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Flea market

The main new thing that the engine can do now is remember the value of what you've bundled specifically, instead of relying on some nominal average value. This means that it's now practical to be able to bundle and sell items with wildly different monetary values as well as remove some exploits (e.g. bundling only the cheapest of a particular type of product but getting the higher average value).

And what all this means is that we can now leverage existing systems to enable things such as selling excess clothing and other items easily, which has been a bit of a bugbear for a while. Right now clothing, accessories and jewellery are bundled into separate items, which won't make any different for selling directly from your inventory, but means that they can be used separately in things such as errands in future. More categories of items will get this treatment soon.

Read the full changelog below.

  • You can now bundle and sell most clothing and accessory items.
  • - Not footwear, underwear or unique items.
  • Tweaked the stats for some guns.
  • Unfit to enter now includes Hallucinating.
  • You can now decide again about Freakshow.

  • New artwork.
  • You can no longer bundle items that you have equipped if you only have one of them.
  • Bundling items now shows the value of the bundle being created.
  • - Note that some bundles are still sold at nominal price.

  • Fixed the smart link for the HCat-10 not working.
  • Fixed the Gym rat spike missing from the second socket.
  • Fixed some problems with wear on the new weapons not being applied.

Bugfix release

  • You can now choose High octane gas on A fortune in fuel on day 40 even on your first life.
  • - Also reduced the credit cost a little.

  • Improved load time a bit.

  • Fixed pricing on selling bundled spikes.
  • Fixed various problems with the new weapons.
  • Fixed Unfit to enter getting stuck on if you also have Concealed identity.
  • Fixed some other minor bugs and typos. Thanks for the reports!

Tooled for it

We've got quite a bit for this update. The focus is on the new guns, of course. There are a couple of new smart guns to go with the new Weapons jack implant, and we figured why not throw in some more at the same time? Some of these will be easy to find, but others are pretty rare. We've also added some new variants for 22LR ammo,



The other thing is a new suite of disposable spikes. Some, again, are cheap and common, and others not so much. Whether you'll find them useful or not depends on your character and playstyle.

On top of this we've got the usual host of updates. Check the full changelog below:

  • Full implementation of the Weapons jack.
  • Six new firearms, including two smart guns.
  • New ammo types.
  • Seven new spikes.
  • One new phone app.
  • Booster spikes are now classified as Disposables.
  • - Which they always were really.

  • Tweaks and a new option on Flight or fight?
  • One new eyelash style.
  • Tweaked the State of dress calculation a little.
  • Made some adjustments to pricing and demand for A fortune in fuel.
  • - Too expensive and you'll sell zero.
  • There's a little more Miriam content.
  • Two new supply packets.
  • Bordertown informers have had the treatment.
  • Additional spike buying options from the Jags and Modes when Working the streets.
  • You can now sell Special and Disposable spikes via Working the streets.
  • The sale value and Supply & demand cost of bundled spikes now reflects the value of the spikes you've bundled.
  • - Implemented for most, but not all, spike types so far.
  • Drinking Jax's juice is now essential for management of Black shakes.
  • Reduced app prices a little.

  • New artwork.

  • Fixed a potential problem with the Hot Body spike.
  • Fixed Get some privacy not timing out automatically.
  • Fixed wearing coats and jackets open not showing skin where appropriate.
  • Fixed some other minor outfit problems.
  • Fixed some typos and minor bugs. Thanks for the reports!

Baller

A bit of quality of life, a bit more variety for perennial content and a new way to train a skill.

  • Expanded the stock at More spikes/Better spikes a little.
  • There's a little more content on Hanging around the stacks.
  • There's a little more content on Drones.
  • There's a little more content on Hanging around the noodle bar, including new errands.

  • New item -- Small rubber ball.
  • Made it easier to show off tattoos and body jewellery.
  • Made the Skin slot show slightly more easily.
  • You can now get a taxi to the airport if you've got some familiarity there already.
  • You now need to have spent at least five actions in an area to set Last in/,,,.

  • You can now restart Whores for the slaughter/The sickness in the core if you dropped it right at the beginning (costs credits).
  • You can now change Kristoff from being a generic sidekick to a companion (one chance, costs credits).
  • Renamed Going deep to Travelling deeper to avoid confusion with the different Going deeper into... stats.
  • Some additional tutorial content.

  • Made some small performance improvements.

  • Fixed Tweak your nipples (again).
  • Fixed missing Glare reduction on the Baseball cap.
  • Fixed Leather crop top not acting as a belt as intended.
  • Fixed which parts of your body the Flare dress is showing and hiding.
  • Fixed having Basic cybernetics equipped in Personal effects meaning you don't also have to equip anything in Skin.
  • Fixed single digit numbers followed by a percentage sign automatically getting formatted as words.
  • Fixed some typos and other minor bugs; thanks for the reports!

Bugfix release

  • Slightly sped up tattoo progress.
  • - As long as you're not sitting in the chair with serious or major wounds.

  • Fixed tank breathers not wearing off while the game is closed.
  • Fixed Tweak your nipples.
  • Fixed Stolen/... sometimes being higher than the value of what was actually stolen.
  • Corrected some prices on The border market.
  • Fixed some typos and other minor bugs. Thanks for the reports!