- Cybernetics are still only available to true kin.
- We added dozens of new cybernetic implants.
- Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
- A few implants actually do occupy equipment slots.
- You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
- Implants must be identified before you can install them.
- Only one implant can be installed per body part.
- Some implants can be installed on one of several body parts.
- Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
- True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
- You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
- Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
- When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
- There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
- Implants themselves can also appear as rare loot.
- Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
- Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
- True kin can pick one implant from a subset of the implants to start with at character creation.
- The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
- Added a new journal category: Ruins with Becoming Nooks.
- Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
- Balanced the Templar's water ritual credit wedge gift for the new system.
- Reduced true kin's starting attributes by 2.
- Added a whole bunch of minor stuff in support of this patch.
- News and updates
- Caves of Qud
- Feature Friday - Cybernetics
Source: Steam Community (opens in a new tab)
