Change Log
Dark Future 2.0 Change Log (WIP)
Features
Consumable Animations
Dark Future now includes a Consumable Animation system with over 80 held items. It includes animations for drinking beverages, eating food, consuming pills, smoking, inhalers, and more. Every single consumable from the base game and Phantom Liberty is supported.
To play an animation, consume an item. That's it.
"What you consume is what you see." Care was taken to use as much artwork from the base game as possible. If you eat pizza, you'll see yourself eating pizza. Drink a NiCola, and you'll see yourself sipping a NiCola.
Each animation was painstakingly scripted with immersive sound effects and camera work. You'll only hear the slosh of a bottle when drinking from a bottle, etc.
The system is deeply configurable to adjust frequency of playback. Since these animations block your ability to move, they are kept intentionally brief.
The same animation isn't played back-to-back for a certain amount of time, unless you configure it to do so. Example: By default, 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 Idle Anywhere?
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, allowing player freedom at the expense of some gameplay balance and realism.
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, valuing gameplay balance and realism at the expense of player freedom.
Condition System
There is now a 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.
Injury 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 Condition, Humanity Loss, was added. This Condition progresses when losing Nerve in combat and being traced. Humanity Loss has the benefit of reducing how quickly you lose Nerve, at the cost of preventing you from completely replenishing your Nerve through activities like showering, sleeping, and romantic encounters.
Consumables that restore Nerve (alcohol, etc) are unaffected by Humanity Loss. Humanity Loss is cured by using Endotrisine.
Humanity Loss progresses more quickly for each point of Cyberware Capacity allocated. Your Humanity Loss rate penalty is now shown below the Cyberware Capacity Meter on the Cyberware Menu. A new consumable, Immunosuppressant, negates this penalty while its effect is active.
A new Conditions Menu can now be accessed on the Hub Menu, under Character. Here your can see your current Condition progress and view information about each Condition.
Both Injury and Humanity Loss can be disabled, which disables related elements throughout the game. If both are disabled, the Conditions Menu is hidden.
Cyberpsychosis
Advanced Humanity Loss can lead to triggering Cyberpsychosis. Cyberpsychosis is a stacking status effect. Each stack (up to 75) limits Nerve by 1, and increases your chance of entering the Fury state.
Cyberpsychosis can be triggered once per day when entering combat. To trigger it, you must:
...have exceeded your Cyberware Capacity with the Edgerunner Perk. Each point you're over capacity increases the chance that you'll trigger Cyberpsychosis when entering combat.
...have Humanity Loss 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 visuals, sound effects, and spoken dialogue 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 Immunosuppressant to immediately clear all stacks of the effect.
A warning pop-up was added if both Wannabe Edgerunner is installed and Dark Future's Cyberpsychosis feature is enabled. For the best experience, either disable Cyberpsychosis in Dark Future, or uninstall Wannabe Edgerunner.
Other Features
By popular request, you can now change the values that apply Basic Need penalties 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) Withdrawal Animations now play after waiting or sleeping if you are currently suffering from a Withdrawal or Severe Withdrawal effect.
You can now rebind the Sleep In Vehicle hotkey in Mod Settings. You can set one up for both Keyboard+Mouse and Controller separately.
Changes
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.
Cigarettes can now be purchased in all bars throughout the game.
Sleeping in Vehicles was reworked.
This feature is no longer optional, and is now always enabled as part of the core experience of the mod.
A new animation plays when sleeping in a vehicle. (The same "arm resting" pose when activating AutoDrive)
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.
Slightly increased the default rate of Nerve loss to accommodate for the benefit granted by 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.
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.
Quest
The Ripperdoc - 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.
Riders On The Storm - Fixed an issue where Nerve and Energy did not restore immediately after waking up on the couch.
Lucretia My Reflection - Fixed an issue where Nerve and Energy did not restore immediately after waking up.
Bug Fixes
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 should now restore 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.
Compatibility
Ensured that the new Conditions menu button is compatible with the one added by Stealthrunner. 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 Basketball Interactions.
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.
Miscellaneous
New tutorials were added.
Smoking using Idle Anywhere 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.
Dark Future 1.4.2 Change Log
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.
Dark Future 1.4.1a Change Log
Fixed incorrect mod zip file packaging from 1.4.1, which led to installation issues.
Dark Future 1.4.1 Change Log
Hotfix for Patch 2.3.
Dark Future 1.4 Change Log
Features
Added a Mod Settings toggle to enable or disable Ammo Handicap Drops.
If you use No Ammo Handicap Drops, Reduced Loot, 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 Stimulant status has been replaced with the Energized 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 consumables 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 Endorphin Regulator cyberware 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_coffeedid not grant intended benefits.
Dark Future 1.3.3 Change Log
Immersive Bartenders (1.4.2+) and Immersive Bartenders - Dogtown (1.1.1+) are now officially supported! (Thanks to Deceptious)
Fixed item consumption issue when using both Idle Anywhere and Immersive Food Vendors.
Dark Future 1.3.2 Change Log
Immersive Food Vendors (1.1.1h+) and Immersive Food Vendors - Dogtown (1.0.2h+) are now officially supported! (Thanks to Deceptious)
Minor backend fixes.
Dark Future 1.3.1 Change Log
Fixed an issue where Yeheyuan Filters and Morley Fusion did not restore Nerve.
Dark Future 1.3 Change Log
Compatibility
Idle Anywhere is now officially supported! You must use Idle Anywhere 1.3.0+. 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 Junk Vendors 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 Injury system 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 Lizzie's Braindances 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 New Game+ 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.
Dark Future 1.2 Change Log
Compatibility
Added Revised Backpack compatibility. The Basic Needs meters now display on the Revised Backpack menu.
Added V's Edgerunners Mansion 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", and "Updated 2.02 Food and Drink" variant). 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
Dark Future 1.1 Change Log
Major Feature and Updates
Input Loader is now a requirement!
Sleeping in beds not restoring Energy has been fixed 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.
You can now sleep in vehicles! To sleep in a stationary vehicle, press and hold X (keyboard) or D-Pad Right (controller). Your vehicle must not be directly on a road or highway 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:
Cyberpunk 2077\r6\input\Dark Future.xmlFor a list of valid keycodes, see: https://pastebin.com/nsQ1cqi8
When sleeping in vehicles, you can be ambushed! This feature can be configured or disabled in Mod Settings.
Consumables have been overhauled, and can be configured in Mod Settings! 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!
Sleeping as part of quests now restores Energy and Nerve! 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
Ammo weight! 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 (2.2.2+). Cyberpsychosis is treated identically to being in the Fury state as part of the Edgerunner perk.
Enhanced compatibility with Enhanced Vehicle System (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. Nerve is restored when completing any of the braindances.
Compatible with Project E3 - HUD and Project E3 - UI. 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+. 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. 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. 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 on translating Dark Future 1.1.
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