Baldur’s Gate 3 Update Lets You Change Your Appearance

The Baldur's Gate 3 character creator shows a player choosing their race.

Screenshot: Larian Studios / Kotaku

Baldur’s Gate 3’s character creator is expansive, but sometimes you spend hours in there and still wish you could change things when you get into the game itself and see your hero in motion. Up to this point, Larian Studios has locked your appearance in after you hit confirm in the character creator, but with Patch 3, the game will finally let you change some, but not all, aspects of your character’s appearance.

The patch, which is set to go live tomorrow, September 22, adds the Magic Mirror to your camp. This tool lets you change your character’s face, voice, and pronouns, but doesn’t allow you to change your race or body type. So if you were playing a shorter Human and wanted to be a taller Dragonborn, that goes beyond the scope of the Magic Mirror’s ability. Short kings must stay short kings, and it also makes sense that you wouldn’t be able to change your race, given how much that factors into your character’s place in the world and their relationships to other people. You also can’t use this with any of the Origin characters/party members. Which is fine, because why mess with perfection (Karlach)?

Larian’s character creation tool is pretty extensive, and myself and other players have spent hours in it before starting the game proper. Honestly, putting a magical portal to go back to it right inside your camp is like putting cheese on a mouse trap. But I know there are some folks who have been holding off on playing the game further until Larian added this feature, so hopefully they’ll be able to fine-tune their characters to their liking and get back to getting the tadpole out of their head.

For more on Baldur’s Gate 3, check out Kotaku’s review.

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.

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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.

Every Change In Armored Core 6’s Latest Big Patch

It was only a matter of time, I suppose. Everyone’s favorite broken Armored Core VI build is no more. FromSoftware released a new update for the mech shooter that makes its beloved Zimmerman shotguns less godlike. 621’s days of skating around Rubicon smashing and staggering everything in sight with ease are over.

The update went live on October 5 on PlayStation 5, PS4, Xbox Series X/S, Xbox One, and PC, and the patch notes list a ton of changes to Armored Core VI’s arsenal. While the game has a stellar single-player campaign, it also boasts an online multiplayer mode that’s collected a loyal following. In the interest of steering players toward a more varied set of loadouts, and also keeping the competitive meta fresh and fair, it really appears to have worked overtime re-calibrating everything from plasma rifles to tetrapod legs.

In addition to reducing the attack power and impact of Zimmermans, the fan favorite “Songbird” grenade launchers have also had their damage nerfed. Several bazookas have had their projectile speed increased, and handguns like the HG-003 Coquilett and HG-004 Duckett should be a lot more viable now. Tank treads EL-TL-11 Fortaleza have seen their defense take a big hit, and my favorite frame core, the IA-C01C: Ephemera, has seen its AP taken down several notches.

Gameplay-wise, the most notable change is to Armored Core VI’s assault boost and boost kick. Punching the right stick (R3) sends the mech into a high speed mode that players could use to crash into other mechs. That will now cause less damage, as will the impact dealt by boost kicks coming out of the assault mode. But not for everyone. “Decreased Impact/Accumulative Impact dealt by Boost Kick from all leg types except Reverse Joint,” FromSoftware writes. Reverse-jointed players have been celebrating the news all over the game’s subreddit. Their OP rooster kicks remain intact.

Yesterday’s patch follows a substantial rework last month that made a bunch of the boss fights in the game a lot easier. A lot of players had complained about the “skill check” at the end of chapter one in the form of the Balteus encounter. Some negative reviews on Steam were especially angry about it. The Sea Spider and IB-01: CEL240 fights in later chapters were also particularly challenging. Patch 1.02 made all of them more forgiving. It was welcome news for new players.

Today’s update may end up being a little more controversial. Here are the full 1.03.1 patch notes:

Balance Adjustments

Weapon Units

EXPLOSIVE THROWER “DF-ET-09 TAI-YANG-SHOU”: increased Effective Range/Total Rounds, decreased Reload Time

LINEAR RIFLE “LR-036 CURTIS”: decreased Recoil/Charge Time

LINEAR RIFLE “LR-037 HARRIS”: increased Chg. Attack Power/Cooling, decreased Charge Time

SHOTGUN “SG-026 HALDEMAN”: decreased Direct Hit Adjustment

SHOTGUN “SG-027 ZIMMERMAN”: decreased Attack Power/Impact/Accumulative Impact/Direct Hit Adjustment

HANDGUN “HG-003 COQUILLETT”: increased Total Rounds

HANDGUN “HG-004 DUCKETT”: increased Total Rounds

BURST HANDGUN “MA-E-211 SAMPU”: increased Total Rounds

NEEDLE GUN “EL-PW-00 VIENTO”: increased Total Rounds

BAZOOKA “DF-BA-06 XUAN-GE”: increased Projectile Speed, decreased Reload Time

BAZOOKA “MAJESTIC”: increased Projectile Speed, decreased Reload Time

BAZOOKA “LITTLE GEM”: increased Projectile Speed, decreased Reload Time

DETONATING BAZOOKA “44-141 JVLN ALPHA”: increased Projectile Speed, decreased Reload Time

GRENADE “DF-GR-07 GOU-CHEN”: increased Total Rounds/Projectile Speed, decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact

GRENADE “DIZZY”: increased Total Rounds/Projectile Speed, decreased Reload Time. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact

GRENADE “IRIDIUM”: increased Total Rounds/Projectile Speed, decreased Reload Time. Reduced sway caused by accumulated Recoil. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact

PLASMA RIFLE “IA-C01W1: NEBULA”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact, increased Charge Time

SIEGE HAND MISSILE “WS-5000 APERITIF”: increased Reload Time, decreased Guidance

GRENADE CANNON “EARSHOT”: decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact

GRENADE CANNON ”SONGBIRDS”: decreased Attack Power/Impact/Accumulative Impact. Rounds now explode upon reaching their Effective Range, even if they don’t make contact

STUN NEEDLE LAUNCHER “VE-60SNA”: decreased Impact/Accumulative Impact/Direct Hit Adjustment/Attack Power on consecutive attacks

LASER CANNON “VP-60LCS”: increased Total Rounds

DIFFUSE LASER CANNON “VP-60LCD”: increased Total Rounds

PULSE SHIELD LAUNCHER “EULE/60D”: increased Total Rounds/Pulse Shield Durability, decreased Weight/EN Load

LIGHT WAVE CANNON “IA-C01W3: AURORA”: decreased EN Load. Energy Firearm Spec now applies to this weapon

DUAL MISSILE “BML-G1/P31DUO-02”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed

DUAL MISSILE “BML-G1/P32DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed

DUAL MISSILE “BML-G2/P08DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed

ACTIVE HOMING MISSILE “BML-G3/P04ACT-01”: increased Guidance/Homing Lock Time/Projectile Speed

ACTIVE HOMING MISSILE “BML-G3/P05ACT-02”: increased Guidance/Homing Lock Time/Projectile Speed

NEEDLE MISSILE “EL-PW-01 TRUENO”: decreased Guidance. Projectiles now follow a stable trajectory

CORAL MISSILE “IB-C03W3: NGI 006”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact/Direct Hit Adjustment

LASER ORBIT “45-091 ORBT”: increased Attack Power/Direct Hit Adjustment/Ideal Range/Effective Range/Projectile Speed

LASER TURRET “VP-60LT”: increased Projectile Speed/Laser Turret Attack Frequency

Frame Parts

HEAD “AH-J-124 BASHO”: increased System Recovery

HEAD “HD-011 MELANDER”: increased Attitude Stability/System Recovery

HEAD “HD-033M VERRILL”: increased System Recovery

HEAD “HD-012 MELANDER C3”: increased Attitude Stability/System Recovery

HEAD “DF-HD-08 TIAN-QIANG”: increased Attitude Stability/System Recovery

HEAD “VP-44S”: increased Attitude Stability/System Recovery

HEAD “VP-44D”: decreased Attitude Stability

HEAD “VE-44A”: increased Attitude Stability/System Recovery

HEAD “HC-2000 FINDER EYE”: increased System Recovery

HEAD “HC-2000/BC SHADE EYE”: increased System Recovery

HEAD “HC-3000 WRECKER”: increased System Recovery

HEAD “HS-5000 APPETIZER”: increased Attitude Stability/System Recovery

HEAD “EL-TH-10 FIRMEZA”: increased System Recovery

HEAD “EL-PH-00 ALBA”: increased System Recovery

HEAD “20-081 MIND ALPHA”: increased Attitude Stability/System Recovery

HEAD “20-082 MIND BETA”: decreased System Recovery

HEAD “IB-C03H: HAL 826”: increased Attitude Stability

CORE “NACHTREIHER/40E”: increased Attitude Stability/Generator Output Adj.

CORE “IA-C01C: EPHEMERA”: decreased AP/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability

ARMS “AA-J-123 BASHO”: decreased Anti-Kinetic Defense/Anti-Explosive Defense

ARMS “AA-J-123/RC JAILBREAK”: decreased Anti-Kinetic Defense/Anti-Explosive Defense

ARMS “AR-011 MELANDER”: increased Recoil Control

ARMS “AR-012 MELANDER C3”: increased Recoil Control

ARMS “DF-AR-08 TIAN-QIANG”: increased Recoil Control

ARMS “DF-AR-09 TIAN-LAO”: increased Recoil Control

ARMS “VP-46S”: increased Recoil Control

ARMS “VP-46D”: increased Recoil Control

ARMS “NACHTREIHER/46E”: increased Recoil Control

ARMS “VE-46A”: increased Recoil Control

ARMS “AC-2000 TOOL ARM”: increased Recoil Control

ARMS “AS-5000 SALAD”: increased Recoil Control

ARMS “EL-TA-10 FIRMEZA”: increased Recoil Control

ARMS “EL-PA-00 ALBA”: increased Recoil Control

ARMS “04-101 MIND ALPHA”: increased Recoil Control

ARMS “IA-C01A: EPHEMERA”: increased Recoil Control

ARMS “IB-C03A: HAL 826”: increased Recoil Control

BIPEDAL “AL-J-121 BASHO”: increased Attitude Stability/Jump Distance

BIPEDAL “AL-J-121/RC JAILBREAK”: increased Attitude Stability/Jump Distance

BIPEDAL “LG-011 MELANDER”: increased Attitude Stability/Jump Distance

BIPEDAL “LG-012 MELANDER C3”: increased Attitude Stability/Jump Distance

BIPEDAL “DF-LG-08 TIAN-QIANG”: increased Attitude Stability/Jump Distance

BIPEDAL “VP-422”: increased Attitude Stability/Jump Distance

BIPEDAL “VE-42A”: increased AP/Attitude Stability/Jump Distanc

BIPEDAL “2C-2000 CRAWLER”: increased Attitude Stability/Load Limit/Jump Distance

BIPEDAL “2C-3000 WRECKER”: increased AP/Attitude Stability/Jump Distance

BIPEDAL “2S-5000 DESSERT”: increased AP/Attitude Stability/Jump Distance

BIPEDAL “EL-TL-10 FIRMEZA”: increased Jump Distance

BIPEDAL “EL-PL-00 ALBA”: increased Attitude Stability/Jump Distance

BIPEDAL “06-041 MIND ALPHA”: increased Attitude Stability/Jump Distance

BIPEDAL “IA-C01L: EPHEMERA”: increased Attitude Stability/Jump Distance

BIPEDAL “IB-C03L: HAL 826”: increased Attitude Stability/Jump Distance

REVERSE JOINT “KASUAR/42Z”: increased Attitude Stability

REVERSE JOINT “06-042 MIND BETA”: increased Attitude Stability

REVERSE JOINT “RC-2000 SPRING CHICKEN”: increased Attitude Stability

TETRAPOD “LG-033M VERRILL”: decreased AP

TETRAPOD “VP-424”: decreased AP

TANK “EL-TL-11 FORTALEZA”: decreased Anti-Kinetic Defense/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability

Inner Parts

BOOSTER “AB-J-137 KIKAKU”: increased Upward Thrust

BOOSTER “BST-G1/P10”: increased Upward Thrust

BOOSTER “BST-G2/P04”: increased Upward Thrust

BOOSTER “BST-G2/P06SPD”: increased Upward Thrust

BOOSTER “ALULA/21E”: increased Upward Thrust

BOOSTER “FLUEGEL/21Z”: increased Upward Thrust

BOOSTER “BC-0600 12345”: increased Upward Thrust

BOOSTER “BC-0400 MULE”: increased Upward Thrust

BOOSTER “IA-C01B: GILLS”: increased Upward Thrust

BOOSTER “IB-C03B: NGI 001”: increased Upward Thrust

FCS “FCS-G2/P05”: decreased Close-Range Assist

FCS “FC-006 ABBOT”: decreased Close-Range Assist

FCS “FC-008 TALBOT”: decreased Close-Range Assist

GENERATOR “AG-J-098 JOSO”: increased EN Capacity/Supply Recovery/Energy Firearm Spec

GENERATOR “AG-E-013 YABA”: increased EN Capacity/Supply Recovery/Energy Firearm Spec

GENERATOR “AG-T-005 HOKUSHI”: increased EN Capacity/Energy Firearm Spec

Expansion

EXPANSION “PULSE PROTECTION”: increased Resilience

EXPANSION “TERMINAL ARMOR”: increased Duration

  • Adjusted Attitude Recovery rate according to Total Weight. ACS Strain now dissipates much faster on lighter ACs, and slightly slower on heavier ACs
  • Adjusted various Boost Speed rates according to Total Weight
  • Decreased top speed during Assault Boost for heavier ACs
  • Decreased Boost Kick attack range for Tetrapod legs
  • Increased EN Consumption while hovering with Tetrapod legs
  • Decreased Impact reduction effect during Assault Boost
  • Decreased Impact/Accumulative Impact dealt when colliding with enemies during Assault Boost
  • Decreased Impact/Accumulative Impact dealt by Boost Kick from all leg types except Reverse Joint
  • Adjusted damage dealt by certain weapons when attacking the pulse shield deployed from PULSE SHIELD LAUNCHER “EULE/60D”

Bug fixes

  • Fixed a bug with CORAL OSCILLATOR “IB-C03W2: WLT 101” where charged attacks would have stronger tracking than intended when using Tetrapod legs
  • Fixed a bug where the attack warning marker would not display for an enemy AC firing DETONATING MISSILE “45-091 JVLN BETA” equipped to the left back slot
  • Fixed a bug where the attack warning sound would not play correctly for an enemy firing GRENADE “IRIDIUM”
  • Fixed a bug where charged attacks from LIGHT WAVE BLADE “IA-C01W2: MOONLIGHT” and CORAL OSCILLATOR “IA-C01W7: ML-REDSHIFT” would clip through certain structures/objects
  • Fixed a bug where reloading with a full magazine would cause certain weapons to fire unintentionally
  • Other bug fixes

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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