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The free Update 2.0 for Cyberpunk 2077 is being rolled out on PC, PlayStation 5 and Xbox Series X|S!

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 Outdated mods can disrupt the experience in many ways and, in some situations, may cause critical errors.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.

Hey chooms, don’t forget that these are just the highlights! There are a lot of other improvements and fixes in this update, so go check them out yourself!

  • SlothMama@lemmy.world
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    1 year ago

    I was really excited until I read that they added enemy scaling, I hate enemy scaling and it ruins the sense of progress and challenge, also leveled enemies help differentiate areas.

    I’m so sad. I’ll still play it, but I don’t want that at all, it’s a terrible design decision for me.

    • CarbonatedPastaSauce@lemmy.world
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      1 year ago

      That’s such a difficult line for a developer to walk. Assuming you take out realism, i.e. real people generally stop fighting when they get shot once even if it doesn’t kill them, how do you account for the power differential as a player progresses through what is ultimately a magical superhero fantasy (no matter the genre)? I agree that just adding level scaling is not the solution and makes a game worse without any other mechanics to balance it, but I also don’t like the old style where early game enemies are made of kleenex and late game enemies require 17 tactical nukes to the face to kill. Even if I have 17 tactical nukes, it becomes tedious.

      • R0cket_M00se@lemmy.world
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        1 year ago

        I disagree, mowing down maelstrom in Watson but pacifica goons are made of bulletproof steel makes even less sense to me.

    • Overwrite7445@lemmy.ca
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      1 year ago

      Level scaling is one of those divisive topics. Im excited to see it going away as it just feels silly to have a group of enemies that are all powerful bullet sponges. It ruins the immersion for me as… why don’t they use that power and steamroll their enemies in the lower level areas of the game world. And, once I level up and go back to low level areas, it feels bad to have no challenge at all fighting a bunch of wet noodles that die after breathing on them.

    • Breezy@lemmy.world
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      1 year ago

      I havent played the game, but i think a certain degree of level scaling would be a good thing in most games. Give the enemies a min and max, that way harder areas are still level gated, yet later on the easier areas are still easy, yet a bit more of a challenge then they previously were.

  • webghost0101@sopuli.xyz
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    1 year ago

    Looks like the game is almost finished, cant wait to play since completing the early acces preview almost 3 years ago.

  • Chozo@kbin.social
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    1 year ago

    I’m digging this update so far. A lot of QOL improvements across the board.

    Also, the police are a real problem now. But in a good way. You can’t just mow down a family on the sidewalk and get away with it by driving off for a minute; NCPD will chase you down, call in your position, set up roadblocks, and are WAY more aggressive than before.

    The new skill tree is taking some getting used to, though. I think I might end up following CDPR’s advice and starting a new character again.

    • R0cket_M00se@lemmy.world
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      1 year ago

      I do really enjoy the upgraded police and their version of the wanted system. Even if you escape they’ll still have stars on you and if a cop sees you later the chase will resume.

      Hacking vehicles so you can floor it when they’re showing up or blow up the car is really fun as well, finally feels like the police actually have to respond instead of just appearing out of thin air three stories up on a rooftop with you because you sniped someone.

      I know the CDPR fanboys will always clap back with “it’s not GTA and you’re not supposed to play it like GTA!” But it doesn’t matter, I just wanted realistic cop engagements, I never wanted to be a murder hobo.

      Literally anything

  • R0cket_M00se@lemmy.world
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    1 year ago

    Overall I think they did a good job at improving the game, but I don’t really enjoy their change to the Kerenzikov modification and the removal of the mod that increases the cooldown on it.

    Initially the K was essentially just a really short time period Sandevistan that allowed a hacker main to side spec into some kind of combat slowdown. I used it in combination with Gorilla fists to flow through the enemy squad and knock them out, moving around corners and over roofs during cooldowns so that I could be “on” during close engagements. You used to be able to engage it with blocking + dash.

    Now the Kerenzikov only activates and functions during a ranged weapon ADS scenario, so completely removed from the melee combat gameplay loop. I’m pretty mad because I loved melee combat but I’m not willing to sacrifice my hacking abilities for it as I used both simultaneously in combat and it felt amazing.

    Guess they don’t want anyone having slo-mo for melee unless they’re completely devoted to it, but tbh it really seems like a downgrade. Idk even know what the point of the Kerenzikov is now, I guess you can line up sniper shots better? Boring. Give me K+Gorilla fists back so I can fade behind the guy trying to pistol whip me and serve up the decappuccino.

    • Klear@lemmy.world
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      1 year ago

      God, I hate when games do that. Makes the whole world feel kinda flat. When I first played Fallout New Vegas and got my ass handed to me by those deathclaws, I was so happy

      • Flyingostrich@endlesstalk.org
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        1 year ago

        Depends how how they have it scale. If it’s made so that higher lvl npcs are still a lot stronger then you, but you now have some chance, then it could be great.

        It always bugged me when games made certain areas or enemies arbitreraly impossible just because you where a few lvls lower. A street thug should not be stronger then a boss fight in a lower lvl area.

      • aesopjah@lemm.ee
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        1 year ago

        Don’t the deathclaws scale a bit too? Or does NV break the typical Bethesda scaling stuff?

        I feel like things should scale with the player but not on a smooth scale like is typical. Like, don’t give bandits daedric weapons just because I’m X level, give it to them because some crazy portal event happened that made them easier for the bandits to acquire. Make the scaling part of the story

        • Klear@lemmy.world
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          1 year ago

          Yeah, it works like that in the Arkham series I think, and I have no problem with the enemies scaling there as the situation deteriorates and more weapons get proliferated among the inmates.

  • readwallah@programming.dev
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    1 year ago

    So just downloaded the v2.0 update for Cyberpunk 2077 on my eight year old machine. For the most part my current test level 50 character is working, got a two star NCPD event, been flatlined four times and finally, my PC crashed once.

    Pour one out for my PC my chooms as I think it’s reached the end of the line.

    On the bright side I will be a patientgamer as I build up funds for my next PC. Time to turn my old machine into a NAS.

  • CheeseNoodle@lemmy.world
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    1 year ago

    First impressions:

    Runs great, just as good as pre-patch though I do have a 4070 so I know I’m still a relative upper outlier in terms of hardware. That said the DLSS 3.5 means the game overall does look better which feels like a win considering my fps is unchanged.

    New attributes and perks look great, the skill rework was also a nice suprise, seems a lot more like it rewards you for playing your own way with buffs that should naturally suit your playstyle.

    Menus all look better, of particular note are the weapon comparisons which are a lot more informative at a glance and the phone menu which I’d say is clearly based off the phone overlays in edgerunners, much more immersive feels like an AR interface in-universe rather than just another game menu.

    Faces are definetaly better though not sure how much of that is just the improved raytracing from DLSS 3.5.

    Noticed the dying night has a completely new model which is encouraging that I’m likely to see a lot more unique models for legendaries in the game, though I’m holding judgement until I see more as the dying night is rather obvious low hanging fruit to boost first impressions.

  • germanatlas@lemmy.blahaj.zone
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    1 year ago

    Well… my first impression was really underwhelming. The overlay seems to be controller-only, after looking into the settings to maybe find something to change that the game crashed. After restarting the game I chose perks for my char and just as I finished, the game crashed again.

    After going through some Proton versions, it seems like proton 6 works, but I’ve just been playing for about 15 minutes

    Edit: can’t make that up, 3 seconds after writing this comment, the game crashed. Guess I’ll continue testing

    Edit 2: Proton experimental might be the solution

    Edit 3: Proton experimental is about as stable as Cyberpunk gets. Now my second impression is a lot better. The controller overlay is still really annoying, but I guess there will be a fix soon. The new quickhack system feels like a nerf, the new skill tree is really well made, the police is better (but still kinda shit, you can still just drive away and lose your star), the new cyberware system is really cool and Sasha Grey as radio host is awesome. So far thumbs up on 2.0.

    Edit 4: so today, nothing worked. I tried all proton versions, even on different drivers, tried all sorts of tricks I found online and each and every time the game crashed within the first 3 minutes of gameplay. I don’t know what changed from yesterday to today, but anyway, thanks Nvidia and thanks CDPR, both of you somehow made the game unplayable.

    • FaeDrifter@midwest.social
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      1 year ago

      Working well for me so far on GE-Proton8-15

      Controller-only overlay is terrible, I had to put up a controller to mouse and keyboard translation on my second monitor. I’ll probably wait until they fix that to dig really deep into the game.