Small gameplay tweaks, bug fixes, and performance improvements
[p]Hey Cyberpunkers! I’ve just pushed a small patch focused on fixing some annoying issues, tightening a few gameplay mechanics, and improving performance in large cities. Nothing flashy — just making things work better and more consistently.[/p][p]Here’s what’s in:[/p][p]🛠 Bug fixes[/p]
- [p]Fixed an issue where the last tutorial step for wealthy buildings was showing an empty message (please report if it still acts weird).[/p]
- [p]WASD controls are working again (yes, that one was painful 😅).[/p]
- [p]Fixed the “View” button in news not bringing you to the correct map location.[/p]
- [p]Fixed an issue where some level 4 buildings couldn’t be built on top of, even though they should have allowed it.[/p]
- [p]Airports now correctly decrease desirability for wealthy residentials and offices.[/p]
- [p]Pantheology buildings no longer require road access — they’re meant to emerge in slums, after all.[/p]
- [p]Tweaked the influence of Neuraltink and Wajima to prevent infinite positive feedback loops (still keeping an eye on this one).[/p]
- [p]Level 3 vertical layers now provide a desirability boost to FR, RR, and CR (with coefficients — feedback welcome).[/p]
- [p]Unrest events now unlock much later in progression.[/p]
- [p]Organized crime will also arrive significantly later, giving you more time to stabilize your city.[/p]
- [p]Optimized loading times for large cities, especially those with lots of water and mountainous terrain. You should notice faster loads on heavy saves.[/p]