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Cyberpunk 2077: Patch 2.0 Patch Notes

Draugoth

Gold Member
Patch Notes for the 2.0 Update of Cyberpunk 2077 are here:


It brings an overhaul to a number of gameplay mechanics and core game features (such as the police system and Perk trees) along with various fixes and improvements. These changes apply to the base game and are available to all players on PC and current-gen consoles, free of charge. There's more to come on September 26th for owners of the Cyberpunk 2077: Phantom Liberty expansion!

You can continue playing from existing saves, but in order to have the best experience of the extensive changes we made, we recommend starting a new playthrough. Come September 26th, owners of Phantom Liberty will also have the option to jump straight into the story of the expansion by starting a new game with a new character that is already adequately leveled up.



Because changes to crucial game systems are extensive, we strongly recommend uninstalling pre-2.0 mods until the modding community has a chance to update them. Outdated mods can disrupt the experience in many ways and, in some situations, may cause critical errors.



Please note that the change in PC system requirements announced in June comes into effect with this update. It's especially important to note that running the game on an SSD is now a requirement. We advise against running the game on an HDD (or on a SD card on Steam Deck) due to lower bandwidth which may cause new content to not stream properly.



This doesn't necessarily mean that 2.0 won't launch using the previous minimum requirements. However, because it wasn't tested with them and we won't be actively supporting them, we cannot guarantee the game will work. We recommend considering an upgrade to ensure a more stable gaming experience. Should you want to or need to, you can also revert to the 1.63 version of the game, available on Steam and GOG. See how to do it here.



For more information about the update to PC system requirements, refer to our announcement here.



The full list of changes would be way too long to publish, but we've listed the most notable ones below:



COMBAT


New Police System


  • The NCPD will chase you when you commit a crime, whether on foot or in a vehicle.
  • The types of units in pursuit and their behavior will depend on your NCPD Wanted Level. These chases can include various NCPD vehicles, roadblocks and MaxTac swooping in with AVs.
  • The NCPD will now be present in the world, actively patrolling the streets of Night City. Officers working at crime scenes will now also engage in pursuits.
  • You can now hear NCPD radio chatter through the radio.
  • It's now possible to quickhack NCPD officers.


Vehicle Combat

  • Added the option to engage in combat while driving a vehicle from either first-person or third-person perspective. While driving, you can use pistols, submachine guns and health items. Some vehicles come equipped with mounted weapons. Melee combat is possible on motorcycles.
  • Vehicle tires can now be shot or slashed.
  • Introduced new Perks that unlock a variety of vehicle-related abilities such as quickhacking vehicles, increasing collision damage, boosting vehicle weaponry, allowing the use of Sandevistan and Kerenzikov cyberware, and the ability to exit moving vehicles quickly and stylishly.
  • Vehicles vary in durability. Vehicles equipped with CrystalDome technology receive additional protection.
  • You can now encounter AI-driven and randomized chases between different factions in a given district.


Combat AI Enhancements

We made numerous improvements to enemy AI, including:

  • Various enhancements to enemy netrunner AI.
  • Improved NPC reactions to grenades and their use of grenades.
  • Improved NPC reaction time when flanked.
  • Faster detection by enemies when you're walking or sprinting.
  • Enemies equipped with Sandevistan cyberware will now activate it to counter a player who uses their own.
  • Enemies that don't hear a silenced weapon but do notice the bullet impact will now properly investigate the source of the gunshot.
  • Made improvements for scenarios where a group of NPCs can join another group in combat against you.


Netrunning Changes

  • Added Perks to expand netrunning capabilities. For example, a new Overclock mode allows you to upload quickhacks by consuming Health if you have insufficient RAM. You can also acquire the ability to queue multiple quickhacks on a single enemy.
  • Rebalanced RAM costs.
  • Rebalanced damage and upload time. Changed the effects of some quickhacks.
  • Removed the option to use Breach Protocol on enemies.


Other

  • Health Items and grenades now have a limited number of charges that recharge over time after being used.
  • Stamina is no longer drained outside of combat for actions like sprinting, sliding and jumping. Stamina is drained when firing ranged weapons or attacking with melee weapons. Stamina cost varies by weapon.
  • Improved the Aim Assist feature.
  • Rebalanced the base game's main boss fights.
  • Introduced Armor Penetration for the base game's main bosses.
  • Removed the one-hit kill protection from civilians.


PERKS & SKILLS
  • A complete Perk tree overhaul. These trees now contain fewer perks, but impact gameplay in a more meaningful way. Progressing in a given Perk tree will allow you to unlock special abilities such as Overclock mode for netrunners, Bolt shots for Tech weapons, the Adrenaline Rush ability for Body-focused character builds, and so on. Because we introduced extensive changes to the Perk system, your spent Perk points on existing playthroughs have been refunded. You can also choose to reset your Attributes once. Feel free to redistribute these Perk and Attribute points to suit your preferred playstyle before you continue playing.
  • We merged the previous Skills into five new ones - Headhunter, Netrunner, Shinobi, Solo, Engineer. These are not restricted by their corresponding Attribute's level. On existing playthroughs, your progression on old skills has been transferred to their new counterparts. Skills unlock new passive buffs every 5 levels, and can be leveled up to a max of 60.
  • Removed the option to reset all Perks at once. Instead, it is now possible to refund each Perk individually for free.
  • Introduced new kinds of progression shards: Attribute Shards, Carrying Capacity Shards and Cyberware Capacity Shards.


CYBERWARE
  • Armor is now provided primarily by cyberware. As a result, clothing's purpose is mostly cosmetic. Clothing items no longer have mod slots, and only some items provide bonuses.
  • The number of cyberware implants your body can handle is now determined by your Cyberware Capacity.
  • Cyberware implants are now Attuned to specific Attributes - the higher the Attribute, the stronger the stat bonus.
  • You can now upgrade cyberware on the ripperdoc screen.
  • Some Cyberware slots can be unlocked by acquiring specific Perks.
  • Added multiple new kinds of Cyberware.
  • Visiting ripperdocs is now more immersive. When getting cyberware installed, you sit on an operating chair and experience different animations depending on the type of implant.
  • Added a side quest introducing the new cyberware system for players who load an older save on the 2.0 update.


WEAPONS
  • Changed the unique effects of some Iconic weapons to better reflect their distinctive features.
  • The "first equip" animation can now be triggered at any time.
- PC: Hold B or double tap Alt while the weapon is holstered.

- PlayStation: double tap △ while the weapon is holstered.

- Xbox: double tap Ⓨ while the weapon is holstered.

  • Added smoke grenades.
  • Added new melee weapon Finishers.
  • You can now find a Thermal Katana in the game.
  • Added new weapon mods and reworked some existing ones. Once installed in a weapon, mods are irreplaceable.
  • All obsolete weapon mods will be removed from the game. In their place you will find new, random weapon mods in your backpack. The quality of any mods added this way depends on your level.
  • Removed the silencer slot from Revolvers.
  • Removed the scope slot from Light Machine Guns.
  • Implemented a new way to craft weapon mods. To craft a mod, you must first have 2 mods of lower quality.
  • Expanded the stash wall in V's apartment to display all of the Iconic weapons from the base game.


VEHICLES


Traffic


  • NPC vehicles can now switch lanes to avoid obstacles.
  • Pedestrians will now try to avoid running into moving vehicles.
  • NPC drivers are now better at avoiding you when you are on foot.
  • Improved braking, acceleration and suspension of cars in traffic.
  • Some NPCs now might react aggressively when you hijack their vehicle.
  • Various improvements to traffic density depending on time of day and night, resulting in more realistic traffic behavior.
  • Driving with a quest-related NPC in your vehicle no longer disables traffic in the occupied lane, resulting in the feeling of a busier city.


Other

  • Fixers will no longer text you about vehicles up for sale. You now purchase vehicles via the AUTOFIXER netpage on V's computer or by using terminals located in gas stations and repair shops throughout Night City. To find these, enable the new Autofixer filter on the world map. Vehicles are sorted by manufacturer. The vehicles equipped with built-in weaponry have photos marked with a special icon. As you earn more Street Cred, you will unlock more vehicles for purchase.
  • Added new user settings to help configure vehicle camera and controls. You can now also choose between three different third-person camera distances when driving a vehicle.
  • Added a new "Driving" category and Driving Manual to the Database.


We implemented various changes and tweaks to vehicle performance and handling:

  • New speed-sensitive steering applies to most vehicles. The max turn speed and radius adapts to different vehicle speeds better than before.
  • All engines have torque curves now, which reflect the engine’s character and any power modifiers (e.g., supercharger, turbo, hybrid, etc.). Some adjustments and balancing have been made to vehicle acceleration and top speeds.
  • Conducted a full pass on adjustments to braking force. For slower vehicles it has been dramatically increased, and all stopping distances were measured and adjusted as necessary.
  • All vehicles react better to rough terrain and impacts with curbs, meridians, etc. Vehicles feel "heavier" now, as we have improved how we apply gravity as the suspension moves.
  • Many vehicles were fully retuned or their tuning was heavily revised.
  • Multiple other small improvements.




BALANCE & ECONOMY


NPCs


  • All NPCs now scale to your level. Enemy difficulty is no longer dependent on what area of Night City you're in.
  • Enemies will have different tiers depending on the faction they belong to.
  • Some NPC archetypes will feature Low, Medium or High armor.
  • All resistances for regular NPCs have been removed.
  • Rebalanced game difficulty to increase the challenge at higher difficulties.


Weapons

  • Weapons now scale damage based on their Tier.
  • The damage for Smart weapons has been lowered, but they now benefit from dedicated Perks.


Loot

  • Loot now scales to your level.
  • Removed excessive findable loot in the game, such as loot that distracts from scenes and quest locations.
  • NPCs no longer drop clothing.


Crafting & Upgrading

  • Crafting and upgrading now require only one type of component instead of multiple types.
  • Replaced old rarity levels (Common, Uncommon, Rare, Epic, Legendary) with Tiers (from Tier 1 to 5++).
  • Apart from cyberware, now only Iconic weapons can be upgraded. They gain a higher Tier with each upgrade.


Vendors

  • You can now access the Wardrobe feature through clothing vendors.
  • Vendor stocks scale with your level, expanding as you reach a new Tier.
  • Updated vendor stocks so that each has a more distinctive theme and specialization.
  • Vendors no longer sell quickhack and crafting components.
  • Adjusted the prices of weapons, cyberware, apartments, clothing and more.


AUDIO


New Radio Stations


  • 89.7 Growl FM features songs created by our community. The DJ, Ash, is voiced by Sasha Grey.
  • Impulse 99.9 features a completely new set of songs remixed by Idris Elba.
  • 107.5 Dark Star is a new station for electronic music.


UI
  • The Quest Journal now has a new, cleaner look. Jobs are located in separate tabs, depending on type. The distance to each quest marker is now displayed in the Journal.
  • Added the option to untrack a quest in the Journal.
  • Overhauled the phone UI to be more intuitive.
  • Revamped Perk and Cyberware menus.
  • Simplified item tooltips. The most important stats are now represented by bars to make comparison easier.
  • The minimap will now zoom out dynamically depending on your speed.
  • Updated the minimap to better serve the situation around you. Vision cones will not be visible unless a given NPC reacts to your actions or engages in combat.
  • Improved D-pad navigation in menus.
  • You can now change the HUD safe zone. This option is available in Settings → Interface.
  • Multiple UI fixes for widescreens.
  • You can now preview clothing and weapons not only at vendors, but also in your inventory.
  • The indicators that show the status of active cyberware are now displayed on your HUD.


QUEST FIXES
  • Beat on the Brat: The Glen - Fixed an issue where it wasn't possible to draw fists when the fight started.
  • Blistering Love - Fixed an issue where the parked car despawned after talking to Rogue in front of the Afterlife.
  • Cyberpsycho Sighting: Bloody Ritual - Fixed an issue where Zaria's body could get stuck underground after defeating her.
  • Forward to Death - The forces defending the gate of the construction site now properly attack V.
  • Gig: Serious Side Effects - Fixed an issue where it wasn't possible to deposit the beta acid at the Drop Point.
  • I Fought The Law - Fixed an issue where it was possible to get stuck in the Red Queen's Race after completing the quest.
  • Queen of the Highway - Fixed an issue where it wasn't possible to complete the "Talk to Panam." objective on older saves.
  • Spellbound - It's now possible to steal the data from R3n0's computer if you don't have a cyberdeck.
  • We Gotta Live Together - Fixed an issue where an invisible wall made it impossible to return to the camp on the Basilisk.


STABILITY AND PERFORMANCE
Multiple fixes and improvements related to stability and optimization.



MISCELLANEOUS
  • Added Trauma Drama, an arcade mini game that offers a chance to win special rewards.
  • Added more secrets to be discovered in Night City.
  • Added some small scenes to the game, including some conversations with Johnny Silverhand when visiting V's apartment in Megabuilding H10.
  • You can now change tattoos at ripperdocs.
  • You can now choose between three Control Schemes for controllers: Classic, Dynamic and Alternative.
  • Apartments will now give smaller buffs.
  • Updated the Characters tab in the Database to include more side characters.
  • Added new niches to the Columbarium.
  • Added Ukrainian text localization.


PC-SPECIFIC
  • Updated PC system requirements. A SSD is now required to run the game. More information can be found here.
  • Added support for NVIDIA DLSS 3.5, which introduces DLSS Ray Reconstruction, a feature that improves the quality of Ray Traced effects. A GeForce RTX graphics card is required. The option is available in Settings → Graphics in the NVIDIA DLSS section. DLSS 3.5 is only available if Path Tracing is turned on. To make sure DLSS Ray Reconstruction works correctly on your PC, update your NVIDIA Game Ready Driver to version 537.42 at minimum.
  • [AMD SMT] Introduced a new AMD Simultaneous Multithreading (SMT) switch located in Settings → Gameplay → Performance. It allows you to set SMT to Off (only physical cores), On (all logical cores) or Auto (ensuring the performance average across different locations and situations in game is optimal). This change was implemented in cooperation with AMD and is based on tests conducted on both sides.
  • The Crowd Density setting has been moved from the Gameplay tab to the Graphics tab. Additionally, Crowd Density is now tied to Graphics Quick Presets and will change depending on the selected preset, but it can be customized independently if needed.
  • As PC system requirements have been updated, running the game on an SSD is now a requirement on Steam Deck.
  • Updated Steam Deck graphics profile for improved frame rate stability.


CONSOLE-SPECIFIC
  • Changed the target upscaling resolution on Xbox Series X and PlayStation 5 in Performance Mode from dynamic 4k to dynamic 1800p for improved performance and image quality.
 

Roni

Member
And here I thought the crazy patch notes for Cyberpunk 2077 were in the past, with 1.5 and 1.6... CDPR really put in a lot of work on this game. Hyped for Phantom Liberty now!
 

SCB3

Member
And here I thought the crazy patch notes for Cyberpunk 2077 were in the past, with 1.5 and 1.6... CDPR really put in a lot of work on this game. Hyped for Phantom Liberty now!
Same here, I enjoyed the vanilla version (and got all the endings) but I needed to buy a Xbox Series X just to play it at 60 fps (my PC at the time couldn't even get 15fps in the Open World) so been holding off on replaying the PC version for this Update/DLC with a freshly upgraded PC, cannot wait
 

Roni

Member
Is this patch also for old gen consoles?
No, PS4 and Xbox One are being left at v1.63. This patch raised the requirements and the last generation of consoles couldn't handle it.

Same here, I enjoyed the vanilla version (and got all the endings) but I needed to buy a Xbox Series X just to play it at 60 fps (my PC at the time couldn't even get 15fps in the Open World) so been holding off on replaying the PC version for this Update/DLC with a freshly upgraded PC, cannot wait
I'm having to make do at 30 FPS on PC, gonna have to upgrade again for 60 FPS. But that's not happening any time soon...
 
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nowhat

Member
Glad I didn't play it, bought it a while ago but waited for this, seems like it's finally what it should've been three years ago.
So far (a few hours in) agreed. A marked improvement over what it was three years ago. CDPR certainly took their time with it... but better later than never and all that.
Is this patch also for old gen consoles?
Sadly, no. Not that I think current gen/PC will get any patches after this apart from bugfixes either, the game/expansion is now done, time to move on (Witcher 1 remake next I guess?)
 

SCB3

Member
No. They needed more RAM and CPU power to accommodate new 2.0 features which are also used in the expansion.
SSD is also now a minimum requirement.

PS4 and XONE were holding them back so they had to let them go.
I know why they put it on the older consoles, but it really needed to be next gen only on release, I hate how now we get new consoles that older ones have to be supported by new games, after a year older consoles shouldn't be getting newer releases of AAA games that clearly are holding back games
 

Saber

Member
Most of them looks pretty solid(specially the armor not be tied with armor, just cosmetic. Hogwarts could learn from this). I like that the damage mostly comes from perks, thats the thing I was mostly suggesting when played the game.

However I do not like NPCs scaling with your level change.
 
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Interfectum

Member
Fired this game up on my newly build pc and am really really glad I made the jump from console. DLSS3.5 is sweeettttt. Game looks fantastic and at higher resolution and framerates than I'm used to. Great work from the developers.
Bruce Willis Party GIF by IFC
 

Valt7786

Member
I just took out a gang hideout dashing about with my katana and deflecting bullets back at everyone while hacking peoples cyberware to set them on fire.
and that was at like, level 10. Can't wait to see what upgrades I'll be getting later now. Feels like a massive improvement already.
 
Broke down and got PL earlier than I wanted to. Downloading the patch now...
..Installed. Time for balls deep until the Expansion releases.
 
These changes all seem very substantial and definitely will improve upon the moment-to-moment immersion of the game world. The only issue now is that I feel like I wasted my time sinking 40+ hours into a second playthrough some months ago in anticipation for the expansion. I'm seriously considering just cutting my losses with that playthrough and starting over for a 3rd time...I just have to find the time for it all.
 

BigLee74

Member
Loved this game (XSX) and will definitely play through it again at some point with this update! Impressive post-release commitment.
 

Gusy

Member
PS5 still drops frames on key graphically demanding locations. Maybe the ps5 pro will smooth these out eventually. It does stick pretty close to its 60 fps target on PS5.
 

TheUsual

Gold Member
I recently did a new file not too long ago. Didn't get too far but far enough where starting over makes sense.

Think I will restart and go as female Corpo V.

Still greatly enjoyed the pre 2.0 Cyberpunk 2077. Reading this makes it sound like a completely different game.
 
Glad I didn't play it, bought it a while ago but waited for this, seems like it's finally what it should've been three years ago.
They couldn't do this 3 years ago, if they could they would do it. To me it's publisher unrealistic deadlines (or maybe those are based on wrong assumptions). For example Nintendo just not releasing any information about a game before it's almost finished thus not creating visible delays. It should be norm I think.
 

Mozzarella

Member
Dynamic NPC level scaling like Oblivion? Everything sounds great… apart from this…
I think its not bad, this just means that Cyberpunk now leans more into immersive sim than classic fps rpg.
This probably balances it more because now enemy strength comes from gear and cyberware and abilities rather than stats. I think for this kind of game where enemy variety is lacking it is the better design choice.
 

Del_X

Member
Since the game now scales with player level, I'm thinking of waiting until a character attribute mod gets updated so I can roll my own NG+
 
Unfortunately not. I've got it on XSX and PS5, but only tested PS5. Its improved, but multiple areas still cause drops, including in the most demanding areas even below the VRR range. Other areas are locked 60.
was hoping for some graphics updates on series x/ps5. i.e. some smoothing out of grainy puddles and muddy aliasing if that's a thing. but alas, visually it looks exactly the same. but it was free so there's that.
 

WX3

Member
PS5 still drops frames on key graphically demanding locations. Maybe the ps5 pro will smooth these out eventually. It does stick pretty close to its 60 fps target on PS5.
Series X has the same issue. Usually in the city outdoors, while indoors is pretty consistent. Overall very happy with it. I only ran through it once back at launch on my One X. Loved the game, but I could never seem to play more than an hour before it would hard lock the console. I also have it on PC, and I think that is where I will play Phantom Liberty!
 

EDMIX

Writes a lot, says very little
Glad I didn't play it, bought it a while ago but waited for this, seems like it's finally what it should've been three years ago.

Pretty much.

You'll have a better experience for it too lol

These are not even real "patch notes" this shit is early access notes, this is beyond simply a "update" this is continued development when core elements like this are being worked on that should have been in the game day 1. I would have never thought 3 fucking years later this game would still be updating feature by feature.


I don't think anything is wrong with wanting to fix a game, however I have issue when that excuse turns into 3 years of patches after they charged consumers full price. At this point, these are not "additional" type updates, its merely them continuing core development with an excuse that its an add on or a "fix" or something.

What can they even say when they launch another game? Don't buy it day 1, buy it year 3 or 4 when they are done making it or ? I feel with how open the gaming community is, we would have all be completely fine if they were just upfront and like "its an early access" as look at BG3. So if they wish to have an early access, I feel that must be transparent to consumers
 
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