# CyberCorp Update 22 - Product: CyberCorp (https://whatsnew.fyi/product/cybercorp) - Vendor: Megame LLC - Date: 2024-11-29 - Original notes: https://store.steampowered.com/news/app/1116170/view/4452466838120432494 - Permalink: https://whatsnew.fyi/product/cybercorp/releases/2024-11-29-update-22 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Enemies can now die from fire - **added** — Paint icons are now created automatically and show colors correctly - **added** — Many blocks on missions received a minimap, some have improved visuals - **added** — Regular enemies have several new finishing animations - **changed** — Reworking paints, redrawing those that are almost identical, with some paints now matte and some more metallic - **changed** — Increased skill and card drops - **changed** — Increased Cuberium amount on normal difficulty - **changed** — Increased Cuberium amount for achieving combo rank in battle - **changed** — Cuberium reward for combo result after battle now depends on player level - **changed** — Prices for targeted loot have been increased, the chances it adds have been increased too - **changed** — Combo rank is not reset between battles, the next battle will start immediately with the combo of the previous battle - **changed** — Semi-automatic weapons no longer slow down movement at the moment shot - **fixed** — A bug in shooting with semi-automatic weapons where sometimes after pressing the shot button the bullet did not fly out, especially noticeable on a sniper rifle and pistols - **fixed** — Multiplayer - in some missions capture the point enemies appeared infinitely - **fixed** — Multiplayer - the client could incorrectly count the number of available revivals and the level of the reward - **fixed** — Targeted loot exploit where it was possible to allocate loot for a low price on a low-level mission and get a high-level item - **fixed** — Turret skill - the turret should stop becoming invisible during the action - **fixed** — Turret skill - damage from the player will not pass through Today is the weekly update - new paints, enemies burn out, Kuberium balance changes and bug fixes. **Thanks for your bug reports and feature requests!** **Update is already available.** Patch notes, build id 16579379 **New:** - enemies can now die from fire - reworking paints, redrawing those that are almost identical. Some paints are now matte, and some are more metallic - paint icons are now created automatically and show colors correctly - many blocks on missions received a minimap, some have improved visuals - regular enemies have several new finishing animations **Changes**: - balance - increased skill and card drops - balance - increased Cuberium amount on normal difficulty - balance - increased Cuberium amount for achieving combo rank in battle - balance - Cuberium reward for combo result after battle now depends on player level - balance - prices for targeted loot have been increased, the chances it adds have been increased too - combo rank is not reset between battles, the next battle will start immediately with the combo of the previous battle - semi-automatic weapons no longer slow down movement at the moment shot **Fixes**: - a bug in shooting with semi-automatic weapons, due to which sometimes after pressing the shot button the bullet did not fly out, although according to the timings it should have - it was especially noticeable on a sniper rifle and pistols - multiplayer - in some missions "capture the point" enemies appeared infinitely - multiplayer - the client could incorrectly count the number of available revivals and the level of the reward - targeted loot, it was possible to allocate loot for a low price on a low-level mission, and get a high-level item (the price now depends on the player's level) - turret skill, the turret should stop becoming invisible during the action - turret skill, damage from the player will not pass through - minor UI and localization fixes