Thread: Cyberpunk 2077 Phantom Liberty Trailer and 2.0 Patch Update.
Hype Thread
The only problem is that level of chaining stuff requires you to be playing on PC, It's hard to pull those kinds of moves on a controller.

Yeah I used to think like this too, until I saw the insane shit people were doing in Doom Eternal on controller.
 
The lighting in this game, man...

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So far the side missions were really strong, I like the stories, motivations and decisions. Characters and dialogues are on point. Gameplay wise great as well with fun levels.

Only thing I'd like to see would be more destructive environments and physics. That would slaughter CPUs even more though.
 
So far the side missions were really strong, I like the stories, motivations and decisions. Characters and dialogues are on point. Gameplay wise great as well with fun levels.

Only thing I'd like to see would be more destructive environments and physics. That would slaughter CPUs even more though.

It's sucks that on PS5, Performance mode is having trouble maintaining 60fps in some fights, like the spider-mech one, probably due to the destructible environment. There's way more noticeable dips in the regular game as well since update 2.0. Car chases are a big offender.
 
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New patch is out, fixing a ton of issues:


Patch 2.01 for Cyberpunk 2077 and Phantom Liberty is being rolled out on PC, PlayStation 5 and Xbox Series X|S. It fixes the most common issues players have encountered and improves overall performance on all platforms, especially in Dogtown.



For details, check out the list of changes below:



Phantom Liberty-specific

  • Balls to the Wall - When talking to Paco, repeating the blue dialogue option from the Corpo lifepath will no longer block progress.
  • Dog Eat Dog - Fixed an issue where it was possible to earn multiple Relic points by triggering the first meeting with Songbird more than once.
  • Firestarter - Fixed an issue that could cause V to get stuck in the wall or roof after performing a Finisher on Kurt Hansen.
Moving Heat

  • Fixed an issue that could cause all traffic to disappear after completing the quest.
  • Fixed an issue where triggering combat in the garage in specific scenarios could cause various disruptions to quest flow.


  • New Person, Same Old Mistakes - Fixed an issue where the gate to Bill's hot dog stand was closed.
Somewhat Damaged

  • Fixed an issue preventing the player from scanning the Neural Network system.
  • Various fixes for devices in the bunker.


  • The Killing Moon - Fixed an issue that caused the doors leading to the shuttle to not open.
You Know My Name

  • Fixed an issue where V could remain connected to the sniper nest, blocking quest progress, after repeatedly switching cameras at the end of the sequence.
  • Reed will now wear his party outfit during the dialogue with Songbird.


  • Addressed an issue where some phone calls necessary to continue the main story began with a delay.
  • Various visual fixes for animations, lighting, scenes, VFX, and more.
  • Performance improvements for both PC and consoles, especially in the Dogtown area.


Quests & Open World

  • Automatic Love - The distortion effect caused by talking to Johnny and selecting a specific dialogue option at the end of the quest will no longer persist on the screen.
  • Ghost Town - Fixed an issue where the quest could get stuck on the "Defeat Nash and his people" objective if the game was saved during combat prior to Update 2.0.
Gig: Breaking News

  • Fixed an issue where Ted Fox's car didn't spawn.
  • Fixed an issue where the gig wouldn't trigger after approaching the quest area.


  • Gig: Going-Away Party - Fixed an issue where it wasn't possible to get in the car with Flavio because it spawned underground.
  • Gig: The Lord Giveth and Taketh Away - Fixed an issue where the Militech SUV spawned underground.
Killing in the Name

  • Fixed an issue where leaving the quest unfinished could block clue scanning, preventing the player from progressing in many quests.
  • Fixed an issue where the Bartmoss Collective website wasn't visible in some cases.


  • Playing for Time - Fixed an issue where healing and radio icons disappeared from the HUD after the car chase with Takemura.
  • Space Oddity - Fixed an issue where the quest didn't activate if the location was approached prior to Update 2.0.
The Heist

  • Fixed an issue where Jackie wasn't present in front of the Afterlife.
  • Fixed an issue where, when riding the elevator to the 42nd floor with low FPS, V could fall through the floor and die.


  • The Prophet's Song - Fixed an issue where completing the quest could cause the police system to turn a blind eye to V's crimes.
  • The Ripperdoc - Fixed an issue where, if the player got into the driver's seat from the passenger seat, Jackie would return to the noodle stand and refuse to drive to the ripperdoc.
  • Fixed an issue where NCPD Scanner Hustles could remain uncompleted even after looting the necessary containers.
  • Fixed an issue where some Iconic weapons wouldn't appear on wall of the Stash in V's apartment.
  • Lowered the value of the Attribute check required to enter the area where the Thermal Katana can be looted.


Gameplay

  • Made it possible to properly switch to Arm cyberware by cycling through weapons.
  • Addressed an issue that could cause V to become invulnerable to all damage.
  • A wrecked NCPD cruiser without wheels won't be patrolling the streets of Night City anymore.
  • Fixed an issue where some obsolete mods in the Inventory and Stash weren't properly exchanged for a new weapon mod.
  • Fixed an issue where weapons obtained pre-Update 2.0 could have a Tier that's too high when compared to the player's level.
  • Removed various obsolete Crafting Specs.
  • Disassembling a Budget Arms Slaught-O-Matic will now give 1 crafting component.


PC-specific

  • Fixed an issue where the UI could show controller inputs when playing on keyboard and mouse.
  • Players unable to get achievements due to an issue that prevented Phantom Liberty achievements from unlocking on PC before a backend fix implemented on the day of the release will have them retroactively unlocked on GOG and Steam after loading a save from that playthrough. For the Epic Games Store, the issue is still under investigation.
  • Fixed an issue where, after installing Update 2.0 but not the expansion on GOG, a pop-up saying "Phantom Liberty downloaded - please return to the main menu to access new content" could appear in the in-game menu.
  • Improved image quality of DLSS Ray Reconstruction in the Ultra Performance setting.


Console-specific

  • Addressed the issue of corrupted saves on PlayStation by increasing the maximum save file size limit. Note: this won't fix saves corrupted before the update.
  • Fixed an issue where launching the game without an internet connection would prompt the player to log into GOG My Rewards again.


Miscellaneous

  • Various crash fixes on PC and consoles.
  • Vehicle radio volume has been adjusted so it's no longer too quiet compared to other sounds in the game. If you've turned down the volume of other sounds in order to better hear the radio, you may want to re-adjust the volume before you continue playing.
  • Added sounds for the Basilisk that were missing.
  • Fixed an issue where the player could earn an infinite score in Trauma Drama by shooting at enemies dropping from a helicopter repeatedly.
  • Growl FM and Dark Star websites will now be visible when playing without Phantom Liberty.
  • Fixed an issue where disconnecting the internet didn't result in an error message being displayed in My Rewards and Cross Progression tabs.
  • The song History by Gazelle Twin and Trash Generation will now be disabled when the "Disable Copyrighted Music" option is turned on.
  • Fixed an issue where hair didn't cast shadows when Ray Tracing was enabled.
  • Players who pre-ordered Phantom Liberty but didn't get the Quadra Sport R-7 "Vigilante" will now receive it.
  • Several improvements and changes to Ukrainian localization, including fixes for lines where the translation lost its original meaning.


REDmod

  • Fixed an issue where tweak mods would not compile in REDmod.
  • Added Phantom Liberty support to REDmod.
Hey, chooms! Please remember that these are just the highlights. There are more improvements and fixes in this patch, so check them out for yourself in the game!
 
Story telling is pretty damn amazing, author is right here.


I completely agree with the article, Cyberpunk's storytelling is amazing. I can't say enough good things about it.

At the same time I'm completely baffled at people wanting Bethesda to make non-Bethesda games. I don't want Bethesda to be like CDPR or Larian or anybody else. Those developers are great and they make great games but I want Bethesda to keep doing their own thing. I understand their engine is ancient but no other engine can do what Creation engine does. Not Unreal 5 or any other.

Let's give modders and Bethesda a few more years and Starfield will be like nothing else we've ever seen. There will be Fallout like planets with vaults to explore, there will be Elder Scrolls like planets and much more. You can't do that with the Red Engine. Bethesda is just trying to do something different and they're great at it. I'm not saying they can't improve on things but I personally don't want them to change their identity.
 
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At the same time I'm completely baffled at people wanting Bethesda to make non-Bethesda games.

No... it's that we want Bethesda to *get better at* making Bethesda games. To improve over time like they did at least through Oblivion and Fallout 3. Some may say Skyrim was the peak, but it's cleare that each new game since then has dumbed down what came before and removed what makes their games special in favor of shit that fans of Bethesda games don't care about.

There will be Fallout like planets with vaults to explore, there will be Elder Scrolls like planets and much more.

I don't think that's true. Have you tried landing somewhere random on a planet and walking to one of the POIs? You can't. The land is not contiguous and is likely just randomly generated. I doubt the Starfield version of the engine even supports massive overworlds that were the trademark of their previous games.
 
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