The Real Reason the Clothing Reroll Exploit Doesn't Work After 1.1 in Cyberpunk 2077



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We’ve found why clothing can’t reroll after 1.1 in Cyberpunk 2077. It turns out that now, all items are exactly the same for everyone. There’s never a time that the item is rolled, it’s like that from the start, identical for everyone.

Whether this was intention or not, this is how clothing rerolling works in Cyberpunk 1.1

So they broke clothing rerolling after 1.1 in Cyberpunk 2077. Now if you find a legendary outer torso with specific stats, that’s the same way everyone else will find it too. If you make a new save file, it will be like that when you find it on that file too. There’s no randomness to items anymore, they’re all the same after the 1.1 patch for Cyberpunk 2077.

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24 thoughts on “The Real Reason the Clothing Reroll Exploit Doesn't Work After 1.1 in Cyberpunk 2077”

  1. I noticed something with the "Phantom" cyber psycho encounter. Started a new game just before the patch. Wasn't able to get to the site for this quest to try for the legendary Mantis blades before the patch drop. Found out that all I was looting from the chest was a purple, I checked my inventory, no legendary mantis blades in my backpack. HOWEVER… Next time I went to a ripper and checked arm mods, I had the mantis blades listed as owned, no level requirement, just like they were pre-patch. So… That was weird.

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  2. npc loot is still random tested on patch day only things stuffed is hidden gems and not 100% sure on loot boxes but most them seen are stuffed to lost a lot sleep testing this on heaps new game starts

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  3. The reason for the save file size limit is that there were reports of the save files getting corrupted if they went over 8MB. It has nothing to do with "managing save files" as you put it. Personally I'd rather have an 8MB save file rather than losing my save entirely.

    The proper fix for this (if items are indeed the case) is to generate the items (aside from fixed items) upon kill/drop, and then remove them from the data once they despawn). That limits how much RNG item data the game has to save, no matter how many enemies you kill.

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  4. I just had a glich where I was using a duplicated Skippy and my mantis blades at the same time. I was unstoppable but could not get it to repeat the effect once I put my weapons away. I was always in a blocking or heavy attacking while the glich was working. Please try to figure out if this is repeatable. Thanks

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  5. I think an easy fix would be to make green rarity have 1 mod slot, blue rarity have 2 slots, epic rarity have 3 mod slots and legendary mod 4 slots, which should apply to weapons and gear. In the cyberpunk2077 current state, legendary armor does not have a special effect and are just use for fashion with a chance to have max mod slots. There are no unique effects on armor in cyberpunk2077 , which is a shame because having unique special abilities on clothing options could put more incentive to wear that item. It would be cool if the legendary netrunner outfit has passives and unique effects of increasing the ram or reducing the amount of ram needed for a quickhack. CDPR could have made unique legendary clothing gear like the legendary netrunner suit have fixed mod slots or special/unique effects that only the legendary netrunner suit could have. In Bl3 each legendary shield would have a special/unique effect that only applies to that shield; unlike Bl3 clothing sets have no other purpose other than fashion and the chance to have max mod slots. In my opinion, clothing sets in Cyberpunk2077 could be compared to shields in the borderlands games but with no special/unique effects. I probably have some run on sentences in my post, but I just wanted to post my assessment regarding the current condition for cyberpunk2077 clothing gear/sets.

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  6. I didn’t accept the new update . I’m level 50 in act1 . I just started collecting my legendaries . It seems they are all lvl 45 because I still have to upgrade each piece 5x and because I didn’t accept the update , I can still farm

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  7. I know why, because you get 2000MB for saves in the Cloud. I had over 730 saves the day the 1.1 patch dropped, and I played for a few hours. After quitting the game, the GOG told me they couldn't sync with my game, because I exceeded the 2000MB amount and I had 2350MB of saves. It told me to log into the game and delete some saves. I did, I spend about 5 minutes deleting some saves and after that, I must've deleted more saves than I made that day during my play time, and yet, after I quit, I still coudln't sync, because I was 85MB over the limit. So this was basically the proof, they've made less space in the cloud for your saves or, saves now were much bigger than they used to be. I've spend the next 20 minutes deleting a bunch of saves and was finally able to sync.
    So if your theory is true, that randomized items mean bigger saves, they needed to decrease that number, so that too many people wouldn't exceed the 2GB for saves alloted for each game.

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  8. I actually never knew that items could be re-rolled. I've played for over 200H and never noticed I could re-roll loot. Since when you reload a game, and defeat the same enemies – they drop random loot, could be epic, could be rare, could be uncommon so I never noticed that permanent items could be random since I just picked them up when I found them.

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