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cyberpunkdreams News

Bugfix release

  • Fixed Bursting getting stuck.
  • Fixed tattoo style images not updating if you switch style.
  • Fixed the Supply & demand required to sell human flesh.
  • Fixed some workshop things.
  • Fixed some other minor bugs. Thanks for the reports!

More work, more shop

A few notes on today's update. If it feels like it's a lot more workshop stuff, that's because it is! 3D printers add a whole load more stuff to do, and there's still a lot more coming. That goes for lock-up conversion too. There's another conversion project in testing at the moment, and once that's ready it'll enable having a lot of others – workshops (so you can finally have your own in the slums), meat lockers, morgues and more.

It'll also make it possible for this mechanic to be used in general for other things too, such as the bordertown house, catfish farm and projects within the Warren. So there's still a lot to come. And, as mentioned before, a lot of this push ties into things happening for the main mission, so look out for that too!

[h2]Discounts & Christmas[/h2]
Just a heads up, Thirst, Outside Edges, Cincinnati Stories and the OST will be discounted for Steam's Winter Sale, starting on the 18th. And our own Christmas and New Year in-game event will start shortly after that. More details closer to the time, but there'll be unique event content, previews, access codes and other stuff.

[h2]Custom avatars[/h2]
As mentioned before, there's a new perk for membership of The Kiss on Patreon. The first of these new avatars have been done now -- check them out below. These are available for use in-game, as well as a high res version being supplier to the member for them to use however they want.



[h2]Full changelog[/h2]
  • Some new things to do in workshops.
  • You can now buy, install and use 3D printers in your workshops.
  • You can now feed Blueprints into the DeepThink app.
  • Lock-up conversions now require Construction units, which you can make in a workshop.
  • Some other new things for building projects.

  • Various new items to buy (mostly already previewed).
  • Made the Backstreet clinic a bit more expensive.
  • You can now change your Tattoo style once (costs credits).
  • There's a little bit more stuff for Trusted sidekicks.
  • Some new Differences.
  • There's a bit more Darlene content.
  • Hookworms now have their own card.

  • You can now bundle and sell nanite shots.
  • Filled in a bit of missing SensX content.
  • Human flesh is now bundled for sale.
  • Adjusted a few prices.

  • New artwork.

  • Fixed a few typos and minor bugs; thanks for the reports!


Bugfix release

  • Fixed Willow's got something on her mind not appearing.
  • Fixed Going down reminders and related things not working properly.
  • Fixed some other minor bugs and some typos; thanks for the reports!

Minor update

A little more on workshops and related things. Is the Bioshop related? Yes, but that's not the only new reason to go there.

  • The Bioshop has had a little work.
  • You can now bundle and donate (or sell) most food items.
  • Some additional workshop stuff.
  • You can now search through Chemical supplies for Chemical reagents.

  • Fixed a problem with Set-up/Electronics not always been set correctly when entering a workshop,
  • – Any improvements you've made already should be saved correctly though.
  • Fixed being able to close Bob's Tools without checking out of it properly.
  • – If you've still got In a situation set from this, just enter and leave somewhere else.
  • Fixed some typos and other minor bugs; thanks for the reports!

  • Perishables and freezer mechanics are coming, so start getting rid of those stockpiles.


Shaper/Maker

Today's update is mostly about workshops, and crafting in general (well, essentially all crafting in the game happens in workshops). There are quite a few changes to the mechanics, including a new dedicated area for new workshop supply packets, plus new capabilities and limitations for each workshop.

The idea for this is to make different workshops more meaningful, whether those are your own or belong to an NPC. The system will also force you to specialise your own, up to a point, as you can't have one space being great at everything. There is always general workshop capability, but on top of that, Specialisms include electronics, heavy work, chemistry, vehicles, etc.

In fact, whilst the game calls everything a "workshop" for the sake of consistency with the mechanics, really you can think of these are being labs or garages. There are additional things in testing too, such as the ability to install specific machines with their own dedicated mechanics. 3D printers, PCB printers, etc.

There's also a bit more stuff to do in your workshops, but the emphasis this time has been on the mechanics. There will be a lot more functionality added soon.



[h2]Why now?[/h2]
Apart from workshops being a bit of an old and neglected area of the game, this is actually all to do with the upcoming main mission and hacking content. You'll need to be able to build lots more of your own things for them, so this was a good time to get it all up to scratch.

[h2]Changelog[/h2]
  • Workshops now have a cap on their capability.
  • – If you've invested heavily in one of your own over the new cap, you'll get some recompense.
  • NPC workshops will now trend back towards their default level over time.
  • There are a load of new specific workshop capabilities.
  • – For NPCs, there are fixed and usually proportionate to the current level,
  • – For your own, you'll have to work on them yourself through Workshop maintenance.
  • – Actually using specific capabilities is in testing but not yet live.
  • New supply packets (in a separate menu) for workshop stuff.
  • Various other workshop tweaks and a few more things you can do..

  • You can now call in Willow for her first kill on Dead man cares?
  • Bob's Tools has been reorganised.
  • Some new stuff to buy.

  • New artwork.

  • Fixed some typos and minor bugs; thanks for the reports!