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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.

Minor update

Mavis now has a companion card.
On Ann needs you for something you can now move her directly into any location.
You can no longer enter Jax's place with someone By your side.
There's now an equipped effect for having more than a couple of mental health problems.
There's a bit more prison content, including a load more info about Tower Group.
Made some more tweaks to Fight or flight.
Affected/Sleeping pills now keeps Good sleeps locked at zero.
- It always removed it before, but it was possible to get it back.
If you lose your 33g, you can now get a new one at the Quartermaster.
Burner phones will no longer help you if you get trouble from Causing mayhem.

Actions on load should now always be calculated accurately if you have an event that triggers while the game's closed (e.g. a binge ending).
New artwork.
One new achievement.

Fixed a problem with Affected/Sleeping pills when you wake up.
Fixed another problem on Fight or flight.
Fixed Too distractible not being removed properly.
Fixed a problem with Carrying a long weapon.
Fixed Jax's place setting Inside to the wrong level and so not triggering all mechanics properly.
Fixed some more typos; thanks for the reports.

Devlog #24 - Let's make war

February brought yet another seasonal event to cpd, alongside plenty of new mechanics. Let’s see what they’re all about in this month’s devlog:



The first big update of the month was VDay, introducing for the first time some Valentine’s romance to 2090’s Cinci. If you missed exchanging presents with your lover this time, don’t worry – there’s always next year.

There were also some minor changes to other mechanics, like adjustments to how your Current Stash works and slight improvements to the usage of Hard facts and Moods, but the bigger changes and system overhauls came with our second named update of the month: Let’s make war.

[h2]Street wars[/h2]

Street wars have always been a large mechanic, but they’ve been greatly expanded, with new mechanics, new companions, and new information types. Your ability to affect the chaos your street wars cause has also been amplified, and your different teams have more impact in how you conduct the fight on the streets. One of the biggest additions is a new card called War thoughts, which allows for more and different approaches to how you carry out the war.

Along with the update to war mechanics that came a few weeks ago, this update aims to make street wars even more nuanced and detailed – and perhaps bloodier and more brutal. Attacks from both sides can now only happen from the second day of a war onwards, so you’ve got longer to gather intel and prepare for when the fighting begins. We’re not done with wars yet (lots more to come), but we think this update adds a lot to the experience so far.



[h2]Fight or flight?[/h2]

The Fight or flight card has also been overhauled, giving you – and your opponent – a broader range of options when facing yet another dangerous situation in Cinci streets. Combat tests and fights were rebalanced to include the impact of several different weapons; even grenades can be employed, and you can preview your weapons’ performance in several combat tests. Some companions will also be able to help you now, making this system a more dynamic and interesting experience.

The chase scenes have also gone through a very large overhaul, which has been a long time in the making. These scenes have had a lot of feedback over the game’s lifetime so far, and make an interesting case study in the asymmetrical nature of game design: players are much more likely to remember the one time they were dominated by their opponent in the chase, and forget the far greater number of times that they had complete control.

We addressed this by making sure that you now have a certain number of guaranteed turns for every turn that your opponent has, so you’re no longer at risk of locked out of making proactive choices. However, your opponent is now given the same opportunity, resulting in the chases being more balanced overall. Some will still be harder than others (potentially much harder), but easy chases will now also be more challenging.

There have been a lot of other changes and additions, especially to weapons, companions and calling in your crew during a chase. We also added something that’s been a big ask for a long time – now when you run out of time, it’s no longer an automatic loss.

As with the war mechanics, there will be plenty more updates to the chases in future. A big part of the overhaul was changing the underlying systems to make adding and changing content much easier in future. It’s taken a while to get this far as it’s always been a big change to make in one go (due to the scenes’ nature, it was impossible to implement them bit by bit), but now that it’s here, expect more iteration more often. As with any big overhaul, we’re sure there are lots of balance adjustments still to make, so please bear with us and remember to send your feedback!



[h2]More details[/h2]

Besides the big overhauls, a lot of other systems have undergone smaller changes. It’s now possible to purge sleeping pills if you take them by accident, and if you are on them, your alertness is now capped so you can’t accidentally raise it again. Companions and passengers have had some work. You can no longer pick up some hired help to be a passenger; companions now fill that role instead, and there’s a new companion type specifically for ride-alongs: Shotgun.

As always, there were plenty of other tweaks and adjustments, as well as new art added and bugs fixed. If you want to see all the changes in detail, you can always go through our changelogs right here, on Steam, or on our discord server.

You can also join the discord if you want to be a part of the discussion about cpd, be it to give us your feedback or just to talk to other community members about your experiences - we have a very active community there that does just that. And of course, don’t forget to visit us on our twitter too.

Thanks for your time, we’ll see you next time.