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Changelogs
Version 1.1
-Fixed a missing quickhack price multiplier -Fixed muzzles and scope prices not being affected correctly -Fixed an issue overriding lighting addon variables on some autofixer cars
Version 1.0
Initial Release
The Cyberpunk economy has seen significant changes after the 2.0 update, with serious inflation of cash rewards rendering money essentially meaningless by early midgame. This mod aims to slow down the reward curve and increase the difficulty of fully upgrading your character.
Night City’s economy is now far more unforgiving, with cheaper guns, expensive Cyberware and reduced discounts from Autofixer missions.
Overview of changes:
- Halved global sell prices - Significantly increased the price of cyberware (5x, prices now exactly match Victor's debt for the starter implants) - Increased the price of ammo (1.5x) - Increased the value of weapon mods (Both to buy and sell) (2x) - Reduced the value of weapons and crafting specs (Both to buy and sell) (0.4x) - Reduced the value of quickhacks (Both to buy and sell) (0.66x) - Reduced rewards from Money Shards (0.33x) - Reduced Autofixer mission discount percentages (Slowed discount curve, max discount is the same) - Increased broken weapon chance (to make the choice between breaking down or straight up selling your loot more meaningful) (0.85x from 0.5x vanilla)
All values can be tweaked to preference in the init.lua
Save to install mid-playthrough. Drop the contents of the archive into your cyberpunk directory (where the "bin" folder is) or use vortex mod manager.
Uninstall:
Safe to uninstall mid-playthrough. Remove the EconomyTweaksandBalance folder from cyberpunk2077/bin/x64/plugins/cyber_engine_tweaks/mods or use vortex mod manager.