v1.1.1 — Limb recovery, missing-limb hit re-roll, optics & cyberlimb fixes
Cyberpunk 2020 Augmented — 1.1.1
A round of fixes plus new limb and combat features, on top of 1.1.0.
Cybereye optics rebalanced
- Infrared and Thermograph are now both heat-vision only. Neither lets you see the terrain in the
dark — they reveal living/warm bodies out to the device's range and nothing else. They behave
identically now (previously Infrared quietly did more than Thermograph for the same cost). - Low Lite is the light-amplification optic, and it renders as a calm greyscale image instead of
the blinding green wash it used to show. It's the one optic that lets you see the terrain in low light.
Cyberlimb damage now reads correctly
- A destroyed cyberlimb shows 0 SDP. It used to display its full pool (e.g. "30 / 30") right next
to a red DESTROYED badge — the number now agrees with the badge. - The repair control is always visible on a damaged limb. It previously only appeared while you
hovered the limb on the body map, so most players never found it. It now sits under the status badge;
click it to restore the limb.
Flesh limb recovery (new)
- When the optional limb-loss rules are turned on, a severed, destroyed, or crippled flesh limb now
shows a coloured badge on the body map — and a clear control next to it to mark the limb recovered. - This is the counterpart to cyberlimb repair. Before this, there was no way to undo a flesh-limb injury
short of the GM editing it by hand. The control just clears the injury state; the medical side of it —
healing time, a cloned limb, a Trauma Team bill — remains the GM's call. - The existing "limb repair is GM-only" setting now covers both controls (cyberlimb repair and flesh
clear), so tables that adjudicate recovery themselves can hide both from players. - Installing a cyberlimb now records the flesh limb it replaces as severed underneath. It stays
hidden while the chrome is fitted, but if that cyberlimb is ever removed the zone correctly shows a
severed stump (with the clear control) instead of an intact limb that grew back. - A crippled flesh arm now triggers the same "this arm may be unable to grip — GM's call" reminder on
a weapon use that severed and disabled arms already did.
Shots no longer land on a limb that isn't there (new)
- When a shot's random hit location comes up as a limb that's gone — a severed or destroyed flesh
limb, or a destroyed cyberlimb — it is re-rolled onto one of the locations still there, instead of the
shot being wasted on a limb that isn't present. Head and torso are always valid targets. - It covers every attack type: single shots, bursts, full auto, melee, suppressive fire, grenades and
other area weapons, and vehicle-crew hits. Each bullet re-rolls its own location, so a burst is
corrected hit by hit. - Aimed shots and locations you set by hand are left exactly as chosen — only random rolls onto a missing
limb are re-rolled. - Controlled by a new setting, "Combat: Re-roll Hits on Missing Limbs" (on by default), so groups that
prefer the flat hit-location die can turn it off.
"What's New" dialog
- The Back / Next / Got it buttons no longer wrap onto a second row.
- Added a "New in 1.1.0" summary page so returning users can see what the previous release added.
- The dialog now re-appears after a module update, instead of staying dismissed forever.