This page was last updated on 31 March 2025, 3:56PM
Changelogs
Version v1.00
Release
Version 1.3
Netrunner update - Enemy netrunners have been overhauled. They have a larger variety of quickhacks which have unique visual effects and are much more deadly. Netrunners also have new quickhacks to buff their teammates. Netrunners from different factions have a different set of quickhacks, for eg Arasaka and VDB netrunners often use synapse burnout and system failure, but they can also buff their teammates with damage resistance or optical camo. More details will be added to the description.
Melee combat - Enemies now block properly and dodge your melee attacks. Also fixed the issue where enemies would dodge the player's counterattack. Some enemies can now "parry" your attacks. When an enemy is in a parry animation, attacking them will cause your hit to be deflected and they will counterattack with a push/jab.
Combat AI - Enemies can be classified into 3 categories - reckless, tactical and balanced. Each enemy type has slightly different behavior, for eg tactical enemies will use suppressive fire to keep the player pinned down. Enemies also employ new squad tactics such as regrouping and supporting teammates. Ranged enemies with sandevistan will now dodge and evade if the player is very close to them. More details will be added to the description.
Added new visual effects for Smasher - Electrical+thermal+chemical trails on his arms and the glowing red effect on his left hand when he's doing a special attack.
Minotaur mechs can now launch missiles at the player.
Removed most of the weakspots from enemies - Only minibosses, snipers and large enemies have weakspots.
Rebalanced many of the enemies from the main quests and gigs and added new enemy archetypes.
Glowing tattoos no longer hide the enemy's healthbar.
Version 1.2
Fixed the Seaside Cafe cyberpsycho not being able to jump properly. If she does not switch to melee in Phase 2, get down and jump back up to the roof again.
Enemies dodge more frequently in melee combat, sandevistan enemies can now block properly.
Added the health monitor bomb ability, enemies with this ability will trigger an effect upon death. It can be an emp explosion, toxic gas, fragmentation explosion or incendiary explosion.
Added new enemy names and archetypes - Animals heavyweight, techjock and wrangler. Arasaka field techie and cyborg demo expert. Afterlife merc street samurai, solo and bruiser. Mox defender. Maxtac raider. Scav boom support. Sixth Street jarhead. Tyger Claw assasin. Valentino inquisidor and bravo. Wraith shade, specter and ghost.
Version 1.1
Made Tier 3 enemies and minibosses less tanky
Added the weakspot system. Tier 3 enemies and minibosses now have weakspots that can be destroyed to give you an advantage
Added new enemy archetypes and appearances: Tyger Claw snipers, Scav techies, elite female Valentinos, Arasaka techies, Militech spec ops, Corpo spec ops, Kang Tao officer, female Merc shotgunners and snipers
Fixed the missing subtitle for Smasher's dialogue
Lowered Sasquatch's regeneration rate and juice injector hp
Added the option to configure Smasher's regeneration rate
Added the option to configure enemy smart weapon tracking
Fixed(hopefully) Smasher's AI when cyberware malfunction is used on him