Put Basic cybernetics in the Personal effects slot instead of Skin.
Fixed stealing bodies not always working. Fixed bike riding effects sometimes getting stuck on. Fixed Work boots not working. Fixed dumping your stash always getting rid of all of your stash. Fixed the Mesh top giving full chest coverage. Fixed Concealed clothing not always showing when it should. Fixed sometimes being left with an unequipped Chest slot. Fixed some other bugs and typos. Thanks for the reports!
Skin
Today’s update is mostly about clothes. Or, more accurately, skin. For a long time the game has abstracted the amount of coverage clothes you give into State of dress, which was a bit of a vague figure and easy to manipulate into some weird combinations of clothes that somehow gave you a decent number. It was also getting less and less useful when it came to the introduction of more detailed mechanics, such as tattoos and underwear.
This new mechanic has been a long time in the works and introduces a whole new and more realistic system under the hood. Each piece of clothing now specifies which parts of your body it covers, and by how much. This is broken down into 18 areas – neck, shoulders, upper arms, forearms, etc. State of dress, and several other things, is then calculated on the fly – not just how much is covered, but specifically which parts.
For many outfits this won’t make any difference at all (e.g. if you’re wearing coveralls and a hat or jeans and a top), but it’ll make all the difference for more weird and wonderful clothing combinations (and will also allow the addition of more weird and wonderful clothes). It also allows for more clothing effects and tweaks. Overall, although more complex to implement, it gives a much smoother and more satisfying experience with outfits overall.
Effects & tweaks
There are a variety of new tweaks you can make to your outfit now, such as wearing your jeans low or jacket open, and there are additional effects for things such as showing some (or all) of your underwear or not wearing a bra. We’ve also got new clothing combos for Absolutely styling, and altogether new combo effects such as Dressed to kill and Kitted out.
But the most obvious change at this point is with the skin slot. Now that the system knows which parts of your skin are and aren’t showing, it knows which tattoos you have showing too (plus the same with other things, such as cybernetics). Now, if you’ve got enough ink showing, there’ll be a new skin slot item available, matched to the tattoo style you originally chose – but it does have to be quite a lot of ink to get to this point.
Mutants
One of the most noticeable changes is for mutants with obvious mutations. It’s no longer enough to have enough generic State of dress to hide your bits. You’ll now need to make sure that the specific areas are well enough covered. The game shows you if you’ve got anything on display in the changing room, so you’ll be able to make adjustments as you see fit. But beware – if you do something like take off your coat later, what was hidden might now be revealed.
The process of getting changed is also a bit smoother for mutants now. If everything is well enough hidden, you’ll be able to check out just like a “normal” person: no extra step.
More to come
Although this is a lot, it’s not absolutely everything that’s planned. There will be more different clothing tweaks and effects in future, more clothing combos, combos between physical quirks and clothing, and, of course, many more clothes.
Other stuff
Although the big thing in this update is the clothing, there’s a lot more besides. Plenty of tweaks to mechanics and some quality of life changes, but the majority of the work went into revamping Dusty’s content. There’s now a lot more to do at The chop shop, amongst other things. There’s also a new tranche of content for Zara.
There's also a poll running in our Discord server right now for future content priorities. Check it out of you want to have your say.
Read the full changelog below:
Clothing system overhaul. - The game now knows specifically which parts of your body are and aren't covered, - Various new clothing effects and controls. - There's a new system for when Clothing wear kicks in. - Various items have had their properties tweaked. - Tattoos now show in your Skin slot if you're showing enough. - Any obvious mutations you've got will be auto-hidden just once on game load, just in case.
Smith now has a schedule. Dusty now has a schedule. The chop shop has had a load of work. More Zara content. More Dusty content. - Your contact with hir might drop at this point.
Around 20 new items of clothing. - Many new, some already previewed. Ammo is now more expensive Renamed Separated hemispheres to Dolphine chimerism. You can now pick only one animal chimerism mutation. - 11 new mutations on the way. - Extra content for chimeric mutants on the way. There's some more content on Differences. Condensed the various pinned Jettel cards into one if you have more than one. You can no longer use positive moods when you're in a lot of pain, have a comedown, etc. New consequence for high Target/Street crime. The Target/Street crime calculation has been altered slightly. There's a new control in Outfit & weapon controls for unplugging spikes. Added some new slums side alley events. Made dumping stash a bit smoother. The Fire axe is now accessed via Heavier equipment instead of the weapons locker.
New artwork.
Fixed another problem with progression of Pimps and prostitutes/Aftermath. Fixed Bad shipment not clearing after it's triggered. Fixed a problem with the Kettec KSG's ammo feeds. Fixed a possible problem with character progression if you chose mutations early. Fixed some typos and other smaller bugs; thanks for the reports!
Bugfix release
Reduced the volume sold when shipping fresh catfish. Increased the threshold for overeating.
Fixed broken progression on The smuggling trade. Fixed Harsh times very rarely not having a playable option. Fixed Smuggler's pouch/Filled not being auto-equipped. Fixed some more problems with the underwear slot. Fixed a problem with the crowbar not showing up in the right slot. Fixed some typos and other smaller bugs. Thanks for the reports!
Bugfix release
You can now surrender in a war against the smugglers.
Fixed a problem with making a street clothes supply packet, Fixed some problems with the new clothing stuff. Fixed the wrong values being picked when entering Interstate. Fixed being able to leave a changing room naked. Fixed some typos and other minor bugs. Thanks for the reports.
Time for Zara
Zara is now out of testing and available to find and play. This has taken a while because there's a lot of it! There's still more to come, but she's introduced with a lot of interactions and encounters already, plus exciting intro content. As mentioned in the changelog, she also comes with some new NPC mechanics that'll be introduced to other characters over time. The main ones are:
Blowing up
Repeatedly cycling through raising and lowering hostility with an NPC over time will now make them get fed up with you over time. This is represented by Blowing up, which will lead to more and more serious arguments over time, and eventually them cutting contact with you. This isn't something you can easily reduce either, so you'll need to be careful what you say and do around them. Or to think of it another way, as more and more NPCs are introduced and fully fleshed out, picking and choosing which ones you want to be close with becomes more important. You almost certainly won't be able to have them all (not without lots of drama, anyway...)
Knowing you
It used to be that the Contact/... value with an NPC represented how well you knew each other. NPCs "just knew" important things about you on the assumption that you shared information in conversations that weren't represented in the game. Whilst that's still the case up to a point, NPCs will also now have a stat called Knowing you. If your contact with them rises much above this, you'll be prompted to tell them things about yourself -- whether that's vague info, lies or specific pieces of information. They will also be able to find things out about you for themselves (this is already in up to a point, e.g. Irene knows/Your secret kills). Whichever option you choose, there will be consequences, good and bad. This all ties in with the new-ish Friends/Associates card too.
Outfits
This updates also has some new clothing mechanics, as well as new items. This is part of a bigger project to overhaul the clothing system to make tattoos work properly, amongst other things. Before long, instead of an abstracted State of dress level, the system will know specifically which bits of skin you have showing, and sets things up appropriately. This will also allow for a better Perceived temperature system and a lot more tweaks you can make, e.g. wearing a coat open or closed.
As ever...
Lots still coming, including more body mods, additional Zara content, the badlands and a load more.
Read the full changelog below There's loads of other stuff in this update, including bordertown and smugglers content and improvements to regular cards.
Zara's full mechanics and content are now live. - Continue her story on the kinds of places where you met her in the first place - Includes new NPC mechanics that'll be rolled out to other characters in future.
Four new regular cards in the bordertown. New content on Friends/Associates.
Made some tweaks to how Carrying contraband and the smuggler's pouch works. Made some tweaks to working for the smugglers, with a bit of new content, - Note: if you've currently got Smuggling/On a job set, your pick-up or drop-off location might have changed. Street level advertising has had a little work. Interstate has had a little more work. Filled in some more "coming soon" text. You can now split with Irene while she's livid with you. You can no longer join a dojo lesson with a broken finger or concussion. Arrange a shipment has had some work. Pillow talk has had some work. One new physical quirk.
There are some new outfit and clothing mechanics. - Underwear, wearing a topcoat over other outerwear, and more. New clothing items to buy. There's a new slot for heavier equipment. - Access to the crowbar as weapon now comes from this instead of the Weapons locker.
New artwork. Made some performance improvements when in the changing room.
Fixed not being able to remove items from quick access. Fixed some problems with gearing up your Projects murder squad. Fixed the missing waist version of the multibag. Fixed erroneously showing an obvious mutation sometimes. Fixed some typos and other minor bugs. Thanks for the reports!
Bugfix release
Put the Equipment & devices slot into the left hand area.
Fixed a problem with numerical formatting in some cases. Fixed branches sometimes being doubled when opening a card. Fixed some problems with the new Ear protectors.
Looking for something?
Lots of small tweaks this time and fixes. The main feature is Looking for something?, a new card mainly aimed at newer characters, Most of the work for the last month has gone into Zara. She's now fully in testing and will be released to everyone else very soon.
Read the full changelog below
New card, Looking for something?*
Projects murder squads have been brought up to standard. There are four new supply packets, all with uses. You now have access to Projects brawlers.
Cluster has had a little work. Interstate has had a tiny bit of work. Limited very late lessons at Covedale. Increased the impact of coursework at Covedale.
There's a new pair of quirks from which to choose. You can now spend Following in another's footsteps to start choosing mutations early. More options for carrying or stashing your headgear. - Carrying it, bagging it or using a luggage rack on a bike. You've always been able to stash it in a vehicle.
Small new mechanic for if you have an implant go offline. Prevented exploits for staying awake forever. - These were never to your advantage anyway. Made some small tweaks to your puppy.
Added more info to weapon tooltips. New artwork. Some small performance improvements.
Fixed using Slums brawlers sometimes reducing their team's quality to zero. Fixed not being able to equip a navel chain. Fixed the quick access inventory getting reordered when locking it. Fixed New flesh showing Meld effects even if you've not used Meld. Fixed a rare situation where Pimps & Prostitutes/Aftermath wouldn't trigger. Fixed some keyboard shortcuts firing with the ctrl key pressed when they shouldn't. Fixed slots in the left hand panel rarely failing to appear or disappear when they should, Fixed some typos and other minor bugs. Thanks for the reports!
Modified
The response to the Modified update has been great so far! Thanks to everyone who's gotten involved and decided to add (or remove) things to (or from) their body. This update fixes some of the problems that have been reported, and we've also made the New flesh card a little more interesting. The next bigger update will be Zara, but there will be more body modifications and NPC interactions around them soon. Very near future ones might include:
Devil horns.
Split tongue.
Tongue piercings.
More top surgery options.
In the meantime, if you feel like filling in this very short project survey, there's an access code for 20 credits waiting for you at the end:
New flesh has had a little work. There's a new one-off occurrence. You can now wear caps backwards.
New artwork.
Fixed a bug with not being able to get quality breast enlargement. Fixed some other bugs and display problems to do with body modifications. Fixed skills dropping to zero after some surgeries. - If you were affected by this, use the appropriate access code below to fix it. - https://cyberpunkdreams.net/accesscode/arm-skill-loss - https://cyberpunkdreams.net/accesscode/body-skill-loss - Do not use these if you didn't have this bug. You will definitely lose skills if you do. Fixed some typos and other minor bugs. Thanks for the reports!
Modified
The long-awaited body modification system is now out. This includes small things such as piercings, as well as larger modifications. Also in this update, we've got tattoos and a lot of new and previewed jewellery.
The initial list of new modification options we've got is relatively modest, but now that the system is done it'll be relatively easy to add new ones. A lot of what's new is NPC interactions, especially with your romantic partner, if you have one. You can't just go and get pointed ears or a bridal bar and expect them to be okay if you didn't mention it to them first. There will be more of these in future too.
Lastly, we've got a special access code to go with this release, for a unique spike related to body modding. It'll be valid until 2024-06-13.
Body modifications are now live. - You can start a modification project in Life/Survival. - This is a complex system of making decisions, getting used to it, talking to your contacts, etc. - Prosthetics and muscle grafts are now a part of all this. You can now have prosthetics and muscle grafts removed. New slots and other effects for piercings and body jewellery. You can now get tattooed.
New location: Jewellery Row Many new items of jewellery (some previewed before). New location: Gunn Tattoo - Find them both in Gamble Street. There's some more stuff for the horse mutant.
New artwork.
Fixed some typos and smaller bugs; thanks for the reports!
Tweaker
Body modification incoming
Most of the development work at the moment is going into delivering the long-awaited body modification update, which is currently in testing. However, we're still putting out new content and fixes in the meantime. Part of the push for background work at the moment is improving cards you see regularly (especially towards the beginning of the game) more interesting. This includes things such as implant and temperament cards and regular in-deck locations such as A coffee stall. Depending on the card, you might see more options, small semi-randomised cycles of content on the card and more random events (the last especially at specific locations).
As for the main body modification update, this is very close now. Probably next week.
Accessibility
We've also added some accessibility improvements, in terms of more keyboard shortcuts for navigating and playing open cards (you can see the full list of keyboard shortcuts in the main menu). The long term plan for accessibility is still to implement a console interface for typed commands, but in the short term we're planning on adding more smaller tweaks and shortcuts. Near future plans include:
Full shortcut-accessible descriptions of the requirements for playing each branch of an open card.
New interface for bundling items (this will be generally better anyway).
Better keyboard navigation for the main elements of the story tab.
Read the full changelog below
Two new physical quirks. Internal armour has had some work. - A bit more effective overall but with more consequences. A beggar has had a little work. A coffee stall has had a little work. One-shots clinics have had a little work.
Tweaked implant installation timings (mostly down). - Doesn't apply to implants currently being installed. Increased the temperature at which Heat upon heat kicks in. The Heat upon heat threshold now takes into account some quirks and a mutation. Adjusted the prices of some elective treatments. Some additional outfit stuff.
New artwork. Cards now open with the first playable action focused. New keyboard shortcut: c will focus the first playable action of the open card.. New keyboard shortcut: a will play the currently focused action. - These should make playing card with the keyboard much easier. New keyboard shortcut: s will open the supply packet interface (from any screen). Undocked panels that have disappeared off the edge of the screen will now be re-docks automatically.
Fixed being able to use the Discipline option on Self-improvement if you'd not made a self-improvement. Fixed a potential problem with Living with/Ann and Ann's digs. Fixed some typos and other small bugs. Thanks for the reports!