- The game now records each type of kill you've made.
- -- Your historical kills are guessed at.
- Kills can now either be hidden or known.
- You'll have to work to keep hidden kills hidden, or reveal them by choice.
- Most NPC interactions are now based on known kills.
- The clinic will now clear up any Evidence at the scene if you ask them to dispose of a body.
- On the run cards for each area now appear in all place decks (although they've been renamed).
- On the run cards now exist for the airport and bordertown.
- A body can now sometimes be set as a closed area, which can alter the scene slightly.
- Evidence no longer appears at the top right.
- System down now forces a random option on you, instead of letting you choose.
- If it's blocked, the neural interface now gives more info on hover about what's happening.
- The SensPerience port is now considered to be an actual second port in your head, and not just for sorting spikes.
- The main and secondary ports can now get spikes locked into them separately.
- Refined some other things to do with neural interface locks.
- You can now restart Cyberchurch if you refused Jax initially, or later on The Technician (use Manage your life).
- You now get an old pick-up truck back from breaking up a logistics team, if you hired it from Smith.
- You can now send an murder squad after an enemy in the Projects.
- You can now work with your Projects murder squads via your inventory.
- New tutorial content.
- New artwork.
- An additional performance improvement for cards with a lot of options.
- Fixed buying heroin decreasing rather increasing Money for the Jags/Modes.
- Fixed sometimes getting Course/Credit at the night school without a course active.
- Fixed a problem with dissolving fire teams.
- Fixed being able to equip spikes through cards if you're locked due to A dangerous game.
- Fixed some minor bugs to do with chases.
- Possibly fixed extra items being equipped sometimes when working with outfits.
- Fixed a bug that meant clothing wear wasn't getting applied.
- Fixed some potential corner cases to do with neural interface locks.
- Fixed a potential timing inconsistency problem for events that use actions.
- Fixed upcoming events sometimes being duplicated on game load.
- Fixed a small problem on The pain.
- Fixed a bug on Move your ass.
- A few more typos fixed; thanks for the reports.
Changed files in this update