Update 2.1 Patch Notes

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Lots of great stuff, though a little disappointed that FSR 3.0 didn't make the cut. The current implementation of FSR kind of looks like sh!t.
 
Tier 5+ still don't upgrade properly to Tier 5++ on Xbox Series X
Capacity Shards still don't drop on high level characters
I don't know if the patch isn't properly applied but it seems to me that every annoying bug I had before the update are still there.
 
Wanted to add that controls are bugged now with 2.1 I use classic input method with a Series X controller. You cannot dodge now with a double tap correctly. You will dodge, but remain in a crouch. I switched to alternative, and it has a dedicated dodge key and no issues. Please fix this because I suck with the keyboard.
 
For the "last big patch" to be so concerned with the negative minutia like nerfing armor values is strange, but worse to me is these changes to loot economy.

2.0 had established an ARPG loot system. A lot of weapons dropped, and while it was a lot of clutter, it did give you a lot of flexibility with loot management too, along with a feeling like any enemy was worth looting. Now, time and manpower was devoted to making every enemy in the game drop worse loot, and yield less money over all, including "broken" weapons that automatically turn into T1 Components. Now, our inventories are set to be a sea of worthless mods and scopes, which are already organized pretty badly. Was this really a better late-development goal than any number of systematic improvements?

Look, I get that there was too much loot clutter before, the game had trouble tracking it all, and the wealth was probably more than intended. However, Its significantly less fun to get all this random junk- low tier components and worthless niche mods by the boatload, especially when the patch put mods galore on vendors. Its just not a win in any way- less guns makes T5 Components more of a grind, and there are still drops all over the floor now, they are just worthless and harder to see.

Those guns were much more easily manageable units to extract value from. If you didn't want the guns you could leave them, sell them, or you could scrap them into juicy stacks of components. You could then buy the mods (in 2.1) if you want them. Going to the vendor and deciding what to sell or scrap was a part of the adventure loop. It was cool having all these random guns to play with, and felt like you got a satisfying haul. A toned-down approach to that would've gone over much, much better.

Honestly, I think lvl 60s mostly dropping purple and orange guns was fine. Its as easily "realistic" as the assortment of junk they currently carry. Now, it is (broken) clutter no one wants, more grinding for components, and a less rewarding chore to loot all enemies. All in all, this is a poor sendoff to the loot aspects of the game, and a little more consideration could've yielded a better solution.
 
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Honestly, I think lvl 60s mostly dropping purple guns was fine. Now, it is (broken) clutter no one wants, more grinding for components, and a less rewarding chore to loot all enemies. All in all, this is a poor sendoff to the loot aspects of the game, and a little more consideration could've yielded a better solution.
Nope you get even fewer components and less money to buy cyberware for stat rerolls that replaced simply finding good loot to use.

The future is now, enjoy the streamlined gaming experience. Good day sir.
 
Melee finisher animations no longer working correctly.

Weight of HMG’s persist after they’ve been unequip in a safe zone like a shop… or picked up in a safe zone.
 
Added a "Weapon Cycling to Arm Cyberware" setting, which allows to enable or disable cycling arm cyberware when cycling through equipped weapons.
Thanks for this. Would have preferred to be able to change what's on the tool wheel entirely but at least this solves the problem when cycling through melee weapons and your fists popping out mid combat.
 
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Unfortunately there are still many visual anomalies that haven't been fixed, this is without mods:
 

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Excellent job CDPR this is the best patch yet fixed most everything I've seen so far and added taking a shower with Panam 😏

Only thing that sucks is you have got to stop "rebalancing" or just say "nerfing" cause that's all it ever is. I don't get why you're so scared to let us be OP when we are lvl 60. Most RPGs let you be better than everything at max level because that's what we worked for grinding the whole game.

It sucks that you guys nerfed the best Sandy build. I don't see why it's a single player game and it's not like I cheated for that set up. I spent hundreds of thousands on the cyberware and tons of tier 5 crafting components upgrading them. But now the Apogee and Axolotl feel nerfed. I used to be able to roll play a David build going in and out of Sandy or actually keep it going for longer than 7 seconds but now it feels like it runs out way faster. I can do it with the Falcon but that one does slow time as much.

I'm not sure if Apogee got nerfed cause I don't remember the duration but I know Axolotl got nerfed from 10% to 7% I just don't get the point in these nerfs you guys constantly do.

It's a single player game are you afraid it will be unfair for the NPCs? It's fun feeling like the hundreds of hours I put into the game led to this growth and being more powerful than everyone else.


Either way there's more good than bad this update so if I had to trade a functional game with new features for a few nerfs I guess it's fine.
 
You are da best, and this game is indeed becoming the game to end all games now, looking forward to Night City! THANK YOU!
 
Unfortunately there are still many visual anomalies that haven't been fixed, this is without mods:
First image could be more easily solved if CDPR provides a forced LOD 0 setting if I'm not mistaken as that bug (I believe) is caused by the lower LOD clipping through the mesh. A more proper fix that would make this work for everyone who can use RT, even on low setting,s would be for CDPR to buckle down and not have those render in the Gbuffer when they're not being drawn.

Second one - I guess that's a skinning or physics bug. That's a tarp, right?

Third image can't be fixed to my knowledge because of how real-time RT works in video games. The actual mesh is static, but there's a motion shader used on some foliage to make it look like it's swaying in the wind. RT sees the literal geometry but can't follow the shader apparently. That's why this happens on so many trees and shrubs.

The reason that same issue happens on some NPCs is the aforementioned LOD issue. Got worse with 2.0 because now it happens with some hair (Misty) when it didn't before.
 
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