With version 2.0 of Cyberpunk 2077 comes a major overhaul of the entire talent and skill system. CD Projekt has opted for the path of “Quality > Quantity”, opting to remove some talents considered superfluous and giving more importance to those now present, also introducing five new categories. New features have been introduced to the armor system, cyberware, weapons and also to the classification of their mods, now no longer classified as “Common, Rare, Epic, Legendary”, but rather with numerical values.
The restructuring of the skill trees in Cyberpunk 2077 has led to the birth of special abilities such as Overclock mode for netrunners, Lightning bolts for technological weapons and other enhancements, all based on each attribute. The changes forced the team to nuclearize the entire old system, consequently your skill trees will be reset and all the points will be returned to you. The new skills have been grouped into new categories: Headhunter, Netrunner, Shinobi, Loner and Engineer.
In games that have already started, old progress will be transferred to new counterparts and skills will unlock passive effects every 5 levels, with a level cap of these reaching 60. We will no longer be able to restore talents completely, but we will still be able to refund them individually at no cost additional. Finally, new types of advancement shards have been introduced: shard attribute points, shard transport capability, and shard cyberware capability.
Speaking of Cyberware, 2.0 also changes this mechanic. First of all, now Cyberware will perform the task of armour, reducing clothes to a mere cosmetic element. It is unclear whether there will be any particular clothing that will offer protection. Cyberware is more specific and the experience with the scalpels has also been changed, made more immersive. There is also an eye for those who have an old save and want to discover the new mechanics of cyberware.
Now the armor is mainly provided by cyberware. Consequently, the function of clothes is mostly cosmetic. Clothing items no longer have mod slots and only some items provide bonuses. The number of cyberware implants supported by the body is now determined by the cyberware capacity. Cyberware implants are now tuned to specific attributes: the higher the attribute level, the greater the stat bonus. You can now enhance cyberware from the scalpel screen. Some cyberware slots can be unlocked by acquiring specific talents. Added several new types of cyberware. Now going to the scalpels is a more immersive experience. When the cyberware is installed, you sit in an operating chair and witness different animations depending on the type of implant. Added a side quest introducing the new cyberware system to players who load an old save with Update 2.0.
Finally, the weapons have been modified, introducing purely aesthetic goodies such as the “first equip” animation (previously available only on PC via mod, while on console it was an animation that only occurred when equipping a weapon for the first time), so such as the aforementioned modifications and related degrees.
Adjusted the unique effects of some iconic weapons to better reflect their distinctive characteristics. The “first equip” animation can now be triggered at any time. PC: Hold B or press Alt twice when weapon is holstered. PlayStation: Press TRIANGLE twice when the weapon is stowed. Xbox: Press Y BUTTON twice when weapon is stowed. Added smoke grenades. Added new finishing moves for melee weapons. You can now find a melta katana in the game. Added new weapon mods and changed some existing mods. Once installed on a weapon, mods are not replaceable. All obsolete weapon mods are removed from the game. In their place you will find new random mods in your backpack. The quality of mods added in this way depends on your level. Removed the silencer slot from revolvers. Removed the scope slot from light machine guns. Implemented a new method of creating weapon mods. To create a mod, you need to own 2 lower quality mods. Expanded the storage wall in V’s apartment to display all the iconic weapons from the base game
NPCs will now adapt to our system, and will have different ranks depending on their faction. There will be enemies with different armor types and the entire difficulty has been rebalanced. The creation system and loot have also changed, now adapted to your level. The sales mechanics have also changed.
Weapons now deal damage based on their rank. Smart weapons now deal less damage, but benefit from dedicated perks. Loot now scales to your level. Removed excessive collectible loot from the game, such as distracting from some scenes and mission locations. NPCs no longer drop outfits. Crafting and upgrading now requires only one type of component instead of multiple types. Replaced the old rarity levels (common, uncommon, rare, epic, legendary) with ranks (rank 1 to 5++). In addition to cyberware, only iconic weapons can now be upgraded. They gain an extra rank with each upgrade. The Wardrobe can now be accessed through the Clothing Vendors menu. Vendor supplies scale with your level, expanding when you reach a new rank. Improved vendor inventories so that each vendor has its own theme and specialization. Vendors no longer sell quick hacks and crafting components. Balanced the price of weapons, cyberware, apartments, clothes and more.
Many new features have been introduced in Cyberpunk 2077 since 2.0. In addition to those mentioned here, several improvements have been made to the vehicle physics, now more realistic and diversified. Purchasing them has also been improved. Likewise, the behavior of AI is also much more plausible. The technical improvements are different, to the point of even imposing a new hardware configuration for PC users who will now necessarily have to equip themselves with an SSD. Cyberpunk 2077 also now supports DLSS 3.5.
Source: CD Projekt