> For the complete documentation index, see [llms.txt](https://wiki.darkfuture2077.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.darkfuture2077.com/change-log.md).

# Change Log

## <mark style="color:yellow;">Dark Future 3.0.0 Change Log</mark>

{% hint style="warning" %}
**Compatible with Cyberpunk 2.5 ONLY.** Tested as working with the following dependencies updated:

* Red4Ext 1.31.0
* Redscript 0.5.32
* Codeware 1.21.0
* ArchiveXL 1.28.0
* TweakXL 1.12.0
* Input Loader 0.2.3 (now **required**)

Dark Future 3.0 Release is **not** compatible with Cyberpunk 2.31. If you would like to install a developmental release candidate that is compatible with 2.31, you can find it on my [Discord channel here](https://discord.com/channels/717692382849663036/1395759743691259995/1563531420066910288). It has all of the same features as the release version. Just know that you do so at your own risk, and future updates will not be back-ported to 2.31.
{% endhint %}

{% hint style="info" %}
This is a **huge update**. That said, you can install this update on your existing save game, or a save game running an old version of Dark Future. (<mark style="color:yellow;">**To avoid potential issues, fully removing all files of the prior version of Dark Future is highly recommended.**</mark>) Feel free to jump right in. As usual, you will encounter each feature naturally during gameplay and in-game tutorials will guide you.

***Special thanks** to **Nolvalir** for a unique solution to a caption / localization issue.*
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=5TFK_lTYb-g>" %}

### <mark style="color:yellow;">Features</mark>

<mark style="color:yellow;">**Vice Affinity**</mark>

* This version introduces the **Vice Affinity** Condition for roleplaying the Rockerboy or Rockergirl lifestyle. Vice Affinity allows you to gain <mark style="color:yellow;">**Euphoria**</mark> from addictive substances. Euphoria acts like bonus Nerve, and grants plenty of bonuses while active. When it runs out, you <mark style="color:yellow;">**Crash**</mark>, and suffer hangovers in fully animated glory. <mark style="color:yellow;">**High highs, low lows.**</mark> Party hard, chooms!
  * Unique vomiting animations were added for each base game apartment. (I'm sorry in advance! You can replace these with "headache" animations in Mod Settings if they gross you out.)
  * General nausea and headache animations that can play anywhere were also added.
  * New **text messages** and a simple new **quest** were added to help tutorialize and support Vice Affinity.

{% hint style="info" %}
Your Addiction progression will be reset if upgrading from a previous version of Dark Future, allowing you to experience the new system from the beginning.
{% endhint %}

<figure><img src="https://646388578-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhBjiHQada6hhkeMm9W7i%2Fuploads%2Fzh0Dto6lAfrkNzp2p5hC%2Fdf30update00108845.png?alt=media&amp;token=abe8824a-a22f-485c-af8c-1b7dfcaa1d03" alt=""><figcaption></figcaption></figure>

<mark style="color:yellow;">**Impaired Driving**</mark>

* A simple **Impaired Driving** system was added, causing momentary vision and control loss when driving while Energy is low.

<mark style="color:yellow;">**Blackout**</mark>

* You will now suffer a **Blackout** when running out of Energy. It's a fully animated collapse, causing you to wake up several hours later.
  * Every circumstance is handled carefully. Blacking out while on foot is different from blacking out behind the wheel of a car or on a motorcycle.

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<mark style="color:yellow;">**Relax Hotkey**</mark>

* A new <mark style="color:yellow;">**Relax hotkey**</mark> was added. Press the new (configurable) hotkey to quickly access nearly any consumable in the game from a simple menu.
  * It's built fully on top of <mark style="color:yellow;">**Consumable Animations**</mark>, and introduces new, custom <mark style="color:yellow;">**multi-step animations**</mark> for select items.
    * New animations were included for smoking, drinking cocktails, and canned drinks / coffee, with more planned in the near future.
  * Unique to this system is the display of the Item Tooltip for the item you're about to consume, leaving no doubt about what you're using in your inventory.
  * This hotkey also allows other context-based actions, such as Dancing (only while Euphoric), and playing a braindance using <mark style="color:yellow;">**Lizzie's BDs**</mark>!

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<mark style="color:yellow;">**Improved Status Effect Display**</mark>

* The Quick Access Menu now has 3 tabs for Status Effects that can be toggled between: Short-Term, Long-Term, and Conditions.

<figure><img src="https://646388578-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhBjiHQada6hhkeMm9W7i%2Fuploads%2FNvpV9iJV9AwT9dbnlo5H%2Fimage.png?alt=media&amp;token=25d1e183-9617-43d5-8ad4-2aafb9a72a4e" alt=""><figcaption></figcaption></figure>

<mark style="color:yellow;">**New UI**</mark>

* A new <mark style="color:yellow;">**Conditions UI**</mark> element was added, which appears above the Nerve bar. It overlaps the Stamina bar. It displays and hides smartly based on context, and hides itself when the Stamina bar is visible.
* The indicators (INJ, HL, VA) light up when a Condition is gained, and blink when it is relevant.
* The addition of this UI means that Conditions no longer appear as a status effect icon, cleaning up the overall HUD.

<figure><img src="https://646388578-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhBjiHQada6hhkeMm9W7i%2Fuploads%2Fd5ycCiWpThgvZQyuMyNr%2Fimage.png?alt=media&amp;token=bba4dfbb-ceae-40cf-81fd-4235bb034417" alt="" width="563"><figcaption></figcaption></figure>

<mark style="color:yellow;">**New Humanity Loss Restoration Activities**</mark>

* You can now <mark style="color:yellow;">**restore Humanity Loss**</mark> by having your tarot read by Misty.

{% hint style="success" %}
As usual, nearly every feature above is **optional**, and can be mixed and matched to create your preferred experience. **Vice Affinity** requires **Addiction** be enabled to function.
{% endhint %}

### <mark style="color:yellow;">Changes to Consumables</mark>

The way that many <mark style="color:yellow;">**consumables**</mark> work has been <mark style="color:yellow;">**completely overhauled**</mark>.

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#### <mark style="color:yellow;">Food and Drinks</mark>

* You no longer need to be above a certain amount of Nutrition or Hydration to gain <mark style="color:yellow;">**Nourished**</mark> or <mark style="color:yellow;">**Quenched**</mark>**&#x20;(was&#x20;**<mark style="color:yellow;">**Hydrated**</mark>**)**. These effects now help suppress the effects of Crash. Nothing like coffee and pizza to nurse a hangover.
* <mark style="color:yellow;">**Junk food**</mark> and <mark style="color:yellow;">**soda**</mark> no longer drain Nerve. Instead, they grant the <mark style="color:yellow;">**S.C.S.M. Diet**</mark> status, a timed debuff to your Max Health and Stamina Regen Rate.
* <mark style="color:yellow;">**ChroManticore**</mark> and <mark style="color:yellow;">**Spunky Monkey**</mark> are now caffeinated, and temporarily restore Energy.
* Certain consumables that used to restore both Nutrition and Hydration (like Soop) have had their effects simplified.

#### <mark style="color:yellow;">Vices</mark>

* The effects of alcohol, cigarettes, and narcotics now stack. These stacks are now clearly displayed on the item tooltip.
* If exceeding the max stack count of these items, you will not gain a benefit, and in many cases, it will trigger a negative <mark style="color:yellow;">**side effect**</mark>.
  * This means you can no longer repeatedly consume the same item to replenish Nerve. You'll need to use a mix of different ones instead.
  * Exceeding the stack limit of Alcohol will trigger <mark style="color:yellow;">**Nausea**</mark>**.**
  * Exceeding the stack limit of Narcotics will trigger <mark style="color:yellow;">**Flatline**</mark>, which rapidly drains Nerve. <mark style="color:yellow;">**Can be fatal.**</mark>
  * Exceeding the stack limit of Nicotine does not trigger a negative side effect; you simply don't gain any benefit.
  * The number of stacks you can consume of these items goes up with Addiction.
* <mark style="color:yellow;">**Alcohol**</mark> now temporarily drains Energy. It still replenishes Nerve and grants a bonus to Armor.
* <mark style="color:yellow;">**Narcotics**</mark> now apply a random number of stacks, making them more dangerous to use. Higher-quality drugs have a narrower range of stacks that they apply, making them less dangerous. The Endorphin Regulator cyberware now helps prevent Flatline when the stack count of Narcotics is exceeded.
* <mark style="color:yellow;">**Cigarettes**</mark> now temporarily restore Energy, and also enhance the lasting benefits of alcohol and narcotics.
* Addiction now causes these items to grant stacks of <mark style="color:yellow;">**Tolerance**</mark> first, which have no effect. You must consume the item enough times to surpass your Tolerance to gain a benefit from these items if addicted.
* Added <mark style="color:yellow;">**Vanitol**</mark>**,** a new pill-based narcotic with a unique random stack count. Available at MedPoint vendors in small quantities, and at more illicit vendors in larger quantities.

#### <mark style="color:yellow;">Pharmaceuticals</mark>

* <mark style="color:yellow;">**Emergency Cardioregulator**</mark> no longer restores Nerve, and now instead cures <mark style="color:yellow;">**Flatline**</mark> from narcotics.
* Added <mark style="color:yellow;">**Excelafin**</mark>, a painkiller / caffeine combo that greatly suppresses Crash and temporarily restores Energy.

### <mark style="color:yellow;">Other Changes</mark>

#### <mark style="color:yellow;">**Quests**</mark>

* <mark style="color:yellow;">**A Cool Metal Fire**</mark>**&#x20;-** Now progresses Addiction and Vice Affinity at the conclusion of the quest.

#### <mark style="color:yellow;">Misc</mark>

* <mark style="color:yellow;">**Consumable Animations**</mark> can now play multiple animations back-to-back. This can be configured in Mod Settings.

{% hint style="info" %}
Enhancements to **Consumable Animations** will be ported to the stand-alone version of the mod soon.
{% endhint %}

* The default amount of Humanity Loss restored by activities has been doubled. These amounts can be configured in Mod Settings.
* The Humanity Loss restore bonus of Endotrisine was increased to +200%, and stacks with the new +100% benefit from Euphoria.
* Many <mark style="color:yellow;">**Mod Settings**</mark> have been streamlined. There is now a single Addiction feature toggle, instead of a separate one for each addiction. The Addiction advanced settings were also simplified.
* Greatly improved all <mark style="color:yellow;">**Alcohol and Narcotic VFX**</mark> to reduce visual popping and other issues. The effects were also retimed to be compatible with Euphoria. It's all buttery smooth now and is a significant improvement compared to the base game.
* Cigarettes and Mr. Whitey are now available to purchase at bars in higher quantities.
* Energy is now lost at an increasing rate the lower your Energy is. This means you will feel rested for much longer, but as your Energy depletes, you will become tired more rapidly. The overall time from 100 to 0 Energy remains unchanged.
* Switched to a different sound effect set for Male V, which removes the occasional "Hey!" line when becoming hungry and in other circumstances. it's still not perfect, but it's better.
* Death from Energy, Nutrition, and Hydration loss was removed. It's no longer a good fit in light of the new Vice Affinity mechanics, which can cause very rapid and unplanned loss of these attributes.
* The **Rested** status was renamed **Composed**, and no longer requires Energy to be high in order to be gained.
* You can now install Consumable Animations and Dark Future at the same time. When doing so, Dark Future will disable Consumable Animations in the background in order for its features to take precedence. If you disable Dark Future in Mod Settings, it will re-enable Consumable Animations in the background if it is present.

### <mark style="color:yellow;">Compatibility</mark>

* Added Prologue start-up support for <mark style="color:yellow;">**Live The Montage**</mark> and <mark style="color:yellow;">**Prolonged Prologue.**</mark>
* Added basic compatibility for <mark style="color:yellow;">**Juice**</mark> with the new Relax hotkey described above.

### <mark style="color:yellow;">Bug Fixes</mark>

* Fixed a bug where smoking while using the Radial Menu for <mark style="color:yellow;">**Idle Anywhere**</mark> would not result in regaining Nerve.
* Fixed an issue with the way that random numbers were generated, which caused unintended issues and missing content in past versions.
* Improved the likelihood that Addiction Withdrawal animations would play during valid circumstances after skipping time.
* Fixed an issue where the Red Dirt Bar did not sell cigarettes as intended.

## *<mark style="color:yellow;">Past Versions</mark>*

***

## <mark style="color:yellow;">Dark Future 2.0.3 Change Log</mark>

* Fixed an issue where critical Need warning messages would display when those Needs are not set as being fatal.
* Updated localization files in preparation for Dark Future Core release.

## <mark style="color:yellow;">Dark Future 2.0.2 Change Log</mark>

* Added optional settings under Survival - Basic Needs to allow death from Hydration, Nutrition, and Energy.
* Integrated all new changes from **Consumable Animations 1.1.3** - Added a new, optional Loot Prompt setting for enhanced control of animation playback. Animations will no longer play while crouched.
* Added a significant performance enhancement when status effect icons were displayed that should increase FPS for many users.
* Reset the duration of the Rested benefit back to 1 hour.

## <mark style="color:yellow;">Dark Future 2.0.1 Change Log</mark>

Minor patch update. Feel free to install on top of 2.0.0.

* Fixed a CTD when tapping the Call Vehicle hotkey when out of Summon Credits and your currently active vehicle was far away.
* Fixed an issue where the "Tighten grip" interaction would appear inappropriately during certain scenes.
* Removed the "Hide Persistent Status Icons" setting for now, as it is currently non-fuctional due to another important optimization.
* When starting the game via New Game+, an appropriate amount of Humanity Loss that reflects the most recent story events is now added.

## <mark style="color:yellow;">Dark Future 2.0 Change Log</mark>

{% embed url="<https://www.youtube.com/watch?v=N-9NoC5yjKY>" %}

This is a **huge update**. That said, you can install this update on your existing save game, or a save game running an old version of Dark Future. (<mark style="color:yellow;">**Uninstall the old version completely first!**</mark>) Feel free to jump right in. As usual, you will encounter each feature naturally during gameplay and in-game tutorials will guide you.

### <mark style="color:yellow;">**New Feature - Consumable Animations**</mark>

<figure><img src="https://646388578-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhBjiHQada6hhkeMm9W7i%2Fuploads%2F5ctsoeDIgGsb39mbCjQ3%2Fimage.png?alt=media&amp;token=1695830c-c881-4000-8ee6-c0e3c0901c29" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
This is an **optional** new feature. Try it out!
{% endhint %}

* Dark Future now includes a **Consumable Animation** system with an <mark style="color:yellow;">**animation for every consumable**</mark> in the base game and Phantom Liberty. Over 80 different held items that closely match what you use. Includes animations for drinking beverages, eating food, consuming pills, smoking, inhalers, and more.
* To play an animation, <mark style="color:yellow;">consume an item</mark>. That's it.
* &#x20;<mark style="color:yellow;">"What you consume is what you see."</mark> If you eat pizza, you'll see yourself eating pizza. Drink a NiCola, and you'll see yourself sipping a NiCola. Some of the props are more generic, but there's a very large amount of variety.
* Since these animations block your ability to move, they are intentionally very short. The system is deeply configurable in case you'd like to dial down (or up!) the playback frequency.
  * *The same animation isn't played back-to-back for a certain amount of time, unless you configure it to do so. <mark style="color:yellow;">**Example:**</mark>* *If you buy 4 burritos at a vending machine, you will see an animation for eating the first burrito, but not the other 3, until some time passes.*
* How is this different from <mark style="color:yellow;">Idle Anywhere</mark>?
  * Idle Anywhere allows you to play an animation, and then, if an item of a given type is available in your inventory, it is removed. The animation plays no matter if you have an item of that type or not, preferring player freedom.
  * Dark Future works the other way around; you consume items, which causes animations of that type to play. The prop seen in your hand is highly specific to the item consumed instead of random. You can only play animations for items you have, preferring gameplay balance and realism.
  * Idle Anywhere and Dark Future remain compatible, in case you'd like to continue using both.

### <mark style="color:yellow;">**New Feature - Condition System**</mark>

<figure><img src="https://646388578-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhBjiHQada6hhkeMm9W7i%2Fuploads%2F9sUDRfLZv9PUbuN7Q3Om%2Fimage.png?alt=media&amp;token=bd945bcb-9e59-45f2-bd81-7092a16fad7e" alt=""><figcaption></figcaption></figure>

* There is an all-new **Condition** **System**. Conditions are effects that grow slowly over the course of your playthrough, and level up, like Skills. As they level up, new effects are applied. You'll see a brief progress meter on the HUD when a Condition advances, similar to the Skill progression pop-ups.
* <mark style="color:yellow;">**Injury**</mark> is now a Condition. As before, this Condition progresses when taking damage. As it levels up, it impacts your ability to heal and regenerate Health, and is cured by using Trauma Kits.
* Armor now helps slow the rate that Injury progresses. Your Injury rate bonus is now shown below the Armor Meter in the Cyberware Menu.
* A new <mark style="color:yellow;">**Conditions Menu**</mark> can now be accessed on the Hub Menu, under Character. Here your can see your current Condition progress and view information about each Condition.

### <mark style="color:yellow;">**New Feature - Humanity Loss**</mark>

<figure><img src="https://646388578-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhBjiHQada6hhkeMm9W7i%2Fuploads%2FE749uWydZcWLwmB5xpX4%2Fimage.png?alt=media&amp;token=2f0f32ca-823f-4352-8be5-acfef2e62344" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
This is an **optional** new feature. Try it out!
{% endhint %}

{% hint style="info" %}
TL;DR - Humanity Loss prevents showers from being so overpowered for Nerve restoration, and encourages more usage of consumables and roleplaying. It significantly changes how Dark Future is played.
{% endhint %}

* A new Condition, <mark style="color:yellow;">**Humanity Loss**</mark>, was added. Humanity Loss is a Condition that represents your long-term mental health. As it progresses:
  * <mark style="color:yellow;">Some or all Nerve loss is delayed until no longer in combat or being traced</mark>, granting a significant advantage in encounters. When the danger has passed, the delayed amount is immediately applied.
  * <mark style="color:yellow;">Nerve restoration from activities is increasingly limited</mark>. Consumables that restore Nerve (alcohol, etc) are unaffected by Humanity Loss, and will be necessary to maintain this playstyle.
* A new tutorial in the form of a <mark style="color:yellow;">**new text message exchange**</mark> with a mental healthcare specialist, <mark style="color:yellow;">**NovaMind**</mark>, was added. He explains how everything works in-universe. You'll get a message from NovaMind shortly after progressing to the first level of Humanity Loss.
* Humanity Loss progresses (becomes worse) when losing Nerve in combat and being traced, as well as part of numerous <mark style="color:yellow;">story events</mark>. Expected to make it out of Night City without a few mental scars? Picked the wrong city.

<details>

<summary><strong>Spoilers - Humanity Loss Progression Quest Events</strong></summary>

* **The Heist** - After a pivotal character's death.
* **Playing For Time** - At the start of Act 2 after waking up in the shower.
* **Both Sides, Now** - After a pivotal character's death.
* **They Won't Go When I Go**
  * Moderate Humanity Loss if you decide to watch the production.
  * Significant Humanity Loss if you decide to take part in the production.
  * No Humanity Loss if you decide to leave.
* **The Hunt**
  * Moderate Humanity Loss after witnessing a disturbing BD.
  * Moderate Humanity Loss if a pivotal character is saved.
  * Significant Humanity Loss if a pivotal character isn't saved.
* **Gig: Dirty Biz**
  * Significant Humanity Loss after locating the quest objective.

</details>

* As well, Humanity Loss is restored by certain <mark style="color:yellow;">story events during quests</mark> and, once per day, repeatable <mark style="color:yellow;">interactions in the world,</mark> one of which is <mark style="color:yellow;">**unique to your Life Path**</mark>**.**
  * <mark style="color:yellow;">**Fresh Start**</mark> is fully compatible, and uses the Corpo options for reasons explained in your discussion with NovaMind.
* <mark style="color:yellow;">**Endotrisine**</mark> is a new, and very expensive, consumable that greatly improves the effectiveness of repeatable Humanity Loss restoration interactions. It does not impact quest events.

<details>

<summary><strong>Spoilers - Humanity Loss Restoration Quest Events</strong></summary>

* **Automatic Love** - If you progress the discussion with the doll until you both lie down.
* **Queen of the Highway** - When quest is completed (for either gender of V, whether Panam is romanced or not).
* **Boat Drinks** - If a friendship or a relationship with Kerry is affirmed (for either gender of V).
* **Following the River** - After waking up from a night of fellowship (for either gender of V, whether River is romanced or not).
* **Pyramid Song** - If a friendship or a relationship with Judy is affirmed (for either gender of V).
* After **calling a pivotal character** after their death in The Heist.
* After each of the four **Zen Master BD Meditation sessions.**
* When giving away the **NUSA Medal** to a homeless person.

</details>

<details>

<summary><strong>Spoilers</strong> - <strong>Humanity Loss Restoration Repeatable Activities (Once /</strong> Day)</summary>

* **Life Path (Streetkid) -** Ride the metro, and then stand by the door or look out the window. You'll get a timed prompt to "Reflect".
* **Life Path (Nomad)** - Sleep in a vehicle while in the Badlands. You'll get a timed prompt to "Reflect".
* **Life Path (Corpo)** - Activate AutoDrive while in City Center, or enter City Center while AutoDrive is enabled. You'll get a timed prompt to "Reflect".
* Drive a vehicle at 140mph (225kph) or greater. You'll get a timed prompt to "Tighten grip".
* Go to bed during a Romantic Hangout in an apartment.
* Give to the homeless. Both homeless people in the world and the beggar on the metro are supported.
* Meditate in the Kress Street Apartment, or as an interaction added by a mod.
* Ride the rollercoaster.
* Dance or Vibe Out.
* Use a Confession Booth machine.

If the option "<mark style="color:yellow;">Dismiss thought</mark>" is selected, that option will not appear again for one in-game day.

</details>

* Humanity Loss progresses more quickly for each point of Cyberware Capacity allocated. The total rate penalty is shown on the Cyberware Menu. A new consumable, <mark style="color:yellow;">**Immunosuppressant**</mark>, negates this penalty while its effect is active.

### <mark style="color:yellow;">**New Feature - Cyberpsychosis**</mark>

<figure><img src="https://646388578-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhBjiHQada6hhkeMm9W7i%2Fuploads%2F581ib7KabXmagxDcGS9J%2Fimage.png?alt=media&amp;token=e9a71962-ae2e-4ba4-97f9-7e2ce55a79b0" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
This is an **optional** new feature. Try it out!

If you prefer to stick with **Wannabe Edgerunner**, that's cool too; just disable Dark Future's Cyberpsychosis. It's recommended that you leave **Humanity Loss** enabled because of its impact on how Nerve is recovered in either case.
{% endhint %}

* Advanced Humanity Loss can lead to triggering <mark style="color:yellow;">**Cyberpsychosis**</mark>. Cyberpsychosis is a stacking status effect. Each stack (up to <mark style="color:yellow;">**75**</mark>) limits Nerve by 1, and increases your chance of entering the Fury state.
* You must <mark style="color:yellow;">"opt in"</mark> to Cyberpsychosis through your specific build and playstyle; for non-**Technical Ability** players, you'll never need to worry about going cyberpsycho.
  * Cyberpsychosis can be triggered once per day when entering combat. To trigger it, you must:
    * ...have <mark style="color:yellow;">exceeded your Cyberware Capacity</mark> with the <mark style="color:yellow;">**Edgerunner**</mark> Perk. Each point you're over capacity increases the chance that you'll trigger Cyberpsychosis when entering combat.
    * ...have <mark style="color:yellow;">**Humanity Loss**</mark> 2 or greater.
* Stacks of Cyberpsychosis are removed by neutralizing civilians and enemies. Defeating a member of MaxTac will remove 20 stacks!
* A multitude of configurable <mark style="color:yellow;">visuals, sound effects, and spoken dialogue</mark> were scripted for this feature to make it as immersive as possible.
* You stay in control and can play out your character doing their worst in order to reclaim your lost Nerve. You choose how to play; kill gang members, civilians, the NCPD, or take on MaxTac. Or, take an <mark style="color:yellow;">**Immunosuppressant**</mark> to immediately clear all stacks of the effect.
* A warning pop-up was added if both <mark style="color:yellow;">Wannabe Edgerunner</mark> is installed and Dark Future's Cyberpsychosis feature is enabled. For the best experience, either disable Cyberpsychosis in Dark Future, or uninstall Wannabe Edgerunner.

### <mark style="color:yellow;">**Other Features**</mark>

* By popular request, you can now <mark style="color:yellow;">**change the values that apply Basic Need penalties**</mark> by modifying the new **Basic Need Stage Threshold** settings. They are set to 85, 75, 50, and 25 by default. Changing these values applies the change to all four Basic Needs.
* New (optional) <mark style="color:yellow;">**Withdrawal Animations**</mark> now play after waiting or sleeping if you are currently suffering from a Severe Craving, Withdrawal or Severe Withdrawal effect.
* You can now <mark style="color:yellow;">**rebind the Sleep In Vehicle hotkey**</mark> in Mod Settings. You can set one up for both Keyboard+Mouse and Controller separately.
* A new Fast Travel setting, <mark style="color:yellow;">**To /**</mark> <mark style="color:yellow;">**From Metro Gates Only**</mark>, was added. If set, you will only be able to Fast Travel from Metro Gates to other Metro Gates you've discovered in the city.

### <mark style="color:yellow;">Changes</mark>

* Added a new in-game video and message if upgrading Dark Future from a previous version. A setting was added to show this upgrade message even when starting a new game, if preferred.
* Dark Future's Mod Settings were reorganized and streamlined. Many settings have been moved under an "Advanced Settings" toggle.
* Cigarettes can now be purchased in all bars throughout the game.
* Added new codex entries to the in-game Database that cover all of the mod's major features. Found under the Character section.
* The <mark style="color:yellow;">**Hydrated**</mark> and <mark style="color:yellow;">**Nourished**</mark> status added by high-quality food and drinks now prevent Nutrition and Hydration loss while active, allowing you to keep a full meter for longer.
* The default rate of Hydration, Nutrition, and Energy loss was slightly increased.
* Alcohol was rebalanced.
  * Alcohol is now separated into Weak and Strong Alcohol.
  * Strong Alcohol items now grants significantly more Nerve.
  * Strong Alcohol now applies 3 stacks of the Alcohol status at once, instead of 1. This progresses Alcohol Addiction 3 times as fast.
* Sleeping in Vehicles was reworked.
  * A <mark style="color:yellow;">**new animation**</mark> plays when sleeping in a vehicle. (The same "arm resting" pose when activating AutoDrive)
  * This feature is no longer optional, and is now always enabled as part of the core experience of the mod.
  * As the system now utilizes more streamlined road detection functionality introduced with AutoDrive in Cyberpunk Patch 2.3, the Road Detection Tolerance setting was removed.
  * Quite a lot of the system was moved into a quest scene, resulting in much less script code.
* When showering, dancing, or performing another Nerve-restoring activity, a "Lock" symbol will appear on the Nerve bar to indicate that no more can be replenished from that activity due to Humanity Loss.
* Cat Food now depletes Nerve similarly to other low-quality food.
* The Coffee Machine in various apartments now grants 3 stacks of Energized at once.
* The Ammo Weight setting now has 3 options: "**Disabled**", "**Enabled (Limited Carry Quantity)**", and "**Enabled (Unlimited Carry Quantity)**". Setting "Enabled (Limited Carry Quantity)" gives ammo weight, but retains the base game quantity restrictions for how much ammo you can carry of any given type. Handy for preventing becoming overencumbered in areas with a lot of ammo available.
* Increased the rate that Energy recovers when sleeping.
* Energy Recovery when sleeping in a vehicle in the Badlands is now Full Recovery by default.
* Lowered the chance of a random encounter when sleeping in a vehicle in the Badlands by default.

### <mark style="color:yellow;">Quest</mark>

* <mark style="color:yellow;">**The Ripperdoc**</mark> - When V uses Victor's inhaler in the Kiroshi installation cutscene, the **Immunosuppressant** effect is applied, and two Immunosuppressants are added to the player's inventory.
* <mark style="color:yellow;">**Riders On The Storm**</mark> - Fixed an issue where Nerve and Energy did not restore immediately after waking up on the couch.
* <mark style="color:yellow;">**Lucretia My Reflection**</mark> - Fixed an issue where Nerve and Energy did not restore immediately after waking up.

### <mark style="color:yellow;">Bug Fixes</mark>

* Fixed several significant <mark style="color:yellow;">performance issues</mark> that would cause the game to slowly degrade in performance.
* Fixed a significant bug related to how status effects are applied, which could cause multiple versions of a single Basic Need's effects to sometimes apply.
* Added support for quest-specific food items from romantic partners that had been missed in previous releases.
* Fixed an issue where warning messages when Nerve was extremely low would not display as intended.
* Fixed an issue where coffee would appear to provide an Energy benefit in the Backpack Menu when the player had more stacks of Energized than coffee would allow.
* The "Vibe Out" option at Riot now restores Nerve.
* Fixed an issue where weapon shake due to low Nerve would persistent when player was in the Fury state from the Edgerunner Perk.
* Fixed an issue where the Basic Needs meters would not display in the Backpack Menu when using certain interactions in the world.
* Fixed an issue where Status Effects with multiple stacks and an infinite duration displayed incorrectly in the Radial Menu.
* Fixed an issue where the Needs Meters would overlap with the Race Position UI as seen in "The Beast In Me" and other street races. There is now a Mod Setting to further fine-tune the position of the Race Position UI.
* Fixed an issue where the Audio Call UI would overlap the Needs Meters when loading a save game during certain quests.
* Fixed an issue where the Vehicle Sleep Encounters toggle setting was not respected.

### <mark style="color:yellow;">Compatibility</mark>

* Ensured that the new Conditions menu button is compatible with the one added by <mark style="color:yellow;">Stealthrunner</mark>. Dark Future will move its button entry below Stealthrunner's if Stealthrunner is installed.
* Playing basketball now restores Nerve, both in Dogtown from Phantom Liberty and as added by <mark style="color:yellow;">Basketball Interactions</mark>.
* You can now set Dark Future to not modify weights and prices for consumables and ammo, for enhanced compatibility with economy mods that also modify these values.

### <mark style="color:yellow;">Miscellaneous</mark>

* New tutorials were added.
* Smoking using <mark style="color:yellow;">Idle Anywhere</mark> now grants Nerve whether or not the player has a cigarette item (but one is still taken from the player's inventory if available). This was done to improve the experience of base game smoking interactions and the new smoking animation added by the Consumable Animations feature.
* Updated all scripts for preliminary RedScript 1.0 compliance.

## <mark style="color:yellow;">Dark Future 1.4.2 Change Log</mark>

### Features

* You may now summon the Delamain Cab when out of Summon Credits.

### Bug Fixes

* Fixed a bug where consuming caffeinated drinks or narcotics may lead to a crash.

## <mark style="color:yellow;">Dark Future 1.4.1a Change Log</mark>

* Fixed incorrect mod zip file packaging from 1.4.1, which led to installation issues.

## <mark style="color:yellow;">Dark Future 1.4.1 Change Log</mark>

* Hotfix for Patch 2.3.

## <mark style="color:yellow;">Dark Future 1.4 Change Log</mark>

### Features

* Added a Mod Settings toggle to enable or disable <mark style="color:yellow;">**Ammo Handicap Drops**</mark>.
  * If you use [**No Ammo Handicap Drops**](https://www.nexusmods.com/cyberpunk2077/mods/11769), [**Reduced Loot**](https://www.nexusmods.com/cyberpunk2077/mods/2678), or another mod with a similar feature, you can choose to discontinue using them in favor of Dark Future's implementation, or, set this setting to "**Don't Modify**" (the default) to prevent Dark Future from changing these values.

### Changes

* The <mark style="color:yellow;">**Stimulant**</mark> status has been replaced with the <mark style="color:yellow;">**Energized**</mark> status for items that can restore Energy.
  * The Energized status grants 10 points of temporary Energy per stack applied. (This amount is configurable in Mod Settings.)
  * Unlike the Stimulant status, Energized has a duration of 10 minutes per stack. When the duration expires, the temporary Energy is lost.
  * Coffee and other caffeinated drinks allow you to stack this status up to 3 times (+30 temporary Energy at any given time).
  * Mr. Whitey and other narcotics allow you to stack this status up to 6 times (+60 temporary Energy at any given time, at the cost of eventual addiction).
  * When a stack of the Energized status expires, you can simply consume an item again to regain temporary Energy again.
  * Some items may add multiple stacks of the Energized status at once.
* Certain <mark style="color:yellow;">**consumables**</mark> have been rebalanced to be more compelling to use.
  * Alcohol now grants +20 Armor when stacked 4 times instead of -25% Nerve while in combat.
  * Narcotics no longer randomly add or subtract Nerve. They now all grant some amount of Nerve when used outside of combat.
  * All narcotics now debuff the player's Max Health.
  * The Emergency Cardioregulator now has a -40 Energy debuff (was -50).
* In line with the above, the <mark style="color:yellow;">**Endorphin Regulator**</mark> <mark style="color:yellow;">**cyberware**</mark> was adjusted. It now grants the +20 Armor bonus with fewer stacks of the Alcohol status, and increases the duration of the effects of all narcotics.

### Bug Fixes

* Fixed a bug where Nerve would continuously drain after being unsuccessfully Traced from Quickhacks in certain circumstances.
* Fixed a bug where the first consumption of an item using Idle Anywhere, Immersive Vendors, and Immersive Bartenders would not provide the intended benefits in Dark Future.
* Fixed a bug where the player may begin sprinting if exiting crouch while low on Hydration and the player's Stamina was 0.
* Fixed a bug where certain features of Dark Future (such as the Injury system) would incorrectly be active even if disabled in Mod Settings if the player started a new game and played through to the beginning of Act 2 without reloading the game.
* Fixed a bug where a quest-specific coffee item `Items.sq026_judy_coffee` did not grant intended benefits.

## <mark style="color:yellow;">Dark Future 1.3.3 Change Log</mark>

* [**Immersive Bartenders**](https://www.nexusmods.com/cyberpunk2077/mods/7203)﻿ (1.4.2+) and [**Immersive Bartenders - Dogtown**](https://www.nexusmods.com/cyberpunk2077/mods/10372) (1.1.1+) are now officially supported! (Thanks to Deceptious)
* Fixed item consumption issue when using both Idle Anywhere and Immersive Food Vendors.

## <mark style="color:yellow;">Dark Future 1.3.2 Change Log</mark>

* [**Immersive Food Vendors**](https://www.nexusmods.com/cyberpunk2077/mods/7322) (1.1.1h+) and [**Immersive Food Vendors - Dogtown**](https://www.nexusmods.com/cyberpunk2077/mods/10393) (1.0.2h+) are now officially supported! (Thanks to Deceptious)
* Minor backend fixes.

## <mark style="color:yellow;">Dark Future 1.3.1 Change Log</mark>

* Fixed an issue where Yeheyuan Filters and Morley Fusion did not restore Nerve.

## <mark style="color:yellow;">Dark Future 1.3 Change Log</mark>

### Compatibility

* [**Idle Anywhere**](https://www.nexusmods.com/cyberpunk2077/mods/8038) is now officially supported! You must use <mark style="color:yellow;">**Idle Anywhere 1.3.0+**</mark>. Huge, huge thanks to **Deceptious** for all of the work and support to make this possible.
  * Idle Anywhere will automatically consume the "worst" food, drink, and alcohol in your inventory first. You will receive the Nerve, Hydration, Nutrition, and Energy changes provided by the item selected by Idle Anywhere.
  * Smoking using Idle Anywhere now consumes cigarette items added by Dark Future if in the player's inventory.
  * The Hydrated and Nourished status effects are only applied if the food or drink consumed actually provides that benefit in Dark Future.
  * If you don't have any consumables of a given type, Idle Anywhere will still play an animation, but you will not receive the benefits of having consumed it.
  * Choosing "Eat something" may consume Mr. Whitey, as it was classified as food in the base game. When this happens, the item will be consumed, but no status effects will be provided in order to avoid accidental narcotics addiction in Dark Future.

### Features

* Cigarettes and Mr. Whitey can now be purchased at most <mark style="color:yellow;">**Junk Vendors**</mark> located throughout Night City. These vendors have a map marker, making them easy to find. They are also still available at the unmarked Kiosk Vendors. At both locations, these consumables are available in larger quantities than before.

### Changes

* The <mark style="color:yellow;">**Injury system**</mark> has been rebalanced to be more consequential and occur more often.
  * Default Injury Progression is now 10% (was 5%).
  * Injury now reduces the effectiveness of Health Items by -15% for each stack of the effect (was -20%).
  * Additionally, Injury also now reduces Health Regeneration by -25% for each stack of the effect.
  * Trauma Kits now cure a single stack of Injury, instead of all stacks.
* The effects of low Nutrition no longer impact Health Regeneration.
* The Basic Needs meters at the top of the Backpack Inventory are now similar to how they appear when using Revised Backpack.

### Bug Fixes

* Fixed an issue with braindances in <mark style="color:yellow;">**Lizzie's Braindances**</mark> not granting Nerve on the latest versions of the mod.
* Greatly optimized the code related to sprinting and stamina usage, which should provide a performance improvement and resolve microstuttering when moving for some users.
* The Carry Capacity benefits of the Solo Skill proficiency now scale based on your Reduce Max Carry Weight setting.
* Added a failsafe to help work around an issue where Nerve might continuously drain outside of combat.
* Fixed an issue where certain status effects from perks like Speed Junkie would not appear.
* Fixed an issue where the effects of Injury did not stack as intended.
* Fixed an issue where the "Water" consumable did not grant the Hydrated status.
* Fixed an issue where Nourished and Hydrated status might not re-apply with a full cooldown under certain circumstances.
* Fixed an issue where the Sleeping In Vehicles tutorial would appear in the shower when using the <mark style="color:yellow;">**New Game+**</mark> Post Heist start, or when mounting a motorcycle.
* Fixed an issue where basic needs continued to drain while in the menu system.
* Fixed an issue where the Second Heart cyberware would activate its cooldown when Nerve reached 0 when "Enable Death from Nerve Loss" was disabled.

## <mark style="color:yellow;">Dark Future 1.2 Change Log</mark>

### Compatibility

* Added [**Revised Backpack**](https://www.nexusmods.com/cyberpunk2077/mods/17642) compatibility. The Basic Needs meters now display on the Revised Backpack menu.
* Added [**V's Edgerunners Mansion**](https://www.nexusmods.com/cyberpunk2077/mods/5437) compatibility. Sleeping in a bed and showering now work as intended in the Edgerunners Mansion.
* Added **More Inventory Filters** compatibility (both "**Update 2.2 With** [**Food Filter**](https://www.nexusmods.com/cyberpunk2077/mods/18599)**"**, and "**Updated 2.02** [Food and Drink" variant](https://www.nexusmods.com/cyberpunk2077/mods/10612)). The Food & Drink category now correctly displays the Basic Needs meters. Please use Mod Settings to adjust the location of the meters to a better position on-screen to accommodate the additional filter category buttons.
* Added notes regarding compatibility with **Taxi Work in Night City, Vehicles Fast Travel**, and **Immersive Crafting Access** to the Compatibility section of the mod description and wiki.

### Bug Fixes

* Fixed an issue where Ranged Weapon crafting recipes did not appear in the "Ranged Weapons & Ammo" filter of the Crafting Menu when Ammo Weight was enabled.
* Fixed an issue where the Vehicle Summon Credit widget would erroneously appear during or after taking control of a camera.
* Optimized a function call that was called every frame when the player is sprinting, which may help address reported FPS drop issues.
* Fixed an issue where the Sleeping in Vehicle hotkey would not function unless CET was installed. CET is no longer required in order for this to work, as was originally intended. (Thanks Psiberx for the help!)
* Fixed an issue where sleeping in the Kress Street Hideout would not restore Energy when playing the game in certain languages. Dark Future now uses an entirely localization-agnostic method to detect sleeping and showering. (Thanks DiCrash for the help!)
* Removed an erroneous reference to "poor sleep quality" in the Anxious status effect description.

### Localization

* Added missing localization strings related to Vehicle Summoning to the localization files. See: [For Translators](/for-translators.md)

## Dark Future 1.1 Change Log

### Major Feature and Updates

* [**Input Loader**](https://www.nexusmods.com/cyberpunk2077/mods/4575) is now a requirement!
* <mark style="color:yellow;">**Sleeping in beds not restoring Energy has been fixed**</mark> for players not playing in English. Please ensure that your Subtitles and Interface language are set to the same language in your Settings, as this is now required for Dark Future to work.
* <mark style="color:yellow;">**You can now sleep in vehicles!**</mark> To sleep in a stationary vehicle, press and hold <mark style="color:yellow;">**X**</mark> (keyboard) or <mark style="color:yellow;">**D-Pad Right**</mark> (controller). Your vehicle must <mark style="color:yellow;">**not be directly on a road or highway**</mark> in order to sleep; the input hint will contextually appear when sleeping is available. By default, sleeping in vehicles restores less Energy than sleeping in a bed, and does not restore Nerve. Fully configurable via Mod Settings.
  * Comes complete with appropriate sounds and visual effects.
  * To change the key binding to sleep in a vehicle, modify the following file in your Cyberpunk 2077 installation directory:&#x20;

    `Cyberpunk 2077\r6\input\Dark Future.xml`

    For a list of valid keycodes, see: <https://pastebin.com/nsQ1cqi8>
* <mark style="color:yellow;">**When sleeping in vehicles, you can be ambushed!**</mark> This feature can be configured or disabled in Mod Settings.
* <mark style="color:yellow;">**Consumables have been overhauled, and can be configured in Mod Settings!**</mark> After listening to feedback, each consumable now restores significantly more Hydration and Nutrition. The default weight of each consumable has also been increased. You can also now change the restoration, weight, and vendor price of nearly every consumable via Mod Settings. I think the current balance is in a good place, but if you'd like to change it, go nuts!
* <mark style="color:yellow;">**Sleeping as part of quests now restores Energy and Nerve!**</mark> Certain quests have sequences where the player sleeps, and when this occurs, your Energy and Nerve are restored. These supported quests are:
  * Ghost Town
  * The Hunt
  * Following the River
  * Lucretia My Reflection (Phantom Liberty)
  * Pyramid Song
  * With A Little Help From My Friends
* <mark style="color:yellow;">**Ammo weight!**</mark> An advanced option in Mod Settings. Off by default, but waiting for those who would like to enable it. If enabled, ammo will appear in the Ranged Weapons tab of the Inventory, an the artificial ammo capacity limit for each type of ammo is removed.

### Compatibility

* Enhanced compatibility with [**Wannabe Edgerunner**](https://www.nexusmods.com/cyberpunk2077/mods/5646) **(2.2.2+)**. Cyberpsychosis is treated identically to being in the Fury state as part of the [**Edgerunner perk**](/perks-and-skills.md#edgerunner).
* Enhanced compatibility with [**Enhanced Vehicle System**](https://www.nexusmods.com/cyberpunk2077/mods/11765) **(16.6+)**. When sleeping in a vehicle, your vehicle will now (optionally) turn off, and automatically turn back on after waking up. It's very immersive; give it a try! Can be configured in Mod Settings.
* Compatible with [**Lizzie's Braindances**](https://www.nexusmods.com/cyberpunk2077/mods/11077). Nerve is restored when completing any of the braindances.
* Compatible with [**Project E3 - HUD**](https://www.nexusmods.com/cyberpunk2077/mods/8800) and [**Project E3 - UI**](https://www.nexusmods.com/cyberpunk2077/mods/13854). Please toggle the appropriate compatibility settings in Dark Future's Mod Settings under the Compatibility section to ensure that Dark Future's UI elements are visually consistent with the rest of Project E3.
* Compatible with [**New Game+**](https://www.nexusmods.com/cyberpunk2077/mods/15043). Dark Future now starts correctly when selecting the Post-Heist start. Dark Future starts right after waking up in the shower at the start of Act 1.
* Slightly enhanced compatibility with [**Revised Backpack**](https://www.nexusmods.com/cyberpunk2077/mods/17642). Displays the "Unavailable" button for Crafting in the Main Menu if Revised Backpack is installed, even if Stash Crafting is enabled in Dark Future, in order to avoid a visually "floating" button.
  * The Basic Needs meters do not appear on the Revised Backpack UI. For a future update.

### Incompatibility

* **Incompatible with** [**Santa Muerte**](https://www.nexusmods.com/cyberpunk2077/mods/12607). Santa Muerte currently has a significant issue whereby after being resurrected, the player is never registered as being "In Combat" by the script system. The author has been notified. For now, please avoid playing Dark Future with Santa Muerte. When this issue has been fixed, Dark Future has already been updated to work with it.

### Minor Features

* You can now specify a minimum opacity for the HUD meters, forcing them to be brighter even if they are full.
* An additional color ("Main Red") was added as a color theme for the HUD meters.
* You can now adjust the position and scale of the Backpack Inventory meters.

### Changes

* You must now fully recover Energy when sleeping in order to clear the Stimulant status. (This means that sleeping in a vehicle will not clear the Stimulant status, by default.)
* Nerve no longer slowly recovers over time when all other Basic Needs are met; it led to confusion when skipping time, and only worked for a few in-game hours anyway.
* The Nerve meter no longer pulses when low and you are not in danger.
* "Glitter" was renamed "Glitter (Street-Grade)" to avoid a naming overlap with SynthDose.
* The settings for the rate of Nerve loss have been broken up into two settings: one for combat, and another for being traced from quickhacks. By default, the rate of Nerve loss when being traced is now 200%. The range of all Basic Need rate sliders has been doubled (can now be up to 800%).

### Bug Fixes

* Fixed an issue with the Numbed status from Alcohol stating the incorrect benefit when viewed on the Status Effect list.
* Fixed an issue where addictions would reappear after the cessation effect expired if it expired during the course of normal gameplay (not skipping time).
* Fixed an issue with certain types of status icons appearing that were not intended to be visible during normal gameplay.
* Fixed an issue where the Vehicle Summon Credit count would appear on the HUD when Dark Future was disabled and re-enabled, even if Limited Vehicle Summoning was Off.
* Fixed an issue where Stimulant and Addiquit effects were removed when sleeping, regardless of how long the player slept.

### Localization

There is now [**a page with important information**](/for-translators.md) on translating Dark Future 1.1.
