Template:UpdateList

{| cla class="article-table sortable mw-collapsible mw-collapsed" style="width: 100%" ss="article-table sortable” ! style="width:60%" |Update ! style="width:20%" |Released
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#5. Knit Framework and Game Overhaul Update

 * The game is now based on a whole new programming framework called Knit. This has allowed us to improve performance and make the game more robust and modular.


 * The city's buildings, streets and structures have been remodelled in low poly style to ensure the best performance possible. This was done with keeping the general aesthetic of the city the same.


 * The map is much bigger now. Also it houses many new regions and structures. This includes a port, riverside restaurants and establishments, freeways, a river that flows through the city and more!


 * Improvements have been made to the guns and cars to make their gameplay more immersive.

5 April 2021
 * AI city has been completely reworked as a whole framework is being developed to control all things AI in the game from civilians, to cops and more.

#4. System Improvisation and NEO Update

 * Improved NPC Mechanics: NPC now utilise the A* algorithm and follow pre-set paths instead of utilising random paths that make them walk into buildings. This now creates a more natural and realistic feel to them as they walk on streets, avoid roads, and wander around more naturally.


 * NPC Cars: This one is being tested out right now, if it does well performance wise, it will be included in the final game. But, as the name suggests, there will be NPC cars that will drive around the city to give it more life.


 * Improved Hover Car Mechanics: Hover cars are now less slippery and now predict upcoming surfaces which allow it to better react to slope changes.

September 1st, 2020
 * Radio Mechanics: Ability to tune into a global radio (same songs and timestamp will be heard by everyone just like a real radio that you tune into) as well as the ability to add and listen to custom audio and create playlists.

#3. System Optimisation Update

 * Bug Fixes Including: Land vehicle mechanics improved and now utilize realistic physics and controls. Glitches like spawning cars through walls, "Enter Vehicle" interaction GUI not appearing and many more minor bugs and glitches have also been fixed.


 * Vehicles now have custom speedometers and stats GUI, along with refined and added VFX (drift smoke, trails when in speed mode, and much more).


 * Holographic representation of the entire map that can be view through the menu, interacted with, in order to map out locations and also create navigational guides (GPS). GPS will create a path on the mini map to follow as well as a destination goal marker that will show up on the players screen.


 * Gun shop, gun mechanics and customization. Added different modes of shooting (burst, automatic and semi-automatic). SFX and VFX for the shooting. Character animations for handling weapons (holding, aiming, shooting, etc.)


 * Outskirts of the city are now populated with suburban/industrial landscapes, to give the barren lands more life (but there will still be a good chunk of land to soar through and explore using the hover and flying cars).

August 16th, 2020

#2. System and Realism Update

 * Land and hover operated vehicles.


 * Flying cars: AI controlled vehicles and flying crafts carrying loot will spawn and navigate through the city. Can be hijacked to steal loot.


 * Cyber City Airport.


 * City daylight cycle.


 * Procedural NPCs (random skin colour, faces, clothing, etc) roam the city and can be interacted with (threatened, robbed and killed).

July 21st, 2020

#1. Heist Difficulty and Player Features Update

 * Three heist difficulties are selected at each heist round at a weighted probability rate (easy most common, then medium, then hard).


 * Based on the heist difficulty, the structure of the heist, obstacles, threats, and loot will adapt to the change.


 * Loot is generated based on spawn rates, the rates change based on the heist difficulty. This means that even if current difficulty is easy, there is still a probability that rare loot will spawn. This will keep things interesting as you will never know what you will get or face at each heist round even if you know the current difficulty.


 * Backpack weight system: The way you store your loot is in your backpack. Each backpack has a set weight of 10 units. For an example, gold is 1 unit of weight. To redeem the loot, you will need to return to the criminal base.


 * Heists will at times spawn NPC guards that will serve as obstacles when undergoing a heist. Their difficulty and number will also adapt to the heist difficulty.


 * There are both traditional and futuristic means of attaining loot in the game. For traditional, there is gold, money, and rare documents. For the cyberpunk side of things, you will be able to hack a server room and access sensitive information. There are also heists for stealing jewellery and robotic parts. This also has a spawn rate, and at times you might hack and attain very sensitive information that will be traded for a lot of money (The trade is done automatically by the system).


 * July 12th, 2020

CyberHeist unofficial release

 * Testing hasn’t started yet for anyone.
 * official development underway
 * Unknown
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