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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,135
Noticed a few moments where my gameplay decisions have come up in dialogue or seem to have changed quests, would have to do another playthrough to find out obviously. Side note, the game world is littered with lootable objects (more so than the base game), but of course there's nothing worthwhile inside them since they changed how gear works, makes me think the changes to itemisation weren't a thing until very recently.
Yeah loot is pretty screwed up as a result of the changes. You still find MaxDocs and Bounce Backs in crates a lot, and grenades, but this doesn't do anything since they're aren't accumulated items anymore. Drug shops are still around but are even more useless than before.

That's probably the main thing I'm not happy with - That and the interface for using items being generally ass. It's a pain for me to switch from arm cannon to any sort of thrown grenade.

There was a mod that aimed to address the health item spamming issue in pre-2.0 that imported the idea of "Toxicity" from Twitcher - When you used an inhaler it gave a debuff that on its own didn't do anything, but if it accumulated beyond one it became a problem, so you had to space out your healing item use to avoid that.

I'd like to have seen a system similar to that of the Inquisitor game for the inhaler - Inhalers have "mod slots" in the same manner as cyberdecks, and you get different drugs you can load into it and those effects are applied when you take it. Then you could mix and match between instant healing, regen, stamina restoration, attack speed, move speed, etc - The Juicer is a cyberpunk trope too, after all.
 

PlayerEmers

Literate
Joined
Sep 15, 2023
Messages
43
Location
Brazil
downloading the game/dlc right now.
last time i played was on release date... lets see how much improvement they made so far.
Noticed a few moments where my gameplay decisions have come up in dialogue or seem to have changed quests, would have to do another playthrough to find out obviously.
thats interesting
thats not what we wanted when it comes to "choice and consequence" and "branching storyline" but hey... better than nothing at all :^)
 

Moink

Arbiter
Joined
Feb 28, 2015
Messages
628
Noticed a few moments where my gameplay decisions have come up in dialogue or seem to have changed quests, would have to do another playthrough to find out obviously. Side note, the game world is littered with lootable objects (more so than the base game), but of course there's nothing worthwhile inside them since they changed how gear works, makes me think the changes to itemisation weren't a thing until very recently.

That and the interface for using items being generally ass. It's a pain for me to switch from arm cannon to any sort of thrown grenade.
Biggest crime is a+d to swap instead of scroll wheel.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
You know when they said detective story DLC that sure didn't sound like a linear escort quest where the first boss is a mecha tank. Does it get better or is this the whole DLC?
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
11,518
6kxy9O0.png


MARCIN DO SOMETHING
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,169
cops do not mind self destructing their cars.
rebooting optics of driver do not seem to affect driving capabilities in any way.
not sure if you noticed, but you can now self destruct turets at the same cost as turning them off.
Do not force breaks or accelerate cars during scripted chases in quests... you will likely fail after glitches.
Legendary reboot optics spread when you execute victim with a head shot(also improves headshot dmg). Its quite fun
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
14,437
Location
Dutchland
Heh, apparently you can fail the first mission in Phantom Liberty and botch the entire new storyline.


When I gave this game a shot I got to the point in the corpo story where the guy comes up to you and says "either give the the USB stick or you'll die in a minute".

I called his bluff.

I didn't die.

Did they fix that, or is the game still ruling this out for an Any% speedrun?
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,110
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
When I gave this game a shot I got to the point in the corpo story where the guy comes up to you and says "either give the the USB stick or you'll die in a minute".

I called his bluff.

I didn't die.

Did they fix that, or is the game still ruling this out for an Any% speedrun?

LoL Monkey Island 1-2 and Far Cry 4 handled that kind of thing better :lol:
 

moon knight

Matt7895's alt
Joined
Apr 7, 2015
Messages
1,093
Location
Italy
So, how's the level design in general. Can you still approach most of the quest in stealth like the main game? Or this new Bioware director they hired has decided to force the player into constant combat?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,502
something is wrong with textures in a lot of places.

This is supposed to be "the magician" tarot sign.

image.png
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
10,312
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Is it true that they do level scaling, now?
More or less. In practice, it's more like your levels = becoming more skilled/enhanced rather than leveling up in a D&D sense imo. You're progressing and basically the powering up is in terms of tiers (your gear and cyberware) which correspond to enemy tiers, rather than your XP/levels which are more about what abilities and perks you have.

Edit: I'd almost say that they kept the trappings of XP and level up to assist in the progression mechanics but basically turned it into a levelless skill based system where progression is more tied to your gear. Ymmv
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
16,476
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Is it the case of Skyrim as in leveling up non-combat skills will screw you over if you ever want to do a dungeon? Or are all skills combat related?
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
10,312
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Is it the case of Skyrim as in leveling up non-combat skills will screw you over if you ever want to do a dungeon? Or are all skills combat related?
Maybe someone further along could elaborate, but I'll say that despite going netrunner which has a lot of utility in it insofar as anything does in this game, I haven't felt anything even remotely like the TES getting fucked in the ass because athletics increased too much. But I'm still fairly early game (post heist though).

Anyway the perks can be found on the official page talent calculator. Skill increases basically are from use and provide bonuses like carry weight limit increases and additional talent points.
 
Joined
May 6, 2009
Messages
1,875,632
Location
Glass Fields, Ruins of Old Iran
You can see the skills here, it's all combat and movement. There used to be a crafting tree but it got removed, crafting is done differently now. Social checks use your attributes. So while it's possible to be weak later on, it'll be because you aren't using your items/gear properly, not because chargen told you that you can play as a merchant and then you get dropped into a boss arena like in TES.

this is a good summary. Images in link
https://game8.co/games/Cyberpunk-2077/archives/312469

Crafting is No Longer Tied to Technical Ability​



Previous versions of Cyberpunk until Patch 1.6 tied the Crafting to your Technical Ability attribute. Naturally, this limited the build options of players who wanted to craft legendary or iconic weapons and armor.

In Update 2.0, this restriction has been lifted. Now, crafting will be available to all characters regardless of their Technical Ability score, allowing you to freely experiment with your builds without having to worry about being locked out of iconic weaponry.

Quickhack Crafting is Also Independent of Intelligence​

By extension, quickhack crafting will no longer be tied to your Intelligence attribute. Pre-Update 2.0 crafting perks like Bartmoss' Legacy are gone and will no longer gate you from crafting quickhacks.

List of All Quickhacks

Only Weapons and Quickhacks Can Be Crafted​



The 2.0 crafting update has also done away with clothing crafting specs. Now, players will only be able to craft weapons and quickhacks. Naturally, this also means that the only crafting specs that you can purchase and find in-game are those for weapons and quickhacks.

List of All Weapons

Clothing Items are Now Purely Cosmetic​


In a rather major change, Clothing is no longer the primary source of armor in-game (Cyberware has replaced it). In Update 2.0, players will no longer be able to craft clothing since they are now mostly cosmetic in function.

Only Iconic Weapons Can be Upgraded​



The Upgrade System has also undergone a drastic change. In Update 2.0, the only weapons that can be upgraded are Iconic Weapons. Since loot now scales, regular weapons will no longer require constant upgrades to stay relevant.

Iconic weapons, on the other hand, will need to be upgraded as you level up if you want to keep them relevant to your build. This is the trade-off if you want to keep benefiting from their unique and powerful effects during your playthrough.

New Iconic Weapons Available in Update 2.0​


Update 2.0 also added new iconic weapons to the game. Some will be entirely new (looted at different points of the main story), while other existing items have been upgraded to Iconic like the Sasquatch's Hammer.

List of All Iconic Weapons

Crafting Costs Changed to Require Only One Component Type​



Crafting costs have also been simplified. In Update 2.0, you will no longer need to use multiple types of crafting components. In the new system, crafting a weapons of a certain tier will only require crafting components of the same tier.

Weapon TierRequired Components
Tier 1 Schematicsx30 Tier 1 Components
Tier 2 Schematicsx30 Tier 2 Components
Tier 3 Schematicsx30 Tier 3 Components
Tier 4 Schematicsx30 Tier 4 Components
Tier 5 Schematicsx30 Tier 5 Components
(x40 if Iconic)

Vendors No Longer Sell Crafting and Quickhack Components​

However, due to the economy balance changes in Update 2.0, Vendors will no longer sell crafting and quickhack components. The only way to get them now will be by disassembling items, finding them in chests, or seizing Airdrops in Phantom Liberty.

Item Rarity Has Been Replaced By Item Tiers​


Finally, item rarities have been replaced by the Item Tier System. Instead of common, uncommon, rare, epic, and legendary, we now classify weapons, armor, mods, and quickhacks from Tiers 1 to 5+.

Additionally, item Tiers will now scale with your level. This allows for a much more clear sense of item crafting progression compared to the mish-mash of stats that your items could roll across all rarities.

How to Craft Weapons and Quickhacks​

Obtain Weapon or Quickhack Schematics​


Before you can craft weapons or quickhacks, you will first need to obtain their crafting schematics from their respective vendors. Weapon Shops will sell weapon schematics while Netrunners will sell quickhack schematics.

Weapon Mods Require Two of a Kind to Craft a High Tier Version​



Crafting weapon mods has been revamped in Update 2.0. Instead of weapon mod schematics, you will need two copies of a the same mod. From there, you can use this pair to craft the same mod at a higher tier.

Spend Crafting Components at the Crafting Menu​


Crafting is pretty streamlined as of Update 2.0. The tier of the weapon and quickhack schematics you can craft will be based on your level, and the only thing you need in order to craft a weapon or quickhack is a sufficient amount of crafting components.

To begin crafting, open the Game Menu and hover over the Inventory tab. Click the Crafting Tab that appears below it to open the Crafting Menu. From this screen, you can pick the weapon or item schematic you want to craft and spend components to make it.

Players will be able to craft a variety of items from the crafting menu ranging from weapons, weapon mods, weapon attachments, quickhacks, crafting components, ammo, and consumables.

How to Upgrade Iconic Weapons​

As of Update 2.0 and the Phantom Liberty DLC, only Iconic Weapons can be upgraded via the crafting menu. Regular weapons and even clothing can no longer be upgraded.

Obtain an Iconic Weapon to Upgrade​



To upgrade weapons, you will first need to secure an iconic weapon since this is the only weapon type that can be upgraded after Update 2.0. Make sure the weapon is in your inventory (and not your stash) otherwise it won't appear in the upgrade menu.

Spend Components at the Upgrade Tab​


From the Crafting Menu, switch over to the Upgrades Tab. Once there, select the iconic weapon you want to upgrade and spend the required amount of crafting components to raise it to the next tier.

Note: Due to crafting component scarcity, make sure to weigh your options before committing to an upgrade. For reference, a single upgrade from Tier 5 to Tier 5+ will cost you 75 Tier 5 crafting components.

Are Crafted Weapons Better?​

Crafted, Purchased, and Looted Weapons Share the Same Stats​


Given the weapon rebalancing and stat cleanup of Update 2.0, it seems like there is no discernable difference between a crafted weapon, a looted weapon, and a purchased weapon of the same Tier.

However, since mods can no longer be removed from weapons, crafting still occupies its own niche especially for players who want to bring along multiple weapon variants that meet different purposes in combat.

Prevents Leveling Power Creep​

One drawback of crafting weapons prior to Update 2.0 was that they were easily power crept by weapons you could loot or purchase while leveling up.

Making all stats uniform regardless of how a weapon was acquired was probably CBP's way to making sure Tier upgrades felt meaningful during the entire leveling process.

That last point was pretty noticeable with the Black Unicorn katana you immediately get from owning the game on GOG. You were expected to keep upgrading it to increase its tier and stay relevant, but it was always struggling to keep up with katanas dropped by random tyger claws, so the only reason to keep using increasingly costly upgrade modules on it was if you think it looked cool. Eventually I just hanged it on the wall (by the way it's an Iconic now)
 
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Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
10,835
Location
Danzig, Potato-Hitman Commonwealth
The procedural car jacking jobs seem to be worth it from a reward perspective. If you bring the car in decent condition you get extra (scaled) rewards in the stash, including skill shards, money shards, discount on cars shards (one time car price discount buff, stacks) and I wouldn't be surprised if perk shards or cyberware capacity shards also can appear there since skill and money shards already do. A better option than doing NCPD gangoon hitjobs if you need (scaled) loot or cash anyway.

Also it seems if you stop the car the gangoons spawn infinitely, so that's one convenient way to power-level and get extra cash rather than look for random gangoons.

Shame you need to do the whole fucking Dogtown intro first, on top of Dogtown being locked behind a rather large chunk of act 2. Seriously no reason why they couldn't make this available from the start of act 2. That and I burned most of my cash on the Caliburn and Outlaw so I could have used that discount.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
8,905
something is wrong with textures in a lot of places.

This is supposed to be "the magician" tarot sign.

image.png
That's odd; I just went past that mural, and the textures are perfectly fine here.
 

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