag.
However, tweaking the numbers isn't the only part of this work. You can also store many more boxes than before, so you can have six in total now, including the new types (not just two), making it viable to get a few before going to a workshop to open them. The value of the boxes is also being greatly increased (done for two so far) and there are some more mechanics for opening them. If you're carrying the right kit, it should be possible to open all but the hardest boxes fairly easily when out and about, but the hardest ones will need a workshop.
There is still more to be done, however. To whit, workshops in all the areas of the game, with different ways to get them. The big vehicles update is also currently in testing, and this should help out in various ways. It'll be live very soon now. And maybe in future, more different types of tools and different ways to use them. And on the subject of things to come, a handful of things that are currently in progress includes dating Miriam, messing around with Mavis, body modification, more Black Moon content, more stuff in the Projects, a *lot* more Banshee... and more. As well as more wheels, the vehicles update includes vehicle modification, new locations. new NPCs and new mechanics.
Oh, and don't forget you can finish Ann's secret now.
Read the full changelog below:
You can now store up to three sealed boxes, instead of just one. An existing box will automatically be stored if you get a new one, if there are spaces available. New stored box types -- Locked and Locked/Electronic. Stored boxes now only use mechanics skill and tools. You can now attempt to grind open boxes if you're in a workshop. You can now try opening boxes with the help of precision instruments. New skill: lock picking. New item: lockpicking kit. New item: padlocks. New item: stabilised binoculars. New resource: scrap metal. You can now group some items into scrap metal to make them easier to sell. New Covedale skill training for lock picking.
You can now complete Ann's secret.
Capped the influence of Carrying tools on Loaded up and Target/Street crime. Increased the amount of tools available for Access/Mechanic's tools slightly. More of A history of violence. Banshee spike experiences have been updated. You might now lose your cannabis high if you wake up too much. Made tests on