Patch 2.02

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So... I loved the story expansion, it was excellent.

Not too wild about the clothing changes, but ah well.

Cyberware changes are very interesting.

The thing I liked the absolute least about the changes is the negative impact to handgun / AR / SUB users like myself.

I played through on very hard (my typical playthrough) and guns have become completely underwhelming.

I feel like I am playing The Division and not Cyberpunk.... Pouring rounds into enemies and taking forever to take down anything over a standard oppo.

Then I thought I would see the light when I finally got my hands on Comtade's Hammer... One of my absolute favorite weapons in my previous 20 some odd playthroughs. Nothing beats putting 1,000 to 1500 pts of sheer stopping power into an oppo.

Except no. Welcome to the brave new world where Comrade's Hammer is a tech weapon with no charge up and does a disappointing 500 (tad bit more maybe) pts of damage.

This is the single most nonsensical change I have seen. It is a single shot weapon that has a fairly long reload, even with cyber and perks. The main advantage was the ability to take an oppo's arm, leg, or head straight off in a single shot.

Honestly, it's fairly useless now. Especially with the explosive changes that make it so that if you hit a target that is too close, you take damage as well.

I've rolled Don't Fear the Reaper multiple times in past playthroughs, but this time, no matter what I do I can't lay down enough damage to get to the end with a reasonable amount of health.

It is really disappointing that it looks like the only viable method is to cheese it with maxed out blades.

Definitely need to take a look at the weapons and start doing some balance patching across the board.

Give me the REAL Comrade's Hammer back... Right now, it's Comrade's Whiffle Bat.
 
Just curious if this game I paid 60 dollars for is going to have a way so I can fit the whole screen on my TV. I have no setting on my TV for this so I am just sol.
 
Typical same NPC situation after 2.02:shrug: (Hello red mohavk girl)
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patch 2.0.2 NOT FIX
controller Xbox one Wireless Vibration not working
controller Dual Sense Wired Vibration not working
 
The patch notes say you have fixed the issue with cyberwear not looking correct in first person, but my character still has a ballistic compresser in their hand even though I don’t own or have one equipped, I was forced to install it early in my play through at Viks, it sounds so minor but it’s really immersion breaking and ugly too IMO
 


Patch 2.02 for Cyberpunk 2077 and Phantom Liberty is being rolled out on PC, PlayStation 5 and Xbox Series X|S. It includes quest and gameplay fixes for the most common issues as well as other general improvements.

For details, check out the list of changes below.

Phantom Liberty-specific
  • Rebalanced the time limits for Vehicle Contracts.
  • Various fixes for animations, lighting, scenes, VFX and more.
  • Fixed collision issues in various locations that could cause players to get stuck.
  • When starting a new game and skipping ahead to Phantom Liberty, quests that were simulated as completed will now be visible in the Journal.
  • Fixed an issue where the Quadra Sport R-7 "Vigilante" wasn't available for purchase on the Autofixer website in some circumstances.
  • Fixed an issue where roadblocks were present in front of the Dogtown gates, thus preventing entry.
  • Sasquatch's Hammer will now appear in the vendor's stock at the stadium's black market if it was originally missed after the boss fight with Sasquatch.
  • Dex's body will now spawn in the landfill on saves where the option to skip ahead to Phantom Liberty was selected.
  • It will now be possible to pick up Jackie's guns from the altar in El Coyote Cojo on saves where the option to skip ahead to Phantom Liberty was selected.
  • Fixed an issue where a placeholder pop-up would be displayed on Xbox Series X|S instead of an error message regarding Phantom Liberty's installation.
  • Addicted To Chaos - Fixed an issue where it could become impossible to complete the quest if the stash is looted before receiving the message with the code.
  • Black Steel in the Hour of Chaos - Fixed an issue where, under specific circumstances, the quest could remain active even after failing it by not following the traces left by Songbird.
  • Firestarter - It will no longer be possible to disassemble the stadium security datashard after looting it from Hansen's body, thus blocking quest progression.
  • Firestarter - It will now be possible to pick up the Bald Eagle weapon after siding with Songbird.
  • Gig: Roads to Redemption - Fixed an issue where the door leading to the stadium's weapons factory could be opened by accident earlier in Firestarter, which later interfered with gig progression and could lock the player behind the door.
  • Hi Ho Silver Lining - Fixed an issue where the objective "Leave Heavy Hearts" might not be marked complete after leaving Heavy Hearts.
  • I've Seen That Face Before - Fixed an issue where the "Go to the vantage point" objective might not be marked complete after reaching the vantage point.
  • Moving Heat - Fixed an issue where it wasn't possible to get in the car because it didn't spawn.
  • Moving Heat - Fixed an issue where the quest could remain stuck on the "Leave with the car" objective even after getting in the car and leaving the area.
  • Run This Town - Fixed an issue where the Black Sapphire could become inaccessible because of closed shutters if the player had triggered combat in the lobby at the end of You Know My Name.
  • Run This Town - Fixed an issue where it wasn't possible to meet Mr. Hands in Heavy Hearts because the elevator was disabled.
  • Run This Town - Fixed an issue where the character menu and fast travel remained blocked after removing Aguilar's imprint.
  • Run This Town - Fixed an issue where the Journal incorrectly suggested that the player had to complete Gig: Spy in the Jungle to continue the quest when, in fact, Gig: Heaviest of Hearts was required instead.
  • Somewhat Damaged - Fixed an issue where Cerberus wouldn't spawn until the corridor chase scene if the player fired a weapon in a specific spot near terminal Sierra.
  • Somewhat Damaged - Removed the attribute check from doors when locked in the Observation Room and adjusted the objective to make it clearer that hiding from Cerberus is required to progress.
  • Spider and the Fly - Fixed an issue where the boss fight with the Chimera might not start.
  • The Damned - Fixed an issue where the quest objective disappeared after the meeting in The Moth, thus blocking progress.
  • The Killing Moon - Fixed an issue where it was possible to trigger the police system while driving to the spaceport.
  • Things Done Changed - Fixed an issue where the screen could go black after calling the nurse.
  • Tomorrow Never Knows - Fixed an issue where completing Heroes made it impossible to ask Misty about the tarot cards.
  • New Person, Same Old Mistakes - Fixed an issue where the door to Bill's hot dog stand was still closed for some players on 2.01.
Quests & Open World
  • Fixed an issue where the Quadra Type-66 "Wingate" wasn't visible in the Call Vehicle menu after being purchased.
  • Johnny will no longer appear when collecting the reward for Trauma Drama prior to completing Act 1.
  • The Trauma Team website will now be accessible on V's computer when the Killing in the Name quest is active.
  • Beat on the Brat: Arroyo - Fixed an issue where beating Buck while having Microgenerator cyberware equipped could block the completion of the quest.
  • Gig: We Have Your Wife - Fixed an issue where the gig might not start after approaching the quest area.
  • Life During Wartime - Fixed an issue where Panam might not get on the motorcycle and ride to the gas station if V got on theirs first.
  • Path of Glory - V will no longer flatline after entering the Delamain AV.
  • The Beast in Me - Fixed an issue where it wasn't possible to shoot from the vehicle during the race.
Gameplay
  • Rebalanced the stats of some weapons based on player feedback.
  • The Malorian Arms 3516 received a buff. Recoil is easier to handle, even at low stamina, and damage was increased.
  • Crafting specs for Iconic weapons will now disappear after crafting the item.
  • Added stats to the tooltip of Monowire that were missing.
  • Fixed an issue where it was possible to duplicate junk items.
  • Bullets now deal damage correctly when shooting through glass.
  • Fixed an issue where it was possible to easily obtain Tier 5 Skill Shards early in the game. Their prices have also been adjusted.
  • Disabled the Bait quickhack on enemies standing at the edge of an area they're not supposed to leave.
  • Fixed an issue where the Data Recycler perk recovered the base RAM cost without taking RAM reduction perks into account, thus recovering more RAM than was actually spent.
  • Fixed some specific instances where crowd NPCs could clip through vehicles while walking.
  • Fixed an issue that could cause elevators in various quests to spawn on an incorrect floor if a save/load was performed after they started moving.
  • Fixed an issue where the appearance of V's hands in first-person perspective might not change correctly after installing or uninstalling arm cyberware.
  • Giving money to a homeless person will no longer lower your NCPD Wanted Level.
  • Fixed an issue where cyberware could get downgraded to Tier 1 after updating the game to 2.01.
  • Fixed skill progression passives.
PC-specific
  • Selecting default graphics settings should now pick the proper Quick Preset based on your hardware and according to the latest system recommendations.
  • Introduced a mechanism for the detection of mismatched or corrupted scripts which are caused by outdated mods or file corruption during update/installation. It will now show a descriptive error message and close the game instead of resulting in a crash.
Console-specific
  • Increased the sav.dat internal buffer size to 15MiB without increasing the overall max save size.
  • Refactored the saving process to not overwrite a save until we know that the data is valid - this helps prevent save corruption in case there's not enough space for saving.
Miscellaneous
  • Various optimizations, performance improvements and crash fixes.
  • Fixed an issue where some achievements or trophies could unlock after loading a pre-2.0 save on 2.01 despite not meeting the criteria for them. Please note that this fix will not reset already unlocked achievements.
  • Fixed an issue where, under specific circumstances, a "Warning - Detected" message could be displayed instead of "Completed" when having your vehicle scanned or when connecting your personal link.
  • Fixed an issue of blinking trash that could sometimes be visible when crawling out of the landfill in Playing for Time.
  • Fixed a misaligned glitch effect on Johnny.
  • Fixed an issue where NPCs could appear stretched out when affected by explosions or the Savage Sling ability.
  • Fixed an issue where tooltips on the map and interaction prompts for renting apartments showed double the actual price.
  • Blocked Cross-progression from uploading saves bigger than the max save size limit on consoles to prevent crashes and issues when importing such saves.
  • Remastered the voiceover to improve audio quality in German, Simplified Chinese and Japanese.
Wow that's a lot of stuff
 
The patch notes say you have fixed the issue with cyberwear not looking correct in first person, but my character still has a ballistic compresser in their hand even though I don’t own or have one equipped, I was forced to install it early in my play through at Viks, it sounds so minor but it’s really immersion breaking and ugly too IMO
Is anyone even on this ?
 
The whole "scaling skill check" thing that's been added to the game is awful and really needs to be removed. It was fine the way it was, why'd anyone take a hammer to a perfectly functional system? All it's doing is hurting players like myself who wish to engage in a "jack of all trades" type of play and force specific play styles, particularly as the player progresses through the game.

Locking players out of random quests because they didn't start them as early as possible is asinine -- not to mention the whole idea of increasing requirements as players level up just ruins the entire progression path.

Enemies are already scaling to the player level which eliminates a sense of progression in combat, loot likewise scales to your level, these things are fine to scale given CDPR has completely removed any other sense of player improvement throughout the game with changes to clothing resulting in them being mostly cosmetic and the correct course of action is just to scrap all the clothes that don't provide a tangible bonus to V in some way to get crafting materials ( which are extremely scarce unless we're going around like a cyberpsycho taking out every gonk around to get their random gear to crush).

Modding is abysmal now. Getting weapons with pre-filled mod slots that you can't disassemble for said mod or REPLACE THE MOD at the very least means the only purpose to many of these items is once again to fuel the poorly reworked system for crafting. Crafted gear is STILL almost always worse than any variant you can find as a random drop because of COURSE the random drops have the potential for MORE mod slots, whereas the crafted equipment has none or occasionally 1 depending on the spec.

Cyberware drops should at least be prominent from groups like Scavs and Maelstrom given that the latter gets their kicks chroming out monks and the former rip the hardware from their victims.
 
Experienced a complete break of the game as soon as i defeated Atom Smasher with Panam. Entire game froze and blue screened my computer a couple minutes later.. Restarted the computer to the same effect (upon boot gets to the cyberpunk title screen and freezes). I've verified files, uninstalled and reinstalled the game to no avail. I have also booted up similar games with the same resource drain and they work fine. Looks like i wont be playing anytime soon rip i was so close to finishing. (side not if it helps was running the DLC before this fight, was waiting on last mission completion)
 
My NC vehicle database is still blank, hold the V key and the vehicle selection window pops up but no vehicles to select or choose even though I own 5. If I tap the V key the last vehicle I acquired is spawned. The only work around was installing a mod called "Random Vehicle Summon" and each time I call my ride one of the 5 show up so I know the game registers that I own those vehicles. Kind of frustrating hope it gets patched soon, I have seen posts by other players expressing the same issue. It wasn't happening in 2.0 but started in both 2.01 and 2.02.
 

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Cyberpunk 2077 2.0X must be a horrifying mess of spaghetti code, given how many weird things break with each patch that is supposed to fix things, not break them.
Tbh, almost every big rpg is like this, take Baldurs Gate 3 e.g. - with each patch they introduce so many new issues as well, it´s just part of these games. Although I do agree, that 1.63 was almost flawless and with 2.0, a ton of things got broken unfortunately.
 
The whole "scaling skill check" thing that's been added to the game is awful and really needs to be removed. It was fine the way it was, why'd anyone take a hammer to a perfectly functional system? All it's doing is hurting players like myself who wish to engage in a "jack of all trades" type of play and force specific play styles, particularly as the player progresses through the game.

Locking players out of random quests because they didn't start them as early as possible is asinine -- not to mention the whole idea of increasing requirements as players level up just ruins the entire progression path.

Enemies are already scaling to the player level which eliminates a sense of progression in combat, loot likewise scales to your level, these things are fine to scale given CDPR has completely removed any other sense of player improvement throughout the game with changes to clothing resulting in them being mostly cosmetic and the correct course of action is just to scrap all the clothes that don't provide a tangible bonus to V in some way to get crafting materials ( which are extremely scarce unless we're going around like a cyberpsycho taking out every gonk around to get their random gear to crush).

Modding is abysmal now. Getting weapons with pre-filled mod slots that you can't disassemble for said mod or REPLACE THE MOD at the very least means the only purpose to many of these items is once again to fuel the poorly reworked system for crafting. Crafted gear is STILL almost always worse than any variant you can find as a random drop because of COURSE the random drops have the potential for MORE mod slots, whereas the crafted equipment has none or occasionally 1 depending on the spec.

Cyberware drops should at least be prominent from groups like Scavs and Maelstrom given that the latter gets their kicks chroming out monks and the former rip the hardware from their victims.


Players can debate if they think the sweeping changes are good or bad but the bottom line was the game got high praise and great ratings/reviews AS IT WAS even with all the bugs. So to me it makes no sense to change the game (mechanics) into another game.

"If it is not broken do not fix it." :shrug:

Unless it is for a reason other than making the satisfied players of THIS game happy.
 
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So figured I would pop back into 77 since new update drops in a few days and

Surprise to me

Time doesn't move anymore. If it's 8:59 then it's always 8:59 only way to change time is to wait

Is this a new bug?
And how do I fix it on console
 
I have a tip.

The combination of the double jump and forward-dodge allows for very fast movement.
But that is not the tip. The tip is how to use it.

Double jump + forward-dodge will get you somewhere. But try this...

Run
Jump
Dodge forward
Press jump again right after to initiate the double jump

The distance is greater, because the fast forward-dodge movement is initiated in an earlier phase of the double jump, allowing V to move a longer distance in one.
 
Another tip. Here's the way around Dallas Foster not dying.

 


Patch 2.02 for Cyberpunk 2077 and Phantom Liberty is being rolled out on PC, PlayStation 5 and Xbox Series X|S. It includes quest and gameplay fixes for the most common issues as well as other general improvements.

For details, check out the list of changes below.

Phantom Liberty-specific
  • Rebalanced the time limits for Vehicle Contracts.
  • Various fixes for animations, lighting, scenes, VFX and more.
  • Fixed collision issues in various locations that could cause players to get stuck.
  • When starting a new game and skipping ahead to Phantom Liberty, quests that were simulated as completed will now be visible in the Journal.
  • Fixed an issue where the Quadra Sport R-7 "Vigilante" wasn't available for purchase on the Autofixer website in some circumstances.
  • Fixed an issue where roadblocks were present in front of the Dogtown gates, thus preventing entry.
  • Sasquatch's Hammer will now appear in the vendor's stock at the stadium's black market if it was originally missed after the boss fight with Sasquatch.
  • Dex's body will now spawn in the landfill on saves where the option to skip ahead to Phantom Liberty was selected.
  • It will now be possible to pick up Jackie's guns from the altar in El Coyote Cojo on saves where the option to skip ahead to Phantom Liberty was selected.
  • Fixed an issue where a placeholder pop-up would be displayed on Xbox Series X|S instead of an error message regarding Phantom Liberty's installation.
  • Addicted To Chaos - Fixed an issue where it could become impossible to complete the quest if the stash is looted before receiving the message with the code.
  • Black Steel in the Hour of Chaos - Fixed an issue where, under specific circumstances, the quest could remain active even after failing it by not following the traces left by Songbird.
  • Firestarter - It will no longer be possible to disassemble the stadium security datashard after looting it from Hansen's body, thus blocking quest progression.
  • Firestarter - It will now be possible to pick up the Bald Eagle weapon after siding with Songbird.
  • Gig: Roads to Redemption - Fixed an issue where the door leading to the stadium's weapons factory could be opened by accident earlier in Firestarter, which later interfered with gig progression and could lock the player behind the door.
  • Hi Ho Silver Lining - Fixed an issue where the objective "Leave Heavy Hearts" might not be marked complete after leaving Heavy Hearts.
  • I've Seen That Face Before - Fixed an issue where the "Go to the vantage point" objective might not be marked complete after reaching the vantage point.
  • Moving Heat - Fixed an issue where it wasn't possible to get in the car because it didn't spawn.
  • Moving Heat - Fixed an issue where the quest could remain stuck on the "Leave with the car" objective even after getting in the car and leaving the area.
  • Run This Town - Fixed an issue where the Black Sapphire could become inaccessible because of closed shutters if the player had triggered combat in the lobby at the end of You Know My Name.
  • Run This Town - Fixed an issue where it wasn't possible to meet Mr. Hands in Heavy Hearts because the elevator was disabled.
  • Run This Town - Fixed an issue where the character menu and fast travel remained blocked after removing Aguilar's imprint.
  • Run This Town - Fixed an issue where the Journal incorrectly suggested that the player had to complete Gig: Spy in the Jungle to continue the quest when, in fact, Gig: Heaviest of Hearts was required instead.
  • Somewhat Damaged - Fixed an issue where Cerberus wouldn't spawn until the corridor chase scene if the player fired a weapon in a specific spot near terminal Sierra.
  • Somewhat Damaged - Removed the attribute check from doors when locked in the Observation Room and adjusted the objective to make it clearer that hiding from Cerberus is required to progress.
  • Spider and the Fly - Fixed an issue where the boss fight with the Chimera might not start.
  • The Damned - Fixed an issue where the quest objective disappeared after the meeting in The Moth, thus blocking progress.
  • The Killing Moon - Fixed an issue where it was possible to trigger the police system while driving to the spaceport.
  • Things Done Changed - Fixed an issue where the screen could go black after calling the nurse.
  • Tomorrow Never Knows - Fixed an issue where completing Heroes made it impossible to ask Misty about the tarot cards.
  • New Person, Same Old Mistakes - Fixed an issue where the door to Bill's hot dog stand was still closed for some players on 2.01.
Quests & Open World
  • Fixed an issue where the Quadra Type-66 "Wingate" wasn't visible in the Call Vehicle menu after being purchased.
  • Johnny will no longer appear when collecting the reward for Trauma Drama prior to completing Act 1.
  • The Trauma Team website will now be accessible on V's computer when the Killing in the Name quest is active.
  • Beat on the Brat: Arroyo - Fixed an issue where beating Buck while having Microgenerator cyberware equipped could block the completion of the quest.
  • Gig: We Have Your Wife - Fixed an issue where the gig might not start after approaching the quest area.
  • Life During Wartime - Fixed an issue where Panam might not get on the motorcycle and ride to the gas station if V got on theirs first.
  • Path of Glory - V will no longer flatline after entering the Delamain AV.
  • The Beast in Me - Fixed an issue where it wasn't possible to shoot from the vehicle during the race.
Gameplay
  • Rebalanced the stats of some weapons based on player feedback.
  • The Malorian Arms 3516 received a buff. Recoil is easier to handle, even at low stamina, and damage was increased.
  • Crafting specs for Iconic weapons will now disappear after crafting the item.
  • Added stats to the tooltip of Monowire that were missing.
  • Fixed an issue where it was possible to duplicate junk items.
  • Bullets now deal damage correctly when shooting through glass.
  • Fixed an issue where it was possible to easily obtain Tier 5 Skill Shards early in the game. Their prices have also been adjusted.
  • Disabled the Bait quickhack on enemies standing at the edge of an area they're not supposed to leave.
  • Fixed an issue where the Data Recycler perk recovered the base RAM cost without taking RAM reduction perks into account, thus recovering more RAM than was actually spent.
  • Fixed some specific instances where crowd NPCs could clip through vehicles while walking.
  • Fixed an issue that could cause elevators in various quests to spawn on an incorrect floor if a save/load was performed after they started moving.
  • Fixed an issue where the appearance of V's hands in first-person perspective might not change correctly after installing or uninstalling arm cyberware.
  • Giving money to a homeless person will no longer lower your NCPD Wanted Level.
  • Fixed an issue where cyberware could get downgraded to Tier 1 after updating the game to 2.01.
  • Fixed skill progression passives.
PC-specific
  • Selecting default graphics settings should now pick the proper Quick Preset based on your hardware and according to the latest system recommendations.
  • Introduced a mechanism for the detection of mismatched or corrupted scripts which are caused by outdated mods or file corruption during update/installation. It will now show a descriptive error message and close the game instead of resulting in a crash.
Console-specific
  • Increased the sav.dat internal buffer size to 15MiB without increasing the overall max save size.
  • Refactored the saving process to not overwrite a save until we know that the data is valid - this helps prevent save corruption in case there's not enough space for saving.
Miscellaneous
  • Various optimizations, performance improvements and crash fixes.
  • Fixed an issue where some achievements or trophies could unlock after loading a pre-2.0 save on 2.01 despite not meeting the criteria for them. Please note that this fix will not reset already unlocked achievements.
  • Fixed an issue where, under specific circumstances, a "Warning - Detected" message could be displayed instead of "Completed" when having your vehicle scanned or when connecting your personal link.
  • Fixed an issue of blinking trash that could sometimes be visible when crawling out of the landfill in Playing for Time.
  • Fixed a misaligned glitch effect on Johnny.
  • Fixed an issue where NPCs could appear stretched out when affected by explosions or the Savage Sling ability.
  • Fixed an issue where tooltips on the map and interaction prompts for renting apartments showed double the actual price.
  • Blocked Cross-progression from uploading saves bigger than the max save size limit on consoles to prevent crashes and issues when importing such saves.
  • Remastered the voiceover to improve audio quality in German, Simplified Chinese and Japanese.
Thank you 🙏🏽
 
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