Cyberpunk 2077’s latest patch is, after February’s absolute lie, that made a truck of improvements in all areas, plus maintenance work on bugs and crashes. The fun thing with this is figuring out what players are encountering without it getting to wider attention: for example, some players discovered when they were driving fast that “wrecked cars or multiple Nomad cars” would start appearing around them, which that should limit your style.
In addition to tweaks like this, the patch fixed some in-game triggers for things that could be accessed too early, open world events that weren’t popping up at the right time for some, and – my favorite of all, related to a quest called Auto Love – “Running into a wall in the Megabuilding H8 elevator will no longer cause instant death.”
But wait: there’s more. One fix concerns this in-game occurrence, which is that you’ll occasionally see NPCs leap to their death from corporate offices:
Not shown: apparently some of them would just… get up after that. Now “Suicidal Bodies in Corpo Plaza will no longer get up after the fall.”
Then there’s the bug that could apparently see the River character “out of the market area erratically” during the I Fought the Law quest “and push V out of the bounds of the world”. Which way to go.
Several other quest progression bugs have been fixed, generation failures marked, and there are a few minor UI fixes and one change: rewards will now have a quest tag showing where you got them from when you first see them on your stock and when opening menus. There’s finally a very Stadia-specific note, because apparently this version of the game was a hippie wonderland until now: but CDPR “allowed for aggressive crowds”.
This is a minor update, but it comes in the context of much bigger news for the studio. Yesterday CDPR teased the next game in the Witcher series and part of this announcement was that it is being developed using Unreal Engine 5. This is a huge move for CD Projekt as a whole, which has used its own in-house REDEngine to build almost all of its games: Cyberpunk 2077 was built on REDEngine 4 , which was a reconstruction of technology.
For the next installment in The Witcher video game series, we are moving from REDengine to Unreal Engine 5. However, REDengine, the technology that powers Cyberpunk 2077, is still being used for the development of the next Cyberpunk 2077 expansion. https ://t.co/429xmgMbQsMarch 21, 2022
Part of the Witcher news was that while the main series is heading to UE5, Cyberpunk 2077 and “its next expansion” will remain on REDEngine: I mean, of course it will. Why did CDPR clarify this? Probably because internally it feels a little bad about the fact, whatever the economic realities, it is definitely leaving its own technology behind: and make no mistake, the modern CD Projekt was built on REDEngine.
Cyberpunk 2077’s story is far from over, but in all likelihood it will be the studio’s last major game developer using its own in-house technology. Arguably, it’s also the game that made CD Projekt Red switch to a third-party engine: the game clearly came out hot, the launch was a commercial success but an absolute reputational disaster, and some element of that certainly comes down to the choice of tools. Otherwise, why change. Anyway, it’s a sad coda for Night City.