Update 2.1 Patch Notes

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I don't know why they added the on-foot radio feature if it doesn't also natively turn off the ambient soundtrack that plays in the background when in some areas of the map. Too often will the radio be playing ON TOP of the game's ambient soundtrack, which just ends up turning the game into an even bigger mess of indiscriminate noises. I suppose you can just turn down Music Volume in the options menu, but my question to this is; why should we? If we have the radio on that should just mute the ambient soundtrack until the player turns the radio off. Plus, it isn't really convenient or practical to expect the player to turn the ambient music down just to listen to the on-foot radio and then back up when they want to hear the ambient music again, constantly fiddling with the menu slider more than Mike Wang fiddles with the game sliders in an NBA 2K game.

Also, I agree with everyone else that the radio should remember what state you had it set to when on-foot so that you don't have to keep turning it off every time you get out of a car with the radio on. The car radio audio still plays as if it's coming from the car speakers and not inside your head, so I'm not really sure how the radio in the car can all of a sudden immediately transfer to the one in your head, even though you only turned on the one in your car. Some sort of advanced Bluetooth/radiowave technique in this universe? Or am I just jacking my head radio into every random car I get into now? Which sounds really unsafe... Either way, it's pretty annoying.
I loved this feature in Watchdogs2 10 years ago beeing able to find songs all around the map and make your own mobile phone tracklist but have to admit in CP77 it’s executed very poorly in comparison : /
 
Hello to everyone.
I love sci-fi.
I am also a patient man.
I waited 3 whole years after what i saw about the problems of this game.
I finally bought the game along with its expansion after i saw that these problems were solved.
Well...PS5 started the game-->loved the game-->16 hours into the game-->"can't save the game now" bug"-->lost 6 hours of progress-->uninstalled the game.
/Sigh
somethings are meant to be failed.
Cheers.
 
Oh look at this chooms, wasn´t expecting anything before the holidays but Cyberpunk steamdb got updated recently with cdpr internal QA branch- which could mean we may be getting something yet this week :think: : Cyberpunk 2077 History · SteamDB
To be fair, they know people will be buying the game around Xmas. Makes sense they'd want to iron out at least the key problems like melee finishers.
 
To be fair, they know people will be buying the game around Xmas. Makes sense they'd want to iron out at least the key problems like melee finishers.
It would make sense but I was pretty surprised seeing the steam DB update honestly, because Marcin tweeted this about the hot-fixes: Marcin when asked about the updates (Twitter)

-So, not sure what to think..
 
I don't know why they added the on-foot radio feature if it doesn't also natively turn off the ambient soundtrack that plays in the background when in some areas of the map. Too often will the radio be playing ON TOP of the game's ambient soundtrack, which just ends up turning the game into an even bigger mess of indiscriminate noises. I suppose you can just turn down Music Volume in the options menu, but my question to this is; why should we? If we have the radio on that should just mute the ambient soundtrack until the player turns the radio off. Plus, it isn't really convenient or practical to expect the player to turn the ambient music down just to listen to the on-foot radio and then back up when they want to hear the ambient music again, constantly fiddling with the menu slider more than Mike Wang fiddles with the game sliders in an NBA 2K game.

Also, I agree with everyone else that the radio should remember what state you had it set to when on-foot so that you don't have to keep turning it off every time you get out of a car with the radio on. The car radio audio still plays as if it's coming from the car speakers and not inside your head, so I'm not really sure how the radio in the car can all of a sudden immediately transfer to the one in your head, even though you only turned on the one in your car. Some sort of advanced Bluetooth/radiowave technique in this universe? Or am I just jacking my head radio into every random car I get into now? Which sounds really unsafe... Either way, it's pretty annoying.
Or how it will change stations getting into or out of cars randomly.

Pr how there is a delay between your radio and other radios on the same station occasionally giving you an echo.. annoying. Lol.

Also the patch required me to reset my controller inner and outer dead zones, as it was causing drift on a brand new outta the box controller. With the game setting set to default.

This has layers and layers glitches.

Single worst patch since launch
 
Welp, even though I've already made 10+ posts on this forum site, I still apparently have insufficient privileges to make a new thread, so might as well leave my thoughts on a few of the new pieces of content that I've finally managed to fiddle around with in this update that I haven't gotten to talk about yet.

Race Replays:
It's nice that we can replay them now, but unfortunately, they're just inferior versions of the races you do with Claire, mainly because you don't have Claire as a co-driver anymore, yet the rest of the field still all get co-drivers. No, Johnny's ghostly behind does not count. Half of the appeal of the races for me was being the driver while Claire shoots at other racers from the passenger seat and gives you lightweight rally call-outs during the race. Without those, the races are much less appealing/interesting and end up even being more boring than they are with Claire as she was basically the only thing that at least some-what convinced you some intense, deadly racing was actually happening. The canned voice lines Johnny blurts out occasionally are so dull, you can tell it was phoned in. You guys couldn't at least let the player ask Panam or River, or someone if they wanted to be V's co-driver now? Who the hell in their right mind would, realistically, participate in races like these without a co-driver when every other racer has one? All you would have to do is re-use some voice lines for the selected co-driver if you didn't want to record new lines and boom, you'd at least get something comparable to the races with Claire. I don't understand.

The Romance Hangouts:
Again, nice, but these definitely, DEFINITELY needed new conversations to have with your love interest during them. I'm serious when I say this; this feature will forever be incomplete without new dialogue to engage with because constantly circling through the same 5 topics we've had since launch has already gotten old since launch. It's great that I can now give my love interests smooches, dance with them, look out the window, but when I'm constantly hearing "Hey, you alright?" "Sure, you're okay?" "Something wrong?" every 10 seconds from them because I refuse to talk in circles with them about crap we've been talking about since launch, it really takes you out of it. You are constantly doing stuff in Night City. New conversations with your love interest should open up to dynamically reflect this during a playthrough, yet all V can ask Judy is "What new BDs she's been scrolling?" or "What's new with a gang Judy hardly cares about anymore?" V can't tell Judy what happened during a recent gig? Or maybe what's going on with the 'saka chip right now? Or maybe just have a conversation about Evelyn or Maiko or Jackie while consoling each other about people they've lost that were close to them? The few bits of new, physical, interactions that were added will still always be hollow without new, significant pieces of dialogue to accompany them. At this point though, I'm sure they're way pass trying to get the VA's back in to record new lines like this, or else they probably would've done it already. So, there's a good chance these hangouts will never be finished.

The sight-seeing binoculars:
This one I'm just more confused about more than anything. Like, why? What designer of ACTUAL sightseeing binoculars like this in real life would go out of their way to intentionally ruin the view of the user with obnoxious scanlines all over the viewport? Stuff like the scanner and whatnot at least had a somewhat plausible reason for this. But on some sightseeing binoculars? I'm befuddled... Like, are they really that scared of giving us an actually clear view of all of the low quality distant LODs everywhere in this game? If that's the case then why even add this feature if you aren't even confident in your game's visuals in this regard? Lol. Like, I get that Cyberpunk, as a theme, often dabbles in low-quality aesthetics, but these are just sight-seeing binoculars, for Christ's sake. A gadget that's meant to give you a better view of something. They don't even have a 'zoom' function that would at least convey that the binoculars are digital in some nature. As far as I can tell, they're just standard, analogue binoculars. Why would already standard technology advance backwards like that? I don't get it...

Bar Interactions:
See Romance hangouts. The new animation of sitting down and being served is nice, but still missing the same fundamental the romance hangouts are, especially with bartenders V would know like Pepe and Claire. In addition to the fact that Claire at the Afterlife and Mateo at Lizzies don't even get this new interaction, apparently, which is really weird. In addition to the fact that Mateo is still always asking V "Successful meeting?" when you sit down with him, every time, as if you just had the meeting with Evelyn, a character that's died weeks ago in my playthrough... This dude is literally stuck in a time loop, lol. How do you add new bartender interactions but skip out on some of the most prominent bartenders you meet in the game while also completely glossing over the issues with Mateo? I don't get it...

I've already spoken upon the on-foot radio in this thread so won't re-tread that, and I don't really care for the NCART system, personally, so never really bothered with it, but heard it's implementation is also pretty lackluster. So, I'll just stop there and conclude that it's pretty clear that this game will never fully be what it was promised pre-launch. I'm sure most people, including me, that have stuck around with this game--checking in and out periodically, for the past 3 years--have come to terms with that.

It's just baffling that even when new features or changes happen, they still aren't fully realized to their obvious potential on their own merits and we end up feeling like every new addition is still haphazardly half-assed. Part of me does hope that this was indeed the last major patch and they just focus on bug-fixing from now on because I'm not really sure how anyone could be happy with new features being implemented with such a lack of care. Management might be happy because they're raking in more money, while saving on as little resources as possible, but I can't imagine the devs would be happy with the state of these features are in and the game as a whole. So, let's just focus on making it as polished as possible, yeah? That's all I think we can really hope for at this point.
 
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Welp, even though I've already made 10+ posts on this forum site, I still apparently have insufficient privileges to make a new thread, so might as well leave my thoughts on a few of the new pieces of content that I've finally managed to fiddle around with in this update that I haven't gotten to talk about yet.

Race Replays:
It's nice that we can replay them now, but unfortunately, they're just inferior versions of the races you do with Claire, mainly because you don't have Claire as a co-driver anymore, yet the rest of the field still all get co-drivers. No, Johnny's ghostly behind does not count. Half of the appeal of the races for me was being the driver while Claire shoots at other racers from the passenger seat and gives you lightweight rally call-outs during the race. Without those, the races are much less appealing/interesting and end up even being more boring than they are with Claire as she was basically the only thing that at least some-what convinced you some intense, deadly racing was actually happening. The canned voice lines Johnny blurts out occasionally are so dull, you can tell it was phoned in. You guys couldn't at least let the player ask Panam or River, or someone if they wanted to be V's co-driver now? Who the hell in their right mind would, realistically, participate in races like these without a co-driver when every other racer has one? All you would have to do is re-use some voice lines for the selected co-driver if you didn't want to record new lines and boom, you'd at least get something comparable to the races with Claire. I don't understand.

The Romance Hangouts:
Again, nice, but these definitely, DEFINITELY needed new conversations to have with your love interest during them. I'm serious when I say this; this feature will forever be incomplete without new dialogue to engage with because constantly circling through the same 5 topics we've had since launch has already gotten old since launch. It's great that I can now give my love interests smooches, dance with them, look out the window, but when I'm constantly hearing "Hey, you alright?" "Sure, you're okay?" "Something wrong?" every 10 seconds from them because I refuse to talk in circles with them about crap we've been talking about since launch, it really takes you out of it. You are constantly doing stuff in Night City. New conversations with your love interest should open up to dynamically reflect this during a playthrough, yet all V can ask Judy is "What new BDs she's been scrolling?" or "What's new with a gang Judy hardly cares about anymore?" V can't tell Judy what happened during a recent gig? Or maybe what's going on with the 'saka chip right now? Or maybe just have a conversation about Evelyn or Maiko or Jackie while consoling each other about people they've lost that were close to them? The few bits of new, physical, interactions that were added will still always be hollow without new, significant pieces of dialogue to accompany them. At this point though, I'm sure they're way pass trying to get the VA's back in to record new lines like this, or else they probably would've done it already. So, there's a good chance these hangouts will never be finished.

The sight-seeing binoculars:
This one I'm just more confused about more than anything. Like, why? What designer of ACTUAL sightseeing binoculars like this in real life would go out of their way to intentionally ruin the view of the user with obnoxious scanlines all over the viewport? Stuff like the scanner and whatnot at least had a somewhat plausible reason for this. But on some sightseeing binoculars? I'm befuddled... Like, are they really that scared of giving us an actually clear view of all of the low quality distant LODs everywhere in this game? If that's the case then why even add this feature if you aren't even confident in your game's visuals in this regard? Lol. Like, I get that Cyberpunk, as a theme, often dabbles in low-quality aesthetics, but these are just sight-seeing binoculars, for Christ's sake. A gadget that's meant to give you a better view of something. They don't even have a 'zoom' function that would at least convey that the binoculars are digital in some nature. As far as I can tell, they're just standard, analogue binoculars. Why would already standard technology advance backwards like that? I don't get it...

Bar Interactions:
See Romance hangouts. The new animation of sitting down and being served is nice, but still missing the same fundamental the romance hangouts are, especially with bartenders V would know like Pepe and Claire. In addition to the fact that Claire at the Afterlife and Mateo at Lizzies don't even get this new interaction, apparently, which is really weird. In addition to the fact that Mateo is still always asking V "Successful meeting?" when you sit down with him, every time, as if you just had the meeting with Evelyn, a character that's died weeks ago in my playthrough... This dude is literally stuck in a time loop, lol. How do you add new bartender interactions but skip out on some of the most prominent bartenders you meet in the game while also completely glossing over the issues with Mateo? I don't get it...

I've already spoken upon the on-foot radio in this thread so won't re-tread that, and I don't really care for the NCART system, personally, so never really bothered with it, but heard it's implementation is also pretty lackluster. So, I'll just stop there and conclude that it's pretty clear that this game will never fully be what it was promised pre-launch. I'm sure most people, including me, that have stuck around with this game--checking in and out periodically, for the past 3 years--have come to terms with that.

It's just baffling that even when new features or changes happen, they still aren't fully realized to their obvious potential on their own merits and we end up feeling like every new addition is still haphazardly half-assed. Part of me does hope that this was indeed the last major patch and they just focus on bug-fixing from now on because I'm not really sure how anyone could be happy with new features being implemented with such a lack of care. Management might be happy because they're raking in more money, while saving on as little resources as possible, but I can't imagine the devs would be happy with the state of these features are in and the game as a whole. So, let's just focus on making it as polished as possible, yeah? That's all I think we can really hope for at this point.
Not to mention that these half-baked features came at the cost of major bugs.

An inconvenience for every build (finishers, blood pump, and sonic shock all broken), essentially the removal of the Phantom Liberty vehicles and not to mention the overall performance and stability downgrades.🙄

I'm really surprised there hasn't been more pushback against this patch in general. Doing nothing to 2.02 would've been way more preferable.
 
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The Romance Hangouts:
Again, nice, but these definitely, DEFINITELY needed new conversations to have with your love interest during them. I'm serious when I say this; this feature will forever be incomplete without new dialogue to engage with because constantly circling through the same 5 topics we've had since launch has already gotten old since launch. It's great that I can now give my love interests smooches, dance with them, look out the window, but when I'm constantly hearing "Hey, you alright?" "Sure, you're okay?" "Something wrong?" every 10 seconds from them because I refuse to talk in circles with them about crap we've been talking about since launch, it really takes you out of it. You are constantly doing stuff in Night City. New conversations with your love interest should open up to dynamically reflect this during a playthrough, yet all V can ask Judy is "What new BDs she's been scrolling?" or "What's new with a gang Judy hardly cares about anymore?" V can't tell Judy what happened during a recent gig? Or maybe what's going on with the 'saka chip right now? Or maybe just have a conversation about Evelyn or Maiko or Jackie while consoling each other about people they've lost that were close to them? The few bits of new, physical, interactions that were added will still always be hollow without new, significant pieces of dialogue to accompany them. At this point though, I'm sure they're way pass trying to get the VA's back in to record new lines like this, or else they probably would've done it already. So, there's a good chance these hangouts will never be finished.
That what I was feared about when they announced hangouts with our LIs. But adding new dialogue lines for each of our LIs means bringing back the 44 original voice actors (4 Lis x 11 languages) which represent a lot of work (also the reason why we only got new "messages" in the previous updates)
So sadly, hangouts are not as great as they could have been and probably never will, but rather it was expected...
Welp, even though I've already made 10+ posts on this forum site, I still apparently have insufficient privileges to make a new thread
It depend on which section you tried to create a new thread. Members can't in "Hot Topic" or "News", but in the other ones, you should be able to create a new thread ;)
 
So I finally managed to actually experience the new features in my game after starting a new game because literally none of them were working on my pre existing saves and here are my thoughts:

Metro system is cool and I use it pretty frequently and have decided to walk and use the metro as much as possible in this playthrough, but the fact that V cannot move is kind of lame, though I have suspicions as to why this is. One thing that makes no sense however, is the spawn point to the train is at the entrance and not on the platform. They made a big deal about 'oh you have to learn the metro lines and transfer just like in real life!' but in real life I don't exit the station completely and go back in to transfer. It stinks of another rush job where they couldn't implement an actual station in time for christmas so just shoved a teleport outside the entrances. Other than that I like it, the views are nice.

The gang chase/backup system is a nice idea, but much like half of the systems that have been implemented post release is half baked and kind of broken. Apparently if you load up a save with a lot of missions played prior to the patch, gangs will chase after you in a conga line, which is hilariously bad. I'm sure that will be patched though. It is a bid absurd how the system works, as soon as you enter your car gangs spawn near you, which is really bad. They managed to fix the terrible police spawning from nowhere problem and now they reimplemented it in this patch. It is cool that sometimes backup appears when you exit a gang area if you are loud and violent, it made the experiences more fun, having to fight my way out, this was in the game in scripted events from 1.63 I believe, but this seems a little more dynamic. HOWEVER, I have seen multiple times where the AI breaks because I left from an area that was unexpected or after combat had ended and the gang members are just standing outside doing nothing and ignoring me. Probably this will be patched too.

The bar interactions are alright but nothing special and I don't know why you have to teleport to a different scene when the mod it was obviously taken from does it without a teleport and is much cleaner.

I have not experienced the romances but from what I saw looking them up and reading them, they are also half baked and seemingly rushed.

I didn't fight smasher yet either so maybe I will comment more when I get to these points.

Overall however, I feel like these are good ideas (half of which have been just taken from mods, the metro system obviously is much superior than the mod, but the romance interactions and bar interactions are debateable, particularly the bar interactions) but are implemented sloppily and are somewhat underwhelming and I feel like a part of the reason for this is because they were shoved into the game for this ultimately pointless ultimate edition which the corporate side clearly demanded be released in time for the Christmas money train.

Nice ideas, but disappointing and should be much better. The fact that the team fucked off for holidays without even so much as a patch or hotfix to fix things that modders yet again were able to fix in one day is quite egregious.

Oh yeah and the radioport. I never wanted this, don't care about it. it's cool that it is there for people who want it, but I hate the fact that it keeps playing the radio after I exit a car. I hope this is a bug and even if not it should be edited to be a choice to stay on or deactivate when exiting a car.
 
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That what I was feared about when they announced hangouts with our LIs. But adding new dialogue lines for each of our LIs means bringing back the 44 original voice actors (4 Lis x 11 languages) which represent a lot of work (also the reason why we only got new "messages" in the previous updates)
So sadly, hangouts are not as great as they could have been and probably never will, but rather it was expected...

technically you could just use AI nowadays for dialog extensions but well… to much effort for a 3 years old game I guess.

It seems there is not much love for detail left anymore since all new „features“ are just flat poor executed to please user wishes from the past. Respectively mods are/were executed with way more heart - like LI, gang or city interactions f.e. just to name some : /
 
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technically you could just use AI nowadays for dialog extensions but well… to much effort for a 3 years old game I guess.

It seems there is not much love for detail left anymore since all new „features“ are just flat poor executed to please user wishes from the past. Respectively mods are/were executed with way more heart - like LI or gang interactions f.e. just to name two : /
I would be against using AI rather than the VAs imo, I think that would be very disrespectful to the original VAs. The two voice lines are kind of a disappointment but I think the real issue is your SO calling you for a date with those lines every 2 in-game days. Have them initiate once and then just leave it to the player to start any more
 
I would be against using AI rather than the VAs imo, I think that would be very disrespectful to the original VAs. The two voice lines are kind of a disappointment but I think the real issue is your SO calling you for a date with those lines every 2 in-game days. Have them initiate once and then just leave it to the player to start any more
Yeah especially because you are locked out for normal interactions or even apartment features - not even mentioning that the yellow quest icon on the phone is kinda annoying : /
 
My major pet pev, outside of the crashing and save bugs, is in two play thoughts, I can't get cyberwear over about 340 without using Chrome compressor and the edgerunner perk.
So 400 is the max I have seen and that is with a maxed out engineer, and maxed, lvl 60 character, obviously with a max tech stat, to get edgerunner.

This progession relying on random shard drops is horrible. Nothing should require random drops.... that I have only really ever seen drop from scanner/assault/crime encounters is frankly just a terrible idea. And means that different play throughs knight not get the same cyberwear level because it's random. So when you clear out all the crime encounters of your don't get something at each one you will never max out your cybernetics.

Screenshot included Of a maxed out character and this is the best I can get. Which also seriously limits my options seeing how about more than and addition 50 points never seems to manifest to reach the top, roughly.

ESPECIALLY cyberwear in a game where cybernetics is at the core of the entire world. Seriously the game and game universe is called CYBERPUNK and you take build a mechanic that makes your level random.

Honestly, I am not really shocked or surprised because of the poor planning. Especially with everything else that is wrong with this game. Yet another element a decent testing cycle probably would gave discovered.

This seriously needs to be revamped and rebalanced.
 

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Regarding artificial intelligence, I would not mind at all, but only so that the actors would not mind taking their original voice and translating the game into Ukrainian, for example, where there is no voice acting at all. There is only text, (and good that there is at least text, although it is not without defects) and I do not mind at all if it would be voiced by the original voices, but this is not possible, maybe artificial intelligence will develop in this direction, to give a synchronous dubbing by the original voices in their language. And it would be cheaper than collecting actors from all over the world.
 
I hope that they will fix duplicate/clone Npc in an future update. Further note I have tried all solutions which includes turning off HDD mode + Installed on an ssd.
 
I hope that they will fix duplicate/clone Npc in an future update. Further note I have tried all solutions which includes turning off HDD mode + Installed on an ssd.
I´ve found, that setting the crowd density setting to high solves this issue for the most part for me, unfortunately it does cost quite a bit of performance.
 
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