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Devlog #25 - Supply drop

Time to talk about March in cpd. Check out all the updates that went into the game this last month: we’ve already covered Let’s make war, the big update from right at the beginning of March, so let’s look at what’s gone into the game since then.



[h2]March updates[/h2]

The updates this time were all about incremental changes to several systems in the game. Fight or flight and street wars – both which went through big overhauls in February – kept being improved. Any large updates to system-wide mechanics such as these will always need some tweaking over time, and once they’re firmly embedded we can start to add more things to them (more options in chases, for example). Feedback so far is that although things at the rough end of Cinci are now a little more challenging, they’re also more satisfying to engage with. On top of that, we’ve had additions and changes to NPC interactions, locations, combat, inventory management, app performance, and much more.

The first update of the month added a lot more lore about the preeminent organisation in the slums: Tower Group. There’s more to know about them but you can only access that information in one place – prison. If you’re the curious type, just cultivate some hostility with Tower and wait for them to pick you up for a stint. Or don’t. Seriously, don’t go to prison. If you do take this route, however, behave – there’s little to find out if you get thrown in the hole.



In our mid-March update the prison content kept coming in, and the Bordertown also got a little love, with small tweaks to interactions with your home and The ethanol plant. Fights were made a bit less punishing; some brand new cards were introduced for newer player characters and the pimping system also got some attention, giving you more control of your management of the business.

[h2]Game engine[/h2]

Content production continued apace over March, but we also took the time to work on some much needed and much requested enhancements to the game’s engine. One thing that’s been a niggle for a while are timed events only calculating your actions when the app is opened, which created some problems with your action count when certain time events triggered while the game was closed.

For example: if you re-opened the game just before a binge ended you’d get the full action count for the binge, but if you opened it just after, you wouldn’t. This is now fixed, and you’ll always get an accurate total of actions based on any changes to refresh rate and action bank size.

Being able to re-order one’s quick access inventory area was also oft-requested and is now implemented (just drag and drop). While we were at it, we also added the ability to roll up the stat blocks that come below it in the left hand interface area, or to undock them completely and move them around the screen. Neat. We’ve got more interface tweaks in mind for the future too, including possibly different quick access selections for different situations.

We also took a look at the game’s keyboard shortcuts and rationalised these a little, as well as adding some more. You can now see them all under the Shortcuts menu item.

Last, but far from least, we’ve added a whole new interface for creating supply packets (formerly known as goodie bags). Historically, the game was limited to everything happening through the cards, which is clunky in some cases – both for players and for us to develop. With this new interface, we’re opening up more of the game to be implemented in this kind of way, which means faster development and smoother gameplay. Narrative content will always be through cards, of course, but we’re thinking things such as the workshop, vehicles, maybe even the changing room…

[h2]DLC[/h2]

In other news, our cincinatti stories DLC, a collection of short stories about the lives of different characters in the cpd universe, now gives you game credits on purchase. So if you enjoy cpd writing and want to get a little more of it, now you have an extra incentive – 10 credits waiting for you on DLC purchase. If you already bought the book, don’t you worry; the credits are applied retrospectively. Thank you for your continued support.



The eagle-eyed amongst you will also have noticed that we’ve just released a series of credit packs as DLC, which will be available to buy on 7th April. As part of this release, the price of the 400 credit bundle will also drop from $31.99 to $29.99. Credits bought this way work in exactly the same way as those bought through microtransactions, but will use Steam’s automatic country-specific pricing adjustments. This should make them much more affordable for some players.

As always, a lot of other changes and tweaks not covered on this devlog were made to the game, as well as new art added, and typos and bugs fixed – thanks for all the reports. If you want to check the exhaustive list of changes, you can find them here, on Steam.

[h2]Come say hi![/h2]
Have something to say about the changes? Want to talk about an encounter in the Projects or the Bordertown? You can always share your feedback and experiences in cpd with us in our discord server - we have an active community of players there always excited to discuss life in 2090’s Cinci. Also, don’t forget to check us out on Twitter, where we share little snippets of the cpd’s universe every day.

Thank you for staying with us until here, and we’ll see you next time.

Bugfix release

Filled in a few bits of missing sex scene narrative.

Fixed another problem with removing Too distractible.
Fixed a couple of possible problems with character resurrection.
Fixed a bug with gaining too much Tower hostility from Causing mayhem.
Fixed some more typos and minor bugs; thanks for the reports.

Supply drop

As usual, we've got a variety of smaller updates (and much bigger things in the works, including a big development of content for the Jettel Militia), but the main things we've been working on this time are some upgrades to the interface.

Reordering quick access is a small thing but oft-requested, so we're glad to have it in. The new dedicated supply packet interface is a much bigger deal, however. This gives us the ability to make many more different kinds of packets much more easily, which means more opportunities for you to give things to crews and contacts without a long and specific list of requirements. A win all round. We'll also be moving more systems to custom interfaces in future, such as the workshop.

The other bigger thing this time is that we've added the ability for DLC to give credits, which unlocks the way for credit bundles as DLC, as well as through microtransactions, for those who prefer that.

Read the full changelog below:

There are now various new supply packets and uses for them.
- This system is still being expanded.
Sidekicks no longer contribute to war strength.
A new follow-up card for non-combat companions after you've had a fight.

There's a new interface for creating Supply packets: check your inventory.
- Any in progress will be slightly broken, but you can cancel them and start again.
DLC purchases of cincinnati stories now give you 10 credits (applied retrospectively).
You can now reorder your quick access inventory.
You can now roll the blocks in the left hand area up and down.
You can now undock the blocks in the left hand area and move them around the interface.

Fixed some keyboard shortcut tooltips still showing the old hotkey.
Fixed the character re-creation screen sometimes giving an "Invalid transaction ID" error.
Fixed keyboard shortcut for deck draws sometimes trying to draw from non-active decks.
Various other smaller bugs and typos fixed.

Minor update

Note for future updates:
- Sidekicks will no longer contribute to war strength, and teams probably only will above a certain strength.
- The slums law and other organisations will have unkind words for you if you keep high war strength outside of a war.
-Be prepared!

New card for your Companion/Runner.
Errands for the Forgers have had some work.
You can now chuck some rocks from Your home in the bordertown.
Burners at the ready won't happen every single time you get trouble now (but still the vast majority).
You can now find The ethanol plant even at night (as an exception to the rule).
Renamed Goodie bags to Supply packets.
There's a little more prison content.
Made the fights on Fight or flight a little bit easier.
Reduced the likelihood of getting a more serious wound from fights.
There are a couple of new cards for newer characters.
Added some more variations to slums alleys.
Raised the required familiarity for So wired it hurts from four to five.
You can now manage Slums street girls/Running them hard daily instead of weekly.
More advanced pimps can now reveal an estimate of the tricks they have available every day.
You can now get it on with Ann if you got to the point of living with her without doing that already.

New artwork.
New keyboard shortcuts and dialog box listing them.
Performance improvement for switching to inventory tabs.

Fixed "Patch this guy up" on Someone in trouble not being usable.
Fixed a rare problem with hallucination effects getting stuck if you're no longer hallucinating.
Fixed progression in Jettel Outreach.
Fixed a rare case of Jax has something on his mind being blank.
Fixed another bug on Fight or flight?
Fixed being able to use Smith's workshop when he's not around.
Fixed a rare problem with Jax's place being blank.
Fixed healing options on Brawled up, fucked up taking all your basic medical supplies.
Fixed using Gang central sometimes blocking Gang hustle.
Fixed a bug with the displayed cost of bundled SensX spikes.
Fixed Waking to a dark sky not working.
Fixed After them sometimes not having any options other than to give up.
Fixed a rare case of getting too much money on Chaos!
Fixed being able to access your strongbox in prison via a sidekick.
Fixed being able to fetch a vehicle via your phone in prison.
Fixed Ann's card sometimes appearing when they shouldn't.
Fixed temperaments and one or two other things dropping faster than intended.
- It was always intended that they couldn't drop below your current level, but this wasn't happening.
Fixed a missing variation on Your last SensX.
Fixed some more typos; thanks for the reports.

Bugfix release

Fixed a bug that was stopping non-manual character death from working properly. If you were affected by this and it was a story-related death, it is strongly recommended to use the manual restart option, or you could face bugs down the line (you max FiaF should be set correctly).

New artwork.