Cyberpunk mercenaries RPG! Turn-based squad tactics with unique heist-planning strategy. Build your crew wisely; their stories will become interwoven with your own. Pull off heists with powerful cyberware, faction connections, multiclassing, weapon modding, stealth, hacking, and more!
[img]{STEAM_CLAN_IMAGE}/36740530/59b316744407391c08658daffb9f951f47f5386e.png[/img]
Knights of New Boston - this one is a patch to catch up on some bugs that snuck in about prisoner handling. We're working on some new and exciting story levels with cool happenings, but this caused an issue where prisoners were appearing out of their cell or not at all. We've also further pushed the Sells Cyberdeck service out to levels 5 and 6 and correctly aligned all the Power Level decks out to that point. And finally, we fixed a few lingering issues that could occur with Legwork and the new recruits from Era '31.
[img]{STEAM_CLAN_IMAGE}/36740530/26507e4cfe8861f76475b4ebb301ae2e0845ce00.jpg[/img]
[h2]Prisoners Escaped![/h2]
If you started a level with a goal to save a prisoner but discovered that prisoner was either (1) not visible at all or (2) standing right in the middle of your crew ... this is the bug. In all the F10 cases we've seen, fixed and tested this is unfortunate, silly look but you can still play out the entire level. Just be aware, if you free the prisoner by opening their cell, they will become active right where they are standing, they will not move to the cell.
If you do have a hung game or you can't restart the mission after this patch, please reach out to us and we can help.
[h2]Sells Cyberdeck[/h2]
First up, we made a mistake in the service name for Sells Cyberdeck last update. Suddenly a "Sells Milspec Cyberdeck (4)" appeared on your Ghostwire contacts, and that has now been corrected to "Sells Cyberdecks (4)".
In addition to that, we've slotted the Jupiter Victus and the UltraTek Galaxy decks into their respective - and new - service levels at 5 and 6. Your Ghostwire contacts and anyone else willing to sell you a cracked deck now have one of the longest service ladders in the game, so keep the happy, feed them Favors and accounts and see if you can get your way up to those high level decks.
[h2]Era '31 Fixes[/h2]
When Era '31 came out there were a few bugs we missed - that you could put assign a Potential Recruit to a Legwork, and that 2 of the same proc-gen Legworks could end up running at the same time. Both of these happened to players and while we closed the bugs allowing them to happen, there was possible downstream data corruption that we've cleaned up in this update.
[olist]
[*] If you assigned a Potential Recruit to a Legwork, when that Legwork finished it would get stuck at 0h. Fixed!
[*] It was possible to end up with a character who had run one of the doubled Legworks who is permanently stuck "On Legwork" even though there is no Legwork anymore. Fixed!
[/olist]
[h2]v1.8.133 - 10/16/2024 [/h2]
- Fixed critical bug where prisoners were not appearing in their cells - reach out if you have a hung game and can't restart mission
- Adjusted power Levels of Cyberdecks Jupiter Victus and UltraTek Galaxy to 5 and 6
- Expanded Sells Cyberdecks for Contacts up to level 6, allowing sale of Victus and Galaxy decks
- Fixed bug where Ghostwire service for selling Cyberdecks appeared twice as "Sells Cyberdecks" and "Sells Milspec Cyberdecks"
- Fixed aftermath bugs of legwork bugs that existed right after ERA '31 story release - 2 bugs that could hang legwork or character on invisible legwork