really so when Sasquach dropped her hammer i didnt have to immediatly grab it to stop her from picking it back up? i mean it wanst that big a deal but i could have lit her up sooner if i didnt have to manover to grab it.
 
In the various times I've fought Sasquatch I don't recall her every picking up her hammer after throwing it, but throwing her hammer is itself a unique boss fight thing so maybe she can. But general enemies can't, even in special sequences: the best example of this is Pisces and Sato's Tsumetogi katana. Even though the weapon is on a display stand and Sato is 'supposed' to pick it up if he goes hostile, what appears to be actually happening is that Sato draws a Tsumetogi from his inventory and the Tsumetogi on the stand is despawned. It becomes pretty noticeable if you pick the sword off the stand before the conversation begins.
 
ah well im makin my way through the game after finally finding a build im happy with and having a blast. enjoying seeing the how things progress. as well as trying out different things.
 
So, uh, I might have accidentally done something pretty fucked up.

I was going through Cyberpsycho quests, and I got to the one with the ex-military guy on the pier.

You know, criminals kidnapped his daughter, he sought revenge, then they decided to torture the daughter to death and use her as bait to take the guy down.

Well, I did the quest, and when I got to the van where the daughter's body was, there was a Take option. I did it, and it turns out that that involves picking up the daughter's corpse.

For once, I decided to see what happens if I bring the body over to the guy, and he does react, being temporarily stunned with trauma, opening him up to a takedown.

Well, I'd been leveling Body, so instead of putting the corpse of his daughter down so that I could take him down I kind of... threw her.

At his face.

Hard enough for her to explode.

Um, yeah, I took him down non-lethally after that, but, it probably wasn't the best way to help with his mental state.
 
yeah now i dont feel so bad skipping the blunt weapons line for gorilla arms they work great on their own. Also did the whole Parade bit and durring it i caught a bit of a solo female singing gently/softly? in Japanese any know the song?
 
Some interesting bugs that cropped up.

Ever since the patch 2.0 where they overhauled some mechanics they changed how the netrunner detection system played out, one of those things was a font change and it seems this change also effected the UI text.

When V jacks into certain things you will see a progress bar with accompanying text like 'sending data to fixer', 'installing malware', etc.

Now from what I can remember this works fine in dog town. But there are portions of the base game where that text is now instead the generic 'tracing connection' text that enemy groups do to detect you. Minor thing but I'm curious what they moved around so that the base game is no longer referencing the correct text.


Other reoccurring bug of interest I encountered was the Oda fight. If you die during the fight, reloading a checkpoint automatically puts you at an auto save that occurs just at the start of the boss. But some things are different, Oda's stealth in the intro cutscene is broken so you can now see him standing in the window before attacking. He also inexplicably does way more damage. Like before I could take a a couple strikes on hard difficulty with a pure netrunner character before having to retreat and heal. Now he oneshots me and his smart gun two shots me.

Not only that but die again and the game creates an another new auto save slot, repeating with every death.

Third one I haven't experienced but an individual on the subreddit found it out and it is a rather funny oversight. During the escape from the stadium if you side with Songbird the dev's forgot to disable the fast travel terminal in the area. Resulting in the player able to just leave - this also takes Songbird with them. Without the trigger to remove her she now acts as a permanent companion. The player that found this then started running through the base game with Songbird at their side. Even the endings will have So Mi dutifully following you.

That's some true loyalty there. :lol:
 
Now from what I can remember this works fine in dog town. But there are portions of the base game where that text is now instead the generic 'tracing connection' text that enemy groups do to detect you. Minor thing but I'm curious what they moved around so that the base game is no longer referencing the correct text.

I'd noticed this when I first started playing Cyberpunk 2077, which was after the 2.01 patch. V sends a transfer of money to a NPC, and the on-screen display says "Warning: Detected", to which I went "well, yes, that surely follows from how I'm standing right in front of them sending them money".

Allegedly the 2.02 patch notes say this has been corrected, but I haven't really been able to check, since it didn't happen consistently before.

-----

A couple of odd things I noticed that I'm not sure are bugs or intended:

Ever since the 2.02 patch, I've noticed that gigs where I'm supposed to neutralize a NPC will assume that I've killed them, even if I neutralize them non-lethally. As in the fixer will thank me for killing the target, despite my making sure to use a non-lethal takedown or quick-hack.

However, I vaguely recall back in 2.01, when I was doing these gigs on a previous character (I switched from Nomad to Corpo), there was acknowledgement if I took the target down non-lethally. And the gigs had me carry the target's unconscious body to a vehicle waiting outside, which meant I had to both get to the target and clear out an escape route that allowed for non-stealth, since I had to carry the body.

Now, all I have to do is get to the target, neutralize them with whatever means, and then leave, and the fixer congratulates me on killing the target. I don't know if this is a bug, or if the devs changed it to make a non-lethal takedown as convenient as a lethal one by simply disabling the non-lethal flags.

The second thing I noticed was child NPCs disappear in photo mode. As in the child NPCs walking around Night City do not exist in photo mode, simply disappearing entirely, and reappearing when I exit photo mode.

I had intended to take a picture of a certain outfit that child NPCs could wear, because it looked like a very 80s "Cool Kidz" (with the Z) outfit. Neon bright, fluffy striped socks and wristbands, bulky headset like a Virtual Boy. I wanted to present it to this thread to get other opinions on how 80s it is, as well as try to replicate it for my V. But no, children cannot be seen in photo mode.
 
had a bit of a funny glitch myself was leaving Denny's place doin the whole double jump n dash when i got a flash of the static you get when you wait at a marker and suddenly i was back at the oil fields on the ladder where the tarrot was. That being said i really enjoyed the Reunion gig and the drive in. at this point i just wanna do Kerry's questline, Rivers, and the Sandra Dorset one. then on to the gats of dog town.

Edit: ok so i just did the I fought the Law quest so i could get going on Rivers. one of the bits of info that comes up is NCPD's budget got cut. Isnt NCPD privatised though and its own corp kinda thing? thus would have an actual contract?
 
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The second thing I noticed was child NPCs disappear in photo mode. As in the child NPCs walking around Night City do not exist in photo mode, simply disappearing entirely, and reappearing when I exit photo mode.

I had intended to take a picture of a certain outfit that child NPCs could wear, because it looked like a very 80s "Cool Kidz" (with the Z) outfit. Neon bright, fluffy striped socks and wristbands, bulky headset like a Virtual Boy. I wanted to present it to this thread to get other opinions on how 80s it is, as well as try to replicate it for my V. But no, children cannot be seen in photo mode.

I'm gonna guess this one is intended, due to the whole 'you can run around naked' thing. Sad that it has to be, but likely the better of the options.
 
I've now beaten both the Songbird and Reed routes of Phantom Liberty.

There's a fascinating issue in that Reed's route feels like the superior/intended set of finale quests. The MaxTac ambush, then the horror show in the Cynosure labs... plus the fact you get so much more of So Mi's character and backstory in that route. It all feels like the greater sum of development resources and interesting quest ideas than just "infiltrate then blast through the spaceport." Despite the fact that the core ethos and thematic inclination of the game is to push you towards siding with So Mi and killing Reed...

The Reed route also creates the issue of making the Songbird route feel... I don't know, fake? Plastic? A little sinister? She was really losing it at the end of the Reed route there that made it clear she wasn't just dying but that the Blackwall entities were in control and driving her into the core as an escape attempt, but by just siding with her and keeping her on her A-Plan that keeps her purely nice and survivable? Part of me wants to spring into conspiracies that, along with her escape patrons being Blue Eyes's shadowy organization, she was already basically lost and sending her to the moon is more for the AI pretending to be her's benefit than hers. But then, that's being a little unnecessarily conspiratorial when taking Occam's Razor to the script would indicate it's just that desperation and a sense of betrayal in the Reed route unleashes her always present rage and poor judgement.

It also reminds me a little of the ending of Brazil, now. Like the Songbird ending, just blasting through all those NUSA black ops and sending her on a literal rocket to freedom... now it feels like I'm waiting for the slow zoom out to show her rotting in a cell, finally completely gone inside.
 
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The Reed route also creates the issue of making the Songbird route feel... I don't know, fake? Plastic? A little sinister? She was really losing it at the end of the Reed route there that made it clear she wasn't just dying but that the Blackwall entities were in control and driving her into the core as an escape attempt, but by just siding with her and keeping her on her A-Plan that keeps her purely nice and survivable?
Well a significant divergence point is you smashing an Icebreaker into her.

Sure it failed to do it's intended purpose and So Mi was able to walk out of the stadium but she had to lean harder on her Blackwall connection to do so then if she was escaping with you.

Also toss in the fact that she's truly alone with nobody on her side and her mental health has likely taken a nosedive.
 
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I just want a
delamain based ending where you get alt to use mikoshi and soulkiller together to merge an engram based off you with johnny's engram, debatebly it wouldnt save both of you but it'd be hopeful
 
Well a significant divergence point is you smashing an Icebreaker into her.

Sure it failed to do it's intended purpose and So Mi was able to walk out of the stadium but she had to lean harder on her Blackwall connection to do so then if she was escaping with you.

Also toss in the fact that she's truly alone with nobody on her side and her mental health has likely taken a nosedive.
True, true. Like I said, it's a theory/impression that comes from liking conspiracy theories about this game due to all the in-universe conspiracies and mysteries CD Projekt Red liked to pack in, but you do probably have to take Occam's Razor and accept the surface-level for a lot of the plot to work.

However...

Let's get into the Tarot symbolism in Phantom Liberty, and the way the endings are named being extremely suspect in relation to what's going on. Because once I started thinking about this a discrepancy started driving me crazy.

So, there are four Minor Suit "King" Tarot hallucinations that appear throughout Dogtown, and their positioning is pretty bluntly related to the four NUSA characters and their interpretations equally so.

The King of Cups being positioned outside the stadium, where Song first contacts you, it seems pretty clearly connected to her:
King of Cups said:
A King of Cups is a creative and emotionally-driven person. They are strong individuals, who realize the importance of feelings. Intuition helps them navigate their lives. When fate is in their favor, compassion guides their actions. When they're at odds with fate, it'd be unwise to trust them.
Song's definitely creative and emotional, goes off of intuition more than perfect planning. And she certainly has that combination of compassion but also being completely untrustworthy when the deck is stacked against her. Not to mention its magenta color-scheme matching up to her hair color (and hoo boy, after doing the FF:06:B6 related sequence connected to the Arasaka Tower 3D arcade game, I am instantly on guard regarding that color and its connection to shadowy AI conspiracies, but that's a whole other can of worms).

The King of Pentacles is inside the Kress Street hideout, so Myers seems to be the easy link (not to mention the star symbol and the American flag):
King of Pentacles said:
The King of Pentacles is imperious. They represent entreprise, pragmatism, but also attachement. From such a person one can expect coldness or attachment to material possessions; they are likely to turn your world upside down sooner or later.
Imperious? Pragmatism? Coldness? Materialism? Check, check, check, and more checks. She's a true believer in the big picture and the means to her ends turn everybody's lives upside down over the course of the expansion.

Then there's the King of Wands, showing over the basketball court where you meet Reed. Again, a clear match even to color, since Reed's jacket and cyberware have dark red highlights:
King of Wands said:
The master of planning and unorthodox ideas. An individual who brings people together and radiates inspiration to those they consider friends. However, their enemies will soon find they are an impulsive, devastating force of nature, capable of breaking oaths and crossing any line, just to see their goals achieved.
Reed's definitely a planner, a leader who brings his unit together, yet also a force of "nature" in the sense of his patriotism driving him to disregard even his personal codes and promises.

And then finally King of Swords, which is on the side of the Moth and thus seems like it would fit Alex...
King of Swords said:
Two things matter above all else for a King of Swords: logic and conviction. They represent a person with a precise moral compass, who is known for their caring demeanor. However, enemies beware - the King of Swords is a ruthless opponent, who will not rest until you are punished and left to be torn apart by hounds of fate.
But the thing is, Alex's characterization is so thin that it's kind of hard for me to see this as an exact match. Compassion? Sure, she's a decent ally and bonds with V a little. Ruthless? The bullet holes in Aurore's skull would make a decent testimony to that. But overall this is probably the thinnest Tarot card connection.

Now, why do I explain this all?

Well, since the four endings to Phantom Liberty are named for these same Tarot (or, rather, their achievements are, but since those achievements get taken on as the semi-official ways of referring to the ending scenarios as a whole...) , one would think there's a clear connection to the characters, perhaps by being what they would personally do or benefit from? But then... that ends up raising some interesting questions as you proceed.
  • King of Pentacles, the ending where you chase So Mi then refuse to mercy kill her, seems the most straightforward. Myers is the only one to really win in this ending, getting her secret weapon back with an economy of force, while So Mi herself is whisked away to a probably unspeakable existence in an FIA bunker somewhere and even Reed seems to have the shadow of doubt over what you've done.
  • The King of Swords ending is a very loose fit, just like that Arcana is in general and this ending is the loosest and most character-breaking (Johnny actually doesn't offer that much criticism of siding with Reed from the start, but selling out at the end has him spitting out a pretty disgusting line about getting your thirty pieces of silver), but I think you can stretch to call it the Alex ending... Since it's where you start off helping So Mi--thus letting Alex live--but then betray her to the FIA when you learn she lied about the cure, this is the ending where Alex gets a true mission accomplished. Song suffers, Reed lives with the bubbling guilt in denial, and Myers lost a shitload of her best special forces; but Alex can get that retirement. Of course, she can get that retirement anyways if you save Song... but I guess here it's more legitimate and less likely to be taken away if the FIA finds out V lived.
  • But King of Wands... this is where it gets weird. Why is the ending where you fight for Song all the way to the finish named for Reed's Arcana, especially considering this is the one ending where he dies? In a kind of rough moral and spiritual sense I guess you could call this ending Reed's salvation by death, being the one case where he can follow his patriotism to the end of the line yet never live with doing something unspeakable to the woman who was like a daughter to him, but I don't really get the impression he went into that final showdown wanting to die or anything. And why is this not the obvious choice for Songbird/King of Cups?
  • And by extension... King of Cups being the ending where you pull the plug on Song has the air of making something suspect about saving her. She goes to Hell before she dies, and it's agony the whole way down. Is even sending her to the moon thus a worse outcome for her? From Her to Eternity is really sparse on details, and I can't help but draw a connection to a very late game Phantom Liberty Side Job that follows on one of the last Gigs you do in Dogtown... In "One Way or Another" you also get a sparse text message from a girl you saved from her institutional enemies (in this case she's an anti-corporate terrorist who wanted to prevent an attack by her comrades that will kill civilians but still ends up hunted by the corp), only in this case it's a trap from the corporation that seems to have killed her and used her contact data to try and tie up your loose end. Did Blue Eyes just send that terse message and plant the pin to give V a little closure, tie off a loose end after they've had their way with Song/the AI in her head? Is killing her actually the only good outcome for her in the end, the only real escape she'd ever get?
I really love this expansion. No unvarnished happy endings and hard choices all around, even in the smallest of gigs. And there's something to be said for a game that stuffs enough below the surface and has a big enough focus on in-universe parapolitics and paranoia that you can drive yourself mad looking for secrets and ulterior motives.
 
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I just want a
delamain based ending where you get alt to use mikoshi and soulkiller together to merge an engram based off you with johnny's engram, debatebly it wouldnt save both of you but it'd be hopeful
I think this is the one ending that CDPR really missed, in the sense that they had laid all the groundwork for a merger ending . . . and it just wasn't there, like they didn't even know or realized themselves what they had set up. Heck, have it as a far cry esque hidden ending, where if you wait too long to finish the main quest you wake up one day, feeling like a million eddies and ... where's Johnny? Wait, and I Johnny, or is it V.... a sh*t....
 
And by extension... King of Cups being the ending where you pull the plug on Song has the air of making something suspect about saving her. She goes to Hell before she dies, and it's agony the whole way down. Is even sending her to the moon thus a worse outcome for her? From Her to Eternity is really sparse on details, and I can't help but draw a connection to a very late game Phantom Liberty Side Job that follows on one of the last Gigs you do in Dogtown... In "One Way or Another" you also get a sparse text message from a girl you saved from her institutional enemies (in this case she's an anti-corporate terrorist who wanted to prevent an attack by her comrades that will kill civilians but still ends up hunted by the corp), only in this case it's a trap from the corporation that seems to have killed her and used her contact data to try and tie up your loose end. Did Blue Eyes just send that terse message and plant the pin to give V a little closure, tie off a loose end after they've had their way with Song/the AI in her head? Is killing her actually the only good outcome for her in the end, the only real escape she'd ever get?

I also mused on that especially since So Mi says she will probably be a lab rat for whatever faction is there to recover her on the moon.

But between a decidedly grim fate remaining on earth and a leap of faith to the moon her options are limited.

I think she made it. More so because the Blue Eyes conspiracy seems to like throwing around vague threats or radio silence than rewards.

I mean if they were catfishing you, why? V is just a single human dying on earth - there is no need to placate them.

The reason the message is so vague and sparse I'm thinking is for a couple reasons. Could be much like Tower ending there was consequences to her cure and she's damaged in some manner.

The other and more likely one I lean towards is guilt.

She led you by the nose with a carrot that was always intended for her, when it all came to a close she spilled her guts expecting to die.

Then you put her on the rocketship regardless.

For a person who lived a significant portion of their life within the shady NUSA intelligence apparatus this act must have felt unfathomable. How do you talk to a person like that? Someone who threw away their life for yours, a stranger they barely knew for a couple days.

So you don't. You can't. You arrange a souvenir and a high tech piece of chrome to be sent and say your final goodbye.
I do get a perverse satisfaction in taking the gonk selfless options where V acts less like a mercenary and more like a superhero.

Where I feel like I'm not rebelling against the corpos or the government but the very setting itself.
 
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So, here's a roleplaying question I have for people.

During the last little performance of Samurai, when you get most of the band back together for that last gig...

Well, during the preformance, you get the a quicktime event for a sick solo.

I saw a couple people taking it as a given, that it's the awesome thing to do, but I always just let the prompt pass and ignored it.

(I admit, it takes a lot of roleplaying and story weight to convince me not to hit any "do a sick solo" button, but this time it felt inappropriate.)

Roleplaying wise I felt that, with the character development Johnny had had over the course of the game, much of this was intended as more of a nice thing to do for Kerry than Johnny reliving his glory days, so he was letting them do their thing.

It felt a bit like closure in a way, giving them this moment when Johnny had always been a bit of an inconsiderate asshole. His way of apologizing for being a dick for so long.

Anyone have any conflicting thoughts on the matter?
 
Anyone have any conflicting thoughts on the matter?
Meh I still picked it.
Johnny's still Johnny and while this was to help Kerry it's also to help himself.

This may be the last time he ever plays again and he's going to milk it for all it's worth.

Plus this is a Samurai oneshot gig and holding back just wouldn't be giving people that authenticate Johnny Silverhand experience.
 
Meh I still picked it.
Johnny's still Johnny and while this was to help Kerry it's also to help himself.

This may be the last time he ever plays again and he's going to milk it for all it's worth.

Plus this is a Samurai oneshot gig and holding back just wouldn't be giving people that authenticate Johnny Silverhand experience.
Fair enough.

I just think that, since we can make the choice as Johnny, it says potentially interesting things about his character development for him to willingly to give up the limelight.
 
Tried my hand at one of the Phantom Liberty endings today and you know this game is versatile when you go down the inclinator from Akira and suddenly you're playing Alien Isolation lol

Incidentally playing through that ending made the prominence of the stadium very understandable. CDPR were really just scratching the surface of their influences when they talked about Escape from New York.
 
One of the things I find most amusing about the 2.0 upgrade is a kind of trivial thing - it's how they added so many more beat cops.

The original complaint was that if you committed a crime, suddenly cops would spawn on top of you. Now, Night City has a higher density of cops than the DC Mall and there is literally a beat cop every 50 feet through the entire city. There must be thousands of beat cops just walking around or standing on street corners - and it makes a lot of the cop dialogue about the city being so dangerous come across as almost funny.

"Yeah it's suicide to go into Heywood, that's why we have 500 beat cops walking the streets there 24/7".
 
I particularly like that they're basically always solo except by coincidence, they just really like to complain lol
 
Announcements on the city PA system and in-game TV says that the NID is outside NCPD jurisdiction but fuck me if you could ever tell.
 
The game is bizarrely unpolished in small ways.

There is a fairly small mod which makes NCPD unevenly distributed, so bet cops aren't aggressively patrolling Pacifica as if it was in the middle of a upmarket festival.

There must be thousands of beat cops just walking around or standing on street corners
I'ld say easily into the tens of thousands, possible into the low hundreds of thousands. The beat cop density is ridiculous, but the number of patrol cars isn't far behind.
 
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