Cyberpunk 2077’s Edgerunners Easter Egg Brings The Waterworks

Cyberpunk 2077‘s massive 2.0 update introduced a bunch of additions and changes to the open-world first-person shooter RPG. Alongside new combat enhancements and a revamped police system that makes cops far more aggressive when hunting you down for committing crimes, the latest patch also completely overhauls cyberware and perks. It almost feels like an entirely new game that just so happens to include some new Easter eggs for the fantastic—and heartbreaking—Edgerunners anime. Prepare to cry, y’all, this one’s a doozy. Oh, and be warned: There are some Edgerunners spoilers down below.

Read More: Cyberpunk 2077’s 2.0 Update Feels Like A Different Game

Produced by Studio Trigger (Kill la Kill), Edgerunners takes place about a year before the events of Cyberpunk 2077. Following a punky David “Dee” Martinez, the 10 episode anime shows Dee devolve from an ambitious kid to a cold mercenary. He makes friends with a group of other talented hired guns, but like most stories in the Cyberpunk universe, the troupe’s journey ends in brutal tragedy. By the time the credits roll, only one person of the main crew is alive. And now, thanks to the 2.0 update, we can wallow in that sorrow once more.

As spotted by Redditor FirmAd6452 (via GamesRadar), Cyberpunk 2077 features murals for all the important folks in Dee’s life. Dee’s there, of course, but so is his mom Gloria, tech specialist Pilar, merc bruiser Dorio, and Edgerunners gang leader Maine—all of whom died throughout the anime’s narrative. The last mural is dedicated to best girl—and fan fave—Rebecca, who was crushed to death by the cyberjerk Adam Smasher in the final episode. The traitor Kiwi, who conspired with the anime’s antagonist to catch a member of the crew, has a mural as well, but we don’t talk about her around here.

Each of these holographic tributes is located in the Westbrook District’s North Oak Columbarium, a series of structures that holds the ashes of Night City residents. Under the murals are lines of text seemingly written from the perspective of Lucy, Dee’s girlfriend and the sole survivor of Edgerunners. Dee’s tribute, for instance, reads, “You didn’t take me to the moon, but you were there with me,” referencing the second episode in which the couple venture to the moon together. Meanwhile, Rebecca’s posits, “I regret not finishing our conversation,” calling attention to the final episode which sees Adam Smasher violently interrupting the moment the two ladies were having. I’m not crying, you’re crying. Again, there’s a line for Kiwi, too, but, traitors never prosper.

Read More: Cyberpunk 2077 – Phantom Liberty: The Kotaku Review

I wasn’t prepared to think about Edgerunners again, especially with how fucked up things ended. This new Easter egg isn’t even the only one that references the anime. There are skills within the retweaked perk trees named after the characters, and Dee’s iconic yellow jacket if you want V to cosplay as him. So, although CD Projekt Red has no plans for a sequel to the anime, at least these characters will live on in Cyberpunk 2077. It’s a terrible day for rain

Cyberpunk 2077’s Next Update Fixes Corrupted PS5 Saves And More

V looks in a mirror in Cyberpunk 2077.

Image: CD Projekt Red / Kotaku

Cyberpunk 2077’s 2.0 update and Phantom Liberty DLC expansion has completely revived the open-world RPG, and, for many, finally turned it into the immersive sci-fi blockbuster they’d been dreaming of based on all those E3 trailers. But more fixes are still on the way. An upcoming 2.01 patch will address corrupted saves on PlayStation 5 and other issues.

CD Projekt Red previewed some of the patch notes for the smaller hotfix on Friday, September 29, noting that the actual update will include even more changes once it finally arrives. In addition to solving the corrupted save issue on PS5, the studio is also promising improved framerate performance in Dogtown, Phantom Liberty’s big new area, on both PC and console. A bunch of mission bugs are also getting taken care of.

Here’s everything in the preview for patch 2.01:

  • The distorted effect caused by selecting a specific dialogue option when talking to Johnny at the end of Automatic Love will no longer persist on the screen.
  • V will no longer die in The Heist by falling through the elevator when riding to the 42nd floor with low FPS.
  • Fixed an issue where the UI could show controller inputs when playing with keyboard and mouse.
  • Made it possible to properly switch to arms cyberware by cycling through weapons.
  • Gig: Breaking News will be properly triggered after approaching the quest area.
  • Vehicle radio volume will be adjusted so it’s not too quiet when compared to other sounds in the game.
  • Addressed the issue of corrupted saves on PlayStation by increasing the maximum save file size limit. Note: this won’t fix the saves corrupted before the update. If you’re experiencing the issue, keep a working save (e.g. resave it as manual save) till 2.01 arrives.
  • Performance improvements for both PC and consoles, especially in the Dogtown area.

Some PS5 players began to report issues with their save files shortly after beginning Phantom Liberty. The problem seemed to target those who went into the expansion with save files from before the 2.0 update (versus players who started completely new playthroughs). The save data apparently started to become damaged after the second mission “Hole in the Sky,” with no clear workarounds beyond loading earlier save files and trying again. Fortunately, it sounds like the issue will be taken care of soon, though CD Projekt Red points out that players will want to make sure you hold on to a “working save” until 2.01 releases “soon.”

Despite Cyberpunk 2077 shooting back up the sales charts and becoming one of the most played games on Steam again, CD Projekt Red has confirmed that these last batch of updates will conclude its post-launch support for the game. The studio is currently pivoting resources back to its next open-world Witcher game, with a smaller team beginning early concept work on Cyberpunk 2077’s sequel.

                   

Every Change In Cyberpunk 2077’s New Phantom Liberty 2.01 Patch

A TV show host in a gold jacket holds his arms open.

Image: CD Projekt Red

CD Projekt Red said it plans to move on from Cyberpunk 2077 now that its big Phantom Liberty DLC and 2.0 systems overhaul are out, but it still has a few things left to patch. A new 2.01 update that went live on October 5 fixed corrupted save issues on PlayStation 5 and a bunch of other issues, including a wrecked cop car that used to haunt the streets of Night City.

Out today on PS5, Xbox Series X/S, and PC, Cyberpunk 2077‘s developers write that patch 2.01, “fixes the most common issues players have encountered and improves overall performance on all platforms, especially in Dogtown.” A new region added in Phantom Liberty, Dogtown is bustling with dense detail that occasionally made players’ framerates take a hit. It sounds like that will be less of a problem now.

Buy Cyberpunk 2077: Amazon | Best Buy | GameStop

The company is also saying a corrupted PS5 save issue that players began to report after version 2.0 went live has also been solved. “Addressed the issue of corrupted saves on PlayStation by increasing the maximum save file size limit,” the patch notes read. This will prevent new save files from being corrupted in the future, but won’t fix the ones that are already broken, so if you were encountering the issue you’ll have to start from a file that was still working.

The rest of the update is full of the hyper-specfic bug fixes that underline all of the fascinating and occasionally broken things that can crop up in an open-world sci-fi RPG. A lot of the changes seem to revolve around cars, which received a major upgrade in 2.0, including more robust police chases and highspeed shootouts. For instance, patch 2.01, “fixed an issue that could cause all traffic to disappear after completing the [Moving Heat] quest.”

It also stopped several cars from spawning underground, including Flavio’s in the “Going-Away Party” gig, and a Militech SUV in the “Lord Giveth and Taketh Away” gig. But my favorite change by far relates to a busted cop car that was apparently roaming around like a ghost with unfinished business. “A wrecked NCPD cruiser without wheels won’t be patrolling the streets of Night City anymore,” CD Projekt Red writes. Pouring one out for the headless pigs.

Here’s the full 2.01 patch notes:

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.

CDPR Spent $120 Million On Saving Cyberpunk 2077’s Reputation

Cyberpunk 2077’s highly acclaimed and massive expansion, Phantom Liberty, almost feels like its own game. That’s probably because the developers behind the expansion spent over $60 million on developing Phantom Liberty and $21 million on marketing it, bringing the total cost of producing the DLC to about half of what it cost to develop the entire Cyberpunk 2077 base game.

After launching in a pretty awful state in 2020, CDProjeckt Red’s massive open-world RPG Cyberpunk 2077 has received numerous updates, bug fixes, and even a popular Netflix anime. All of this helped the futuristic RPG become more popular than ever. And while some say the game’s core problems can’t be fixed, CDPR hasn’t given up on Cyberpunk 2077. The RPG’s only planned DLC, Phantom Liberty (and the free 2.0 update) released on September 26 to rave reviews, and fans declaring the game “saved.” But building something like Phantom Liberty isn’t cheap.

On October 5, during an investor’s presentation, CDPR revealed the total budget for Phantom Liberty. Its costs were split between zł275 million on “direct production expenditures” and another zł95 million on “marketing campaign costs.” If we do some converting, that equals out to just about $63 million and $21 million in USD, respectively, or roughly $84 million total.

Buy Cyberpunk 2077: Amazon | Best Buy | GameStop

CD Projekt Red

As a point of comparison, it reportedly cost $174 million to develop Cyberpunk 2077. That number gets ever larger when you factor in the $142 million CDPR spent on marketing the dystopian RPG. Looking at these numbers, it’s almost impressive how little money CDPR spent on marketing the new DLC compared to the main game.

No matter how you slice it, spending nearly $85 million on developing and marketing a single expansion is wild and a sign of just how expensive game development is these days. It’s also a great example of how big, expensive games aren’t allowed to be flops.

Cyberpunk 2077 had to be a beloved hit, no matter the cost

During the presentation, the translator suggests that CDPR spent zł178 million or about $40 million USD on bringing the game to next-gen consoles and building the sweeping 2.0 update. This would suggest CDPR spent almost $125 million on fixing Cyberpunk 2077’s image and saving its reputation. However, a CDPR representative has contacted Kotaku saying that this 178 million figure in fact is mostly made up of funds spent on the base game

However, based on how well Cyberpunk 2077 and its new expansion are selling after the update—CDPR claims there was a “surge” of sales following update 2.0—the company is likely going to wind up making a lot of money off the game. CDPR pointed out during the investor presentation that it is “confident” that the DLC and its main game will be “big sellers” for a long time, pointing toward the continued sales of The Witcher 3 and its DLC years after launch.

With the development of the Cyberpunk 2077 sequel starting and news of a live-action spin-off in the works, it makes sense that CDPR would be willing to invest so much money into making sure Cyberpunk 2077’s legacy amounted to more than a failed launch and bad console ports. It needed the game to be a huge hit with millions of fans. And it got there, even if it cost a lot of money in the end.

Update 10/6/23 11:30 a.m. ET:  This article’s headline has been altered, and additional details added, in response to CDPR’s clarification over what appears to have been a translation error during its investor day presentation.

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Every Change In Cyberpunk 2077’s New 2.02 Patch

V turns her back on a futuristic city.

Image: CD Projekt Red

Cyberpunk 2077‘s latest update went live today and brings with it a surprising number of new tweaks to the sci-fi RPG. In addition to changing the stats of various weapons, there are also a bunch of bug fixes and the kind of random nerfs you only see in a sprawling open world.

As previously reported, patch 2.02 will address an annoying late-game bug that kept causing players to die right before one of the game’s four main endings. But it does a whole lot of other stuff too.

CD Projekt Red writes that the team has “rebalanced the stats of some weapons based on player feedback” and also buffed Johny Silverhand’s Malorian Arms 3516 gun to increase damage and make the recoil more manageable (the weapon is a reward for completing the Chippin’ In side job).

Elsewhere, the update promises “various optimizations, performance improvements and crash fixes” as well as a safeguard against bad saves. Instead of allowing you to overwrite a good save with a corrupted file, the game will now detect corrupted files ahead of time and prevent you from saving them. Ever since Cyberpunk 2077‘s big 2.0 overhaul and Phantom Liberty expansion went live, some console players have been dealing with save files over the limit that have messed up their playthroughs.

Of course, no Cyberpunk 2077 patch would be complete without some extremely arcane details. My favorite tweaks in version 2.02? Bullets will now “deal damage correctly” when shooting through glass and giving money to homeless people will no longer reduce your wanted status by the cops. Oh, and an exploit to duplicate junk items has been patched out. Another cool glitch in the matrix bites the dust.

Despite continuing to offer these updates, CDPR has confirmed that the bulk of development resources at the company are moving off Cyberpunk 2077 and onto the next open-world Witcher game. While Cyberpunk 2077 will get a sequel at some point, it’ll be a good long while until players have the opportunity to go on any new Night City adventures.

In the meantime, here’s the full patch notes for update 2.02:

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.

               

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