Patch 2.11

+
People is still b*tching about the New Game + that CDPR already stated they WILL NOT add?
Now there is a mode to skip the entire Act 1 to be more or less prepared to survive in the game, and if you want to do it from the beginning there are farm spots in Watson where you can level up easily (northeastern corner of the district where there are groups of Maelstrom gangoons).

They were also not going to add the NCART system... and then they did.

If people want it, CDPR will add it in at some point.
 
Can you please revert the "micro-stutter feature" introduced in this patch? :) Thank you!
(i9 13900KF + RTX 4090 FE all custom watercooled)
This was never a "feature"... until now... :(

PS: For what it is worth, I also see it on my SteamDeck Oled (on the SteamDeck profile with a FPS lock at 45fps/90hz no Vsync). Something changed in the engine with how the frames are paced...
This was tested on the Steam version... Next I will try the GoG version (yes I have them both since I was a supporter of CDPR before Witcher1)

PPS: Strange?! On the GoG version I don't seem to get the same stuttering issues?! (But I am also using the "DLSSG-to-FSR3 mod"). More testing is required!
 
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They were also not going to add the NCART system... and then they did.

If people want it, CDPR will add it in at some point.
Totally different period/goals/objectives ;)
When they said they won't add Ncart, it's because at the time, they have way bigger concerns than adding new stuff to the game (maybe not even sure they would ever been able to add new stuff), but... they had planned to keep working on the game for year(s).
Now, the "plan" is to fix as many bugs/issues as possible (so keep working "a bit"), but to move on to their other projects soon enough... (if I remember, TW1 "remake" devellopement will start soon, and the studio at Boston start working slowly on project Orion).

So people can still hope, sure... but unlike 2/3 years ago, Cyberpunk 2077 development is (very, very) close to its end.
 
Long awaited and anticipated. Thank you for fixing and patching these issues. I have frequently encountered a situation in which corpses cannot be interacted with. This prevents looting and moving the body. I've managed to compensate by using explosives and melee weapons, but that is not always possible. Has this been addressed?
 
So people can still hope, sure... but unlike 2/3 years ago, Cyberpunk 2077 development is (very, very) close to its end.

People can still hope but frankly, at this point, 3 years in, it's just ridiculous.

They explicitly said it would be a tremendous amount of work. Combine that with the fact they explicitly said there would be only one more content patch right before releasing 2.1 - a content patch - and it should be obvious to anyone paying just a biiiiit of attention that new game plus is not coming.

Time to let go folks. The game is on life support. They will, hopefully, fix all the major issues and move on. They are done. The team for the next CP game is in Boston and they already confirmed they're starting with the next game. The next entry in the Witcher game is also moving forward. The Witcher 1 remake is also in the works and slated to release after TW4(or whatever it is) and while it's Fool's Theory working on it, it's dependent on work being done on TW4 and UE5.

CP2077 is on a skeleton crew. New Game plus isn't happening, get over it.
 
I don't know if the iconic Contagion + Burn combo is fixed, but now the non iconic Contagion + Burn doesn't explode.
 
i still got issue from the NUSA Outfit on Male V. When equipped on a male V character as a special outfit, the helmet and glasses that i used to increase stats still appear on the character (i used Arasaka Helmet for +25 armor and Kang Tao Visor for +0.15% zoom). However, if I wear a Hazmat Suit, Trauma Team suit or other special outfit, the helmet and glasses do not appear. So, every time I wear the NUSA suit I have to unequiped the helmet and glasses first, otherwise the character will look like a clown. :( even though I want to still have additional stats without appearing when wearing the NUSA Suit (i Really like the suit though). It is a Bug or what.Can anyone help me?
 


Patch 2.11 for Cyberpunk 2077 and Phantom Liberty is being rolled out on PC, PlayStation 5 and Xbox Series X|S. In this update we focused on fixing the most common issues encountered by players, including Finisher animations, and added a little something for Rayfield enthusiasts!

For details, check out the list of changes below.

Gameplay
  • Melee Finishers will now work properly.
  • Fixed an issue where health items could become unequipped from the quick access slot after using consumables.
  • It will now be possible to properly switch Z and W keybinds for AZERTY keyboards.
  • When using the Classic control scheme, performing dashes will no longer result in crouching.
  • Fixed an issue where it was still required to use the F key (default) to interact even if bound to a different key.
  • Binding the right mouse button to an action different than aiming will no longer result in aiming and the new action occurring simultaneously.
  • Axolotl cyberware will now also reduce cooldown when neutralizing an enemy non-lethally.
  • The Iconic Contagion quickhack will now properly cause an explosion when combined with the Overheat quickhack.
  • Added Psalm 11:6 and Buzzsaw crafting specs for players who completed the required activites to acquire them but they didn't drop.
  • Fixed an issue preventing players from upgrading items to Tier 5++ on Xbox.
  • Skeleton cyberware will no longer get downgraded after acquiring level 3 of the License to Chrome perk.
  • Skill Shards for skills that are already maxed out will no longer drop.
  • The RAM cost for the Cyberpsychosis quickhack will now properly decrease after applying Cyberware Malfunction or an EMP effect.
  • Killing NPCs who are drunk or using a braindance will now properly trigger the police system.
  • Fixed an issue where RAM Recoup cyberware was restoring less RAM than indicated by its description.
  • Fixed an issue where fists would not have a chance to apply Bleeding after reaching level 20 in the Solo skill.
  • Fixed the description for Biomonitor cyberware so it properly states that it heals you when health drops below 50% rather than 35%.
  • It will now be possible to activate Sandevistan cyberware during holocalls if in combat.
  • Fixed an issue where it was possible to get killed by a quickhack while Berserk is active, despite its feature ensuring that health cannot drop below 25%.
  • Cyberware Capacity will now be capped at 450. Cyberware exceeding the limit will be unequipped.
  • Fixed an issue that could cause loot to float in the air as well as reappear in the same spot after picking it up.
Quests & Open World
  • Adjusted car chases so that they're not too frequent and don't overlap.
  • Fixed an issue where vehicles purchased on the Autofixer website weren't added to the owned vehicles list even though money was spent.
  • Made it possible to obtain the BFC 9000 Iconic weapon for players who missed the crashed AV in Rancho Coronado.
  • Fixed an issue where the animation of inspecting the NCART City Pass could be triggered inside an elevator, causing V to fall through it.
  • Fixed an issue where the message from NCART Customer Support that unlocks the metro wouldn't arrive, even if the requirements were met.
  • Fixed some instances where Gigs could remain stuck as incomplete in the Journal without any objectives.
  • A Day In The Life - Fixed an issue where Darrell Zhou would instantly die after approaching the quest marker and speaking to him. Please note that the fix is not retroactive, meaning that you need to load a save prior to speaking to Darrell to be able to complete the quest.
  • Belly of the Beast - Fixed an issue where it wasn't possible to exit the Basilisk after entering the tunnel.
  • Cyberpsycho Sighting: On Deaf Ears - Fixed an issue where it wasn't possible to collect the information required to progress because the shard wasn't present in the area.
  • Don't Lose Your Mind - Fixed an issue where, after choosing to merge the Delamains, it wasn't possible to progress past the "Approach the car" objective because the cab didn't spawn.
  • Down on the Street - Fixed an issue where Takemura wasn't present when arriving at Wakako's pachinko parlor.
  • Gig: Bring Me the Head of Gustavo Orta - Fixed an issue where Gustavo would immediately become hostile after entering his office.
  • Gig: Bring Me the Head of Gustavo Orta - Fixed an issue where the guards would immediately attack the player after picking the peaceful Street Kid dialogue option.
  • I Really Want to Stay at Your House - Fixed an issue where it wasn't possible to sleep in V's apartment bed while the quest was active.
  • Psycho Killer - Improved the reward for neutralizing all Cyberpsychos. Players that already claimed the reward can visit Regina and collect the new reward from the weapon crate.
  • Reported Crime: Dredged Up - Fixed an issue where the trail that must be scanned to progress could be missing.
  • Spellbound - Fixed an issue when the discounted price for the Spellbook could be higher than the full price.
Phantom Liberty-specific
  • Black Steel In The Hour of Chaos - Fixed an issue where there was no objective in the Journal entry because the objective to meet Reed at the abandoned hotel wouldn't appear.
  • Black Steel In The Hour of Chaos - Fixed an issue where there were no dialogue options that would progress the quest when talking to Yoko.
  • Firestarter - Fixed an issue where some weapons could become job items after being retrieved from the locker.
  • Hi Ho Silver Lining - Fixed an issue where it wasn't possible to talk to Mr. Hands in the Heavy Hearts club because he wasn't interactable or did not spawn for players who experienced this issue on 2.1.
  • Just Another Story - Fixed an issue where Vehicle Contracts weren't spawning in some cases.
  • Things Done Changed - Fixed an issue where the screen could go black after calling the nurse for players who experienced this issue on 2.1.
  • Added an end credits message from Reed for endings other than The Tower.
  • Removed the possibility of installing attachments on the Catahoula Iconic pistol.
  • Fixed an issue where it was possible to activate the Sensory Protocol perk when it was on cooldown.
  • Fixed an issue where it was possible to activate Synaptic Accelerator cyberware during its cooldown.
  • It will now be required to have a cyberdeck installed to benefit from Cogito Lattice cyberware.
  • Fixed an issue where the buff after exploding an enemy with the Detonate Grenade quickhack didn't match the description.
UI
  • Added a Radioport category in Settings → Gameplay to customize Radioport behavior. Enable "Sync to Vehicle Radio" to keep the music playing after exiting a vehicle. With "Cycle Stations with Button Press", effortlessly switch between radio stations by simply pressing the Radioport button without the need to open the Radio menu. Enable "Save Current Station" to have the Radioport resume playing the radio station upon loading a saved game.
  • The data window that appears when scanning will no longer default to the "Hacking" tab rather than "Data". Instead, it will now remember which tab was open last.
  • Fixed an issue preventing players from changing cyberware at Ripperdocs and seeing the Cyberware Capacity bar.
  • Added a pop-up message for when it's not possible to activate Sandevistan during holocalls.
  • Like the non-Iconic variants, Iconic quickhacks will no longer have the duration displayed in their descriptions.
  • Made small improvements to the appearance of Net sites.
Visual
  • Neon-lit rims for the Yaiba Kusanagi CT-3X will now light up properly.
  • Fixed shadows appearing on V's torso when wearing tank tops.
  • Fixed dark shadows appearing on V's hands when holding some weapons with Ray Tracing enabled.
  • The Devil and Judgment tarot cards will now be properly displayed on the end-game reward screen.
Vehicles
  • Tire track marks will now match the actual contact patch of the tire.
  • Adjusted the suspension movement of some traffic vehicles to improve it visually.
  • Motorcycle suspension has been improved to reduce visual clipping into roads and curbs. Braking is also improved. Some vehicles, including cars and trucks, will now better handle landing from big jumps.
  • Brake Torque Vectoring has been added to the Drive Model simulation. This change effectively reduces understeer on vehicles that previously used to suffer from it excessively when hard braking while turning (most noticeable on FWD and rear/mid-engined vehicles).
  • Retuned or improved tuning in various vehicles. This includes: Mizutani Hozuki MH1, MH2 and “Hoseki”, Villefort Deleon V400, V410 Coupe and "Vindicator", Thorton Colby CST40, Mahir Supron FS3-T, Chevillon Centurion 1000, Quadra Type 66 “Hoon”, and more.
Implemented various small changes to improve drifting in most vehicles:
  • AWD vehicles now apply power through their front differentials more smoothly when exiting Burn Out Mode induced drifts (check out our Driving Manual in the Database for more info on those).
  • Dynamic Stability Management was adjusted to engage more smoothly after Burn Out Mode drifts.
  • Most mid-engined cars' Burn Out Mode implementation has been polished to induce more easily and overall feel better, including the Rayfield Caliburn, Quadra Turbo R, Herrera Riptide, etc.
PC-specific
  • Added a Hybrid CPU Utilization setting, which can be found under Gameplay → Performance. It can be set either to "Auto" (lets the operating system automatically decide how to distribute threads among the cores) or "Prioritize P-Cores" (prioritizes performance cores). It is set to "Auto" by default.
  • Implemented a fix that improves performance, especially on AMD RX Vega GPUs.
Misc
  • Added the CrystalCoat feature which allows you to change vehicle paint color. Because this technology was developed exclusively by Rayfield, it is currently only available for Rayfield vehicles you own.
  • Controller Inner Dead Zone has been changed to new default values for players who didn't change them, as keeping the old default values could result in stick drift.
  • Fixed an issue where the door in the Megabuilding H10 apartment wouldn't automatically close in some cases.
REDmod
  • Updated the address list for modders.
Still stuck with Kerry questline. Guy is ghosting me, not calling for rebel! rebel! quest.
 
Please add a toggle for the “Vignette” effect on console! It ruins lighting and makes the scenery darker than it really is. @Cyberpunk2077
 
Can you please revert the "micro-stutter feature" introduced in this patch? :) Thank you!
(i9 13900KF + RTX 4090 FE all custom watercooled)
This was never a "feature"... until now... :(

PS: For what it is worth, I also see it on my SteamDeck Oled (on the SteamDeck profile with a FPS lock at 45fps/90hz no Vsync). Something changed in the engine with how the frames are paced...
This was tested on the Steam version... Next I will try the GoG version (yes I have them both since I was a supporter of CDPR before Witcher1)

PPS: Strange?! On the GoG version I don't seem to get the same stuttering issues?! (But I am also using the "DLSSG-to-FSR3 mod"). More testing is required!

This is a feature, not a bug.

Until now, many, many modern games, including Cyberpunk 2077, Returnal, Remnant from the Ashes 2, BF2042, The Finals, and a slew of other modern games, do not know how to schedule and prioritize the workload effectively across P and E cores. You will get either random crashes or error notifications about a "lack of video memory," even while running a 4090.

Also, this issue would cause absurdly high CPU temps and usage, even just during the intro loading screens or browsing the main menu.

In particular this issue seems to affect i9 13900k and 14900k users, but also has effected some 13700, 14700 users.

These crashes are very unfortunate, and the fix remains constant across all these games, including Cyberpunk 2077: A manual downclock of about 200-300mhz across all P cores done through Intel Extreme Tuning Utility (Intel XTU). For example, on an i9 14900k, you would reduce your Performance core frequency to 5.4 and leave your efficient cores at their normal values.

This issue seems possibly related somehow to Oodle Data decompression failures with modern Intel processors:


Now, with these Cyberpunk 2077 patch 2.11 fixes in place, this enables users to play the game with the full processing power of their 12th, 13th, and 14th gen processors, without thermal throttling, poor performance, crashes, and without having to run an entire separate program just to downclock their CPUs.

If it introduced stuttering, that is unfortunate, but Cyberpunk deserves credit for being the only game so far to even acknowledge this widespread problem exists, let alone implement an actual solution to fix it.

I am sure further tuning and tweaking will be needed to prevent micro stuttering other users are claiming to have since patch 2.11, but simply turning off the newly added Hybrid CPU Utilization option, or leaving it to "auto" should restore behavior and performance to how it was in the prior patch.

If you just do a brief Google search for "i9 13900k out of video memory," you can find many, many such users across MANY modern games with this exact same problem, being resolved in this exact same way.

Again, the Cyberpunk team deserves credit for not only acknowledging this issue exists, but actually implementing a fix, even if it's imperfect. They are as of yet, and as far as I know of, the only studio to even address it.
 
here also micro stuttering after the patch affects sound and graphics!
super annoying! Please fix it immediately!
 
I quickly started the game in order to check if they fixed those black patches on meshes like tree barks and foliage (whose shadows by the way became static) when using rt or pt but they are still there... At this point I think it will never get fixed. :/

Well, at least they fixed V's hands.

On a side note, there will be more fixes coming since FSR 3 support has been announced, maybe they will finally manage by that time.
 
Hey there on ps5 the cyberware cap has not increased, and iv done every mission, every gig, etc I'm at the end if my game so iv done everything possible to increase cap... This is the old cap with all the extra shards possible to find
 

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On PC with Dual Sense the controls feel so floaty now.

Also, can not zoom out of the sight when walking.
I am also having the same issue - but using a wired Xbox controller on the PC. I don't really notice everything being "floaty" but the trigger buttons...OMG are so broken now :(. I cannot even play anymore. It's awful in cars/bikes too - the vehicle will just drive on it's own either in reverse or forward or you can't go anywhere because the brakes/reverse are stuck on. And the aiming down the sights get stuck (just as you mentioned). So I've died many times because of it. It's unplayable.

2.11 is just bad. I've seen stuck and floating NPC enemies and now the stuck triggers. The 2.1 I didn't have any of those issues. But the primary issue of the stuck trigger buttons is a game breaker for me. And I'm using no mods - using the GOG version over GeForce Now.

Please report back if you find a fix for the stuck triggers - I will do as well. Though for me right now, I won't be able to even play with it like that. Does no one else have this problem? If it is a bug, will it be another 2 months before another update?
 
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