CD Projekt Red has deployed another update for Cyberpunk 2077 on PlayStation 4 (and PlayStation 5 via backwards compatibility). Patch version 1.21 is a follow-up to the gigantic 1.2 update, and includes a number of additional crash and bug fixes. However, despite being dubbed a "hotfix" by the developer, 1.21 is still a chunky download, weighing in at 25.3GB on Sony's systems.
Cyberpunk 2077 Version 1.21 Patch Notes
In this update we focused on further improving the overall stability of the game and fixing the most common issues that could block progression. Here's what changed:
Quests & Open World
- Fixed an issue in Gig: Getting Warmer... where the player was unable to lower 8ug8ear's body temperature.
- Fixed an issue where being unable to pick up the "Send a crew" shard in Cyberpsycho Sighting: Discount Doc could block progression. Reading the shard is now an optional objective.
- Fixed an issue in Down on the Street where Takemura would get stuck in Japantown Docks after player chose to go to Wakako alone and left the area too early.
- Fixed an issue where the clues in Cyberpsycho Sighting: Bloody Ritual would not count if the player scanned them before talking to the wounded NPC.
- Spray Paint should now trigger properly when player approaches Brendan.
- Fixed an issue in Play it Safe where upon connecting to the Access Point the screen could become black, blocking further progression.
- Fixed an issue where Reported Crime: Dredged Up would not complete if the player opened the container before scanning the blood trail.
- Fixed an issue where a Maelstromer could spawn in an area unreachable for the player, blocking progress in Losing My Religion/Sacrum Profanum.
- Fixed an issue blocking progression in one of the Assaults in Progress in Japantown.
- Addressed an issue where the game could crash during Gig: Hippocratic Oath if the player jumped through the window after breaking it.
- Fixed various issues with enemies clipping through objects and floating in the air in Suspected Organized Crime Activity: Privacy Policy Violation.
- Fixed an issue in Suspected Organized Crime Activity: Privacy Policy Violation, where progression could be blocked due to enemies being stuck in a hangar.
- Holocalls from Mitch should no longer get stuck and repeat if the call was interrupted before.
- Fixed Johnny's appearance in various quests.
- Dennis' car should now spawn correctly in Big in Japan.
- Players can now enter Dennis' car from the right side in Big in Japan.
- Windows inside the shack should no longer break upon opening the container in Big in Japan.
- Big in Japan will now fail if the player leaves Haruyoshi instead of carrying him to safety after opening the container.
- Fixed an issue where player could become unable to use weapons and consumables after getting out of Takemura's van in Down on the Street.
- Player can no longer call Takemura during the meeting with Oda in Down on the Street.
- Fixed an issue where Oda could be found on the bridge between Watson and Westbrook before going to Takemura's hideout in Search and Destroy.
- Fixed an issue in Down on the Street where Oda could crash into player's car if it was parked in his way.
- Fixed an issue where Burning Desire/Night Moves could get stuck on the "Wait for a call from distressed man" objective after player failed the quest.
- Fixed an issue where the door to Cassius Ryder's ripperdoc shop would not open, preventing the player from completing The Gig.
- Saul will no longer follow the player around the world if they leave the quest area after freeing him in Riders on the Storm.
- Fixed an issue where sandstorm could be present in the city if the player fast travelled there during Killing in the Name or Riders on the Storm.
- Riders on the Storm will now fail if the player leaves the Wraith camp before rescuing Saul.
- Gig: Severance Package should now trigger properly after approaching the quest area.
Gameplay
- Fixed an issue where, after the player commits a crime on the roof of a building, NCPD officers would spawn behind the player's back.
- Fixed an issue preventing the player from climbing ladders out of water.
Visual
- Fixed various issues related to clipping in NPCs' clothes.
UI
- Added back the icon above NPCs, who are under the Distract Enemies quickhack effect.
- Scanning UI is now less cluttered.
- Fixed an issue where Japanese/Traditional Chinese text could disappear if the player changed the interface language from English to one of these languages.
Stability and performance
- Various memory management improvements (reducing the number of crashes).
Console-specific
- Players should now be able to select stickers in Photo Mode using the Circle button in the Japanese version of the game on PlayStation 4.
Based on our recent testing, the previous update β patch 1.2 β was a step forward for Cyberpunk 2077 on PS4 and PS5, reducing crashes and improving the game's frame-rate. Here's hoping that 1.21 is another step in the right direction.
Are you still playing Cyberpunk 2077? Head down to Night City in the comments section below.
[source forums.cdprojektred.com]
Comments 33
How many gigabytes is this game upto now?
Good stuff. I was still seeing crashing issues after 1.2 so glad to hear that it should be even better now. About 70 hrs in and having a blast. I am usually burned out on most open worlds after less hours than that which I feel speaks to the quality (I know, controversial) and atmosphere of the world.
The game is actually playable on PS5 now, dare I say it... good! I wonder if Pushsquare will revisit the review and score eventually.
Haven't played in a while... is it still blurry on PS4/PS4 Pro?
@Old-Red Would you recommend giving it another shot or holding off for the PS5 version?
@Netret0120 It's 102GB on PS4. It's been around that size since launch (if I remember right). These big updates mostly just replace existing files, rather than add to them, so the overall size doesn't really increase.
I think if you bought this game digitally before it got pulled off the storefront you're now at the point where if you downloaded all the patches that it's now more GBs than the base game was.
Have they written AI for the cops yet, rather than better disguise the spawning in? Have they finished the metro station? What's that CDPR, no? That's okay - if people moan harder you can always take to YouTube and make another "apology" dripping with insincerity. That's what a "good guy" developer does, right, lie about things like this?
Ha. Well I got about 70 hours out of the game and most of it was fun but what's even more fun is writing things like that. π
@Old-Red Officially, our Cyberpunk 2077 review applies to the PS4 version (also playable on PS5 through backwards compatibility), and that review won't be changed.
However, if we do get to a point where Cyberpunk is much, much better on PS4, we'll definitely write about it.
The dedicated PS5 review for Cyberpunk will come when the game gets the native PS5 version (hopefully not too far in the future!).
@Netret0120
I'd be surprised if there is anything more than a very minor change in filesize.
Fixes usually involve rewriting existing code, not piling on more lines over existing faulty code. It's just as possible that certain codes will be more streamlined and smaller in size.
Better coding is always a smaller file size or at least improved overall integration with less demand on processing and memory
@ShogunRok how do you make the decision when a review is released and whether patches are included?
As an example your review for cyberpunk came out 12 days after release and would not have included many of the game breaking bug fixes that have been released now (obviously).
Compared to disco elysium, a shorter game by some margin, but is yet to be reviewed 15 days after release. Will that review include the 3 or so patches that helped fix the bad framerate and several instances where you couldn't progress?
@nathanSF What you are thinking of is more of how PC game patches work. Console patches don't generally work like this. The base game is stored, literally untouched, and the patch is applied dynamically when the game loads.
This doesn't mean what you think it does, as far as piling more code on top of faulty code; the old files either get replaced or "delta" patched (in memory) the same way it would have done on the file system.
I really don't know whats going on with this game,these are the guys that created the witcher 3 right ? Or did they get a bunch of work experience kids in.
@MatthewJP
If they don't go back and update reviews when major patches fix things; then to be fair they need to review all titles with the base-game. Unfortunately this isn't always possible for two reasons:
1. If they got early review copies, they might not have the day 1 patch that has unfortunately become standard.
2. If they review it later, it might not be possible to download/play the base-game; this is especially true for online enabled titles.
There is no way to be really fair, without going back and doing re-reviews; but that takes a lot of time and effort.
@huntbearpig it depends if you plan to play it twice. I stopped playing in December after about 30 hours mainly messing about without doing the story stuff. Since last week I've gone back to play the story missions and it's been pretty good so far, but I plan to play it again one day with a different character with the PS5 update.
I've also played the game as a shotgun thug and just blasted my way through the game so I don't need to worry about stealth and ai nonsense. It's actually been a lot of fun this way. Hopefully the hacking and stealth stuff will be better with the next gen version.
@MatthewJP Yeah @thedevilsjester got a lot of it spot on β it really all depends on when we get review code / how long a game is. In an ideal world, we'd be able to play and review every game in its best possible state.
Some games release without any issues, and that's perfect for us since it means our review will always be relevant. But for a game like Cyberpunk, we had no real choice but to review it when we could. If we didn't, we'd still be waiting for it to be fixed!
Although like I said in my previous comment, if a game does get a lot of post-launch support and technical fixes, then we try to cover those updates as much as possible, and let people know whether the game's been improved.
As for Disco Elysium, we got code very late, and it's a pretty in-depth game that we didn't want to rush. Because we were already late (and because the base game's been out on PC since last year) we didn't think a quick review was worthwhile. Instead, we decided to wait for the updates that fixed our issues so that we could continue the game (but those issues will still be at least mentioned in the upcoming review). However, we did make a point of covering individual updates through news articles, just so that people know what kind of state the game's in.
It's a tricky topic, but the bottom line is that reviews are very much a case-by-case basis.
@ShogunRok it must be a bit of a headache trying to decide what to do with unfinished games and reviews these days, especially when there's such a demand for instant gratification and to stay relevant. I don't envy your position.
I think the hardline approach you took was the right one. It's either that or a 'Not fit for review' pending score which isn't very satisfying.
They should have just released the PC version then PS5 and X a year or so later in a proper state, dropping PS4 and One X. Alas, they chose to take the publicity hit and suck up the PS4 One X sales instead. The sales numbers show why they probably made the right decision in the short term.
Have no idea why,but would find it hilarious if the witcher 3 got the full ps5 update before cyberpunk 2077.
Anyone else getting an error code when 1.21 tries to install on PS5?
Still waiting for that PS5 upgrade.
@Old-Red Good to know! I'm in a similar situation. I started the game on launch and had to put it down out of frustration.
I've got some time off coming up and really wanted to jump back in and try it with the patches.
Thanks for the advice, a heavy shotgunner sounds like a good plan of action!
@Old-Red Yeah, reviews are something that we often discuss at length internally. The gaming landscape has changed considerably since the days of reading traditional reviews in magazines, and we're now at a point where reviews can become irrelevant just weeks or even days after a game's launch. It can make the whole thing a very questionable process.
We're hoping that we can find a solution to reviews that's useful for everyone β both for us as writers, and for people who are looking for information on specific games. We'll let everyone know how it goes!
@Netret0120 The same amount it always was. The patches overwrite, they don't add to the total size.
@TBubs311 You're right. I'd rather play this game, warts and all, than ANY game by Ubisoft.
@Old-Red Why would they want to make a PS5 version for 5 million people and drop the PS4 version for 100 million? This game was designed more for the PS4 than the PS5, that's why there IS no PS5 version yet. Nobody even knew what the PS5 specs were going to be while this game was in development.
@LordSteev that was kind of my point, but the truth is the game is too ambitious to run on last gen. They wanted the money and user base, but it's never going to run properly on PS4 and One X.
@Old-Red It runs proper enough that I've got 400 hours + of enjoyment out of it so far, with no end in sight.
they are already up to 21 patches? god lord. bethesda is envious!
Hope this fixes the damage the last update did
@LordSteev Thatβs a shame mate, as Fenyx Immortal Rising is actually very, very good. And a new IP.
@JohnF1980 yes, I have an error when installing the patch on PS5
@GreywolfinCZ mine randomly installed about 2 days after the patch was released. Hopefully it does the same for you. ππ»
@thedevilsjester Thanks, that's very interesting and useful to know. Appreciated
@Porco
What makes you think they are up to 21 patches? If it's the version number, then 1.21 does not mean what you think it does.
To explain, most game and software developers follow the major.minor.revision paradigm (with some opting out of using the decimal separating minor and revision). It's not a counter, not in a classic linear sense. To give a couple of examples, Cyberpunk 2077 has gone from 1.06 to 1.1 with a single patch/update, and from 1.12 to 1.20 with another.
Some do use a linear counter, or even a build number; but thats far less common.
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