Patch 1.3 — list of changes

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Interesting, a little change, during "Gimme Danger" :)

New dialogue line by Goro when you Take down the Arasaka mech, in french at least, he never said that since day one.
In stealth obviously, I don't know if it's the case when you are detected and in combat.

Goro : "Do you have..."
V : "Yes, what did you expect !"
Goro : "You are completely crazy..."
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Another little change in 1.3 (I also never see that since day one).
A new message (with a pict) from Goro after "Gimme Danger".
It's about the dialogue on the roof of the building during the reco. Obviously, you must go with him so choose the right dialogue line in Japan Town.
Goro : "About our rooftop conversation..."
Goro : "The Bakeneko can take on human form. Sometimes they even devour their host and take his place."
Goro : "Keep it as a warning."
V : "I'll remember."

(there are other messages then, I don't want spoil too much. And Bakeneko is probably a reference to Johnny, I think)
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Edit :
Another little change :)
For going to the AfterLife roof, it require an access key in the elevator. So in 1.3, it's impossible to go on the roof before a specific ending.
(we can forget the legendary crafting spec who is hidden here).
 
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after the meeting with Evelyn and Judy in Lizzie's Bar? [The information]
I think it's new, or fixed, since I've never seen it before 1.3.
between Tygers and Moxes? That one I think has allways been there but quite buggy for me. One thing that I still can't do is save the Moxes. It seems scripted
 
between Tygers and Moxes? That one I think has allways been there but quite buggy for me. One thing that I still can't do is save the Moxes. It seems scripted
Maybe it's more balanced now, because for me it was quite easy to beat the Claws. You can distract the Claws by crossing the street early which will buy the Moxes some time. In my case, all three Moxes survived on the second try. (On the first one I died.)

Where ? I don't remember :(
Right after leaving the Bar, if you go straight to the street (not turning right), eventually a gang war will start.
 
If it was bugged it's probably not your fault that you haven't seen it. ;)
:howdy: Here's a video!
Ah yes, Thanks ;)
Tygers come from the little alley and I see (and kill them). However I did not pay attention that the Moxs come for fight them because Tygers die too soon. At this moment, I already bought and craft an uncommun Overture to Wilson, so Tygers can't really fight back and die really fast.
But yes, it's new to 1.3 :)
 
I'm not able to download and install the latest update on my base Xbox One console. I tried uninstalling the game and reinstalling off of the physical copy of the game. I am now back at version 1.0.0.4 and cannot get back to 1.23. The game is now unplayable. How do I get the game to update and is there a way to do an offline update on the game?
 
I'm not able to download and install the latest update on my base Xbox One console. I tried uninstalling the game and reinstalling off of the physical copy of the game. I am now back at version 1.0.0.4 and cannot get back to 1.23. The game is now unplayable. How do I get the game to update and is there a way to do an offline update on the game?
I don't understand how it's possible to not have the last update on xbox :(
- Where normally the only version available to download is the very last one (so actually, the 1.3).
- And if you don't update your game (when is required), you can stay connected to the Xbox live for play it.
I'm quite sure (almost certain), there is no "offline" installer for Xbox.
So you're well connected to the net and to your Xbox live account ?
If yes, if you launch the game, no matter what, the "black" screen to update the game must appear anyway you want it or not.
 
^ This conversation is awesome. Especially if you replace "Spoiler" with "smurf":

But what about the smurf?

Or this smurf?

That is sooo smurf!

But I think this smurf may have bugged another smurf out.

Ah, yes! I may have smurfed this before 1.3 added this other smurf!

...

:LOL:
 
Ok, now more problems are cropping up as of 1.3 patch on PS4 pro. Finally maxed out my first character to 50, decided to start focusing on the legendary weapons. Focused on Annihilation and Street Fighter build with Tech for crafting and grenades.
The LMG Defender weapon needs Iconic/epic/legendary crafting specs available. Bought legendary defender from Kabuki shop... and lets just say 141000 eddies @ lvl 50 for a single weapon element is too damned expensive considering how long it takes to earn that amount.

Secondly... I'm having a bug trying to put mods on the legendary defender. No silencer for this weapon, but it shows a slot for a silencer mod... Then for the other mods I wanted to add to it... I can only put ONE mod like "Combat Amplifier"... but if I go to the next slot on the legendary defender, it will highlight it, but will keep replacing mods in the first mod slot. So there are 3 empty mod slots the game is refusing to let me use on this weapon.

Enemies are now bullet sponging thanks to imbalanced scaling. This has been happening recently too and as this is my first playthrough I kept the difficulty to normal. Mostly this occurs with Maelstrom, Valentinos, and some other random enemies. They don't stagger, even if I don't have "non-lethal" up they like to somehow survive with 0.1 hp. I remember giving a quite a few enemies headshots (with headshot/sniper perks) using my precision rifle (scaled to my level) and "tis but a flesh wound" has been occurring way too much. 4 headshots to a single NPC to finally get them to die. C'mon.

Beat the Brat and melee needs some serious fixing. First of all, I love the HTH combat/Swordplay melee, but we need to be able to LOCK ON to the nearest enemy so we can keep them in sight properly when these CQC methods. I'm tired of trying to "dodge" and losing sight of my opponent because they go behind me or to the side out of view or trying to back away from them or get stuck in stealth mode if dodge input isn't done correctly. This is even worse in the Beat the Brat series of quests. Beat the Brat: Pacifica is the absolute WORST. Blocking causes me to take a LOT of damage (because you can only use fists)... parrying causes me to take a LOT of damage... dodging the enemies amazing super homing attacks causes me to take a LOT of damage (good luck trying to avoid at times). And this is with a STREET BRAWLER build with perks for HP, stun attacks, etc. The enemy in that battle can HEAL to full, dragging out a very painful poorly implemented fight while I can't heal at all and try to evade to slowly self heal up (wolverine and HP regen perk). Lock on during melee with very close in range enemies (like ads with guns/etc) needs to be a thing for melee fist/sword fighting. That way the fights can be more engaging (bob and weave) without losing sight of the opponents. Beat the brat causes all other non street brawler/athletic builds to make these fights stupid bad. These probably should be locked behind a body lvl xx wall or something as the reward isn't very good for those who suffer through it without a specific build.

I've only had one really good melee fight that went as it should. It was a 1v1 with the Maelstrom cyberpsycho using mantis blades while I was using a katana. Parrying and dodging worked very well and I rarely lost sight of my opponent. It felt amazing when it works properly.

Another bug that I have experienced on many occasions since 1.3 on different characters, the SLOW RELOAD animation. This is GAMEBREAKING. Enemies zipping around blasting away, and suddenly my character decides to reload at a snails pace... with fast reload perks on xx weapon....

Last complaint (for now sadly, there are many more still) Why is TECH/engineering allow perk skills for grenades, but totally ignores the perfect opportunity to affect the projectile launcher arms as well???? This should be implemented so everything that can affect grenades can affect the projectile launcher arms. Visible radius and trajectory of projectiles from Grenadier perk and Bigger Booms/ Shrapnel/ Jackpot in Engineering would make these arms much better.
 
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Ok, now more problems are cropping up as of 1.3 patch on PS4 pro. Finally maxed out my first character to 50, decided to start focusing on the legendary weapons. Focused on Annihilation and Street Fighter build with Tech for crafting and grenades.
The LMG Defender weapon needs Iconic/epic/legendary crafting specs available. Bought legendary defender from Kabuki shop... and lets just say 141000 eddies @ lvl 50 for a single weapon element is too damned expensive considering how long it takes to earn that amount.

Secondly... I'm having a bug trying to put mods on the legendary defender. No silencer for this weapon, but it shows a slot for a silencer mod... Then for the other mods I wanted to add to it... I can only put ONE mod like "Combat Amplifier"... but if I go to the next slot on the legendary defender, it will highlight it, but will keep replacing mods in the first mod slot. So there are 3 empty mod slots the game is refusing to let me use on this weapon.

Enemies are now bullet sponging thanks to imbalanced scaling. This has been happening recently too and as this is my first playthrough I kept the difficulty to normal. Mostly this occurs with Maelstrom, Valentinos, and some other random enemies. They don't stagger, even if I don't have "non-lethal" up they like to somehow survive with 0.1 hp. I remember giving a quite a few enemies headshots (with headshot/sniper perks) using my precision rifle (scaled to my level) and "tis but a flesh wound" has been occurring way too much. 4 headshots to a single NPC to finally get them to die. C'mon.

Beat the Brat and melee needs some serious fixing. First of all, I love the HTH combat/Swordplay melee, but we need to be able to LOCK ON to the nearest enemy so we can keep them in sight properly when these CQC methods. I'm tired of trying to "dodge" and losing sight of my opponent because they go behind me or to the side out of view or trying to back away from them or get stuck in stealth mode if dodge input isn't done correctly. This is even worse in the Beat the Brat series of quests. Beat the Brat: Pacifica is the absolute WORST. Blocking causes me to take a LOT of damage (because you can only use fists)... parrying causes me to take a LOT of damage... dodging the enemies amazing super homing attacks causes me to take a LOT of damage (good luck trying to avoid at times). And this is with a STREET BRAWLER build with perks for HP, stun attacks, etc. The enemy in that battle can HEAL to full, dragging out a very painful poorly implemented fight while I can't heal at all and try to evade to slowly self heal up (wolverine and HP regen perk). Lock on during melee with very close in range enemies (like ads with guns/etc) needs to be a thing for melee fist/sword fighting. That way the fights can be more engaging (bob and weave) without losing sight of the opponents. Beat the brat causes all other non street brawler/athletic builds to make these fights stupid bad. These probably should be locked behind a body lvl xx wall or something as the reward isn't very good for those who suffer through it without a specific build.

I've only had one really good melee fight that went as it should. It was a 1v1 with the Maelstrom cyberpsycho using mantis blades while I was using a katana. Parrying and dodging worked very well and I rarely lost sight of my opponent. It felt amazing when it works properly.

Another bug that I have experienced on many occasions since 1.3 on different characters, the SLOW RELOAD animation. This is GAMEBREAKING. Enemies zipping around blasting away, and suddenly my character decides to reload at a snails pace... with fast reload perks on xx weapon....

Last complaint (for now sadly, there are many more still) Why is TECH/engineering allow perk skills for grenades, but totally ignores the perfect opportunity to affect the projectile launcher arms as well???? This should be implemented so everything that can affect grenades can affect the projectile launcher arms. Visible radius and trajectory of projectiles from Grenadier perk and Bigger Booms/ Shrapnel/ Jackpot in Engineering would make these arms much better.
Well, I know the slow reload bug has been reported quite a bit, as well as the lock-on issues, which also affects gunplay if using a controller.

The fist fights can be extremely challenging, especially if you're under or at level. I didn't do them all, but I had some major trouble with a few even when a little over-leveled.

For the skill augmentations, I'm not sure. Mechanically, perks might purposefully omit cyberware for balance purposes. Myself, I'd agree with you that it can feel pretty cheap and disappointing to have a build in mind that makes perfect, logical sense, and then have the game rob my character of a major advantage..."because". But, it may be a bug, as well!

If you do decide to send any of this into CDPR Tech Support -- just be sure that you send only one issue per ticket.
 
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