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Flex me up

We were just planning a small update this time, but as usually happens, things started to grow a little. The emphasis has been on more tools to control your outfit and wardrobe, both in terms of quality of life and life choices for your character. You can now wear hoods over beanies, carry your coat if you get too hot, wear pendants if you neck is otherwise concealed and a whole bunch more. And, of course, you can now get the all-important bong from Electric Ali (yes, it's been teased for a *long* time...)

On the note of wardrobes and outfits, there are a lot of new clothing items waiting to be released -- over 100 in total. The original plan was to release the vast majority these in one large update, along with a lot of changes to the wardrobe system to allow more flexible outfits. We're now planning on releasing all these over time, along with incremental improvements to the system, where possible. This includes underwear, jewellery, choices such as wearing a top open or closed, and more. We'll also be overhauling things such as the perceived temperature given by each type of clothing.

Part of this was the new requirement to have an app running on your phone to connect to the comms headset. This was a little confusing for some players, but the point was not to introduce extra faff. It's a necessary change to support more different items being able to connect in this way, such as the new motorcycle helmet. This way we can add a single "hands free" bonus instead of having bonuses from different items potentially stack in ways that didn't make sense.

In other news, the big vehicle update is very close now. Very close. We've also got new *Banshee* in the works, more content for some existing storylines, body modification and more. Plus, of course, the badlands.

[h2]Read the full changelog below[/h2]

Put the Neural interface into its own tab.
Put Vehicle controls into the left hand interface area.
More "small item" slots now require Current stash.
- But they'll all work in a changing room either way.
New Pendants slot.
- This will appear if you've got any suitable items.
Hoods are now in a new Hoods slot and can be worn over some other headgear..
Some headgear items have been moved into a new slot: Caps and beanies.
- Some outfits might need tweaking.
The Head harness is now in Accessories, but doesn't contribute to the limit.
You can now wear a full face mask over the Head harness for a different effect.
Changed how manicures work (you now get a long term effect).
You can now wear Ann's necklace in the Neck slot as well as concealed.
You can now carry your outerwear if you want to take it off and don't have a vehicle with you.
Three more clothing items to buy, plus one on general release that was only previewed before.
Some additional clothing tweaks.

You can now buy and use a Fancy bong.
You can now get various things stolen when entering prison (as per being pick pocketed).
Made some other tweaks when entering prison.
Having stuff stolen now respects Current stash properly.
You can now bundle Angel Rain and Designer amphetamines.
Working on supply packets no longer reduces Current stash.

More performance improvements.
Tweaked slot tabs layout to make it more compact.
Limit the width of the main panel on larger screens.
- This should make things easier to read and give more space for undocking and parking info panels.

Fixed missing Glare reduction on the Deep hood.
Fixed sometimes not being able to change Accessory items in a changing room.
Fixed some more bugs and typos; thanks for the reports.

Bugfix release

Removed the changing room requirement for Headgear again.
--T emporarily; it'll be back in a different form.
Improved the explainer text for the new Comms enabled system.
- The point of this system is to enable a range of devices, not to make the comms headset more complicated.

Fixed Comms enabled not working properly.
Fixed some more typos; thanks for the reports.

Minor update

Raff now has a bit more to say about prosthetics.
Moved travelling to the bordertown onto a sub-card to make the options easier to understand.
Banshee experiences have been adjusted and updated

The Comms headset now requires an app to be able to talk to your phone.
You can now buy a Motorcycle helmet.
You now have some outfit controls in your left hand menu, including removing a mask.
You can now stash Headgear and Outwear in a vehicle using the above.
The Headgear slot is now locked outside of a changing room,
Removing an item that's contributing to your Dressed to impress will now drop the latter (and vice versa).
- Although doing this repeatedly might cause your Dressed to impress to drop overall.
The slot limit for Accessories now depends in part on your State of dress.
- Some outfits might need altering.
Removed In a changing room from workshops.

New artwork.
Made a small performance improvement.

Fixed the basic binoculars not working properly.
Fixed pipe bombs not being equippable.
Fixed music mood not always changing properly.
Fixed abrupt changes to the music track (previous track now fades out).
Fixed being in a workshop not always giving Access/Mechanic's tools (threshold for workshop capability was too high).
Fixed a bug that made serious injuries after fights much more common than intended.
Fixed the outfit tab not always being available in the Dojo's changing room.
Fixed Concealed identity not working properly.
Fixed some typos and other minor bugs.

Bugfix release

Fixed bug preventing transportation slot usage.

Tooling around for real

The new system for Access/Mechanic's tools has had a lot of work since the last release. As with any system such as this, the idea is to improve immersion and add meaningful decision making, rather than impeding gameplay. Whilst the system wasn't achieving that before, we feel that it is now. Instead of magically having all of your tools available all the time, you've now got a decision to make about what your carrying. Going to the dump or the bordertown? Makes sense to have a vehicle with as many tools stashed in it as you can. Going to the Projects? Possibly better only to have what you can put in a small bag.

However, tweaking the numbers isn't the only part of this work. You can also store many more boxes than before, so you can have six in total now, including the new types (not just two), making it viable to get a few before going to a workshop to open them. The value of the boxes is also being greatly increased (done for two so far) and there are some more mechanics for opening them. If you're carrying the right kit, it should be possible to open all but the hardest boxes fairly easily when out and about, but the hardest ones will need a workshop.

There is still more to be done, however. To whit, workshops in all the areas of the game, with different ways to get them. The big vehicles update is also currently in testing, and this should help out in various ways. It'll be live very soon now. And maybe in future, more different types of tools and different ways to use them. And on the subject of things to come, a handful of things that are currently in progress includes dating Miriam, messing around with Mavis, body modification, more Black Moon content, more stuff in the Projects, a *lot* more Banshee... and more. As well as more wheels, the vehicles update includes vehicle modification, new locations. new NPCs and new mechanics.

Oh, and don't forget you can finish Ann's secret now.

Read the full changelog below:

You can now store up to three sealed boxes, instead of just one.
An existing box will automatically be stored if you get a new one, if there are spaces available.
New stored box types -- Locked and Locked/Electronic.
Stored boxes now only use mechanics skill and tools.
You can now attempt to grind open boxes if you're in a workshop.
You can now try opening boxes with the help of precision instruments.
New skill: lock picking.
New item: lockpicking kit.
New item: padlocks.
New item: stabilised binoculars.
New resource: scrap metal.
You can now group some items into scrap metal to make them easier to sell.
New Covedale skill training for lock picking.

You can now complete Ann's secret.

Capped the influence of Carrying tools on Loaded up and Target/Street crime.
Increased the amount of tools available for Access/Mechanic's tools slightly.
More of A history of violence.
Banshee spike experiences have been updated.
You might now lose your cannabis high if you wake up too much.
Made tests on