Cyberpunk 2077

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viperc48

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viperc48

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About this mod

A complete overhaul of all enemies in the game including the bosses. New stats, movesets, and animations.

Requirements
Permissions and credits
Translations
  • Russian
  • Portuguese
  • Mandarin
Changelogs
Donations
Beta version 1.4.0 for PL 

Requirements: Phantom Liberty and Native Settings UI



Mod description is outdated, refer to the pinned post instead!






Overview


This mod aims to make enemies much more interesting and challenging by giving them unique abilities, strengths and weaknesses, as well as diverse movesets.

Each faction has its own unique traits and enemy archetypes that will influence your playstyle and the way you approach these enemies. Some playstyles may prove ineffective against certain types of enemies. You are highly encouraged to scan your enemies, identify their resistances and weaknesses, and prepare yourself before jumping into a mission. I’ve tried my best to keep the enemy stats as lore-friendly and close to the vanilla gameplay as possible.

Bosses have been rebalanced, they have new stats, abilities and movesets. Smasher now has time dilation abilities and has no problem keeping up with the player’s sandevistan. Warning: Many of the main bosses have incredibly fast attacks and movements because of their new movesets. You should be well-prepared and proficient with your build before taking on the bosses.

There are many other changes listed below - from special npcs, minibosses, loot and equipment changes, AI changes, new dialogue, to an expanded wanted system. Enemies of Night City is pretty much an expansion to Scissors Difficulty Options(SDO), which is one of the dependencies.


Check out the preview trailer:

Credits to Sandevastated and Epik for their awesome work


Requirements:
Native Settings UI





Installation:
Install the requirements, followed by my mod. Overwrite when asked to. Configure the mod settings to your liking. No need to change any of the settings from SDO.


Known issues:
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  • T-posing can happen at times
  • Legendary weapons dropped by enemies sometimes do not scale to the player’s level
  • Debug symbols popping up during the Smasher bossfight
  • Enemy blocking animations are sometimes delayed
  • Smasher may reuse some of his dialogue when calling for reinforcements, that's because his lines are chosen randomly
  • The last wave of reinforcements in the Smasher bossfight do not spawn properly sometimes
  • Enemies with shock immunity are immune to short circuit. You can still use the quickhack on them but it'll not cause damage. The ability also does not show up in the scanner menu, so you'll have to remember which enemies have shock immunity.


Compatibility:
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  • Mods that edit enemy archetypes(such as Lifepath Bonuses and Gang-Corp traits) are incompatible, unless you configure their settings to remove the enemy changes.
  • Mods that affect level scaling and damage output should be compatible, but can result in unbalanced enemies.
  • Hardcore44 - Realistic Combat Overhaul seems to be compatible, with some minor adjustments.
  • Vehicle Combat is mostly compatible. The vehicle spawning and reinforcement features work, and most of the enemies spawned by Vehicle Combat use the new stats and archetypes from my mod. However, not all enemies have the call reinforcement ability and some enemies are not covered by my mod(thus they are significantly weaker). Vehicle Combat also overwrites the expanded wanted system from my mod, which means you will not see the new prevention factions and enemy types such as Moxes, Aldecaldos, Centaurs, Minotaurs, and new Maxtac units.


Configuration:
You can adjust the health and damage of enemies in the configuration tab, and turn off certain features of the mod.
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Configurable features:
  • Enemy HP and damage multiplier
  • Expanded wanted system
  • Enemy equipment pool changes
  • Quest level changes
  • Civilian AI changes



Things to note before playing:
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  • In general, there are 3 tiers of enemies. Tier 1 are the weakest, Tier 3 are elite enemies.
  • Enemies can be really challenging in the early-game, some enemies will be tanky. You will encounter many minibosses, even in the main quests. Use the mod settings to adjust the difficulty to your liking.
  • Scan your enemies before engaging them. Some enemies have the break hold ability, which means they will always break free from your grapple and you will not be able to do a conventional takedown on them. Large-sized enemies and melee fighters will almost always have this ability. You have a few ways of dealing with them - you can do an aerial takedown, use quickhacks, or make use of environmental hazards such as crate stacks and car elevators.
  • Some enemies will no longer be easily staggered by your attacks. Corpo soldiers and elite Gangoons are often immune to stagger. Large-sized enemies often have subdermal armor which makes them immune to stun and knockdown.
  • Enemies will use combat stims very frequently, they have a cooldown of 60 seconds. Shotguns and grenades are a good way to cancel their healing animation.
  • Some of the iconic crafting specs have been moved. The Moron Labe has been given to Darius Miles from the Organised Crime in Arroyo. The Comrade's Hammer has been given to Nadezhda from the gig Fixer Merc Soldier Spy. If you're using the mod on an existing playthrough, you can use the following CET commands to give yourself the crafting specs that you've missed. 
Moron Labe: 
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Game.AddToInventory("Items.Recipe_Preset_Ajax_Moron", 1)

Comrade's Hammer: 
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Game.AddToInventory("Items.Recipe_Preset_Burya_Comrade", 1)






Enemy abilities:
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Combat stim: The enemy is equipped with a combat stim injector that increases their Health and leads to temporary insensitivity to pain. Also makes it easier to act tough.


Charge Jump - Cybermodified leg joints and reinforced, advanced muscle kinetics allow the enemy to traverse large distances with quick, high jumps. You could say it's almost superhuman, if we knew what was even human anymore.

Charge Jump - Cybermodified leg joints and reinforced, advanced muscle kinetics allow the enemy to traverse large distances with quick, high jumps. You could say it's almost superhuman, if we knew what was even human anymore.

Break Hold - Inherent vigilance, awareness enhancers, or optics linked to external cameras? Could be either one of them, but the outcome's always the same - it'll be nigh-impossible to grab this enemy from behind. You'll be detected at the very last second.

Optical Camo - The enemy can use nanoprojectors to partially blend into their surroundings and turn practical invisible.

Sandevistan  - Sandevistan is one of the most popular reflex boosters available to purchase legally. This classic implant allows the enemy to move with lightning speed, avoiding your incoming bullets and closing in on you surprisingly quickly to engage in melee combat. When someone uses Sandevistan, it usually means they're done playing around.

Berserk - The name speaks for itself? When this ability is used, the enemy literally enters a state of rage through an increase in hormones and overclocked combat implants. An enemy with Berserk active takes less damage, becomes more aggressive, and is less prone to losing their balance.


Kerenzikov - A classic and widely-used reflex booster that allows enemies to dodge incoming projectiles. When an enemy uses Kerenzikov, it's better to switch to melee combat, using a shotgun or blade. Let's see how they handle THAT.

Dash - Thanks to this ability, the enemy is able to move quickly around the battlefield.

Glowing Tattoos - These glowing tattoos are not just for show? They're also an impressive defence system that can confuse the tracking systems of Smart weapons. Nifty.

Thermovision - An implant that modifies the ocular system and the areas of the brain responsible for interpreting images. Pupil-dilation and wavelength-filtering allows the enemy to see in darkness, and identify their targets' thermal signatures.


X-Ray Vision - Modded optic systems and enhanced neuro-simulated external surroundings allows the enemy to see you through walls.

Laser Grenades - The enemy is equipped with grenades that emit laser beams, cutting through metal and flesh equally like butter.

Chameleon - The enemy can use supra-dermal camouflage to partially blend into their surroundings. However, the enemy's silhouette will flicker whenever they move.

Berserkware - A fortifying implant with a built-in hormone dispenser that can cause its user to fly into a bloodthirsty rage. When active, an enemy takes less damage, becomes more aggressive, and is less prone to losing their balance.

Thick ICE - An enemy equipped with thick ICE is much more secure against hacking attempts. Breaching their defense architecture and anti-intrusion protocols take more time, and in some cases certain quickhacks do not even work.

Graphite Tissue - Graphite tissue woven around areas vulnerable to neurological hacks effectively prolongs their upload duration, thanks to which it takes longer to hack your target.

Cooling System - Thanks to an advanced cybernetic cooling system and neuro-suppressors, this enemy is capable of immediately restoring their exhausted abilities. A killer move.

Juice Tank - A special tank filled with a special concoction that rapidly regulates its user's hormonal and neural activity, increasing their resistance and ensuring greater strength and effectiveness during a fight. Unfortunately, due to the tank's size and function, it's also vulnerable to external damage.

Weapon Throw - Motor reflex boosters coupled with the right training allow the enemy to throw their melee weapon at their target with significant force. Avoid it when possible, because it hurts. A lot.


Biomonitor Self-destruct - Want to know what it's like to live with a ticking time bomb in your body? Kill an enemy with an armed biomon and you'll find out. Just try to keep a healthy distance, because after they flatline, their biomon will enter self-destruct mode and cause the body to explode.


Quickhack immunities:
Different enemies have different levels of ICE to defend against your quickhacks.
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Tier 1: Enemies with Tier 1 quickhack immunities are immune to suicide and cyberpsychosis
Tier 2: Immune to suicide, cyberpsychosis, detonate grenade
Tier 3: Immune to suicide, cyberpsychosis, detonate grenade and cripple movement
Tier 4: Immune to blinding/reboot optics


Stagger resistance:
Different enemies have different levels of stagger resistance. Larger enemies and melee fighters are resistant to stagger.
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Tier 0: No stagger resistance
Tier 1: Immune to stagger and tranquilliser rounds
Tier 2: Immune to stagger, tranquiliser rounds, stun and knockdown


Weakspot system:
Tier 3 enemies and minibosses now have weakspots that can be destroyed to weaken them.
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  • Each enemy has one weakspot - destroying it will take out 30% of their health and inflict a status effect
  • The location of the weakspot depends on the faction and enemy type, check out the faction characteristics section for more info
  • Different weakspots apply different status effects - destroying a weakspot on the head can inflict blindness or cyberware malfunction, a weakspot on the arm can inflict weapon glitch, a weakspot on the lower body can inflict knockdown or cyberware malfunction
  • Most of the weakspots are not marked - you'll have to guess where they are located, or read up on them. It's mostly common sense. For example, the weakspot of Tier 3 Maelstromers is their optics.


Combat AI:
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  • Enemies can be split into 3 categories - Reckless, tactical, and balanced. Maelstromers and Animals are reckless. Corpo soldiers and Sixth Street are tactical. The other factions are balanced.
  • Enemies will now regroup with their squad if the nearest teammate is more than 15m and less than 50m away. Does not apply to reckless enemies.
  • Enemies will also rush to support their teammates if the furthest teammate is between 9m and 70m away and the player is less than 6m away from this teammate. Does not apply to reckless enemies.
  • When behind cover, tactical enemies will use suppressive fire to keep the player pinned down.
  • Reckless enemies spend little time behind cover and often charge at the player.
  • Ranged enemies with sandevistan will dodge and evade if the player is too close.


Enemy netrunners:
Netrunners now have access to a larger variety of quickhacks which have unique visual effects and are much more deadly. Netrunners can also buff their allies with new quickhacks. Different factions use different sets of quickhacks, some are more inclined towards damage quickhacks while others favor control quickhacks.
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Quickhacks:
  • Overheat
  • Short circuit
  • Contagion
  • Synapse burnout
  • System failure
  • Cyberware malfunction - Netrunners will only use control quickhacks if the player is more than 15m and less than 60m away
  • Weapon glitch
  • Cripple movement
  • Reboot optics
  • Buff sturdiness - Increases stagger resistance and elemental resistances. Netrunners will only use buff quickhacks if their furthest squadmate is less than 20m from the player.
  • Buff sandevistan - Gives the enemy a temporary sandevistan effect and a large damage boost
  • Buff optical camo - Only for VDBs
  • Buff health regeneration - Regenerates 75% of hp. Netrunners will only use this quickhack if their nearest squadmate is more than 10m away.




Melee combat:
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  • Enemies now block properly, weaker enemies will still take damage when blocking and it's easier to break their block.
  • Enemies can dodge the player's melee attacks.
  • Some enemies can "parry" the player's attacks. When they are in a parry animation, attacking them will cause your hit to be deflected and they will counterattack with a push/jab.



Faction characteristics:
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Tyger Claws:
Watch out for those with tattoos, they are immune to smart weapon tracking.
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  • Stats: 15% thermal weakness, 0% chemical resistance, 30% electrical resistance, additional +2 hacking resistance
  • Can be classified into 3 categories - Bikers, Gangsters, and Elites
  • Tygers with visible tattoos(usually Tier 1 Bikers) have the glowing tattoos ability, they are immune to smart weapon tracking.
  • Some Tygers have shock weapons and shock immunity
  • Tyger Claws snipers exclusively use the Kyubi
  • Elite Tygers have blind immunity and Tier 2 quickhack immunities
  • The weakspot for Tier 3 Ozeki and minibosses is located around their right hip

Quest npc changes:
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  • A Shrine Defiled: Emon Fujikura - Tier 3 fast melee. Guard officer - Tier 3 fast ranged. Guard handgun - T2 fast melee. Female guard - Tier 3 fast shotgunner
  • Pisces: Maiko - Tier 3 fast ranged(with shigure). Guards - Tier 3 fast ranged. Kunoichi - Tier 3 fast mantis. Marcus - Tier 3 fast melee. Jun - Tier 3 fast shotgunner
  • Ex-Factor: Woodman - Tier 3 fast ranged
  • The Heisenberg Principle: Joe Kaneshiro - Tier 3 fast ranged. Melee Tyger - Tier 2 fast melee. Officer - Tier 3 fast ranged. Yusaku Ogata - Tier 3 fast melee
  • Bloodsport: Ground level male - Tier 2 fast melee. Ground level female - Tier 2 fast melee
  • Many Ways to Skin a Cat: Officer - Tier 3 fast shotgunner
  • Catch a Tyger’s Toe: Tatsuya Taki - Tier 2 fast melee
  • Monster Hunt: Officer casino - Tier 3 fast ranged. Officer 1st floor - Tier 3 heavy melee. Jotaro - Tier 3 fast ranged dual wielding boss
  • Troublesome Neighbors: Taki Kenmochi - Tier 2 techie boss
  • Send in the Clowns: Tyger - Tier 3 fast ranged
  • Tyger and Vulture: Guard - Tier 3 heavy melee. Officer - Tier 3 fast ranged
  • Greed Never Pays: Apartment guard - Tier 2 shotgunner. Officer - Tier 3 fast mantis boss
  • Olive Branch: Officer - Tier 3 fast mantis boss
  • We have your wife: Officer - Tier 3 fast ranged
  • Getting Warmer: Officer - Tier 3 fast melee. Guard - Tier 3 heavy melee
  • The Highwayman: James - Tier 2 fast melee


Maelstrom:
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  • Stats: 25% thermal resistance, 40% chemical resistance, 15% electrical weakness
  • All Maelstromers have thermovision
  • Maelstrom Ravens have thermovision and x-ray vision
  • Maelstrom Techies use tech weapons and laser grenades
  • Some Maelstromers have combustion weapons, burn immunity and poison immunity
  • Elite Maelstromers have Tier 1 quickhack immunities
  • The weakspot for Tier 3 Raven, and Ironstormer is their optics
  • The weakspot for Maniacs is their right hip

Quest npc changes:
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  • Rite of passage: Othmar - Tier 2 fast ranged. Officer - Techie
  • The Pickup: Officer - Techie. Welder - Techie
  • Dream On: Officer - Tier 3 fast ranged. Rifleman - Tier 2 fast ranged. Handgunner - Techie
  • Second Conflict: Patricia - Tier 3 fast ranged. Officer - Tier 3 fast ranged. Machete: Tier 2 fast melee
  • Chippin In: Melee guards: Tier 2 fast melee
  • Dirty Biz: Officer - Tier 2 fast melee
  • Lousy Kleppers: Officer - Tier 3 fast ranged


Animals:
They're one of the most difficult factions to stealth because many of them have the break hold ability.
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  • Stats: 0% thermal resistance, 25% chemical resistance, 15% electrical weakness
  • Most Animals have berserk and high stagger resistance
  • Elite Animals have bleeding immunity and Tier 1 quickhack immunities
  • The weakspot for elite Animals is their right hip

Quest npc changes:
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  • For my son: Logan Garcia - Tier 3 fast melee boss
  • I Walk the Line: Officer - Tier 3 ranged. Pizza guy - Tier 3 fast melee


Scavs:
Don’t underestimate the Scavs, they'll make you bleed.
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  • Stats: 15% thermal weakness, 40% chemical resistance, 0% electrical resistance, additional +1 hacking resistance
  • All Scavs have the bleeding ability
  • Elite Scavs have bleed and poison immunity, toxic weapons and Tier 2 quickhack immunities
  • The weakspot for elite Scavs is their mask

Quest npc changes:
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  • Disasterpiece: Reinforcement caller - Tier 3 fast melee mantis
  • Sweet Dreams: Guard - Tier 3 fast melee
  • There are more elite Scavs in Westwind estate. Some of the Scavs in Coastview, Downtown, Rancho Coronado and Westwind estate have been replaced with Scav techies


Sixth Street/6SG:
Many of the Sixth Street gangoons are chipped with sandevistan, they are quick and deadly with their guns.
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  • Stats: 25% thermal resistance, 15% chemical weakness, 25% electrical resistance
  • Elite 6SG have burn and blind immunity, and Tier 1 quickhack immunities
  • 6SG Techies use tech weapons and laser grenades
  • 6SG Officers dual wield pistols
  • The weakspot for elite 6SG is their right arm

Quest npc changes:
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  • Stadium Love: Captain Sherman - Tier 3 fast ranged. Walker - Tier 2 fast ranged. Soldiers - Tier 2 fast shotgunner
  • Family Heirloom: Female guard - Tier 2 fast ranged. Male guard - Techie
  • Hacking the hacker: Lucius - Tier 3 fast techie
  • Life’s work: Guard - Techie
  • Beat on the brat: Buck - Tier 2 heavy melee, burn immunity


Wraiths:
They are ghosts, both in day and night. The chameleon ability allows them to remain practically invisible in broad daylight, while keeping them to the shadows at night. Beware of the potent toxins in their chemical weapons, no one knows poisons better than the Wraiths.
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  • Stats: 15% thermal weakness, 60% chemical resistance, 0% electrical resistance
  • All Wraiths have poison immunity and toxic weapons
  • Elite Wraiths have the Chameleon ability and Tier 1 quickhack immunities
  • Wraith Snipers have thermovision and x-ray vision
  • The weakspot for the Goliath and Revenant is their right hip
  • The weakspot for Snipers is their optics

Quest npc changes:

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  • The Hunt: Officer - Tier 3 fast ranged
  • Trevor’s last ride: Melee guard - Tier 3 fast melee
  • Ghost Town: Boss Alpha - Tier 3 fast sniper boss
  • Riders on the storm: Boss Alpha - Tier 3 fast ranged. Boss Gamma - Tier 3 fast ranged. Ganger Alpha male- Tier 3 fast ranged. Ganger Alpha female - Tier 3 fast ranged. Ganger beta female - Tier 3 fast melee
  • Big Pete’s got problems: Big Pete - Tier 2 melee. Officer -  Tier 3 fast ranged
  • No Fixers: Officer - Tier 3 heavy melee. Guard - Tier 3 fast melee
  • NCPD Assault: George - Tier 3 fast melee boss


Voodoo Boys/VDBs:
The spine-chilling netrunner crew from Pacifica, breaking through their ICE will surely be impossible. Do not expect your most powerful quickhacks to work against them.
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  • Stats: 15% thermal weakness, 0% chemical resistance, 40% electrical resistance, additional +6 hacking resistance
  • All VDBs have thick ICE
  • Elite VDBs have blind and shock immunity, shock weapons and Tier 3 quickhack immunities
  • The weakspot for Punishers and Manbo is their right hip

Quest npc changes:

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Transmission: Officer - Tier 3 fast shotgunner


Valentinos:
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  • Stats: 40% thermal resistance, 0% chemical resistance, 15% electrical weakness
  • Elite Valentinos have burn ability and immunity, and Tier 1 quickhack immunities
  • Valentino snipers have thermovision and blind immunity
  • The weakspot for the Maton is its right hip
  • The weakspot for Francotirador is their optics
Quest npc changes:
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  • Fifth Column: Officer - Tier 3 fast ranged. Guards - Tier 2 fast ranged
  • The Lord Giveth and Taketh Away: Guard - Tier 2 fast ranged. Pablo - Tier 2 fast shotgunner
  • Bring me the head of Gustavo Orta: Gustavo - Tier 3 fast ranged. Guard - Tier 2 fast ranged
  • Sr. Ladrillo's Private Collection: Lena - Tier 3 fast shotgunner. Officer - Tier 3 fast ranged(legendary neon burya)
  • Old Friends: Karubo - Tier 3 techie. Guard - Tier 3 dual wielder
  • Small man big mouth: Thomas - Tier 3 dual wielder. Thug - Tier 2 fast shotgunner
  • Going up or down: El Gallo - Tier 3 heavy melee boss with Tier 3 quickhack immunities
  • Jeopardy: Guard - Tier 2 fast shotgunner
  • On a tight leash: Jose - Tier 3 fast shotgunner boss. Guard - Tier 3 dual wielder. Officer - Tier 3 fast melee mantis


Arasaka:
The highly-trained and well-equipped forces of the Arasaka Corporation are the most dangerous enemies out there. They have the best cyberware, weapons, armor, and thick ICE to protect even against the most skilled netrunners.
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  • Non-soldier stats: 0% thermal resistance, 0% chemical resistance, 30% electrical resistance, additional +4 hacking resistance
  • Soldier stats: 30% thermal resistance, 15% chemical resistance, 60% electrical resistance, additional +6 hacking resistance
  • All Arasaka soldiers have thick ICE and high stagger resistance
  • Elite soldiers have blind burn and shock immunity, shock weapons and Tier 3 quickhack immunities
  • Arasaka snipers have x-ray vision
  • The weakspot for Snipers is their optics
  • The weakspot for Bodyguards and Sumos is their right hip
  • The weakspot for Juggernauts is their arms
Quest npc changes:
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  • The Heist: Mech boss. The Arasaka officer is now a Tier 3 techie
  • Gimme Danger: Officer - Tier 3 mantis ninja boss. Guard- Tier 3 shotgunner cyborg
  • Search and Destroy: Officer - Tier 3 fast shotgunner
  • Takemura now has Sandevistan and Kerenzikov
  • Total Immortal: Atrium female guards - Tier 3 katana ninja. Upper level female guards - Tier 3 ranged cyborg. Smasher bossfight - Rangers and gunners replaced with ninjas
  • Belly of the beast: Officer - Tier 3 cyborg shotgunner boss. Gunner - Tier 2 fast shotgunner
  • Knockin on Heaven’s door: Jungle officer - Tier 3 katana boss. Jungle bodyguard - Tier 3 shotgunner cyborg. AV guard - Tier 3 female cyborg. Reinforcement officer - Tier 3 mantis boss
  • Don’t Fear the Reaper: Lobby officer - Tier 3 mantis ninja boss. NEST Officer - Tier 3 mantis ninja boss
  • Smasher bossfight for all endings except the Arasaka ending - Gunners replaced with mantis blade ninjas


Militech:
Although Militech soldiers are not protected by the same level of ICE as their Arasaka counterparts, they make up for it in firepower and training. Their use of incendiary ammunition, immunities, and their high level of resistance to stagger and stun make them very deadly foes.
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  • Normal stats: 40% thermal resistance, 0% chemical resistance, 0% electrical resistance, additional +4 hacking resistance
  • Elite stats: 60% thermal resistance, 30% chemical resistance, 15% electrical resistance, additional +4 hacking resistance
  • All Militech enemies have burn immunity, combustion weapons and high stagger resistance
  • Elite Militech soldiers have blind and poison immunity, and Tier 3 quickhack resistance
  • Militech snipers have thermovision and x-ray vision
  • Militech techies use tech weapons and laser grenades
  • Militech commandos dual wield pistols and have laser grenades
  • Female Militech soldiers have been added
  • The weakspot for Rangers and Spec Ops is their back
  • The weakspot for Snipers and Heavy Gunners is their optics
Quest npc changes:
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  • NCPD Assault: Elizabeth Roider - Tier 3 officer boss
  • Space Oddity: Soldier - Tier 2 shotgunner. Ranger - Tier 3 techie
  • The Pickup: Bodyguard - Tier 3 heavy melee. Soldier - Tier 3 fast shotgunner
  • With a little help from my friends: Officer - Tier 3 fast ranged
  • Cuckoo’s nest: Officer - Tier 3 fast ranged
  • Serial suicide: Officer - Tier 2 fast shotgunner. Guard - Tier 3 techie. Militech Captain - New knife miniboss, drops a legendary military neurotoxin knife
  • Guinea pigs: Officer - Tier 3 fast ranged. Guards - Tier 2 fast ranged
  • Goodbye Night City: Officer - Tier 3 fast ranged
  • Concrete cage trap: Guard - Tier 2 fast shotgunner
  • Radar Love: New Militech centaur boss
  • Forward to Death: Officer - Tier 3 fast ranged. Mech - Replaced with Militech centaur boss. AV reinforcements - Tier 3 commandos.


Corpo:
Generic unaffiliated corporations forces
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  • Stats: 25% thermal resistance, 0% chemical resistance, 25% electrical resistance, additional +4 hacking resistance
  • Elite Corpo soldiers have burn blind and shock immunity, and high stagger resistance
  • The weakspot for Security Officers, Gunners and Snipers is their right hip
  • Some of the enemies in Corpo Plaza have been replaced with the new blackmasked spec ops

Quest npc changes:
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  • Eye for an eye: Officer - Tier 3 fast melee
  • Dream On: SSI soldiers - Tier 3 fast ranged
  • Sparring partner: Guard - Tier 2 fast ranged
  • The Union strikes back: Vic - Tier 3 fast shotgunner boss
  • Welcome to America Comrade: Rick - Tier 3 fast ranged



Kang Tao:
As the leading manufacturer of smart weapon, Kang Tao equips its soldiers with smart jammers, preventing enemies from targeting them with smart weapons.
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  • Stats: 0% thermal resistance, 0% chemical resistance, 40% electrical resistance, additional +4 hacking resistance
  • All Kang Tao enemies have shock ability and immunity, and immunity to smart weapon tracking
  • Elite Kang Tao enemies have blind immunity, high stagger resistance and Tier 3 quickhack immunities
  • The weakspot for elite Kang Tao soldiers is their back

Quest npc changes:
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  • Life during wartime: Officer - Tier 3 fast ranged. Androids - Upgraded to the next-gen model, with sandevistan and kerenzikov
  • Nasty Hangover: Marcelo - Tier 3 fast ranged


NCPD and Maxtac:
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  • Tier 1 stats: 0% thermal resistance, 0% chemical resistance, 0% electrical resistance, additional +4 hacking resistance
  • Tier 2 stats: 25% thermal resistance, 0% chemical resistance, 25% electrical resistance, additional +4 hacking resistance
  • Maxtac stats: 40% thermal resistance, 30% chemical resistance, 40% electrical resistance, additional +8 hacking resistance
  • Elite policemen have burn and blind immunity, and Tier 1 quickhack immunities, and high stagger resistance
  • Maxtac have burn bleed blind shock and system reset immunity, thick ICE, high stagger resistance, laser grenades and Tier 3 quickhack immunities
  • Maxtac officers with mantis blades have the bleeding ability
  • The weakspot for NCPD tactical officers is their back

Quest npc changes:
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  • Bullets: Cyberpsycho - Tier 3 fast melee boss
  • Sinnerman: Vasquez - Tier 3 fast ranged boss
  • Full Disclosure: Sandra Dorsett - Tier 3 netrunner


Trauma Team:
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  • Stats: 30% thermal resistance, 60% chemical resistance, 15% electrical resistance, additional +8 hacking resistance
  • Trauma Team soldiers have burn blind and poison immunity, thick ICE, and high stagger resistance
  • The weakspot for Trauma Team is their right hip


Mercs:
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  • Stats: 25% thermal resistance, 25% chemical resistance, 25% electrical resistance
  • Elite Mercs have blind immunity and high stagger resistance
  • Tier 3 fast ranged female handgunners have a legendary pimp Burya
  • The weakspot for elite Mercs is their right arm
Quest npc changes:
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  • Rogue - Kerenzikov, laser grenades
  • Tiny Mike - same archetype as Rogue
  • NCPD Assault(the Glen): Tracy Philips - Tier 3 fast melee boss with legendary neon nekomata as her primary, legendary pimp punk knife as her secondary
  • NCPD Assault(Coastview): Katana merc - Tier 3 fast melee boss


Moxes:
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  • Stats: 0% thermal resistance, 30% chemical resistance, 15% electrical weakness
  • All Moxes have bleed immunity
  • Elite Moxes have bleed ability and blind immunity


Aldecaldos:
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  • Stats: 30% thermal resistance, 15% chemical resistance, 0% electrical resistance
  • Elite Aldecaldos have burn ability and immunity
Quest npc changes:
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  • Forward to Death: Saul - Tier 3 dual wielder. Female Aldecaldos - Tier 3 fast ranged


Androids/Wyvern and Griffin drones:
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  • Default: 15% thermal resistance, 30% chemical resistance, 30% electrical weakness
  • Arasaka: Additional +6 hacking resistance
  • Wraith: 15% thermal resistance, 60% chemical resistance, 30% electrical weakness, toxic weapons
  • Militech: 60% thermal resistance, 30% chemical resistance, 30% electrical weakness, combustion weapons, additional +4 hacking resistance
  • Kang Tao: 15% thermal resistance, 30% chemical resistance, 0% electrical weakness, shock weapons, additional +4 hacking resistance


Minotaur/Octant drone:
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  • Arasaka: 30% thermal resistance, 60% chemical resistance, 15% electrical weakness, additional +6 hacking resistance
  • Militech: 60% thermal resistance, 60% chemical resistance, 15% electrical weakness, additional +4 hacking resistance
  • Minotaur mechs can now fire missiles at the player





Boss changes:
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Royce:

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  • Stats: 25% thermal resistance, 40% chemical resistance, 15% electrical weakness
    Immune to burn, poison and bleed
  • New movesets for Royce and all centaur enemies

Nash:
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  • Stats: 15% thermal weakness, 60% chemical resistance, 0% electrical resistance, additional +4 ram cost
  • Poison ability and immunity, Tier 1 quickhack immunities

Razor Hughes:
The boxing champion now lives up to his name.
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  • Stats: 0% thermal resistance, 25% chemical resistance, 15% electrical weakness
  • Bleeding ability and immunity
  • New fist moveset

Sasquatch:
Avoid her attacks at all cost unless you want to become a pancake. Once you get knocked down, there's no getting back up.
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  • Stats: 0% thermal resistance, 60% chemical resistance, 40% electrical resistance, additional +8 ram cost
  • Her juice tank allows her to regenerate 1.5% hp per second
  • Has a legendary pimp defender as her secondary weapon
  • Immune to poison, bleed and memory wipe. Short circuit no longer destroys her weakspot instantly*
  • New hammer and fist movesets for Sasquatch, and new voice lines!
  • The key to defeating Sasquatch is to destroy her juice injector. You can do it using brute force, or sneak up behind her. Those with netrunner builds should stay out of her reach, another hint: Make sure you have the legendary short circuit equipped.

Brigitte:
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  • Stats: 15% thermal weakness, 0% chemical resistance, 40% electrical resistance, additional +8 hacking resistance
  • Shock ability and immunity
  • Immunity to lots of quickhacks
  • Brigitte's weakspot is on her right hip

Placide:
As the enforcer of the Voodoo Boys, Placide will make sure you don’t leave the chapel alive.
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  • Stats: 15% thermal weakness, 0% chemical resistance, 40% electrical resistance, additional +8 hacking resistance
  • Immune to bleed and shock
  • Has the break hold ability
  • Has a legendary pimp tactician has his primary weapon, and a voodoo kukri as his secondary
  • Placide's weakspot is on his right hip

Oda:
Like Takemura said, Oda's mantis blades will slice you like fish. You won’t be able to keep up with his speed and agility. His surprise grenade attacks will knock you down, leaving you open to be slashed to pieces.
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  • Stats: 50% thermal resistance, 15% chemical resistance, 60% electrical resistance, additional +10 hacking resistance
  • Immune to bleed burn blind and shock, and has combustion weapons
  • Immune to smart weapon tracking, unless his mask is destroyed.
  • New mantis blade movesets and new voice lines!

Smasher:
The NC Boogeyman of legend finally decided to chrome the f**k up to give you the beating of a lifetime. Your cyberware is no match for his Sandevistan Mk3 and Berserk. Netrunners will find it almost impossible to pierce his extreme ICE. And he’s not alone, he’s flanked by the most elite Arasaka units capable of taking on an army on their own.
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  • Stats: 30% thermal resistance, 15% chemical resistance, 60% electrical resistance, 30% physical resistance, additional +12 hacking resistance
  • Immune to bleed burn blind and poison
  • Short circuit no longer destroys his weakspot instantly
  • The Dragoon Cyberbody allows Smasher to regenerate health passively(0.5%/s) once he enters Phase 1
  • Smasher can now fire explosive rounds from his projectile launcher and HMG
  • Smasher’s x-ray vision is periodically activated in stealth mode
  • New movesets, visual effects and new voice lines!





Showcasing the new Oda bossfight


A short preview of Smasher, it's slightly outdated



Minibosses:
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Cyberpsychos:
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  • Russell Greene - Tier 3 fast shotgunner boss, Tier 2 quickhack immunities. Weakspot on right hip
  • Gaston Philips - Tier 2 fast ranged boss, Tier 2 quickhack immunities. Weakspot on left arm
  • Cedric Muller - Tier 3 fast shotgunner boss, bleed ability and immunity, and Tier 2 quickhack immunities. Weakspot on head
  • Zaria Hughes - Tier 3 mantis boss, additional +4 hacking resistance, burn blind and poison immunity, burn ability, and Tier 3 quickhack immunities. Weakspot on head
  • Ellis - Tier 3 fast melee boss, burn ability and immunity, and Tier 2 quickhack immunities. Weakspot on head
  • Norio - Tier 3 katana boss, bleed and shock immunity, shock ability, optical camo, and Tier 3 quickhack immunities. Weakspot on head
  • Dao Hyun - Tier 3 fast melee boss, bleed and poison immunity, bleed and poison ability, and Tier 3 quickhack immunities. Weakspot on right hip
  • Matt Liaw - Tier 3 sniper boss, shock ability and immunity, and Tier 2 quickhack immunities. Weakspot on head
  • Zion Wlyde - Tier 3 sniper boss, bleed and poison immunity, poison ability, Chameleon ability, and Tier 2 quickhack immunities. Weakspot on head
  • Diego - Tier 3 shotgunner boss, burn and bleed immunity, burn ability, and Tier 3 quickhack immunities. Weakspot on right hip
  • Alec Johnson - Tier 3 gunner boss, and Tier 2 quickhack immunities. Weakspot on right hip
  • Tamara - Tier 3 netrunner boss, additional +6 hacking resistance, and shock and system reset immunity, shock ability, and Tier 2 quickhack immunities. Weakspot on left arm
  • LT Mower - Tier 3 fast melee boss, additional +6 hacking resistance, burn and blind immunity, burn ability, optical camo, and Tier 3 quickhack immunities. Weakspot on head
  • Lex Talionis - Tier 3 netrunner boss, additional +6 hacking resistance, and Tier 3 quickhack immunities
  • Lely Hein - Tier 3 fast shotgunner boss, additional +4 hacking resistance, burn ability and immunity, and Tier 3 quickhack immunities. Weakspot on back
  • Euralio - Centaur boss, burn and bleed immunity
  • Chase - Centaur boss, burn and bleed immunity


Special NPCs:
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  • Jack Mausser - Tier 3 fast ranged boss, additional +4 hacking resistance, and Tier 2 quickhack immunities. Weakspot on head
  • Cpl Hare - Tier 3 fast shotgunner boss. Weakspot on left arm
  • Merchant(Spellbound quest) - Tier 2 shotgunner, additional +8 hacking resistance, system reset immunity, and Tier 3 quickhack immunities
  • Rose Horrigan - Tier 3 fast melee boss, blind immunity, and Tier 2 quickhack immunities
  • Nadezhda - Tier 3 mantis boss, additional +10 hacking resistance, Sandevistan Mk3, burn bleed blind shock memory wipe and system reset immunity, shock ability, Tier 3 quickhack immunities, heightened senses, has legendary military burya as her secondary weapon, now drops the crafting spec for Comrade’s Hammer. Weakspot on right hip
  • Jason Wildriver - Tier 3 fast ranged boss, additional +6 hacking resistance, burn bleed blind and system reset immunity, burn and break hold ability, laser grenades, has a legendary pimp Copperhead, and Tier 3 quickhack immunities. Weakspot on right hip
  • Anna Nox - Tier 3 mantis boss, bleed ability and immunity, and Tier 2 quickhack immunities. Weakspot on right hip
  • Barry Alken - Tier 3 gunner boss, bleed and poison immunity, bleed and poison ability, Tier 2 quickhack immunities, has a legendary Trauma Team Masamune. Weakspot on head
  • Motorboy - Tier 3 mantis boss, additional +6 hacking resistance, shock ability and immunity, Tier 3 quickhack immunities, has a legendary neon Unity as his secondary weapon, drops the legendary Unity crafting spec. Weakspot on head
  • Shinobu Imai - Tier 3 fast shotgunner boss, additional +4 hacking resistance, shock ability and immunity, Tier 3 quickhack immunities, has a legendary neon Igla as his primary weapon. Weakspot on right hip
  • Yelena Sidarova - Tier 3 fast netrunner boss, additional +6 hacking resistance, bleed blind poison and system reset immunity, bleed and poison ability, Tier 3 quickhack immunities, has a legendary pimp Pulsar as her primary weapon. Weakspot on right arm.
  • Tom Ayer - Tier 3 mantis boss, burn blind and poison ability, burn ability, Tier 2 quickhack immunities, drops the legendary military Chainsword. Weakspot on head
  • Kaiser Herzog - Tier 3 fast shotgunner boss, additional +4 hacking resistance, burn bleed blind and poison immunity, burn and bleed ability, Tier 2 quickhack immunities, has the legendary neon Carnage as his primary weapon and a legendary military Fang as his secondary weapon, drops the crafting spec for the legendary Carnage. Weakspot on head
  • Impala Automatics Minotaur - Mech boss, additional +6 hacking resistance, system reset immunity, and Tier 3 quickhack immunities
  • Darius Miles - Tier 3 fast ranged boss, additional +4 hacking resistance, burn bleed blind immunity, bleed ability, Tier 2 quickhack immunities, has the legendary pimp Ajax as his primary weapon, now drops the crafting spec for the Moron Labe. Weakspot on right arm
  • Olga Longmead - Tier 3 fast ranged boss, additional +4 hacking resistance, burn and blind immunity, break hold ability, Tier 3 quickhack immunities, has the legendary pimp Nekomata as her primary weapon. Weakspot on right hip
  • Paul Craven - Tier 3 heavy melee boss,  additional +4 hacking resistance, Tier 2 quickhack immunities, has a legendary hammer as his primary weapon. Weakspot on right hip
  • Bruce Ward - Tier 3 fast ranged boss, additional +4 hacking resistance, Tier 2 quickhack immunities, has the legendary neon Copperhead as his primary weapon. Weakspot on head
  • Rufus - Tier 3 mantis boss, additional +4 hacking resistance, Tier 2 quickhack immunities, bleed blind and poison immunity, bleed and poison ability, drops the crafting spec for the legendary Chef’s knife. Weakspot on left arm
  • Stanislaus - Tier 3 fast shotgunner boss, additional +6 hacking resistance, Tier 3 quickhack immunities, blind bleed and poison immunity, bleed and poison ability, Chameleon ability, has the legendary neon Achilles as his primary weapon. Weakspot on back
  • Anton Kolev - Tier 3 gunner boss, additional +4 hacking resistance, Tier 2 quickhack immunities, blind bleed and poison ability, bleed and poison ability, has the legendary neon Defender as his primary weapon, drops the crafting spec for the legendary Defender. Weakspot on back
  • Zoe Alonzo - Tier 3 mantis boss, additional +4 hacking resistance, Tier 3 quickhack immunities, burn and blind immunity, burn ability, has a legendary pimp Yukimura. Weakspot on right hip
  • Denzel Cryer - Tier 3 fast melee boss, additional +4 hacking resistance, Tier 2 quickhack immunities, bleed immunity, has a legendary pimp Burya. Weakspot on right hip
  • Miguel Rodriguez - Tier 3 dual wielding boss, additional +4 hacking resistance, Tier 3 quickhack immunities, burn and blind immunity, burn ability, has legendary pimp Overture and Liberty. Weakspot on head


Loot changes:
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  • Weight for Sasquatch hammer has been changed to 68kg
  • Crafting spec for Comrade’s Hammer has been moved, it is now dropped by Nadezhda from the Fixer, Merc, Soldier, Spy gig
  • Crafting spec for Moron Labe has been moved, it is now dropped by Darius from the Organised Crime Activity in Arroyo
  • Equipment pool for Maxtac shotgunners now includes the Pozhar, Satara, Zhuo and Crusher
  • Equipment pool for Maxtac riflemen now includes the Achilles and Dian
  • Equipment pool for Maxtac snipers now includes the Nekomata, Sor22 and Grad
  • Equipment pool for heavy gunners now includes the MA70
  • Equipment pool for Mox riflemen - Ajax, Pulsar, Copperhead, Saratoga, Umbra and Guillotine
  • Equipment pool for Mox shotgunners- Carnage, Tactician, Palica and Testera
  • Equipment pool for dual handgun wielders - Nue, Unity, Liberty, Lexington, Omaha, Overture
  • Equipment pool for Militech commandos - Dual Lexington
  • Equipment pool for Techies - Dual Omaha, Dual Kenshin, Quasar, Burya, Achilles, Senkoh
  • Added the Kyubi to the equipment pool of some Arasaka bodyguards, snipers, agents, and rangers
  • Added the Umbra and Guilotine to the equipment pool of Maelstrom and Scavs
  • Increased the spawn weight of the Tamayura and Shigure
  • Removed the Ashura from the equipment pool because the smart bullet always misses and I can’t seem to fix it


Weapon buffs and changes:
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  • Enemy smart weapons track the player much more accurately and have a wider range
  • The damage and range for the Testera, Igla, Tactician, Crusher, Pozhar, and Carnage have been buffed
  • Damage and range for the Satara have been buffed
  • Damage for the Shingen, Omaha, Burya, Overture, Achilles, HMG, Zhuo, Sor22, and Palica have been buffed
  • Griffin and Octant drones now deal more damage
  • Blocking damage reduction for Katanas and monowires has been decreased to 35%
  • Restored the blocking action for enemies with blunt melee weapons
  • Short circuit no longer instantly destroys the weakspot of mechs and centaurs
  • Range of certain enemy melee attacks has been increased
  • Stamina cost for blocking attacks has been increased
  • Enemy jump attacks and charge attacks can now knock the player down


Quest level changes:
The minimum level of certain quests has been raised.
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  • Ghost Town - Level 12
  • Life During Wartime - Level 14
  • I Walk the Line - Level 20
  • Riders on the Storm - Level 20
  • With a little help from my friends/Queen of the Highway - Level 22
  • Gimme Danger/Play it Safe/Search and Destroy - Level 25
  • All endings except Don't fear the reaper - Level 30


Expanded wanted system:
Each district now has its own lore-friendly prevention faction.
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  • All prevention units are now hackable
  • NCPD - Added more police variety such as bikers and investigators. Added androids, netrunners and minotaurs to the spawn list
  • Maxtac - Heavy gunners, shotgunners, snipers, riflemen and mantis blade units.
  • Militech - Added griffin and octant drones as recon units. Added a lot of Militech units to the spawn list, including the Centaur and Minotaur
  • Moxes - Spawn in Kabuki
  • Tyger Claws - Japantown, Little China, Megabuilding H8
  • Maelstrom - Northside
  • 6SG - Arroyo, Santo Domingo, Rancho Coronado
  • Aldecados - Red Peaks
  • Wraiths - Las Palapas, North Badlands, Rattlesnake creek, Sierra Sonora, Rocky Ridge
  • Scavs - West Wind estate
  • VDBs - Coastview
  • Animals - Wellsprings
  • Valentinos - The Glen, Heywood, Vista Del Rey
  • Arasaka - Arasaka Waterfront, North Oak
  • Afterlife Mercs - Biotechnica Flats
  • Unaffiliated Corpos - Charter Hill
  • Border Guards - Militech units will spawn at higher levels including the Centaur and Minotaur


AI changes:
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  • Enemies now use combat stims to heal much more frequently, when they are below 60% hp
  • Enemies with sandevistan dash and evade much more frequently
  • Fixed the bug where enemies are unable to spot the player if they are investigating a body
  • Enemies will now call for backup when they spot a body
  • Enemy shotgunners can sprint if they are far away and the player is out of sight
  • Opening doors now alerts enemies within a certain radius
  • Enemies now react when system reset is used on someone near them. They'll stare at the person, only becoming alerted a few seconds after they've collapsed
  • Snipers take less time to aim and shoot
  • Civilians no longer panic when they notice the player performing illegal actions, carrying bodies and taking down guards


Animations:
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  • New sandevistan movesets for enemies with: One handed blunt weapons, two handed blunt weapons, hammer, fists, knife, mantis blades(only for corpo enemies), and katanas
  • Incorporated taunt animations into the movesets


Senses/detection:
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  • Detection range and detection speed of enemies have been increased
  • Bosses have extremely high detection speeds
  • Enemies with thermovision/x-ray vision will detect the player much quicker


Voicesets/Dialogue:
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  • Added suitable voicesets/combat dialogue for special npcs and bosses without a voiceset - Jotaro, all organised crime bosses(even the minotaur??), and all cyberpsychos
  • Added unused voicesets for a few quest npcs - Jack Mausser, Cpl Hare, Tiny Mike, Aaron McCarlson, and Anna Hamill


Credits:
Scissors - For creating SDO
Sandevastated - For producing the preview trailer, helping me with playtesting, and providing feedback every step of the way
Epik - For mixing the soundtrack used in the trailer
Everyone who's helped me with playtesting - Your feedback has been invaluable