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!
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Way back in Update #164, we promised to keep to a new map release schedule - one new map a week until launch! Update #166 dropped the first new map last week and we're here with Update #171 to drop the second new map - the crumbling rooftop ziggurat. The new Gunslinger class released yesterday is no excuse not to pile on another map, so let's do it! We've also put in some key fixes to Head Hunters (the dreaded -1 HH and back-from-the-dead HH).
We're excited to be rolling with this new Weekly Release schedule for new maps and to hit the first back-to-back weeks. We are sure to miss weeks along the way, but keeping this weekly drumbeat as often as we can will ensure the game has a huge pool of maps and content for every heist team to hit. Thank you for your reviews to help us keep going!
[h2]New Map: Rooftop Ziggurat![/h2]
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It is week two of our new "Map a Week Until Launch!" challenge and we are here to deliver again. The Rooftop Ziggurat is a new rooftop map with crumbling but still defensible raised platform - the ziggurat. The map is large, featuring distinct areas, creative pathing, and an extended heist space that will push your teams.
Thie 7 new proc-gen combos (map X objective) added by Rooftop Ziggurat push the total to 64 proc-gen combos and represents a 12% increase in map variety.
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You will find the new Rooftop Ziggurat appearing in (1) Scavenger (2) Lootbox Hunt (steal 3 files), (3) Q-Gap Spike (spike a CPU), (4) Kill 3 Captains, (5) Bodyguard (6) Battle Striker and (7) Siege!
And, as we plan to keep hitting this release goals, the next map is already in testing and polish phase to drop next week with a similar amount of new proc-gen objective varieties!
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[h2]Gunslinger Catch-up[/h2]
Last night we pushed the Update #170 which includes a ton of fixes and clarifications for the Gunslinger class.
Also, we resolved some issues with equipping items that crept in as we fixed item slots to be ordered. This allows you to explicitly put something in your second slot, as opposed to having it "slide down" from the second slot to the first every time. We previously just finished that work with Weapons so you could control primary and secondary, now it has been added for items and the last fix will come for missions shortly, allowing you to set specific slots instead of everyone "sliding down" to the first open spot which makes for an awful UI pattern of misclicks.
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A huge thanks to everyone who contributed Gunslinger inspiration and ideas as well as everyone putting in F10s to help us keep improving.
[h2]Head Hunter Fixes[/h2]
We've resolved the issue where your Head Hunter count could ever register as negative - it will pop up to 0% next time you open your saved game if you had this bug.
We've also addressed the root conditions that could cause this bug to appear - that a dead Head Hunter is selected to be sent after you again.
A huge thanks to everyone sending F10s about it!
[h2]v1.9.5 - #171- 11/9/2024[/h2]
- Added new proc-gen map "Logistics Hub": transportation connector that supports +7 new proc-gen combos (Siege, Battle Striker, Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard!)
- Fixed bug where Head Hunters value could show as negative in HUD
- Fixed conditions that could cause a Head Hunter to be sent after you twice even though already dead
[h2]v1.9.3 - #170: Gunslinger Patch - 11/8/2024[/h2]
- Fixed all of the Gunslinger class tree small nodes (they were mislinked to Scourge!)
- Added dual wielding pistols for masculine characters models
- Clarified description of Ricochet Talent to be clear it works with any Single Shot weapon (Revolver, Sniper)
- Fixed Ricochet having a 0m range displayed, its range is set by the weapon used
- Fixed issues with Item Slots where you can now equip items into slot 1, 2, 3 4 and they don't "slide" down but stay put
- Fixed bug where weapons were not appearing in inventory or store
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would allow attack if second weapon had no ammo
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would make noise of the less loud weapon
- Fixed bug where Gunslinger's Twin Irons cost 0 AP
- Fixed placeholder # left in Talent description for total number of reaction shots in Overwatch, Deathwatch and Linkwatch
- Fixed text alignment for XP in current level when numbers get large enough