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Bugfix release

Increased Overtraining? reduction with sleep.
-- Off days will reduce it more.
Increased the level at which Overtraining? has a negative effect.

Fixed a potential problem with enemy attacks during a street war.
Fixed removing a body requiring five Clean-up crews instead of a quality of five.
Fixed creating a Clean-up crew not removing the van they need.
Fixed not always being able to give ammo to your Assassination squad.
Fixed the combat drugs option for your Assassination squad not always removing the drugs.
Possibly fixed a problem with some characters not loading after the last update.
More typos fixed; thanks for the reports!

Devlog #23 - Late night

New year, new content. Let’s check out what January brought to cpd, and what you can expect in the near future.



[h2]Updates[/h2]

After the usual in-game festivities around the holidays (if you can call them that) new mechanics were introduced via Late Last Night, an update named after a system that keeps track of the events from the night before – and brings forth their ramifications. Expect this mechanic to keep expanding as more of your actions show its results to you in your more intimate moments, immersing you more and more into your character’s life.

This update also brought more customisation for characters, allowing for more physical quirks and giving you the option to see and adjust your height. The conversation mechanic was also improved, having length and initial dialogue options adjusted. Some options were added to the Jettel Outreach, so you can go check them out too if you’re getting into Banshee.



The second big update was Dead man cares, also named after a new repeatable mechanic. One of your crew died suspiciously? You can now embark on a journey to discover if someone was trying to get at you – and get your revenge at the end.

More hard banging content was also added – more events at Cluster, for those mutants amongst us, and new physical sexual quirks to tweak your character even further. There was also the usual smorgasbord of new content tidbits across several places, such as NPCs and mutations. On the mechanics side of things, street wars and the hunting system underwent some tweaks, as well as moods and vehicles cards, and you can now create a Clean-up crew in the slums to help with those sticky situations.



As always, plenty of other minor changes and tweaks were made, new content and art added, and bugs and typos fixed. If you want to see the thorough, detailed list, the changelogs are all available here, on Steam. Check them out.

[h2]cpd on mobile[/h2]

Whilst we’d all love to play cpd on the go, a dedicated mobile version is still a while off, unfortunately. But in the meantime, there is a workaround: if you can leave the game running on a laptop or desktop at home, you can play it on a mobile device using a remote access app such as RealVNC or Teamviewer. This method has been tested extensively by a number of players and works well.



[h2]Roadmap[/h2]

Lastly, our roadmap has been updated, so take a peek at what we have planned for the game. This has involved bumping a few items a bit further into the future than before; although that has to be disappointing if you’ve been looking forward to that particular content, it’s important for us to keep the roadmap as accurate as possible.

Creating a schedule far into the future is tricky at the best of times with any project, and especially videogames, and that’s doubly true with a very small team. It’s both hard to predict how long a new piece of content will take to create and easy to get sidetracked by updating existing content, working on bugs, smaller projects and the like. But we feel like we’re getting there, and we’re definitely making progress on the roadmap overall.

If you want to talk about the changes or have any suggestions for the game, please join us at our discord server and let us know what you think. Feedback is always appreciated! And join us at twitter for your daily dose of cpd.

Thanks for being here, and we’ll see you next time.

Dead man cares?

Being able to do something when your hired help dies (other than harvest the body, of course), has been requested for a very, very long time, and now here it is. Attend the wake, hunt down the killers, find out their motives and exact revenge -- or not. It's up to you.

We've also added a new street war mechanic that's been simmering away for a long time -- your specific teams getting attacked, instead of it always being your hired help taking the brunt of it. Plus we cleaned up and tweaked a whole load of other stuff at the same time.

For the rest, keep reading...

Dead man cares?, a new repeatable mechanic for responding to one of your crew dying suspiciously.

Street war mechanics have been updated.
-- Specific teams can now be targeted.
-- Your enemy has a Brutality level.
-- Some cards now appear outside the War deck.
-- Guns'n'ammo has had some work.
-- Various cards can now be temporarily hidden.
-- Your enemy will now be guaranteed the initiative if you keep it for too long.
-- Amongst other things.

There's some more Projects content, especially Sidewalk cafés.
There are some more random events at Cluster.
There's a bit more Ann content.
There's a tiny bit more Irene content.
There's a little bit of new stuff for a couple of mutations.

Some player characters can now choose a physical sexual quirk.
All vehicle cards from the deck are now mandatory.
Made some tweaks to hunting mechanics.
You can now buy Strong acid.
You can now buy Body bags.
NPCs will now be unhappy if you keep hanging up on them when they call with Something on their mind.
-- Only implemented for a couple of them so far.
You can now temporarily hide Talking to... cards.
On A body, removed the requirement for zero Evidence to remove the corpse.
You can now very rarely send bodies found in the Projects to the Backstreet Clinic.
You now need a body bag to transport a corpse.

You can now create a Clean-up crew in the slums.
You can now work with your Assassination squad in the slums.
Removed the limitation on using Working your crews over and over on the same team.
You can need to have given your teams enough gear before you can train with them or use Working your crews.
-- These last two only implemented for a couple of teams so far.

You now risk gaining mental health disorders if your Cracking up gets too high.
Changed the way that the Sex toys slot is given.
Increased the rate at which high level moods can drop later in the game.
Renamed Quirk/Lover to Quirk/Romantic.
Made Overtraining a visible stat.

New artwork.
The roadmap has been updated.

Fixed problems with the selling price of diamonds and prescription drugs when doing a deal.
Fixed the the vehicle slot being locked even if all vehicle-related cards have been played (probably).
Fixed incorrect hover text on Course/Finish.
Fixed finding one of your girls ODed not removing them from your count.
Fixed some bugs with hunting Mavis.
Fixed manually clearing your hand not reducing Sliding through the city.
Fixed the Close companions slot not being restored immediately when leaving jail.
Fixed Late last night not activating.
Fixed a problem with Alessandra's warning and being marked as a vampire.
Fixed a bug with Overtraining not always being applied properly.
Fixed a problem with repeating The only resort.
More typos fixed; thanks for the reports!