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We've got a huge week ahead of us, Knights! Any day now, the Gunslinger is about to kick down the doors and light this place up with a hail of bullets and we've got a new Weekly Map Release coming up later in the week. In prep for these big content drops, we've got a steady patch release here that fixes some bugs with last week's level, polishes out some more Talent bugs, and fixes other F10s and issues.
If you're ready for the new content and enjoying the pace of continued updates and polish, please take a moment to leave a review!
Updated Feedback Form to Prompt Email
We've updated the feedback form ("F10") to encourage leaving an email address if you don't have a Discord or don't want to share it. Of course, this is up to you to share it. But as an example, we received an F10 from a player yesterday about a keybinding they didn't like and a request to add keybinding to the game ... without a Discord username or an email, we can't reach out and explain that yes keybinding is already in the game! So, if you don't Discord then please consider leaving an email. It would only be used to contact you with a follow-up question or an answers to your bug/feature request. If you provide an email you do not opt into any list or anything - we're not that kind of studio lol.
Mission Updates
The new process for Logistics Hub worked really well - we've got an exciting new map on our hands for 7 proc-gen combos. But it did have its share of bumps, the last of which we are ironing out with today's update. We've fixed issues with a few final broken terminals found in the Scavenger, Lootbox Hunt and Kill 3 Captain objectives. None of these were ever mission critical, so we've fixed them for future missions and made code adjustments to be sure it cannot happen again. Second, we've fixed the cases where some of the lootboxes in the new level could end up very nearly empty, maybe just 1 item hiding in the back corner steamsad And, we fixed a bug caused by adding the new map that could make the dialogs for Kill 3 Captains on any map double up.
Pressure Plate Oddity
Accidentally the game's center of a pressure plate - what you need to target for your Talents - got moved about 10 meters off to one side. Oops! Now fixed in Update #168.
Soldier Talent Burn
Following up on Update #167, we've hit the Soldier Talents now with a big range of fixes.
- Splatt-Patt was never reporting the full extent to which it upgraded your firing arc and failing to display the full Recoil recoup that it offered. We've redone the system for expanding Firing Arcs in prep for Gunslinger and Splatt-Patt has been a beneficiary.
- AP costs for Full Auto only Talents like Splatt-Patt and Covering Fire were always showing up wrong, very often showing 2 AP when they cost the regular 3 AP for any Full Auto weapon. This is now resolved, they always show 3 AP correctly.
- We've made minor improvement to Soldier's Overwatch 3rd node to ensure it is worth the investment, adding an extra +5% Ballistic Dmg.
Other Bugs
We've fixed a heap of other bugs but notable items include sorting not working in the NanoFab or all subscreens, the fact that all Items and Item Blueprints claimed that their AP cost was 444 and issues where sometimes timeline events would just appear at 50% opacity and look grayed out for no reason.
v1.8.49 - #168: Dometop Launch - 11/5/2024
- Update feedback form (F10) to encourage email address if not using Discord - Fixed issue with multiple confirmation dialogs when killing a captain in a proc-gen Kill 3 mission - Fixed bug with Pressure Plates displaying a targeting point far away from the security system itself - Fixed issue with new "Logistics Hub" level having mostly empty lootboxes and lingering "Terminal Broken" cases - Fixed Soldier's Splatt-Platt not correctly displaying the correct values for recoil recovery or increased Full Auto firing angle - Improved Soldier's Overwatch 3rd upgrade to cause +15% Ballistic Dmg instead of +10% - Fixed Soldier's Splatt-Patt and Covering Fire sometimes misreporting that they cost 2 AP instead of 3 AP as they are Full Auto only attacks - Fixed all sorting not working in NanoFab Blueprint selection screens - Fixed bug with all Items and Item Blueprints showing use cost of "444 AP" - Fixed bug that could result in a timeline even oddly grayed out (low opacity)
Update #167 is completely dedicated to fixing a few issues with Terminals and Lootboxes in the new Logistics Hub map and fixing Talent issues. Lots and lots of little Talent issues! With Update #167, we took the fight to the F10s reported around Talents and closed over 50% of them in this update. We're excited to slate the work to tackle the other 50% of reported issues and get the class trees in tip-top fighting shape!
If you're enjoying the steady stream of improvements, please take a moment to leave a review!
Logistics Hub Fixes
There were two types of issues reported for Logistics Hub. First, in some cases terminals were reporting "this terminal is broken" and refusing to launch the matrix UI. And second, sometimes in the Steal 3 Files objective, some of the Files simply never made it into a lootbox. Both class of bugs have been fixed - but only for future iterations of your missions. If you have a mission where you can only find 2/3 files, you'll need to just extract with that victory in hand and the next time the map draws, you'll be able to find 3/3.
Talent Burn!
We ripped into the F10 pile for Talents - hitting all the little and big things we could in a single blast. There are so many fixes - from typos to effects that were ignored - all bundled into this update, so we'll discuss the biggest ones but please check the full changelog below for the exhaustive set of changes. All the Talents using Damage over Time - especially Tox-Cloud and BIo-Coat Bullet - were reported a lot to be inflating their damage per Turn. We've fixed the inflation issue and now the numbers show correctly, smaller. A fully upgraded Tox-Cloud was showing 100 but is really 75 HP / Turn. In the same vein, we fixed the Vanguard's K-Protocol that was overreporting the Security Tally reduction and causing a lot of confusion.
We fixed the Knight's Ult-Pump +1 Turn Duration node so that it really works as well as their Interference Spike +1 Max Charge node which wasn't working either.
We fixed a number of cases where the text described an upgrade buff as a debuff or a debuff as a buff, such as in the Knight's Quantum Assault Talent. We fixed other disconnected upprades that didn't do what they promised like EMP 4 and EMP 5 and Downed Shield's last upgrade node.
Nest Dropping
We fixed an issue where Sniper's Nest Talent was being dropped if an attack missed.
Soldier's Run and Gun
Also, we improved Soldier's Run and Gun Talent to add a generic ranged weapon accuracy after moving instead of only Assault Rifle (AR) accuracy which was very limited.
v1.8.47 - #167: Talent Burn - 11/3/2024
- Fixed issues with new "Logistics Hub" map that could lead to Terminals being broken or Matrix SCU having no connected devices - Fixed issues with Lootbox Hunt / Steal 3 Files where some of the files could not appear in Logistics Hub (and more rarely, in other maps as well) - Fixed class tree bug where Talents healing or doing Damage / Turn were showing incorrectly high values once upgraded (Tox-Cloud showing 100 HP/Turn instead of 75 HP/Turn) - Clarified description of Tox-Cloud Talent that the Damage / Turn does not affect Drones - Fixed upgrade of Knight's Interference Spike Talent that had no description (+1 Max Charge) - Fixed upgrade of Knight's Quantum Assault Talent that describes the upgraded debuff as if it will debuff the Knight - Fixed upgrade of Knight's Ult-Pump Talent that claimed to add +1 Duration but then did not actually do anything - Fixed upgrades of Vanguard's K-Protocol inflating the number of Sec Tally reduced - all trained it is -5 Tally - Fixed 6th upgrade of Hacker's Downed Shields that broke the Talent's description - Fixed Cybersword's EMP upgrades on the bottom row that had no description (+10% Dmg, -1 Recharge Turn) - Fixed bug with Nest buff dropping after making successive attacks if they missed - Improved Soldier's Talent Run and Gun to give +10% Ranged Accuracy instead of +10% AR Accuracy - Fixed broken Contact Dr. Omatte strange appearances in future games - Fixed bug preventing +/- Red or Gold cubes in Nano-Fab crafting UI - Fixed issue where Wreckspire and Dusted Hover-Evac levels could use the same description and names - Fixed some Cyberdeck programs having the wrong icon
Back in Update #164, we promised a new weekly map release schedule and Update #166 has arrived to delivery on that promise. This update includes a new mission map - Logistics Hub - that is playable on 7 proc-gen objectives, a big UI improvement with a Font Scale option, fixes for Biomimic movement warnings, more obvious Free Respec period and a ton of really important F10 fixes from the community.
We're excited to start this new map release schedule and to try to march it all the way to launch, ensuring the game has a huge pool of content for every heist team to hit. So thank you for your reviews to help us keep going!
New Map + 7 Proc-Gen Combos
It is week one of our new "Map a Week Until Launch!" challenge and we are here to deliver. The Logistics Hub is an exciting new map. Build straddling a key road between two transport interchanges, the hub features both an interior building area and exterior power field. It has great pathing challenges, very different spaces and tons and tons of way to play it. This new map dropping into the proc-gen set pushes up to 57 total proc-gen combos and represents a 14% increase in map variety. You will find the new Logistics Hub appearing in (1) Scavenger (2) Lootbox Hunt (steal 3 files), (3) Q-Gap Spike (spike a CPU), (4) Kill 3 Captains, (5) Bodyguard (6) Battle Striker and (7) Siege! And, to follow up on our Weekly New Map release schedule, the next m1ap is in testing and polish phase to drop next week with a similar amount of proc-gen objective varieties! Finally, in proc-gen land, we fixed a bug with Wreckspire where Kill 3 Captains objective had a broken terminal.
You won't see this ^^ anymore And also we fixed a bug in Lootbox Hunt where multiple objective files could appear in the same lootbox, making this level type too easy.
Font Scale Option - up to +25%
We have added a major UI option with Update #166 - a simple Font Scale slider in your options menu. This lets you slide the font size from -25% (why!?!) to +25%. We are starting with this range of font scale adjustments and getting live testing before we look at possibly expanding the limits further. This is a HUGE update to the game's UI that touched every single screen and widget and UI blippy. So, if you see issues at 0% or 25% please report them.
You'll see with the Font Scaling that the UIs mostly hold to their shape except when they are built to dynamically scale (usually vertically, scrollbars, etc). By increasing font size, screen elements may be a bit more cramped feeling but that is a natural result of making the text bigger without making the screen bigger :D And for Steam Deck we now default to +25% Font Scale!
More Obvious Free Respec
In the cases when your Respec is free (at the beginning of the game or just after a recruit joins the team) the UI is now much louder to call attention to the Respec button and to make it clear it is FREE.
Biomimic + Prox-Mines and Pressure Plates
Both Prox-Mines and Pressure Plates were incorrectly showing movement warnings if you had Biomimic running. This is now resolved, both will go quiet in that case, as your buffs let you skip over them safely without detection.
No More Tilting!
There were some issues with stairs, depending on the way the merc or enemy wanted to face at the end of their movement could result in odd tilts. This is now fixed, we stand up straight around here!
Weapon Unequip / Mod Equip
We fixed two really important bugs in the stack of weapons and weapon mods with Update #166. Previously, there was no real weapon ordering - if you unequipped your primary weapon then the secondary would slide forward and take the primary slot. It wasn't great and makes it hard to really control what happens next or to really equip a weapon as primary without unequipping both. This is now fixed, you have 2 slots and they are maintained separately.
If you unequip primary weapon, then you'll be standing around without a weapon ^^ Also, we fixed some bugs that could result in some really odd weapon mod attachment situations. Some faulty code allowed a weapon mod to be attached to two weapons or attached twice to the same weapon accidentally. That's a mess obviously. It only happened rarely but we've fixed the bug and expect that this will address a number of issues that have been being reported in F10s that were just really confusing!
Fixed Unknown Relationships
If a merc went into the Simstream Detox, Trainer, Treatment or Cyber Surgery, suddenly all of the relationship tags that link to them would start reporting them "Unknown". Like, haven't seen them in a few days maybe they are dead!?!? This is now fixed - the answer is "member of the team".
v1.8.45 - Update #166 - 11/1/2024
- Added new proc-gen map "Logistics Hub": transportation connector that supports +7 new proc-gen combos (Siege, Battle Striker, Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard!) - Added Font Size control to game Options - up to 25% larger or smaller - Steam Deck defaults to +25% font size for much more readable text! - Improved Respec button in training screen - says "Free Respec" in bold color when you can get a free Respec - Improved clarity of weapon class specific Accuracy to read like +5% Pistol/SMG/Revolver Accuracy - Fixed issue with Accuracy Log (top right) not ever showing weapon class specific bonuses (like +5% Pistols/SMG/Revolver) - Fixed issue where 1+ objective file could end up in the same Lootbox in Steal 3 Files objective - Fixed issue with Relationship Tags showing "status unknown" if other character was in Cyber Surgery or Treatment - Fixed issue where warnings for Prox-Mines and Pressure Plates would incorrectly show while Scourge BioMimic is on - Fixed issues with Slashslide meta-visual on raised areas or first time used could be invisible - Fixed equipment issue where attempting to equip a secondary weapon if you have no primary would just equip your primary - Fixed issue where a weapon mod equipment could result in odd attachments - Fixed issue where characters or enemies could end up leaning at an impossible angle after moving - Fixed broken terminal in Wreckspire in Kill 3 Captains objective for future missions - Fixed widespread text formatting mistake where percentages (10%) were showing with a + sign (+10%) or (+-10%) - Improved colliders with Truck to resolve issues with Slashslide and melee attacks near it
Knights, this is bug street - an update where we squish popular F10s and prep for the next big thing. Having just come off adding 5 new proc-gen combos for the Bodyguard objective, we're prepping some really big things (new map release this week, upcoming Gunslinger class, Steam Deck verification) and keeping up with the F10 train. This update is dedicated to bug fix and minor balance tweaks, so let's dig into what we've got.
A big thanks goes out to everyone playing, posting and sending in F10s with feedback, suggestions and of course, pesky bugs. We're continually polishing the game and tuning the experience based on your timely feedback, so thank you.
And, of course, as we are a really small team - every single review counts. Thank you to every Knight who has posted up a review!
Balance Tweaks
We've improved Soldier's Covering Fire, increasing the debuff against enemy accuracy from -20% to -25% making it just a little better at suppressing return fire. As it debuffs whether it hits or miss, this can be a powerful move in a retreating gunfight or when storming an enemy position, as even those pesky targets that might be 15% to hit will be debuffed. We've made some adjustments to make cybernetics that grant classes a little more similar. The Vanguard's Chameleon Sheathe, Agent EX Nano-Hive and Scourge Chem-Hive all have been reduced to a 12 day recovery time after the splicing surgery.
Power Slice Clarity
We've adjusted the descriptions for Power Slice and Improved Power Slice to be more clear that they add a duration to the debuff if and only if the weapon has a debuff in its special Power Slice rule block. If the Power Slice bonus for the weapon is just extra damage, this doesn't get a duration.
Timeline Bumps
We've fixed an issue in the timeline where a character who was recovering or in a Simstream Detox or Trainer might have their duration extended if a new mission or storyline appeared. Now, it will happen the other way around, the mission or story will get an extra Turn to avoid overlapping with your merc's recovery times. This is a nice boon to help things align, you basically win ties in the timeline :D
Respec Token Theft!
We fixed a bug where Respec'ing would steal a Simstream Trainer token even if the merc was a new recruit and the confirmation window explained that it wouldn't cost you a token. Then the sneaky sneak would steal a token anyway! Now fixed.
Movement AP Theft!
In some edge cases, but most commonly when using Talents like Lightfoot and Projection, you could be charged more AP for your move than you were shown when planning the move. AP theft! We've fixed the rule here to only calculate the cost of AP one time and then to charge that exact amount of AP to you if the move is executed.
Better Hiding Access Gates
In the matrix, some sharp-eyed hackers realized you could spot Access Gates because even when they weren't scanned, their connection lines were marked as gray. We've fixed this issue with Gates, and the status of their connections is only revealed once they reach Scan 1/2 at least.
Floating Bullet Holes
We had a rash of reports about magical bullets holes that were forming on the side of BioScan fields, in Laser Mesh wires, Linecrawler VFX and more. We've fixed the mistakes in the physics collision matrix that was allowing firing lines to hit those objects and register them as collisions. Bullets now find something more solid to slap into.
Cybersword Start
For a long time, who knows how long (?), the Cybersword has started with a floating point in an upgraded to the Choppa Talent. It didn't help you or hurt you, but it was a wasted point until you Respec. New Cyberswords will gain a second charge of Slashslide instead (the power!). Veteran Cyberswords might want to check if they should respec. And that's it - a mountain of bugs we will flow to thee!
v1.8.143 - #165: Bug Street - 10/30/2024
- Improved debuff to Accuracy from -20% to -25% for Soldier's Covering Fire - Reduced install time for Vanguard's Chameleon Sheathe, Agent EX Nano-Hive and Scourge Chem-Hive to 12 days - Improved description of Improved Power Slice to be clearer that the debuff Turn bonus is used only if the weapon has a debuff - Fixed issues where the timeline might move an Injured character or character in Simstream back 6 hours if a mission had same ending - Fixed bug with Respec consuming Simstream Trainer token even when used on a new recruit - Fixed issue where Access Gate nodes were visible in Matrix before being scanned due to grayed out lines - Fixed issues with bullet holes appearing on laser wires, BioScan field and more silly things - Fixed issue with special movement Talents like Lightfoot and Projection where sometimes the final AP cost was higher than previewed - Fixed bug with Cybersword starting level points - random floating point was spent on Choppa without the Talent, now spent to for +1 Slashslide charge
Knights of New Boston, another update is hitting the streets hard. Today we're announcing a new ambitious goal for a weekly release schedule for a new map, dropping 5 new proc-gen combos for the Bodyguard objective type that vastly increase its map variety (even though they are not new maps), and fixing the meta-visual issue that was wreaking havoc on Mac OS, Linux and Steam Deck. We've also bumped the Sell action over to default submit (spacebar, (A)) in Cold Storage for better consistency with the market and inventory.
Thanks to everyone playing and especially to those leaving a review and helping us vault over 500 reviews last week! Here's to more updates, more maps and more reviews!
New Map Schedule
We're excited to share that the map design, development and completion process has moved far enough forward that we're hitting the acceleration point now. We have major pile of maps ready for final dressing, objective assignment and testing and we're finalizing the process to fast track them into the game. With this new process in place, our goal will be to release a new mission map every week from now until full launch. This is a goal, we are sure to miss it this week, but we're confident that we are going to hit it on the majority of weeks starting with the new map next week and rolling from there. With the additional 5 new proc-gen combos for Bodyguard objective (see below) we've already crossed the 50 proc-gen combos (map X objective) and are very excited that this new map release schedule is going to blow that dinky little number out of the water. The first new release map is testing right now with 7 objective types linked so that is a big boost (7 / 50 = 15%).
+5 Bodyguard Proc-Gen Combos
The Bodyguard objective has been one of the underserved objectives for a while with only 2 maps matching it. With Update #164 we've kicked Bodyguard into high-gear with its possible map matches, adding 5 new proc-gen combos. These maps matches, which are (from the top left, clockwise in the graphic) Wreckspire, District HQ, H-Interchange, Sewers and Req Site) are all pre-existing in the set, so there are no new maps here. But if you have to protect a data courier on the move, you're going to see a lot more variety in map type, shape and size. And, to ensure that Bodyguard stays spicey and fun, we've covered it better in our process for new map releases, ensuring it won't be left behind again.
Meta-Visuals & Sight Lines for Mac OS and LInux
The major update last week to redo the meta-visuals for just about everything in the game had issues on some Linux and Mac OS machines, resulting in giant pink and purple boxes - looking like this -
It's cool enough that it made us think about how we could do special tactical overlays in the map for something weird or cool someday (thermo vision?) but also just totally broken and unplayable on Steam Deck, Mac OS and Linux. In the end, due to the difficulty with fixing the prickly shader issue, we had to roll back these platforms to the October 17th release. We're glad to roll out the Update #164 today that restores the functionality and all other features and content for these platforms to the latest.
Cold Storage - Sell with Space
We've finally completed the upgrade to Cold Storage to match the other major inventory screens so that you can sell things with the spacebar or (A) by default. This allows very rapid selling with keyboard only if you want to try to move some items (before Bulk Sell feature finally arrives) and just increases consistency across screens. Thanks to everyone who posted o-so-many F10s about this steamhappy we're happy to deliver!
Triage Clinic PL 4
We've made a small but nice tweak to the final level of the Triage Clinic room, increasing the Wound Res to 30% from 25%. This room continues to be enduringly popular among early and late merc teams, so we know it becomes even more important as your enemies become harder and the risk of Wounds is even greater.
v1.8.141 - #164: Bodyguard Rising - 10/26/2024
- Fixed issue with meta-visuals in Mac OS, Linux and Steam Deck creating huge pink and purple boxes under some GPUs - Added 5 new proc-gen combos for Bodyguard mission objective (Wreckspire, District HQ, H Interchange, Sewers, Req Site) - Now with 50 Proc-gen map X objective combos and new maps coming very soon! - Announced new weekly map release schedule goal - Cold Storage Sell now default action (Space, A) and Use File defaults to (C) - Improved Triage Clinic Lvl 4 to 30% Wound Res from 25% - Fixed issues with inconsistent application of HDR to all game cameras
Knights, a new update is filtering down from the top of the dome to the streets, to the shadows, seeping through the pavement. Surely it will reach your underground safehouse soon. With Update #163, we've added new options to the New Game Knight screen including weapons packages and your pick of starting cybernetic, further improved and tweaked the meta-visuals update, smoothed out the Safehouse timeline animation and provided a 3rd Fastest speed, and fixed a lot of bugs from your F10s!
We are hitting so many different angles of polish and improvement for the game and we're super excited for what is next. It goes something like (1) more mission maps (2) Gunslinger class and (3) more story! Check out the Gunslinger Preview thread that is ripping along on Steam right now with great ideas about how to make that class extra fun and cool.
We're 3 reviews short of 500 steamhappy! If you're enjoying the game or how we are running our Early Access (always improving!) please take a minute to leave a review.
Weapon and Cybernetic Packages for New Knight
With Update #163, we've added 2 new sets of options to the New Game Knight screen. These allow your Knight to pick from a set of 4 starting weapon packages to better customize their starting load out. You can pick from a stealth pack (Sword and Silenced Pistol), a mid-range loud pack (Shotgun and Silenced SMG), a versatile pack (AR and Silenced Pistol) and the long range pack (Sniper Rifle and Silenced SMG). On top of the new weapon choices, all Knights used to start with Dermal Plating installed. This was limiting and while it made you a tank it also reduced Move Speed. With all the new choices in the New Game V2 screen, and especially those that let you lean your Knight toward a Hacker, we needed to give you the freedom to pick your our starting implant. So, with Update #163, you can also pick one of 4 cybernetics - among Dermal Plating, Matrix Link, Display Link and Neural Accelerator.
One of the key cybernetic options available to your character is that of the Matrix Link which lets you start with your Cyber Knight multi-classed into the Hacker class. This goes along with some of the Hacking-focused Trait options you can pick above and gives a cool new angle to what your Cyber Knight brings to the team from the get go. Along with this update, we've tweaked, tuned and improved a lot of starting cyberware progressions for the better. For example, Synth Muscle has been buffed with more Attribute bonuses and the first level no longer has a Wound Res penalty and we've removed the Stress Res penalty from Matrix Link. We've added more HP and Wound Res to the Dermal Armor progression while reducing its Move Speed debuff to 6% to 12% max and added more Accuracy bonus to Display Links.
Smoother Timeline + New Options
We've done a really nice polishing pass on the animation for the Safehouse Timeline. It is smoother than ever before and we've cut out all the possible "jump back" that could happen where an event would scroll forward and then suddenly leap backwards. We still have work to do to improve the experience when new events appear on the timeline (it's a big jumpy and you might want to pause) but this is a really nice improvement on the smoothness of the main clock of the game.
We've also added a 3rd speed - Fastest - to the options for Timeline Speed. Accelerated is comfortable and plays rapidly, Standard is comfy and on the slower side and well, Fastest is just fast. It rips along and does very little attempt at making animation so much as moving turns forward.
Improving Meta-Visuals
For the meta-visuals, we've made some nice upgrades to follow up on the big update and improve in some situations where things were not working as expected First up, if an enemy was standing near a drop that was 4m or above, their sight lines were not displayed below. This is now resolved with the sight lines painting onto the lower geometry up to 6.2m below. The situation with enemies facing upwards elevation (such as stairs) is no better than it was in the old system and there is no visual aid except relying on movement alerts to know if you will be seen by an enemy in this position or not.
We've also adjusted and increased the opacity on the sight cones which is important to make them functional in areas with varied light - especially red and orange lighting conditions.
In addition, the new visualization for Talent ranges are very helpful for placing map area of effects like Lookahead or Tox-Cloud except that the range calculations on these areas was not updated to ignore height and effectively use a column instead of a sphere. This lead to the meta-visual range finder showing situations in which an enemy would be targeted - near the edge, as shown above - and yet they could still be missed. We've now updated the math to ensure that the visuals are unerring.
Bug Fixes!
Thanks for all the F10s. We had another round of high Power Level Cyberdecks escape the lab (how!? again!?!) and we've stuffed them back in the box. Unless you bought them lol. Also, when removing required programs from the deck, sometimes the names were wrong (you're removing Attack but it warns about Sleaze). We fixed a long standing issue with a trio of fuel barrels that refused to ever show the cover shield, now resolved. Some of the enemies in the new Blown Out Flat level could appear in inaccessible areas, trapped forever. In the Hacking mission level - the Weigh Station - the camera bounds were flipped, allowing you to leave the leave but never get back in.
v1.8.139 - #163: New Knight Packages - 10/22/2024
- New Game Knight - now select from 1 of 4 weapons sets for your starting Knight - New Game Knight - now select from 1 of 4 cybernetic implants for your starting Knight, including MatrixLink to multi-class Hacker from start - Improved smoothness of Safehouse timeline animation, expanded option for speed to be Standard, Accelerated or Fastest (less animation, more speed) - Fixed issue with new meta-visuals for sight cones where they disappeared if there was a 4m or more drop - Improve new meta-visuals for sight cone to be more visible in brighter / redder lighting environments - Improved map area of effect rules (for Talents like Lookahead and Tox-Cloud) that were not following the new rules (these also still need new meta-visuals) - Buffed Synth Muscle (more Strength/Speed, removed -Wound Res %) and Matrix Link (removed -Stress Res %), buffed Dermal Plating series (more HP, Wound Res, better Move Speed), added +1% Accuracy to Display Link - Fixed issue with triple fuel barrel stacks not showing cover shield correctly - Fixed issue with program names being swapped when uninstalling required programs - Removed Cyberdecks in Power Level 8 and 9 that had leaked into market - Fixed enemy starting in inaccessible area in Blown Out Flat level - Fixed camera bounds issue in Hacking Weigh station level - you could pass through and never return
Knights, a big update has arrived tonight. This one has been months in process, slowly moving forward to complete the heavy lifting of rebuilding the game's meta-visualizations for Talents, Full Auto, Overwatch, enemy Sight Cones and security devices. It's a huge scope but we're glad to have arrived here with a big update tonight for all of our heisters. We've also scored a win for Steam Deck verification with this build, added movement alerts for prox-mines, improved the skip enemy turn system and made a huge bundle of small but important updates to mission maps to be sure they play as expected.
If you enjoy the updates, improvements and expanding content - please take a minute to leave a review. The small team here appreciates every one!
All New Meta-Visualizations Sticks to Geometry
All of the range and sight widgets or meta-visuals in the game have received a big update with Update #161. Before these were shown as 2D colored and semi-transparent objects that floated in the level at the plane where they originated. This leads to a lot of difficulties, making it hard to understand where boundaries are, making it hard to understand happens once elevation changes are involved and can paint a lot of meta-visuals onto the game that are not necessarily real (as these 2D objects mostly just ignored geometry). A big thanks to the team who worked hard on rewriting this - it has been some of the steepest work and definitely the hardest shader work we've done for Cyber Knights.
But we are excited to share the results which are a big step forward. We're not 100% done (are we ever?) but everything included here is an upgrade on what we had before. The changes are vast - so we'll try to list the most important ones were with demonstrative screenshots.
Security Devices and Walls
In the old system, security devices were not using intelligent visualizations that knew about walls. Therefore, the old widgets just clipped right through walls and showed up on the other size. This didn't make any sense and was ugly! Security device meta-visuals now respect walls correctly. To test other areas where they might not see you due to high or lower cover, you'll want to rely on movement alerts.
Talent Range Circles
All Talent ranging circles were also just 2D. They had the advantage of showing through geometry but they were still stuck at a specific plane where the character was making it really hard to tell sometimes if another character or enemy was going to be in range. This could be especially painful when trying to pick a movement destination and not being sure if a target for the Talent you would use would be close enough. Now all Talent ranges draw directly over the geometry. This makes it so much easier to tell if a target is inside our outside of the range. This has always required a chance in how Talent range is calculated, which makes the range (marginally longer). Instead of using a true distance including vertical (which would create a sphere around the character and be very hard to visualize) we measure Talent range only in the X,Z plane without any vertical distance calculation. Therefore, the Talent visualization is a giant cone not a circle that is overlaid on the geometry. This gives some advantage to the Talent user but it also ensures the visualizations are always correct.
Improvements for Elevation
Sight cones, Overwatch and Full Auto cones were especially bad with elevation in the previous versions. If they were pointed at higher elevation, they disappeared as they just went under the floor. if they were pointed at lower elevation, they ran out into the sky and were very hard to understand against the lower level geometry. This is an area where we can still improve, but these new meta-visuals are already much better. If these sight cones are pointed at lower geometry, the result is really nice. In the case of pointing at higher geometry, you can see the edge lines effectively but lose a lot of the exact visualization of what can be see / Overwatched / shot and need to rely on movement alerts at that point.
Low Cover vs. Sight Lines
In the old system for stealth, if an enemy's sight lines hit something like a barricade that provided low cover then the entire sight line on the far side would allow a sneaking character to move through it. That created silly situations like this where a guard standing at a low wall was very, very bind. We've now updated this sight system with some new rules where the sight line will return to full visibility after 5 meters roughly, unless it is farther than 60% down the enemy's sight distance. So, if an enemy is standing far away from a barricade, they will lose full sight on the other side of it, but an enemy standing close to a barricade only has a limited blind spot. This still lets you create long a barricade right in front of the enemy - if you can move quietly enough! - but adds a new complexity a lot of stealth situations that used to be (silly but) easier.
Prop Updates
We did some work with this update to focus on certain sets of props, like the shelving units shown above, that were not about what height they were. Now the shelves are clearly "crouch to sneak behind" height except where there are items up top where they block sight. Helpful improvement in the first area of the game as well as across many other levels!
Prox-Mines Warning
Oddly, Prox-Mines were missing a proper movement alert. These alerts now appear, warning that you're going to be damaged on this movement path. Very nice!
3/4 Steam Deck Verification Update
We've made some nice progress toward final Steam Deck verification with this update, moving from 1/4 items in the checklist as green to 3/4 items as green. We have now exposed 100% functionality available through your controller, improved the consistency of display of controller widgets instead of sometimes letting the keyboard and mouse appear. This comes along with an updated F10 system that allows you to pop the feedback form in game with a left stick press and then use virtual keyboards to input any text you'd like to send along all from a controller the steam deck. The last standing knock against the game's verification status is the small text size, so we have pivoted and are starting to work on that project.
Better Skip Enemy Turn
We have made some major improvements to Skip Enemy Turn, expanding the number of cases that you can simply skip massively. In the previous version, once real fighting started the amount of enemy turns you could skip began to drop pretty rapidly as the system simulates their move and anticipates things that might interrupt them. An enemy turn can only be skipped (for now) if they are determined to have no interruptions. With this update, we've fixed issues with mis-detection of interruption sources like dead bodies, which were being counted even if the enemy was Alerted and was going to run over the body without comment or stopping. This new level of awareness in the detection system is letting us skip a lot more turns and makes the game faster and more fun to play.
Map Improvements
In addition to the big meta-visual upgrade, we also took some time to rip through the list of F10s reporting on minor issues with maps and fixed about 50% of all report issues. This resolves issues with odd pathing, barricades that aren't really there, places you can't squeeze through that look like you should be able to, lootboxes not provide cover, and different types of props that you could simply walk in to.
v1.8.137 - 10/20/2024
- Rebuilt visualization of all geometry shown on the map - sight cones, Talent ranges, Full Auto, Overwatch, security devices - Visualizations stick to the geometry instead of floating over it, making it easy to track areas of effect - Visualizations handle up and down elevation more gracefully (down is still better than up) - Piece of low cover in enemy sight cone does not set rest of sight cone to yellow (blocked by cover), resets after 5m - Security devices visualization now stops correctly at walls instead of bleeding through - Prox-Mines now give a movement alert when your movement will cause damage - Improved Steam Deck verification report - only text size legibility prevents verification - Fixed confusing shelving unit prefabs that were never clear if they were sneaking (crouch) or sprinting (standing) cover - Vastly improved skip enemy Turn, once combat starts 50%+ more turns will be skippable - Fixed many small issues in level geometry (squeezing through small areas), cover (lootboxes!), walking into things (small gray tables) - Can now squeeze between 3 barrel fuel tanks, issues with props placed making it look like you could squeeze through but couldn't
This Update #161 is dedicated to doing things faster. Everything in your Inventory, Market, NanoFab and Cold Storage is now fasterrrrr. You can submit F10s faster because we remembers you Discord username and you can make new games faster because we remember your Attribute selections from the last time. We've added a new appearance option to tweak lip color and we've also adjusted the default Screen Move to wide screen to help players on larger, wider screens like 4K who are encounter the game feeling like it is just too small to play. And finally we've fixed another set of issues with the Scourge and the UNA Hacker recruits. These two - so much trouble!
Performance for All Item Grids
We've enhanced the scrolling and pooling solution for our big data tables in the safehouse - Cold Storage, Inventory, Market and NanoFab. One some of these screens, players were seeing 500-1000 items piling up and the load times were tanking. This new update should make those screens as snappy as they ever were, regardless of the size of the lists. Of course, the next thing needed here is a lovely Bulk Sell tool that will help you filter these huge lists and then sell things rapidly in large packages to your Contacts instead of being asked to sell them one at a time (madness I tell you!). Stay tuned for that - now that the performance is ironed out, that's next.
Lip Color
You can now set (and reset) the lip color of your characters. Go bold, go dark, go smokey and if you want use the cancel button to drop back to the default skin tone. This feels like a nice add to have some more color controls for your characters - enjoy playing with it. Some of the contacts are due an upgrade after all these new appearance options.
Remembering Choices
In the F10 form, we are now nicely remember anything you enter into the Discord field. If you are Discord, it is extremely helpful for us to be able to reach out to you with more questions about a ticket or to follow up afterwards, so we appreciate you adding your details. And of course, for typing it so many types (madness I tell you!) Now, type it on last time please and we remember forever :D
Also, to help smooth out new Knight creation, once you've created a Knight once we remember your Attribute choices and just use them again next time through.
TV Screen Mode by Default
We've upgraded to TV screen mode by default which assumes that you'd like the elements on your screen to stay about the same relative size as they would in a 1920x1080p resolution. This indicates that the elements will grown physically larger as your screen gets larger. In the PC screen mode, the elements will stay exactly the same physical size as they would on a 1080p, which means they become smaller relative to your screen size. Blah blah, whatever - we need a better name but this a better default for Steam Deck, 1080p screens and large and wide screen as well. You can always swap to back PC mode -- let us know how this change feels (if you see any difference).
More Recruit Fixes
There have never been a more troublesome set of recruits than the Treaty '31 Scourge and Hacker. Upon their release, there were a few bugs, which we fixed in a few days. But the fall out and need to keep cleaning up from those bugs has been ... annoying constant. A big thanks to everyone sending in F10s, we hope these are the last 2 fixes for characters who got stuck in one way or another.
v1.8.135 - #161: Rip Roar - 10/17/2024
- Major performance boost for all Inventory, Cold Storage, Market and NanoFab screens with lists of things - Added appearance option to adjust lip color and new option for some colors to revert back to default - Swapped default "Screen Mode" to "TV" (where the UI keeps its proportions as screen gets bigger) vs. "PC" (where the elements stay same size on larger screens, feels smaller) - New Game now remembers the Attributes you set for your last Knight so you can start more quickly - Feedback form (F10) remembers the Discord username so you don't have re-add it - Fixed bug with Scourge recruit sometimes appearing directly into roster as if already on the team - Fixed issue with delaying choice for UNA Hacker recruit could leave hacker stuck on roster
Knights of New Boston - this one is a patch to catch up on some bugs that snuck in about prisoner handling. We're working on some new and exciting story levels with cool happenings, but this caused an issue where prisoners were appearing out of their cell or not at all. We've also further pushed the Sells Cyberdeck service out to levels 5 and 6 and correctly aligned all the Power Level decks out to that point. And finally, we fixed a few lingering issues that could occur with Legwork and the new recruits from Era '31.
Prisoners Escaped!
If you started a level with a goal to save a prisoner but discovered that prisoner was either (1) not visible at all or (2) standing right in the middle of your crew ... this is the bug. In all the F10 cases we've seen, fixed and tested this is unfortunate, silly look but you can still play out the entire level. Just be aware, if you free the prisoner by opening their cell, they will become active right where they are standing, they will not move to the cell. If you do have a hung game or you can't restart the mission after this patch, please reach out to us and we can help.
Sells Cyberdeck
First up, we made a mistake in the service name for Sells Cyberdeck last update. Suddenly a "Sells Milspec Cyberdeck (4)" appeared on your Ghostwire contacts, and that has now been corrected to "Sells Cyberdecks (4)". In addition to that, we've slotted the Jupiter Victus and the UltraTek Galaxy decks into their respective - and new - service levels at 5 and 6. Your Ghostwire contacts and anyone else willing to sell you a cracked deck now have one of the longest service ladders in the game, so keep the happy, feed them Favors and accounts and see if you can get your way up to those high level decks.
Era '31 Fixes
When Era '31 came out there were a few bugs we missed - that you could put assign a Potential Recruit to a Legwork, and that 2 of the same proc-gen Legworks could end up running at the same time. Both of these happened to players and while we closed the bugs allowing them to happen, there was possible downstream data corruption that we've cleaned up in this update. [olist]
v1.8.133 - 10/16/2024
- Fixed critical bug where prisoners were not appearing in their cells - reach out if you have a hung game and can't restart mission - Adjusted power Levels of Cyberdecks Jupiter Victus and UltraTek Galaxy to 5 and 6 - Expanded Sells Cyberdecks for Contacts up to level 6, allowing sale of Victus and Galaxy decks - Fixed bug where Ghostwire service for selling Cyberdecks appeared twice as "Sells Cyberdecks" and "Sells Milspec Cyberdecks" - Fixed aftermath bugs of legwork bugs that existed right after ERA '31 story release - 2 bugs that could hang legwork or character on invisible legwork
Tonight's update is a quick one, so I will keep this quick as well. We've made some important updates to the feedback form for Steam Deck and controller support, added a 4th service level for Program Sellers with new program options, reduced IO Size for Deception II and Disarm II and fixed Decoy (HOT) not coming out fully hot.
Let's dive right into this small update -
F10s from Steam Deck
Forever, we've lovingly called the in-game feedback and bug reporting system "F10s". We've got a bug moji on our Discord and everything. But that has left a key feature off Steam Deck (as you couldn't submit or get the keyboard up in the form) or if you're playing with a controller. With Update #159, we've finished rebinding the default Steam deck / controller config to let you submit Feedback (aka F10!) with the left stick click. This can now be seen from all the HUDs and main menu as well, so fire away with info about how we can make your experience better. This has also required us to rewrite the feedback form using the game's widgets and styles, which may have impacts on keyboard players as well. Please let us know if there are issues or where we can further improve. Finally, for big picture mode or Steam Deck, you'll get the nice on-screen virtual keyboard which is one of the key requirements we had to hit on our road to Steam Deck Verified. We've got one last big item to tackle - which is UI scale and font size! Let's go!
Decoy (HOT)
Last update missed a step to finalize the link of the new HOT effect to the new Decoy (HOT) programs. now you'll really get your bonus IO.
Sells Programs 4 + Attack IV
We've also expanded the Sells Programs services from Contacts to have a 4th level you can reach via Limit Break. This level is rare air and offers Decoy III (not HOT) and a new program Attack IV. This massive attack program is very one-hit-kills with the amount of Damage it is dealing, and combined with a higher charge count makes a powerful tool to smash IC in a node when the time comes.
v1.8.131 - 10/14/2024
- Upgraded Contact Sells Program service to have a 4th level, now selling Attack IV (one-hit-kill) and Decoy III (not HOT) - Reduced IO size for Deception II and Disarm II to 100 qb - Relinked Decoy (HOT) to the correct bonuses, now grant +IO Speed qbps - Updated F10 feedback form so it can be used by controllers and Steam Deck - Updated default keybindings for controllers and Steam Deck so that left stick click brings up feedback form
Welcome to the dusk of the weekend in New Boston! We're continuing the tour of second-round balance and improvements and tonight are hitting on pricing in the weapons, mods and armor categories. We've also added a sick new map - the burnt out floor of a flophouse in a street habstack - for proc-gen rotation, improved coherence for Cyberdeck sales, upgraded some Decoy programs to Decoy (HOT) and improved the Hype, Stress (etc!) affects of boosting and burning merc and contact relationships.
We always love rolling out something new and this is a key balance patch for the game's early economy. More will be following! if you are enjoy the game and our dedication to continued adds and improvements during Early Access, please take a minute to leave us a review. Remember, you can always edit it later!
Major Power Level 1-4 Price Drops
With this update, we're catching up on some much needed price rebalancing for Power Level 1 to 4 weapons, weapon mods and armor. The old pricing baselines came from a time in the game when there were few other things to spend money on and so the prices fit better. But now with the competition for safehouse upgrades, cyberdecks, programs, more cybernetic implants and more - these prices were due a big drop. Weapons dropped the most, ranging from 25% to 50% drop for some early game upgrades. Weapon Mods were already modestly price and dropped a bit, mostly around Power Level 2 and 3. Armors also had some modest reductions in the earlier Power Levels to help make those first upgrades easier to afford. Items on the other hand got modest gains, where the baseline prices for a Power Level 2 and 3 Item jumped by 10-20%. Item prices of course are small potatoes ($8K became $10K) and these price adjustments also boost the sale value for Item Blueprints on the far side, so this has its benefits as well. We are still working on a package of upgrades for weapons to help reinforce and boost the stat differences between the levels to further justify the expense to upgrade, but this price drop should help.
New Proc-Gen Map: Blown Out Flat
We've added a new map to the proc-gen rotation for the Battle Strike objective and anticipate adding it to other objective types throughout next week. This Blown Out Flat is a destroyed floor of a cheap habstack, utterly abandoned and dilapidated. The best kind of place for criminal dealings, gang warfare and hiding valuable illegal loot. The Blown Out Flat is on the smaller, more compact side of missions, so it is lovely to roll out additional variety in map types.
Cyberdeck Service to Power Levels
We've made some adjustments Contact services for selling Cyberdecks. We've extended the service ladder to having 4 levels and adjusted the placement of the Cyberdecks sold within those levels so that their is a clear and consistent match of Service Level to Power Level. This has moved one deck between levels and also another deck that was previously rated as Power Level 5 has been downgraded to Power Level 4. Get those limit breaks with your deck sellers and get back up to the latest!
Decoy Utilities go HOT
HOT is one of the designations for program variations. All HOT programs include IO buffer bonuses. With Update #158, we've upgraded the Decoy programs available from any Contact who offers the special Utility Program service to be Decoy I to III with the HOT designation. So, in addition to volunteering to be the first unloaded, these programs can now buff your IO. Some of you will find - depending on where you bought your Decoy programs before - that you now have these upgraded programs in your Inventory or already installed on your decks.
Improved Hype / Stress or Influence / Exposure Changes
We are prepare for the relationship flows of Hype, Stress, Loyalty, Discontent and for Contacts Influence and Exposure. This coming upgrade will cause relationships from merc to merc or Contact to merc to be more powerful, as big changes maybe ripple outward. If a merc likes a Contact and you treat that Contact badly, the merc may Stress over it. But that's all coming soon, in the next few updates. For now, the change in Update #158 is to further reinforce the changes to all of these values for your story actions. If you Burn or Boost a merc or contact by a story choice, the hit is going to be stronger. You'll get over all more Hype or Stress, or suffer more Discontent, Exposure etc, where some of these story choices were not feeling so impactful (+10% Exposure or +10% Stress was just not ... enough). Going along with this, we fixed a bug where helping the UNA hacker could result in a Burn with your Face's relationship instead of a Boost (as queued by the dialog). And, on that subject as well, we fixed Hype and Stress sorts for Roster, as they were backwards. If you sort by Stress, you probably want the high Stress characters at the top, right?
v1.8.129 - #158: Markdown Flat - 10/13/2024
- Major price reduction for Weapons, Mods, Armor for Power Level 1-4, from 10% to 50% reduction - Added new proc-gen map "Blown Out Flat": destroyed floor of street habstack with starting Objective Battle Striker - Aligned Cyberdeck Power Levels with Sells Cyberdeck service levels, new Service Level 4 now added to sell most powerful decks - Upgraded Decoy programs sold by Utility Program service to Decoy (HOT) with bonus IO - Improved Stress/Hype/Loyalty/Discontent and Influence/Exposure changes for Burning / Boosting relationships with story actions - Fixed bug where refusing to hire the UNA Hacker could cause Loyalty loss with your Face instead of (correct) gain - Fixed issue where Haven Smokeout Wireghost could be invisible, not spawn or refuse to flee - Fixed ERA story bug where Scourge recruit oddly started at level 1 - Fixed sort in Roster for Hype and Stress so that highest Hype or Stress is at the top
Knights of New Boston - we've got another update here for you with further improvements to the matrix, fixing up a few small bugs in the recent glut of new matrix maps, a new scheme for how ignored / dismissed Recruits are handled, a fix for anyone with a stuck Scourge recruit, improved consistency of Hacking tags on missions and more.
A big thanks to everyone playing, posting and hitting F10 this week! We've seen a huge wave of new players come onboard so it is so helpful to get fresh eyes on Early Access. Keep an eye on this page, more updates and more good things are coming.
If you enjoy the game and our special way of doing Early Access, please take a moment to leave a review! Remember you can always edit it later.
Spiked Nodes React!
This has been a visual goal for a while but with the addition of the new Access Gate it is more important than ever to be able to see the status of the node while you're planning your path. There are a few other places we need to have the UI and visual react to spiking - like the pop out node description to the left of the node - but we're excited to take this first enhancement and run with it. CPUs that have been spiked become more unstable, reddish and stretch and distort as the quantum structure struggles to maintain coherence after the spike. Access Gates and APU - now defeated and lifeless - become gray and lit only by flickering light, their security functions now extinguished.
Ignored and Rejected Recruits
In the original setup for recruits, if you ignored or rejected them they would be purged from the game, completed removed. There were exceptions to this in the plan, like the sibling from the KEMCO Salvage storyline who would transition back to a character known to be living on the streets of New Boston, a relation to one of your mercs and a potential story character for future arcs. We've now upgraded all non-Underground Hub recruits to work this way. Any recruit that you encounter and decide not to accept is moved into the Dismissed state, which leaves them (hidden unless you filter) on your Roster, and marks them as great story pickup for future story arcs.
This helps build up your history of characters in the city who you've been in contact with and who might someday be a better fit for your team. While you can't go back to them today and re-request the option to recruit them, that is way we are heading. This set of dismissed mercs will become your backup pool (assuming they aren't picked up by some story first). Notably, Underworld Hub has a slightly different setup where an ignored recruit simply goes on a long cooldown and then will recur in the Hub. So, we did not change that process with this update. This is a rare type of update that only affects games from this point forward. We can't do anything to fix the issue that in older games these recruits were purged. It isn't damaging to games, and all new added recruits will fill into this pool in old and new games, so it has some impact but will be long-term minor and is currently no impact (as you can't re-recruit these folks).
Stuck Scourge
If you happened to ignore the Scourge recruit during the recently added ERA storylines and let the timeline expire without interacting with it, a bug occurred where instead of getting the final recruit prompt and being forced into making a Yes/No decision, the Scourge just quietly stuck around as a Recruit but with no further way to interact. The next time you load your game the issue will be resolved and the recruit option will be back.
Missions Missing Hacking Tag
There were a number of missions missing the Hacking tags, which would let you know it could be valuable to bring a Hacker along. We've done a sweep of these and believe they are fixed across the board.
Reload issues
We're grinding down any F10s right now that are reported as reload issues- where something isn't quite right if you go back to the main menu and reload your game. This update fixes an issue where VIPs using the Vita-Shield buff (invulnerability) would get the buff back even if you had shot it down.
The River inDusted Hover-Evac
We fixed a map issue that was preventing anyone - player or enemy - from seeing across the bridge or river in the back of the Dusted Hover-Evac level.
v1.8.127 - #157: Lights Out - 10/11/2024
- Matrix CPU, APU and Gates now visually respond to being spiked, changing their node appearance - Fixed issues with 2 of the new hosts having disconnected data nodes (thanks for the F10s!) - Improved some of the routing and pathing options in the new hosts after review - Fixed bug where ignoring the recruit of the ERA storyline Scourge could result in a hung state - option to recruit will reappear now - Improved scheme for ignoring / dismissing story or timeline recruits - new Dismissed Recruit status allows them to appear in future stories or repeat recruit offerings - Fixed some invisible walls blocking sight over river / bridge in Dusted Hover-Evac - Fixed multiple missions missing the Hacking flag that have matrix terminals - Fixed duplicated victory/defeat text at the end of HEARTBREAK RUSH job - Fixed issue reloading level with VIP shield returning unfairly - Fixed issues with expensive / cheapest sort in cold storage, inventory and market when categories were mixed
Welcome all new Knights from Steam Turn-based RPG fest! We're here working hard on Early Access with a constant stream of updates. There is a lot left to do to wrap up our Early Access roadmap but it is more content and smaller feature sets than huge milestones now. We've been excited in these last few updates to be doing "rounds" in the game, hitting a wide spectrum of areas for balance, improvement and expansion. With Update #156, we've come around to matrix hacking to add a new node type and a big blast of new matrix host templates to explore. We've also removed the clickability of characters from the safehouse, fixed a bug with the ERA Hacker recruit if you chose to Delay the recruit and more.
Thanks to everyone playing, posting and leaving a review! We're running hot with an update every 2.3 days, so send us feedback and any bugs you hit and we are working hard to improve constantly. If you like the style, please leave a review!
Matrix Access Gate
The newest node type to join matrix hosts is the Access Gate - a quantum lock structure designed to allow unauthorized users to enter it but then never to leave. Gates appear as glowing rings, knotholes that you have to pass through if you plan to further infiltrate the host. They present mini-challenges along your path, requiring you to stop and Spike the gate in order to unlock it and enable node connection again.
Once you've entered the Access Gate, you cannot leave until all IC are destroyed, the node is Scan 2/2 and you execute a Gate Spike. While Access Gates have far less IC than the CPU, this can still present a challenge, and often requires a Hacker to stop short of the Gate to reload some programs set or end their Turn to refresh the IO. Since you cannot exit a Gate without spiking it, there is a heightened risk of ending your hacking run in a Hard Disconnect here - if some IC is blocking loading programs but you didn't get enough Attack loaded to take it out, for example. There is no option to decamp from the Gate and return when you're ready, you'll have to pull the plug. Finally, we've started work on some upgrades to the matrix visuals that will allow nodes to show differently based on their internal state (Spiked, has Files, etc). So - this is coming, Gates that are unlocked with display different, Spiked CPUs will show that visually, etc.
Added 10 new Matrix Hosts
The new matrix hosts are spread across the spectrum of different missions and sources - from those generated in your Safehouse, to CPU Spike missions to those showing up on the ground in missions holding SCU or RCU. All 10 of the new hosts feature one or more Access Gate, so you'll start to see this new node type filtering into your missions immediately now.
Treaty '31 Era Hacker: Delay Hung Recruit
We had a bug with the Treaty '31 Hacker recruit - if you chose to delay their recruit from the Safehouse, then they would end up on your Roster as a permanent possible recruit without any way to move forward. After reloading your game in Update #156, this will be resolved the Hacker will be interested in talking again about recruitment - to accept, delay or reject. We also fixed an issue where recruits who were previously dismissed could be selected for Legwork. Through this, it is possible that you might have recruited them if you picked this option ... that's one way to get on the team?
Safehouse Character Buttons
Having chatted with enough players, we understand (and feel the same way) that the character buttons over the safehouse 3D is not helping. More clicks to these buttons are misclicks that intentional far. There will be a point where the characters animate, traverse the safehouse, take the elevator, so we've left the name labels in but we've removed character's function as a button. In the (currently rare) case that the character has a speech bubble overhead, you can click directly on the speech bubble (not the larger character) in order to pop up their messages.
Alerted Reinforcements, Hidden Team
If you run into a situation where you team is fully hidden but the reinforcements who have just arrived are all Alerted and come after you, please hit F10. We found and fixed 2 of these misconfigurations thanks to some recent F10s about it. We appreciate all your hard work helping us improve the game daily! And, as always we fixed some other smaller issues - see below -
v1.8.123 - #156: Quantum Access Gate - 10/7/2024
- New matrix node type: Access Gate, a quantum lock structure that prevents unauthorized exit until spiked (go in, must spike before you leave) - Added 10 new matrix hosts maps to templates across entire set (Spike CPU, File Hunt, SCU and RCU hosts) featuring Gates - Fixed bug where delaying the recruit of the ERA storyline UNA Hacker could result in a hung state - option to recruit will reappear now - Removed clickable character button from safehouse - Fixed bug where recruits you dismissed or skipped could appear in Legwork offers - Fixed bug where all enemy reinforcements could be coming out as aggressive in Wreckspire - Fixed bug where one set of enemy reinforcements could be coming out as aggressive in Sewers level - Fixed possible legwork mismatch for "Going Offworld" proc-gen Legwork story - Fixed issue where Recoil could go negative on some weapons with the right weapon mods attached - Fixed typos and name switches
There is smoke pouring out of the NanoFab, someone is in there crafting like crazy! If you aren't in there crafting like crazy, maybe this update will help you get that forge roaring. With Update #155, we're completing a series of balance improvements around Blueprints, max uses, sale prices, and crafting times that should increase the fun and progression of the NanoFab and possibly entice more mercs to give Item crafting a second look - or, if not yet, soon. We've also fixed a ton of other F10s submitted, so thank you for all your help, posts and encourgement!
If you are enjoying Cyber Knights and our special way of doing Early Access - the game is never idle! - please take a moment to leave a review and help us continue.
Tox-Cloud, White Noise Stick to the Floor
All of the moving buff and debuff zones were not playing very well with elevation changes. If a zone was created on a rooftop, it could then float out into the air instead of sliding down to the ground. Or if you created a buff zone near a building or platform it might just go into the platform instead of rising up to ride along the top of the area. With Update #155, we've resolved both cases. In short, moving buff zones will now stick to the floor, rising and falling as needed. Thanks to everyone who put in F10s about this, it has been a hot topic for a while!
Melee Weapon Blueprints show Power Slice Rules
Melee weapon blueprints have always had an issue where they kept their Power Slice special rule hidden until the crafting was complete. This bug has now been resolved and the special rules for any and all weapons are now visible up front with your Blueprint.
Crafting Time Adjustments
Update #155 sees the completion of a number of crafting time changes, some shorter and some longer. Weapons were taking too long, armors were too quick and Rarity and Power Level were not having enough of an effect on the crafting time in many cases.
- All weapon crafting times have been reduced, anywhere from 2 to 4 days with Blueprint Rarity having a larger impact on crafting time
- Some weapon mod crafting times have been reduced by up to -1 day and some have been increased by +1 day, depending on the type and Rarity of the blueprint. In total, this is near neutral or overall shorter.
- Some armor crafting times have been extended in the case of high Rarity Blueprints
Item Blueprint Improvements
Item Blueprints have been hit with a wave of improvements to make them more compelling - both to dump onto the open market or consider using.
- The cost of crafting Item Blueprints has been reduced, depending on a number of factors anywhere from 10-40%
- The price you can get selling Item Blueprints to your Contacts has increased by up to 5X
- All Item Blueprints now come with 5/5 uses in your NanoFab. This allows you to build up a small stash if you find something valuable - perhaps a rare designer hacking drug you can't buy yet or ever - you can at least craft 5 doses of it. The limit before of 1 crafting run per Item Blueprint made this very impractical to imagine that we could provide very many exciting unique Items via Blueprints because you'd end up with a single (just 1!!) consumable and ... probably horde it for the last boss ;)
Head Hunters and VIP Stun Break
Head Hunters and special VIP targets all have the ability to Stun Break. Every turn they are Stunned, they gain a 75% chance to skip the Stun and take their Turn. This does not remove the Stun effect, so mulit-Turn Stun debuffs can still have effect on these targets, but it is lesser and more random when it might strike. In the case of Stun Break, we have now added a clarifying log to the combat log so it is clear what happened and what the chance is (75%).
ERA Scourge Recruit Level
For future games where you encounter the Treaty '31 Scourge recruit, we've fixed the issue where this character always landed at level 1. Now, the Scourge will follow all the regular recruit level rules, just like the Treaty '31 Hacker you could recruit.
Fixed Switched Save Slots UI
As of Update #154, the save slot options you were presented in the pause menu were flipped. If you were supposed to have Auto Saves Only then you got Free Saves Only. This is now all cleaned up in both the mission and safehouse pause menus.
v1.8.121 - #155: Smoke in the NanoFab - 10/6/2024
- Tox-Cloud, White Noise and any moving buff/debuff zone now changes elevation correctly to track "floor" - All Blueprints for weapons and especially melee weapons show all special rules like Plas-Edge - Reduced crafting times for Weapon, Blueprint Rarity has larger effect on craft time - Rebalanced crafting times for Weapon Mods and Armors, ranging from -1 to +1 days based on Blueprint Rarity - All Item Blueprints new expanded to 5/5 uses - if you find something good, you can craft a small stock - All Item Blueprints sell for about 5X the cost (based on Blueprint uses remaining) - Reduced cost to craft Item Blueprints by 10-40% depending on Power Level - Fixed issue with Auto Save Slots and manual Save Slots appearing in wrong difficulties - Added helpful log when Head Hunter or VIP breaks Stun (75%) and takes their Turn anyway - Fixed ERA story bug where Scourge recruit oddly started at level 1 - Fixed issue with some raid proc-gen missions that played the ending dialog 3 times in a row - Fixed possible scenario where recruiting Scourge in ERA stories could freeze
Welcome to the weekend of Turn-based RPG Fest on Steam! Welcome to all the new Knights rolling into the New Boston zone. We are here all the time if you have questions for us and we are working hard to improve the game off your feedback. With Update #154, we've rolling out the first big step toward finish the Contact Limit Break system with Compromised and Power Play tags - which will basically allow Contacts to step up into a higher tier of power for their future Limit Breaks. We've also added a new proc-gen Legwork story with new Contact types involved and new merc skills and backstories that will be called on to pull it off. Finally, a heap of nice F10 bug fixes, so thank you!
To everyone playing, we thank you! Please, consider taking a moment to leave a review, especially if you enjoy how we are conducting our Early Access phase - always busy, always improving!
Power Play and Compromised
Not all Contact Limit Breaks are committed equal! When your Contacts Limit Break for good or bad, new options are appearing that allow them to take on a Power Play position or to become Compromised. These two tags can be added by story as well (see story Tag results from Snitch Snuff Obligation storyline, Octane's Kingmaker's Hand tag, or the Illicit Nexus tag) but can also be added by Limit Breaks directly.
Once a Contact has a Power Play (or another variation of the tag) or Compromised tag, then their matching Limit Breaks are about to be more exciting or risky. In Update #154, we are rolling out simply the system for Power Play and Compromised tags, but we will follow directly with a couple of big new options that are key to the entire underworld simulation working. While these are not in the game yet, the Power Play / Compromised system is first required for some of the following effects to come online:
- Compromised Contacts will able to die. If they are friendly, you'll usually get some opportunity to try to save them, but if you can't or won't, then that will be there end.
- Power Play Contacts will be able add entirely new services. Maybe a Power Play Gunrunner can start offering a new series of weapons or a Doper might gain access to the Blue Juice supply through the Ricksham. This will both help Contacts you prefer to work with gain access to services to round out their offering but also allow your allies to gain completely new services that no one else has.
- Compromised and Power Play Contacts will be able to gain new permanent Traits.
- If they don't like you, Power Play Contacts will be able to send Head Hunters after you.
New Proc-Gen Legwork
In Update #151, we added a system for proc-gen Legwork, allowing contacts who are less likely to offer regular missions a new way to offer you work that benefits them their underworld affairs and therefore you can gain in return, Favors and Influence, as well as learn more about the New Boston and 2231 story. With Update #154, we've added a third proc-gen legwork option with some new angles, new types of contacts who are interested in it and it will call up on different mercs to attempt it. The new premise is about bribery at a spaceport, so keep an eye out for Contacts involved in smuggling hi-tech space or who are obsessed with getting offworld to proc this storyline.
Contact Limit Breaks Order
We've fixed a key bug that was causing the options you were offered to change whenever you spent a Favor. The intention is that spending a Favor will add a new option but not change anything that was already selected. In Update #153, this rule broke but it is back now again and paired with even better insurance that if you spent a Favor - even on an Exposure Limit Break - you will get an additional option.
Tri-Anks Fix
We fixed the Tri-Anks cybernetic implant that had an unexplained special code effect.
Equipment and Roster Fixes
If you sent a merc to treatment for a wound the Treatment tag wasn't showing up immediately - now fixed! If you looked at Blueprints in the NanoFab list, they didn't remove their "new" yellow dot - now fixed! If you compared two weapon mods and one had better optimal range, it was displayed with the flipped color and annotation (as if shorter was better) - now fixed! If you were carrying an E-Rifle there was some ugly text and image overlap in the HUD - now fixed!
v1.8.119 - 19/5/2024
- Added third proc-gen Legwork offered by Contacts in smuggling, hi-tech or who are obsessed with space/gleamers - Added new Contact Limit Break options for Add/Remove Power Play and At Risk status for Contacts - Added new Contact Limit Break options for Exposure breaks to lose up to 5% Trust (might be lesser of X evils) - Fixed issue with Contact Limit Breaks where spending a Favor for a new option would change existing options - Fixed issues with throwing grenades and item not being removed from Talent list - Fixed issue with Treatment tag not appearing immediately on roster after sending to Wound Treatment - Fixed issue in NanoFab Blueprint listing not properly managing new yellow dot upon viewing - Fixed incorrect comparison Optimal Range bonuses for weapon mods (higher is better for max optimal) - Fixed issue with overlapping elements in weapons with limited reloads (E-Rifles) - Fixed unexplained ability in Tri-Ank 1 cybernetic implant (Special Code -5)
This one has come out rapidly on the heels of Update #152 because of a critical bug with legwork created in #152 getting stuck on the timeline. You could see a lot of events pile up at 0h and never complete. With this patch in place, everything will complete back-to-back without the need to really advance the turn.
In way of apologizing for the bug, we've also completed a nice big set of QoL improvements and bug fixes for other parts of the game as well.
it's late after a long day of polishing the game - so we're kicking this patch and QOL fix without too much fanfare or screenshots.
Legwork Fix
If you're seeing events pile up at 0h hours, Update #153 is for you!
Favor for Nothing?
There were some cases in Contact Limit Break where you could spend a Favor to try to "steer" there decision to something else and you would not receive an additional option. This has now been fixed with new options becoming more prevalent and also ensuring that the Favor spend is not offered if you won't gain from it. The Contact Limit Break options to increase Power Level and Trust % are going to show up more regularly now. Also, Contacts who are in Hiding due to an Exposure Limit break will not offer missions.
New Proc-Gen Map Combo
In the grind to expand the proc-gen content, we've enabled another map and objective cross - this time allowing the Interchange H level to play out the Siege objective. This helps the Interchange H map appear in 3 objective types and to expand the possible maps Siege can happen on to 5. The map can make for a very dynamic siege on the move, depending on which direction reinforcements are coming from, you may need to shift with the wind to find a new defensible position.
Improved Mods Display
We've expanded the capability to display extra weapon mods to just encompass all mod counts. In the rare and lucky case that you have 4 Intrinsic mods added due to crafting, we've ensured that the UI can show them all.
Auto Save Slots
There was a bug where Auto-save slots were not being displayed if the difficulty save mode was Automatic Only. This is now fixed.
v1.8.117 - 10/3/2024
- Fixed critical bug where all new Legwork hangs at 0h and won't finish (:facepalm:) - Fixed Contact Limit Break bug that would steal your Favors and not give more options - Contact Limit Break options to increase Trust % and Power Level now offered more readily - Added new proc-gen map and objective combo: Interchange H and Siege Objective - Improved support of displaying weapon mods, always show all crafted/intrinsic mods, don't stop at 3 - Fixed bug preventing auto-save slots (Restore before Mission, etc) from showing when difficult setting was "Automatic Only" - Fixed issue with Trait Adrenaline Junkie unfairly causing Stress when the mission was Hack-only (1 Hacker) - Fixed bug where Contacts in Hiding would continue to offer missions / storylines - Fixed bug in Dusted Hover-Evac X Kill 3 Captains objective where you could auto-extract at start - Fixed a heaping pile of typos and minor text mistakes
As Steam's Turn-Based RPG Fest rolls on this week, we're back with another update to fix some of the issues that snuck out the door with Monday's ERA storyline update, add a new proc-gen legwork option, improve legwork results and fix other minor bugs. Hopefully this will clear the deck from story bugs and we'll be back to adding new new new.
As always - thank you for playing our game or wishlisting if you're waiting. If you have given the game a try and like the way we are conducting Early Access (152 updates!?!?) and are enjoying the game, please leave a review. The small team here thanks you!
ERA Story Fixes
We've turned around two important fixes for the ERA content with Update #152. The first was that during one of the stories, two mercs could end up becoming friends but ... each is friend only with themself. How funny yet lonely :D This is now resolved in all games old and new, they are friends with each other! The second major issues was - depending on a few factors - the recruitable characters could have some key implants switched. The Hacker had the Scourges special implant ... thievery! Give that back! And ... fixed in all games, old and new. Third, there were some points in the story where a character's Loyalty was boosted but a code bug prevented it from happening. This will have positive affect with a few other storylines in the game as well as this Loyalty bump was globally being skipped in certain storyline paths. Fourth, we fixed a heaping pile of small dialog mistakes, flubs and name switches. Thanks for the F10s to help us clean up and improve here.
Proc-Legwork
In Update #151, we added a system for proc-gen Legwork, allowing contacts who are less likely to offer r regular missions another way to offer you work that benefits them, offers Favor and Influence and tells more of a story about how the New Boston Underworld works. With Update #152, we've added a second proc-gen legwork option with some different twists in it, new options and a new premise around a megacorporate employee who is illegally supplying your Contact who is involved in medical, drugs, crafting or hovertruck transport with stolen goods and data.
In addition, we've pushed proc-gen Legwork (which we see as something that has a very healthy road for expansion) to be on its own "story schedule." In Update #150, it shared the schedule with regular story Vignettes, so drawing a proc-gen legwork would bump a story vignette back a bit and proc-gen legworks (few in number) were competing with the larger pool of vignettes and not appearing enough. So, we've pushed them to their own throttled story schedule and you should see them more regularly.
Legwork Results / Favors
In addition, we've done more work to improve event logs around Legwork to capture all the changes in world / contact / character state in the log event. And, finally we've bumped the standard Legwork result of gaining +1 Favor up to +2 Favors which feels a lot more valuable and makes it worth the time for your merc and your risk. In addition, we've reinforced the negative result of taking Injury Time as a result of Legwork. If you end up with Injury, you always make a Stress roll as well (resisted by Stress Res) to suffer an extra +10% Stress.
v1.8.115 - 10/2/2024
- Fixed issue with mercs becoming friends with themselves in latest Era storyline - Fixed issue with Scourge and Hacker recruit sometimes having swapped implants (!?!?) - Fixed issue with some moments in the story failing to grant Loyalty bonus as described - Adjusted proc-gen Legwork schedule so that it doesn't compete with story vignettes - Added second proc-gen Legwork offered by Doctors/Splicers/Dopers/Crafters/Hovertruck Operators - Standard legwork bonus for Favors has been raised from +1 Favor to +2 Favors - When failing legwork and taking Injury time, make +10% Stress roll - Improved logging of Legwork success / failure and results - Fixed rare bug that could cause a reinforcement squad not to appear at all for megacorporate enemy - Fixed a heaping pile of typos and minor text mistakes
Welcome to Steam's Turn-Based RPG Fest! We're going to have a crusher of a week with a ton of new content coming online and we are kicking it off with a blast of new stories for the Treaty '31 ERA in New Boston. These new storylines include new recruits, new challenges, new types of map interactions and of course, chances to make new enemies, allies and form bonds within your team and beyond that will last into the rest of your career. We've also added an exciting proc-gen Legwork system that has been cooking for a while and more.
Thanks to everyone playing, wishlisting and reviewing Cyber Knights. We're in Early Access right now and we're BUSY. So, if EA isn't your think, wishlist us. If you're in playing, please take a minute to leave a review when you get far enough to help share your experiences with others. If you have an issue, hit F10 in the game to send in a bug report or feedback.
ERA Storylines
As in our previous RPG, Star Traders: Frontiers, the major story events of the world and New Boston are organized into "Eras". These major story happenings stem from a compelling event and then having lasting ripples and tremors that can have major story effects on your team and contacts. The first ERA, the Treaty '31 Era starts with the major political and economic shift that allows the major German conglomerate Warner-Braun to establish sovereign territory in New Boston and operate within its economic zone. For a treaty city that has had a mostly static megacorporate landscape for the last 30 years, this is a major shake up and the power players on both sides of the line are scrambling to find their new footing. This ERA sets the context of a lot of the proc-gen missions that you can play in the game and a number of the existing storylines. But with Update #151, we've added another big batch of storylines that can stem from it. Of course, as is always our goal, this content will immediately be added to all saved games - old and new. For older saved games, the storylines might feel a little disconnected from where your team is at, as they are designed to be filtered into the game during the beginning of the Treaty '31 ERA, but they should play very nicely.
New Recruits, New Traits
The ERA '31 content includes the possibilities to pick up 2 new recruits to help round out your squad. This is a continual growth point for the game, which does not yet feature proc-gen recruits. These new recruits are both accessible via larger storylines and come with their own hefty backstories and baggage. We'll leave you to the fun of finding them!
Proc-Gen Legworks
With this update we've released the first set of proc-gen Legworks. These non-mission tasks that your team takes let you investigate, intimidate, steal, bribe and manipulate the underworld and its denizens in ways that aren't exactly tactical. Up until now, Legworks have all been part of larger storylines or associated with missions. With Update #151, we've rolled out the first repeatable Legwork, which is a new pathway to gain Favors and Influence with Contacts who are less likely to ask for missions from you. This Legwork can attached to be and be offered by Contacts like Street Docs, Splicers, Dopers, Drug Runners and Moneylenders. After a generous cool-down, it may reappear in the game again with slightly changed parameters and probably offered by a different contact. More of these will be coming which will give you more chances to keep your team busy, actually be too busy for your own good, and to earn those key Favors for later.
Enemies Dropping Keys
We're excited to add a new possible wrinkle to levels that involve Red, Blue or Gold key doors. The new mission content for the ERA '31 storylines includes a map in which enemy captains can drop a Red Key on death. While there are other ways to get the Red Key door open, surprising and quietly killing or just guns-blazing steamrolling either of the enemy captains may be your your way of getting the key and progressing farther into the mission. We will not be using this feature for regular or valuable loot, it will be reserved for keys and other story relevant items. Especially in a turn-based game, we don't to require you to be spending turns running around picking up stuff off the ground.
New Cyberware Services / Implants
Some of the storylines in the new ERA Treaty '31 content may introduce you to splicers who offer new services for implanted cybernetics. These services will branch off their own way, providing different set of options, improvements and increase in service level via Contact Limit Breaks like all services. The service levels currently offer 6 new implants, among which you'll find 2 entirely new classes of implants added - HeadMem and Recoil Tri-Anks). Both fit into slots that are already in use (fast brain and legs) which ups the competition in these areas for what you'll build out. HeadMem allows Hackers to consider other balance angles on how to run their deck and Recoil Tri-Anks offer the foundation of a Recoil solution for non-Soldiers or ... offer to make your Full Auto Soldier even more ridiculous than they already are!
On-going Map & Balance Tweaks
We're continuing to review the maps, patrol paths and reinforcement points for all levels in the set. We've made some tweaks to Wreckspire and Dusted Hover-Evac starting setups as well as fixed issues with reinforcement points that were oddly placed or only producing 2 enemies in a number of levels. For the recent add to the Free Streets Compact (FSC) faction, we've adjusted the Po-Bot's HP totals, which were too high for their "refurbished drone" status.
v1.8.113 - 9/30/2024
- Added 3 new storylines that fill in the Treaty '31 Story Era - new missions, new allies, new enemies - Two new recruits stemming from Treaty '31 stories - Additional Treaty '31 stories and a capstone story will follow soon - Added proc-gen Legwork system, some legworks can occasionally repeat, new paths to gain Favors/Influence with Contacts - First proc-gen Legwork offered by Doctors/Splicers/Dopers/Moneylenders - Added new cybernetic service for Imported Implants and 6 new implants, 2 new types (HeadMem, Recoil Tri-Anks) - Adjusted / reduced the recovery time for some classes of cybernetics by 10-20% - Added 2 new Hacker-focused character Traits - Synth Weaver and Fortified Receptors - Added new ability for specific enemies to drop Red/Blue/Gold Key on maps when they die - Improved description of Sniper's Deathwatch reaction shots - Improved balance and HP pools for FSC Po-Bot enemies who were too tough - Fixed some reinforcement points that were spawning odd 2 enemy groups
Sunday is a nice lazy day for an update! We're excited to be hitting a point in the balancing cycle to be coming back to some systems and giving them a second pass of improvements. Probably all of these major areas will get a few more passes before they've really settled, but this is great time to be really tweaking and tuning. In the last few updates, we've been hammering on loot and Blueprint distribution and Account selling for Influence and today it is time for Secondary Objective rewards. We've rebalanced the requirements (Sec Level or Turn count atm) and increased the rewards (more Favors, more Influence, more XP, etc) and tweaked the weighting for all the reward types (better Blueprint distribution, Influence more likely). It should be a nice upgrade to help make these stick out and be very attractive to work harder to get.
Thanks to everyone stepping up to post an F10, post a thread on the Steam forums, join our Discord and especially for posting a review. We are a tiny indie studio, so your energy, your shares, and just talking to you goes a long way to keep us moving forward at this pace!
Secondary Objectives: Extended, Boosted, Re-weighted
We've hit a number of big points within the secondary objectives system. These are to help balance out the options, rewards and limits that are in place today but also to prep the system for new types of secondary objectives and rewards that will be coming online in the following month. First, we've increased the top range of all of the rewards. Where you could only get 10% extra payment or XP before, it can swing as high as 20% now. You can get +2 Favors instead of just +1, and the Influence Bonus can go as high as +30%. The variation in rewards is nice to see but when they hit high, it is great to put extra spotlight on the value of that objective. We've also adjusted the weighting when picking what reward should be paired with which objective. For Blueprint rewards, we've cut Item Blueprints completely out of the rollers (they were rare, but did exist) and put the priority on Weapons and Weapon Mods with Armor being a bit rarer now. Also, we've pushed the chances that Favor and Influence are picked as secondary objective rewards over Contact Trust. This dovetails nicely with other work to provide more paths to additional Influence - when you see a +30% extra Influence bonus on a secondary objective to stay under Sec Level 2 ... and the mission comes with a standard +10% Influence ... if you can pull this mission off in a stealthy style, you'll net basically half a Limit Break in one swing! Get the Vanguards!
We've also addressed a number of places where the map wasn't providing enough detail to the secondary objective system to help it adjust limits - like how many Turns you need to CPU Spike a matrix host in the Trucker HQ ... you need more Turns! Hopefully the adjustment will make these challenging but always within the envelope of possible. As mentioned above, the next time we return to secondary objectives will be to add more variation in the objective types which will be exciting to see other types of demands that can be side-loaded into mission for that extra spice and challenge.
Fixing Account Issues
There were a number of different issues with selling Accounts that could cause the Influence gains of +20% not to work. In Update #149, the full +20% only applied if you traded the Account for Favors and also if you sold repeatedly to the same Contact, the Influence boost could be erased. We've resolved all of these issues with #150 for a much smoother Account handling experience and also improved the UI so that the type of account you're selling is front and center on the sale window.
Better Job Expiration Logs
The event log for an expiring job now includes the Contact who offered it along with the name, making the log significantly more useful in tracking the action.
Looting Hack Missions
Some looting hack missions continued to reference CPU Spiking in their dialog even though there was no need to spike any CPUs. This is now resolved in Update #150.
v1.8.111 - 9/28/2024
- Improved secondary objective mission rewards - larger rewards, better variation, improved max Turn limits - Rewards for secondary objectives have more variation and can go higher (+10-20% XP/Profit, +10-30% Influence, or +1-2 Favors) - Chances of rolling bonus Favors or Influence for secondary objective reward higher than bonus Trust - Adjusted weighting for secondary objective mission reward Blueprints - Weapons and Weapon Mods most likely, Armors more rare, never Items - Improved/fixed some cases where Secondary Objective for Turn Limit was basically impossible on some maps - Sale offer for Epic/Legendary Account states which one it is, fixed bug where Influence boost might not be granted - Expired mission log event now includes name of the job and the contact, if there was one - Fixed dialog at end of Hacking for Loot mission that said you Spiked the CPU
Update #149 comes as another step forward in working on balancing out the game's overall progression. We've switched momentarily from loot to contact Limit Break rules to boost how you can get Influence from Accounts to do, to open up more pathways on existing Contact types and to prep for some new pathways coming. We've also added easy access to Armor Blueprint sales from the start of the game so you can cash in on these and 2 lower Power Level Cyber Heart implants that are easy to access without needing to grind a splicer to Level 4 service.
A huge thanks to everyone taking the time to share feedback with us during these critical months of Early Access. We're continuing to improve, grinding and polish the game every day. If you're enjoying the game, please take a minute to leave a review to help us continue our work. Remember, you can always edit it later.
Legendary Accounts Boost 20%
With Update #149, we've kicked in a differentiator between Epic and Legendary Accounts. While the recipient Contact will gain Influence, we've now stepped Legendary Accounts up to a +20% Influence boost while Epic is staying at +10%. We are hard at work preparing the other paths that are needed to ensure that all Contacts have multiple way to assist and back them up to gain Limit Breaks, so some new and exciting pathways are coming, but we wanted to get Accounts straightened out first.
Service Upgrades for Many Contacts
With this update, we've gone back through the contact catalog and looked for those types that were just missing something - Blueprints, File or Accounts or whatever type of service was needed. We've upgraded 7 contact types, which will become immediately available in all existing and new games.
- Street Doc and Splicer both now have more interest in Files and Accounts. Splicer's like the corporate versions and Doctors are interested in Files as well, a great way to generate Favors if you can find the right files
- Gang Bosses are now interested in buying Armor Blueprints, giving everyone an easy channel to sell these immediately in the game
- Overboss, Underworld Fixer, Night Club Owner all have gained interest in different Accounts and Files
- Dockmaster contact now is a veritable hub of different types of trade - selling items, buying Blueprints, Files and Accounts.
New Lower Level Cyber Hearts
In Update #146, we added a 4th service level to the Street Doc and Splicer cybernetic catalog including implants in the cybernetic heart slot for the first time. We're working to improve ways to help your splicers Limit Break to climb this cybernetic services ladder but we also don't want to miss the opportunity to fill in and expand the earlier service levels. With Update #149, we've added a Sys 1.0 version of both the TitanHeart and the RegenCore that provide their unique effects (HP and Wound Res boost for the TitanHeart and Injury reduction for the RegenCore) at more moderate Power Level 2 stats. These become available one each at the service levels 2 and 3, so most players should be able to get access to them readily and expand your overall cybernetic bristle.
Fixed Dusted Hover-Evac Kill 3 Bug
We fixed an issue with the matrix terminal that could appear on the rooftop in some of the variations of the Kill 3 objective for Dusted Hover-Evac level. Previously this terminal would freeze up the game and require a force quit. Now it pops a nice message stating that it is broken (BUG) and lets you get back to playing immediately. The terminal is fixed for future iterations of the mission, but if you have a mission where it is bugged it cannot be fixed but it is optional, so just skip it and move on.
v1.8.109 - #149: TitanHeart - 9/26/2024
- Added 2 new cybernetics to lower service tiers: TitanHeart Sys 1.0, RegenCore Sys 1.0 - Selling high Rarity accounts to Contacts has more impact, +10% for Epic Account, +20% for Legendary - Improved existing routes to help Contacts achieve limit breaks in all new and existing games - Improved Contact purchase services for Street Doc, Splicer - easier to sell Accounts and Files - Improved Contact purchase services for Gang Boss, now interested in Armor Blueprints - Improved Contact purchase services for Overboss, Underworld Fixer, Dockmaster, Night Club Owner - Fixed issue in Dusted Hover-Evac where terminal could lock-up on Kill 3 Captains - if you hit it, skip terminal
Update #148 comes ripping out of the gate with a key UI change that helps demystify some of the results of weapon crafting, a nice change to the Roster UI, removes the Sec Tally penalty for using Vanguard's Lure, adds a new proc-gen map and objective combo, improves ability for controller players to see hovers, adds a nice matrix log when you scan the CPU and more!
It is Early Access - and all we know how to do is keep moving forward, fast. We're building, testing and pushing content at a pretty good pace (daily??) and we hope you'll take a moment to consider giving the game a review. Remember, you can always edit it later!
Crafted Weapon Mod Visibility
Update #148 finally reveals all game details about all weapon mods that are added by crafting, of any type, even in the high order slots (4-6). This update eliminates the mystery about any bonus Intrinsic mod that is rolled for the weapon, as well as making it easy to remember the stats of any Intrinsic Blueprint you crafted onto the weapon itself.
Up to a maximum of 6 mods are now shown for each weapon, if they exist. We hope this will answer so many of your questions about what booster Intrinsic mods do and more. The next major step is to add a crafting results pop-up for those complicated crafts that include booster Intrinsic rolls so that the results can be shown directly without having to go diggin in your inventory.
In order to make space for this larger loadout, we've moved the messages panel (which was kind of hard to find in the bottom right) into the top spot at the start of the Main Info tab, making it as front and center as we can.
Vanguard's Lure + Agent EX Shadow = 0 Tally
We've made a big balance changes to Vanguard's Lure and Agent EX's Shadow Talents, further allowing them to maintain their silent and stealthy approach even while working directly against the enemy patrollers and security. Vanguard's Lure Talent and EX's Shadow Talent always caused +1 Tally when used, which could be canceled by killing the guard or by K-Protocol, but it was a small, challenging cost to tamp down when you want to use Lure repeatedly to manipulate and soften enemy positions. This moves empowers the stealthy aspects of these two classes for the better, especially when stacking up on multiple charges.
New Proc-Gen Battle Striker Map
We're now switching our attention to the 2 maps in the proc-gen rotation that appear the most rarely of all - Interchange H and Urban HQ. Before Update #148, these two maps only appeared for Assassinate VIP objectives, basically making them invisible in the larger rotation. With Update #148, we've started assaulting their isolated position with new proc-gen combos - bringing Interchange H into the Battle Strike objective group. This latest drive of proc-gen combos is also focusing on the two most under-served objective types - Bodyguard and Battle Strike - each of which had 2 maps each before. We won't rest until they're buried in maps - so let's go!
Gamepad Hover
With Update #148, we've added a global hover assist for controller players. If you leave an item selected for half a second that has a hover, then the hover will appear. This is a big help in areas like the character load outs in the roster that really need hover data to be truly functional. Let us know how it feels! If it is too heavy for some players, we could add an option to disable the feature but it does show some critical information.
CPU Scanning Log
When you scan a CPU from a nearby node, the matrix UI gives basically no indication that you did something special. There is only one type of node that can resist a remote scan, so you don't have a bug, you have an obvious tell - that's a CPU. The important thing is that you have to go into the CPU blind (Scan 0/2) but it is intended to be a clear indicator that you've got a CPU on your hands. We're going to be working on the visual and UI feedback around this point, but we've completed the first step with this update - to add a Matrix log entry stating that you've hit the CPU and that it resists remove Scans.
Wreckspire Fixes
We've fixed a few issues with Wreckspire patrols, security devices and one important bug with the terminals appearing during the Kill 3 Captains objective sometimes not allowing a hack but instead freezing the hacker's turn.
T-Pose Blade
We fixed a very old bug with this update where a character wielding a melee weapon would go into a T-Pose instead of making an attack animation if the enemy was higher or lower elevation (on stairs, etc). This issue is related to aiming code and animation that helps those with guns point their weapon up or down but was causing a real mess with swords.
v1.8.107 - 9/24/2024
- Adjusted roster display - moved character messages to the top of Main Info tab - Improved weapon display in load out to show all weapon mods (up to 6) including all types added by crafting - Vanguard's Lure Talent and Agent EX Shadow Talent no longer cause +1 Tally when used - Added new proc-gen map and objective combo: Interchange H and Battle Strike objective - Adjusted UI to show hover for elements when using keyboard or gamepad after 1/2 second delay - Added a matrix log entry when attempting to scan CPU remotely "CPU located but resisted remote Scan" - Fixed broken terminals in some Wreckspire in Kill 3 Captains objective - Fixed animation bug where sword attack would not swing if target was above or below - Fixed mismatch in program name in warning when unloading a required program - Fixed error entering cyberdeck screen for the first time
Monday is a good day for a major clean-up patch! We're just crushing a ton of F10s into a single big quality of life and well, ... quality ... patch here. We're constantly adding new things, so there is always a trail of cleanup, polish and finishing to apply. This update fixes the Chameleon S-Mesh added last update, fixes Cameras seeing bodies that were Bodybagged, adds more Filters for Files, improves how NanoScrub value is shown in the HUD when there are work in process builds or upgrades, fixes a bug preventing E-Rifles from getting more ammo and lots and lots of other things! It's a busy one.
If you are enjoying the game and like the way that we're running our Early Access - not waiting a month for a new patch - please take a moment to share in a review. Remember, you can always edit later.
Chameleon S-Mesh
If you've got a Vanguard who has earned their scars and their stripes, then its time for the S-Mesh upgrade. It isn't cheap but it comes with a powerful boost to Evasion and even more Stealth kill power. This is fixed from last update where the S-Mesh was just an expensive copy of the Chameleon Sheathe steamfacepalm
Bodybag on Camera
We've fixed a mean bug that hurt your stealth styles - Cameras and Radar Arrays could spot bodies that were hidden by your Vanguard's Bodybag. This could cause a real unexpected and unfair mess. Now resolved!
Primary Weapon Reset
Up until this update, the weapon your character was holding in the safehouse and the weapon they would start the next job holding was simply the weapon they were holding at the end of the last mission. Now to give proper preference to your first slot weapon, you'll always be seen holding that primary weapon slot and start all missions with that weapon as the active weapon. So, order your weapons accordingly so you can start with your starter weapon to help avoid needing to swap early on. During a job, including a multi-Stage job, the active weapon is maintained, but it is reset each time a mission ends. This also gives you more control over screenshots and what weapon a character (like a Sniper) is shown holding in the pre-mission screens and appearance tab.
File Filters
We've needed a few more options for how to slice and dice your Files for a while and this update brings 2 new filters - No Use Action and Not Created by Set. In addition, we've broken the 6 filters now into 3 separate groups to allow for clearer logic in how they apply. This helps the File filters stick to the rules we've established elsewhere for filters - within a grouping, you are using OR logic and across groupings, you are using AND logic. A nice example is filtering weapons - you have the Weapon Type filter and can easily get Sniper Rifles OR Assault Rifles OR Pistols by selecting those three filter types. Then you can AND that with Heavy Weapons filter which will cut all the Pistols out. So the groups are now Set Usage, Set Creation and Use Actions. Hopefully we can all find this more useful as we try to slice and dice our files for sale, minting and use. It is now easy to get filter sets that read like "Not Used by a Set" AND "Not Created by a Set" AND "No Use Action" or just "Has Use Action".
Nano-Scrub in Progress
The Safehouse HUD has not done a great job showing Nano-Scrub capacity that was committed to a project already in the works. You might see 44/52 on the top bar, but there is an upgrade going that will consume 6 additional Nano-Scrub, so you're really at 50/52. We've upgraded the Safehouse Nano-Scrub to show the current value + work in progress value compared to the total, showing like 42+6/52 now. We've also resolved some issues in the safehouse where the text overlaying the safehouse rooms could suddenly become oddly large.
E-Rifle Mod Advantage
We've fixed E-Rifle mods that claimed to add extra reloads but were not effectively doing it. Now you can bump your E-Rifles to have even more runs of reloading their limited ammo, effectively getting a lot more shots.
Locked Characters and Sorting
Characters like the new Cybersword recruit from the Underworld Hub could become stuck and sometimes on levels not gain XP or a code name. This is now resolved, as well as a number of issues with sorting your mercs in the Roster where the Face or a Recruit would not be given a fair sort.
Fixed Heaps of Other Bugs
This is a hefty bug fix, so check out the full length change log below for all the updates. We owe a big update to everyone putting in F10s! We've got a lot, so clearly we can't get to every one today or tomorrow but we're dedicated to polishing and perfecting - so no F10 is thrown out or ignored. But each in their own good time ;)
v1.8.105 - #147: PatchMAX - 9/23/2024
- Fixed incorrect effects for new Chameleon S-Mesh implant (now +25% Stealth Crit Dmg, +8% Evasion) - Fixed bug where bodies hidden by Bodybag could still be seen by Cameras and Radar Arrays - Reset primary weapon after mission victory and defeat - Improved filters for Files with 2 new options (Not Use Action, Not Created by Set) - When an upgrade or install is building in the safehouse, the NanoScrub value in top HUD shows the additional points - Fixed bugs with E-Rifle mods not correctly giving extra ammo - Fixed bugs with removing and then re-adding mods to weapons in certain click orders - Fixed issues with "Highest Turn" displayed on the wrong save slot in some screens - Fixed bug preventing sale of cyberdeck - Fixed scaling oddities in Safehouse where text overlaying rooms could suddenly become too large - Fixed bugs with hovers in Blueprint display, sometimes the hovers did not match the stat - Fixed comparing Blueprints output quantity - Fixed bug where certain treatment options could be grayed out on the Turn you recovered from injury - Fixed issues with some recruit characters ("Sven") not gaining codename or XP - Fixed safehouse room build panel always being full height even if there were only a few options - Added additional checks in New Game to prevent possible start of game with Attributes at 0 - Fixed issues with Recruits in certain Roster sorting routines - Fixed issues with Face in certain Roster sorting routines - Improved mission offer display, hiding "Against" header if there is no target contact
Knights and cybered mercs, we've got a new blast of cybernetics for you with today's update and some challenging new developments out of one of the fiercest fighting forces on the streets - the FSC. We've also fixed some bugs with enemy scaling in the new grenadier enemies, completed a second round of tweaking on loot Blueprint distribution and fixed some missing text when installing cybernetic implants.
Another day, another update. Our Early Access pledge is not to go slow or let the game sit but to be working constantly to improve and expand. If you like the way we are going about it, please take a moment to leave us review - nothing could be more helpful!
Cybernetics Tier 4
With Update #146, we've expanded the standard service for implanting cybernetics from Power Level 3 to Power Level 4. This can be achieved by helping your Street Docs and Splicers score an Influence Limit Break and building up a few Favors to make sure you can steer them to the latest and greatest.
The new service level unlocks new offerings - which include 4 new implants: Synth Muscle 2, the TitanHeart, RegenCore and an upgrade for your Vanguards, the Chameleon S-Mesh. Notably, the TitanHeart and RegenCore are the first released implants in the cyberheart slot, so it is time to go shopping! There are so many more implants to come, so keep an eye on this space as the services keep growing and other new service ladders come online soon.
The RegenCore brings unique bonuses not previously available to implants, reducing overall Injury Time which will be key for heavy combat characters or teams that like to go loud, especially when combined with a Triage Clinic. We've also fixed a very old bug with missing text in the offer screen from a contact when implanting a cybernetic.
Free Streets Compact - Going their own way
For a while we've been working on friendly and aggressive grenadier classes, covering both corporate, milsec, syndicate and the gang factions. This has left the Free Streets Compact (FSC) out in the cold with the new enhancements. They have jealously been watching the street gangs each receive 2 faction-unique enemies. With Update #146, we've addressed some major shortcomings in their overall enemy scaling. As a faction, they had a very limited range to scale their soldiery, so Update #146 makes them a full-blown enemy capable of fielding more powerful and tough enemies like you'll find in other factions. In addition to that, the FSC is also heading its own way with enemy variety. They've resolved not to copy those measly street gangs and pack on the matched grenadiers. Instead they'll be adding their own completely different flavor for street-tier enemies. With this update, they now have Po-Bots (the stolen and refurbished mecha infantry) appearing in their different reinforcement groups. This puts them a major step up in terms of difficulty as a faction, as even one Po-Bot on the field can provide a very challenging target to take down. We're excited to see where the anti-corporate FSC takes their enemy variety next!
Further Improved Loot Distribution
After the patch 2 days ago, we've been watching the Blueprint loot drop analytics feed very closely and have made some additional adjustments. Thanks to feedback from players (hat tip, @flashbackflip) and the data that has been gathered for the weekend play sessions, we've further improved how weapon type is picked for the drop, further pushed weapon mod Blueprints up in chance to drop and reduced some of the changes we made to reduce the rolls for Epic and Legendary rarities in low Power Levels (now, unlikely but not impossible).
v1.8.103 - #146: Free Streets Strike Back - 9/21/2024
- Cybernetic services for Street Doc and Splicers can now extend to Power Level 4, granting new implants in Heart slot - +4 new implants: SynthMuscle 2, TitanHeart Sys 2.0, RegenCore Sys 1.0 and upgrade Chameleon S-Mesh - Improved scaling that was lacking the Free Streets Compact (FSC) enemies - Po-Bot stolen and refurbished infantry drones now appear regularly in FSC reinforcement units - Fixed bugs with scaling for Gangs and Syndicates, sometimes low Power Level (2) would accidentally roll high Power Level enemy (8) - Further improved scaling and variation in Blueprint looting distribution - Fixed missing text in offer to install implants
Let's kick the weekend off with another update to Cyber Knights - more enemy types, more maps, better loot distribution and more! This time the 3 gangs have come to play, each demanding their specialize type of grenadier. The Los Zagales Slaggas are melting down armor, the Blue Ox Brutewain are stalling you out and the Fenian Detonators are throwing the boom!. And we've added Wreckspire to its 4th proc-gen combo
It's going to be another busy month with new content, features and fixes coming non-stop. We hope you're enjoying Early Access and we are here constantly to take feedback and work on improving the game. We hope you'll take a minute to leave a review - remember you can always edit it later.
3 New Gang-Specific Enemies
Following up on the megacorporate Suppressants and Syndicate Blooders, the street gangs are each heading their own separate ways with their specialized grenadiers. The previously released Los Zagales Patchmax threw grenades to hype up and speed up their gang soldiers and they are now joined by the Slagga a grenadier carrying an explosive mixture that temporarily deactivates the reactive materials of modern armor. Not only will you suffer some nasty Pure Damage but you'll lose 1 Protection Point immediately if a Slagga's Armor Melter hits you. The previously released Fenain F-Dusters threw grenades to buff Damage and Accuracy with their fabled Redmist, making their soldiers extra deadly in a red berserk haze. They are now joined by the most deadly of street grenadiers - the Detonators. These maniacs hack together explosive devices that pack a massive Pure Damage punch, but cannot be thrown very far and have the smallest blast radius of all. Still - don't let one get you in their throwing arc, its going to hurt!
These streets grenadiers are less worried about friendly fire as well, so don't think standing next to one of their pals is any form of protection! The previously released Blue Ox Bulwark threw grenades to make their paramilitary ranks soak up hits and gunfire like it didn't matter and just keep punching. They are now joined by the Brutewain who hurl stall grenades, packs with a sticky, movement resistant substances that reduces Move Speed and Initiative, helping pin their targets into place for the rest of their unit to close in on. With these 6 gang-specific types of friendly and aggressive grenadiers now live, the 3 gang factions have each split their separate way and are really starting to stand out as separate forces to be reckoned with, each with their own concerns. We're excited to keep pushing variation along faction lines with more faction-specific enemies, and the big megacorps will each be receiving their first corp-specific special forces enemy. Also, now that we do have a lot more enemy types in the game, we're going to come back to work a bit on the progression of their appearance. Right now, they're all piling in pretty early and you can find yourself facing nasty combos at too low of Power Levels (2 X Wildfire and a Slagga is ... bad news).
The aftermath of a melter grenade is not pretty - our Soldier is now wearing fully degraded armor and vulnerable.
We've also completed a pass on the VFX used for all of the grenade types for enemies, tweaking and improving as we can.
New Proc-Gen Combo: Wreckspire X Kill 3
We've added the 4th proc-gen objective combo now with Wreckspire. You can now drop onto this map and try to Kill 3 Captains. Based on the maps design around the central highground, this one leans more toward a fast and furious fight than a stealth escapade like Forward Op or other maps. Be wary of the captains getting the high ground or backing up their Sniper from the surrounding ruins. Then scramble for your exit - each merc to their own escape! We've also improved and fixed a few things in Wreckspire for all of the different proc-gen combos it appears in, tweaking issues with extraction points, where reinforcements can come from (more places now!) and connecting security devices to Terminals when they are there.
Better Blueprint Loot Distribution
A huge thanks to everyone commenting on Darial's helpful threads about Blueprints and loot distribution this week. The feedback is always supremely helpful and we're happy to be able to move on it quickly. We've improved the loot distribution system with today's update, first targeting the mistakes in the math that were causing Armor and Melee Weapon Blueprints to be wildly over-represented in the loot tables. A much more exciting curve should now be present with weapons and weapon mods far more prevalent. We've also done some work to work on the progression of Exotic and Legendary Blueprints not showing up too early in the game just by pure lucky rolls. In loot fixes, we also resolved a bug where the objective Files - the entire Substrate Stabilizer set - could appear in random loot boxes. Cool concept but those files aren't ready for it, now fixed.
v1.8.101 - #145: Melt, Stall and Boom! - 9/20/2024
- Added new 3 aggressive grenade enemy abilities - heavy damage, armor melta, stalling! - Added Slagga (Los Zagales) enemies who throw armor melting explosives that automatically Shred 1 Armor - Added Detonator (Fenian) enemies who hurl street-cooked explosives to cause maximum Pure Dmg (120) - Added Brutewain (Blue Ox) enemies who throw stalling grenades (debuff Move Speed and Initiative) to let their paramil forces close in - Added new proc-gen map and objective combo: Wreckspire X Kill 3 Captains - Improved extraction options and security devices connection to terminals in Wreckspire proc-gen missions - Improved Blueprint loot distribution so that Armor and Melee weapons aren't majorly ahead of the rest - Fixed issues with characters stuck unable to go on a mission, stuck in treatment, stuck tagged as Injured - Fixed bugs with Substrate Stabilizers appearing in regular loot - Fixed bugs with logs in enemy grenade tosses
Knights and mercs, we've got another update coming in hot. We're back on the drum beat of enemy variety but now we've moved on from enemies throwing buffing and healing grenades into the other type - nasty debuffing and damaging grenades hurled straight at you! We've also added the Wreckspire map to the Q-Gap Spike proc-gen objective, marking a new combo and a first step (at 41 combos) toward the goal of 50 proc-gen combos. A new backpack and some fixes to hair, bug fixes and more, round out the update.
We've got a lot more coming this month as we're working on some major content dumps, improvements to the sightline and security UIs and more, more. So, if you're enjoying the progress on the game or just keeping an eye on us, be sure to leave a review to help us keep up this pace!
New Enemies: Suppressants and Blooders
Megacorporate forces operating within their own facilities choose to use Suppressants when crowd control or tactical suppression is needed. Hurling semi-non-lethal Stunbombs, a Suppressant can really mess you up, reducing your AP and your Move Speed while dealing a modest dose of Pure Damage. And, if the target isn't dropped by their grenade, Suppressants have full authorization to resort to their tactical shotgun - "Get down and stay down."
In addition to the new Suppressants, all of the Syndicates have gained Blooders, a particularly nasty enemy type known to litter battlefields with shrapnel grenades. Combined with Shocktops and Whistlers, the trio is really putting some backing behind the claim that Syndicates are to be feared and not crossed. The Blooder's hurled munition will explode with deadly force, dealing up to 60 Pure Damage and then causing a 3 Turn bleeding wound at 20 Dmg / Turn. Find some Bandages and don't let a Whistler see or shoot you during this time. Double bleeds are never good!
New Proc-Gen Map Combo
The new objective type for Wreckspire is Q-Gap Spike, putting you on a mission to hack a buried terminal that has been hidden on this rooftop battleground. We have really enjoyed testing this one here, as Wreckspire is a great map for Snipers - yours and theirs! - and can lead to some really intense gunfights over control of the central high point. It is excited to see Wreckspire coming to play in its 3rd objective and now that we've got this one locked in, we'll be pushing up to get Bodyguard, Kill 3 Captains and Battle Striker objectives added without much delay. We also are continuing to make minor improvements to Dusted Hover-Evac, as it is getting so much more play we're taking that feedback as we go to make each pass better and better. What a great map!
New Medic's Backpack + 2 Hair Fixes
While the Combat Medic class hasn't been released yet, the enemy still has the E-Medics and you might designate someone on your team to carry all the medkits. If you do, this new backpack is just for them!
We've also resolved issues with these two hair styles that were massively over shiny and looked metallic or ... something bad. And they both had the same issue where the "short shave" part of the hairstyle was included as part of the mesh. The option to have short shave under your hairstyle is coming soon, so we needed to separate those.
Fixed Merc Limit Breaks + Traits
We've fixed an issues that allow mercs with Loyalty below 60% to still have the option to raise their Traits to level 3. Increasing your Traits to level 3 and 4 is locked by 60% Loyalty, so this fix has corrected the rules for locking them up. Get that Loyalty up for the best Trait gains, temp Traits and Attribute increases.
Fixes for Mass Trauma Kit and Nuke I (FAS)
We've made some fixes to some files and items with this update. The File Set for Nuke I (FAS) was still misrepresenting itself and in some places claiming you were working on Nuke II (FAS). Also, the item Mass Trauma Kit was disconnected from its ability and so showed an empty description for what it could do.
v1.8.99 - #144: Suppressants Rain Down - 9/18/2024
- Added new aggressive grenade enemy abilities - boom-boom, debuffing, concussion! - Added Suppressants (corporate) enemies who use non-lethal concussion grenades to reduce Move Speed and AP - Added Blooders (Syndicate) enemies who use shrapnel grenades to cause Pure Dmg and Damage over Time - Added new proc-gen map and objective combo: Wreckspire X Q-Gap Spike - Added new combat medic's backpack option - Fixed bug allowing Limit Break to raise a Trait to level 3 with Loyalty below 60% - Fixed bug with item Mass Trauma Kit not having any effect - Fixed name mismatch for File Set to compile Nuke I (FAS) - Improved 2 female hair that were overly shiny/metallic and had short shave built into the hair mesh - Tweaking and balancing Dusted Hover-Evac level and different possible start / exits / enemy configuration - Fixed typos and dialog mistakes
Update #143 opens a new weeks with a solid patch, balance improvements, better Haven Smokeout, better Siege proc-gen objective and more. Thanks to everyone playing, posting and firing off the F10s that are helping us to continually improve the game. We're looking forward to another great week of updates and this is a nice way to kick the week off.
If you like the way we are running the Cyber Knight's Early Access - please take a moment to share that or how you're enjoying the game in a review. We are a tiny team, and we need your support. Thank you!
Four Mercs on the Smokeout
Octane's first mission is Haven Smokeout - which is of an older mission, designed as far back as late 2022. The decision to limit it to 3 mercs was made in mid 2023 and never re-reviewed. We continue to hear from players how this mission is challenge, a sudden spike in difficulty or that the secondary objective is so hard to hit. We've adjusted the mission a ton of times but always missedt he glaring odditi - Cyber Knight's missions are for 4 mercs (with the future option of more) but sending 3 is an oddity and an unfair additional challenge for your first real mission in the gam.e Now, 4 mercs go ono the Smokeout!
Siege Objective gains Hot Intercept
The proc-gen Siege objective has always felt a little wrong at just how much your team has to scramble to try to advantageous positions before the wave of enemies crashes against your defenses. The storyline does justify and discuss this - that it isn't clear exactly where the enemy assault squad will make their strike and that you'll need to deploy rapidly to meet the threat. However, with Update #143, we've adjusted the rules to give all merc teams deploying into a Siege mission an automatic Hot Intercept Leverage. This is always applied and without any cost or need for you to do anything. The result is that on the first turn of the Siege, your entire team gains +3 MP. We tried giving you a full turn before the enemy arrives but it turned out to be too odd and too OP. The +3 MP bonus feels good - you've got a little more room to get where you need to be and preserve your AP for Overwatch, hurling the Shock Mine field or buffing or whatever crazy plan you've cooked up.
Hover Dusted-Evac Fixes
Hover Dusted-Evac is now popping up everywhere and its great to see so many players enjoying the new level. The feedback has been great and we're excited to increase the footprint of the other newly added levels to keep up with Dusted. As we make those strides to get the new maps into more rotations, it will be a great moment where the game's map set expands and we see less and less chances for repetition as you run multiple missions.
Getting the map out there in a big way has also exposed a number of other bugs that the map had, so we've resolved everything reported with this update. There was a bug with the Kill 3 Captains objective where you could win the mission immediately and a second bug where some of the fences on the far end of the map could only be jumped in very specific places. Resolved!
Respec Cyber Classes
With this update, we've also improved the rules shared in the respec confirmation pop-up. If you opted into a multi-class by installing a cybernetic implant (i.e. Hacker, Agent EX, Scourge or Vanguard) then this is a cyber class. Respec'ing will not remove the class because it would have to remove the cybernetic implant. Respec'ing will unspend all the points on that class tree and leave you only the root of the tree. However, if you want to remove the cyber class then you want to uninstall the cybernetic implant. The text is now clearer about that, stating: "f you have multi-class into a cyber class by installing an implant, you must remove that implant in the Cyber Surgery screen in order to remove that class."
Hacking Zone
We fixed a minor (but annoying) bug where you could feasibly move the camera outside of the play zone within the hacking map and then ... the camera would get stuck outside and not come back inside. The bounds were reversed, keeping you out instead of keeping you in. Now fixed!
Bug and Typo Fixes!
No F10 is ignored, so thank you to everyone who is posting them up even if they are small, minor, little typos or mistakes. We keep fixing, fixing, fixing! We fixed some issues with Injured or Legwork tag in barracks sticking around too long. We fixed some dialog typos and 2 places where the Contact and Knight's name could be flipped. Thanks to everyone playing, posting F10s, posting on the boards or typing up a review.
v1.8.97 - #143: Besieged Advantage - 9/16/2024
- Adjusted Octane's first mission, Haven Smokeout, to allow 4 mercs instead of 3 - Added automatic Leverage to all Siege proc-gen missions, Hot Intercept, adds +3 MP for first Turn - Fixed bug in Dusted Hover-Evac Kill 3 Captains objective combo where you could instantly win - Fixed bug in Dusted Hover-Evac where certain fence lines could not be crossed - Clarified rules in Respec pop up: if you multi-class into a cyber class by installing an implant, remove implant to remove class - Fixed camera bug with Hacking mission where the camera could get stuck outside of the map - Fixed some caching bugs that could cause "Injured" or "Legwork" tag to stick around on barracks - Fixed typos and dialogs where names were flipped
Update #142 wraps up this cycle of additions with the Dusted Hover-Evac mission map and will open the chapter on the next map getting a lot more play and objective options. While we're adding new proc-gen playable combos rapidly these weeks, we've also got a lot cooking at Trese Brothers HQ with a big content bundle (what is Warner-Braun up to?), a major feature set upgrade (sight cones and security visualization) and more.
With Update #142, we've added the Kill 3 Captains objective for Dusted Hover-Evac, fixed a mission victory bug with the Southie Strut story mission, fixed additional problems for older missions (created pre-Update #141) for Head Hunters, fixed a bug with Heat from HI-POWER Cameras, and fixed 2 more rare cases that could cause freezes in the game.
If you like the way we are conducting CKF's Early Access period and like how the game is shaping up, please take a moment to leave a review and help our small indie studio continue the work!
Theka awaits...
Kill 3 Captains at Dusted Rooftop
The Dusted Hover-Evac is everywhere! Three enemy captains may now have taken command of the rooftop and dug in. Maybe they know you're coming, they have arrayed their forces in a pretty defensive stance against an attack. Good luck, Knight. This is how you earn those U-Dahs. With the team's big emphasis on content this season, we're continuing to push on proc-gen map X objective combinations, bringing the total now to 41. This pushes Dusted Hover-Evac to actually be the most used map, with 8 objectives that it can appear on.
The next step is to circle back to some of the really awesome maps (Wreckspire, Interchange H and Urban HQ) that only appear in 1 or 2 Objective types and bring them up to par. Bringing this set of 4 missions maps into the fold in a big way will drastically help reduce how many times you end up in the Sewer or the double bridge Trucker HQ. We're excited that we are on a path and moving forward consistently that will put the days of seeing the same map on repeat into distant memory.
Head Hunter Fixes
We fixed Head Hunters in Update #141, but it turns out our fix didn't cover all the cases of missions that were created before Update #141 went live. We've now further adjusted the code to better cover this out-of-date missions and to help you get the right Head Hunter talking and appear. If you do have an old mission or a mission where the Head Hunters are already loaded in ... you can Restore Before Mission back to the safehouse and rerun the whole mission or you can just play forward. This is resolve for future missions, if you've already got a borked or zombie HH on the ground, we can't save them.
Fixed HI-Heat from HI-POWER
A bug snuck through where you could earn more than +8 Heat from HI-POWER Cameras. This is now fixed with the maximum correctly applied. Apologies for anyone who got burned.
Fixed Southie Strut Victory
There was a bug with the Southie Strut path through the Herr Schweinchenn missions that could result in the team being trapped in the mission level and unable to go home to the safehouse even after all the enemeis were dead. "I just want to gooo hoooooome," wail the mercs. Lol - we fixed it. Reload the game and you'll get victory and we cleaned it up for future games so that victory will appear immediately after killing the last enemy, nice like a Battle Striker.
Another Grenade Freeze
We found and fixed another freeze that could occur in the game when an enemy would try to throw a grenade. They'd stop their movement, not actually switch their weapons and then freeze. This has accounted for 50% of the 9 game freezes that have been reported since #138. Bugs that can cause the game to freeze are now very rare so we're continuing to isolate the few last causes and crushing them out. Another one - if you were changing weapons and you started an attack in the middle of that animation, you could get a freeze. This is now fixed as well.
v1.8.95 - #142: Rooftop Hunt - 9/13/2024
- Added new proc-gen map and objective combo: Dusted Hover-Evac X Kill 3 Captains - Fixed lingering Head Hunter issues for missions created before Update #141 (not appearing, wrong HH) - Fixed mission bug with Southie Strut storyline, mission not always completing when all enemies dead - Fixed bug that allowed Heat from HI-POWER cameras to exceed 8 (max) - Fixed bug that could cause enemy turn to hang after movement before Bulwark, Patchmax or F-Duster tossed a grenade - Fixed bug that could cause player turn to hang if started an attack in middle of switching weapon animation - Fixed one hairstyle where you couldn't set secondary color
This morning's update landing in the New Boston zone includes a pack of new appearance options - hairs and one mustache - and a big set of fixes that hit every F10 we've had reported about Head Hunters all in one go. We also fixed bugs with Cyberdecks needing repeat repairs, improved the rules around certain items (Patch X-Kit) to fix targeting bugs and improved issues in the Dusted Hover-Evac (which is now getting a lot of play)!
If you like how we run our Early Access - 3 days, 3 updates! - please take a moment to leave a review. We can't jam new proc-gen map combos every day, but we've got a constant drip of new for you. Let's dig in!
3 and 3 New Hairstyles + 1 Mean Mustache
We're excited to roll out some new hairstyle looks tonight with 6 new hairstyles in total. We've got one matching hairstyle (long dreads) and multiple hairstyles that allow for two color modifiers. It is always exciting to see the stack of possible visual appearances increase and these will be trickling into Contacts as well in future weeks. We've got more coming this month with both facial piercings (lip, eye, nose) and more facial cybernetic enhancements.
Some of these larger / longer hair styles can clip with some of the outfits. While we've completed major upgrades on the lighting engine and character facial textures, we are excited someday to complete a big update on hair texturing. But today isn't that day :D
Finally, we've added a mustache and flat top haircut that can give some new cool looks, especially for military or milsec minded characters. Also, among the set are the first dual color hairstyles that could be combined with beards, so we had to tweak a few things to make sure you're still controlling the beard and hair color through the primary hair color or by changing the beard. We may get to a point where we split beard off as truly a separate color control in the future.
Head Hunter Bug Smash!
Since their debut in July, we've been tracking a number of Head Hunter issues for resolution. Some of them have escalated recently with the big influx of new players and with the new spawning system changes. These infamous legendary Head Hunters will come after you when sent by a Contact who is seeking revenge for an unpaid debt or a wrong perpetrated by your team or Knight. So, we've tackled them all at once and repaired any saved games automatically that had data issues. Here is the list of things we fixed for Head Hunters:
- Sometimes there would be Head Hunter dialog and then no one would appear
- Sometimes there would be Head Hunter dialog and then the Head Hunter would appear by themself
- Sometimes there would be Head Hunter dialog that just said "ERROR MISSING QUIP"
- Sometimes there would be Head Hunter dialog and the wrong Head Hunter would be talking
- Sometimes a dead Head Hunter would talk or even appear on the map to take another swipe at you
- Sometimes a Head Hunter would mock you with "Running worked last time" but this was the first time you ran into them
Cyberdeck Repeat Repairs
We fixed a set of minor display issues around cyberdecks needing repeat repairs. This was a caching bug and generally going out to the main menu would fix it but now we are correctly purging the cache to make a deck repaired is always shown as repaired, even if held by a cached character.
Healing and Repairing Talents / Items
We've fixed a targeting limitation bug with repairing items or talents (like Patch X-Kit) or healing items (like medkits) that could sometimes refuse to operate if the current character's armor was undamaged or the current character did not need healing. All of these cases have been corrected to focus the check on the target of the ability, not the owner.
Dusted Hover-Evac Sewer
We've fixed an issue that was preventing sight lines and firing lines from crossing over the big central sewer depression in the Dusted Hover-Evac map. This had a big impact - sometimes to your benefit - but it was a major mistake on our part. Now fixed!
v1.8.93 - #141: Head Hunters Ride! - 9/12/2024
- Added 6 new hair options, 1 new mustache - Fixed issues with Head Hunters including (1) dead Head Hunter appears (2) Head Hunter appears alone (3) no Head Hunters appear - Fixed "ERROR MISSING QUIP" bug with some Head Hunters sent after you by Syndicate boss - Fixed issues with Cyberdecks not always repairing correctly or Damaged tags hanging around - Fixed issues with items healing or repairing armor's Protection Points rejecting use ("not needed") - Fixed map issue in Dusted Hover-Evac where sewer pit was blocking lines of sight
Knights and mercs - gather round. There is a new hotspot for looting in town at the old clinic. You know the one with the crumbling rooftop and the sniper hideout? Well, they've been stashing things there and we're about to get paid to hit it hard.
With Update #140, we've added 2 new proc-gen combos where you can run Scav or Lootbox Hunt missions on the Dusted Hover-Evac level, hit 40 proc-gen combos total now, better displayed consquences for skipping missions, sorted Legwork to the top fo dialog choices and improved Sniper's Strike Zone Talent to give more long-range Overwatch canceling options.
When we started Early Access, our intention was to provide continuous, nonstop improvement to the game without delays or long waits. If you think we're hitting the mark and like the direction the game is heading, remember to drop a review and tell a friend! Remember, you can always edit it later.
Dusted Hover-Evac gains 2 new Objectives
With Update #140, we've improved the map options for proc-gen objectives Scav and Lootbox Hunt to include the Dusted Hover-Evac level. Reaching the true tipping point for proc-gen map X objective saturation is still a long way off, but every addition to this helps push the game farther, reducing repetition in your proc-gen game play. We'll be adding one more objective type to the Dusted Hover-Evac map and then moving on to fill out some other maps that don't appear in enough objectives (Wreckspire followed by Interchange H).
The bug looked like this ^^ Now fixed! We also fixed a bug with the Dusted Hover-Evac level wh1ere certain stretches along the rooftop had a invisible barrier that blocked sight and grenades. Now fixed!
Hitting 40 Proc-Gen Combos (Map X Objective)
With the 2 new proc-gen combos and adding Dusted Hover-Evac to the options for Scav and Lootbox Hunt missions objectives, we've now brought the total proc-gen combinations to 40. It's an exciting base camp 2 (post MAGNITUDE v2), but we're looking on to base camp 3, 4 and then the peak. To break down the current combo allocation today -
- There are 11 maps are used by proc-gen (Req Site, Trucker HQ, One-Ladder Sewer, Street Palisade, Corner Holdout, Slumroad Junction, Lockdown Station, Interchange H, Urban HQ, Wreckspire, Dusted Hover-Evac)
- There are 10 objective types (Hack, File Hunt, Scav, Lootbox Hunt, Kill 3 Captains, Q-Gap Spike, Escort VIP, Assassinate VIP, Battle Striker and Siege)
- The highest map variety is in Q-Gap Spike (8 maps) and Kill 3 Captains (7 maps)
- Scav and Lootbox Hunt each have 5 maps
- The September proc-gen goals look something like this: (1) to integrate Wreckspire, Urban HQ and Interchange H into 5 objective types each (total +11 new proc-gen combos, top 50 combos), then (2) add +2 new maps and (3) add +1 new objective
Mission Expiration Consequence Warning
We've added a clear warning to the mission expiration pop up about the consequences of such a choice. Your Contacts come to you with work they think only you and your team can complete, and if you can't step in and make it happen, thy have to go to their B-choice. If you ignore or refuse to work for a Contact, they will accumulate Exposure and negative Limit Breaks are coming there way. This can be one way to weaken a Contact, but if you're trying to build up a friend, it is important to help them out when they coming knocking at your door.
Sniper's Strike Zone Breaks Overwatch
Sniper's persistent map area debuff Strike Zone has been upgraded now to cancel enemy Overwatch when it is activated, giving the Sniper a powerful tool to help teammates at long distance for 0 AP without having to fire their rifle (3 AP). Alongside its powerful debuff, an enemy who has Overwatch up when the Talent is used will be knocked out of Overwatch stance. Notably, its rule states: "Cancels enemy Overwatch when first activated" which indicates that it doesn't prevent enemies in that area from re-activating Overwatch on a later turn. If you haven't run one yet, check out all of the Sniper's powerful abilities on the wiki.
Legwork Always On Top of Dialog Options
To help ensure it is always most visible as an option, Legwork offers are now the top sorted response in any set of dialog choices. They used to fall at the bottom, below Accept / Delay / Reject but now are #1 always. It's a nice, minor change. Yay for polish!
Calibration Capture Leverage Duration
This leverage misstated its duration as 3 Turns when it was actually 2 - now corrected in text!
v1.8.91 - #140: Crumbling Parapets - 9/10/2024
- Added new proc-gen map and objective combo: Dusted Hover-Evac and Scav (loot everything!) - Added new proc-gen map and objective combo: Dusted Hover-Evac and Lootbox Hunt (find 3 specific files!) - Added warning to mission expiration confirmation that a Contact will gain +10% Exposure - Sniper's Strike Zone Talent cancels enemy Overwatch when it is first activated (but does not prevent future OW) - Corrected display of duration for Calibration Capture Leverage - first 2 Turns - Legwork offers are always sorted to the top of dialog options - Fixed issues along balcony in Dusted Hover-Evac map that blocked sight or grenade throw - Fixed reported typos, thank you!
This is a quick Sunday night update - rapid fire from yesterday's to address a few hot button F10s and a real ugly missing string that cropped up in Hacking. We've also included some rebalance to yesterday's update for HI-POWER Escalation to ensure it is feeling right.
Thanks for your support during Early Access, helping us improve the game with your feedback and F10s and for leaving a review to help spread the word and bring more heisters to New Boston!
Scan Label Restored, other Labels Fixed too
First off, the Scan label in the Matrix was broken as of last release, making the matrix really hard to play! We've now resolved this, restoiring the "Scan 1/2" (etc) label in. There have been a lot of labels broken and then rapidly fixed across the game in the last two weeks. We are quietly working on a bunch of upgrades, fixes and tweaks to get the game's codebase and string base ready to officially start translation. We are doing as much QA as we can, but a few minor breaks are slipping through. Thanks to everyone for F10'ing anything you see and helping us fix it quickly.
HI-POWER Escalation Rebalance
Last update was exciting for pushing the HI-POWER Escalation more into the Sec AI's meta (it has a meta! so meta!) but we received some F10s over the weekend showing cases where if it really upgraded all the devices of a single type to HI-POWER ... it was drunk on power. Suddenly 15 Prox-Mines were HI-POWER. Too much! So, last update we made a change to force HI-POWER to only upgrade a single type and to upgrade all the devices of that type. With Update #139, we've rolled back half of that. HI-POWER now always targets a single type of device (Laser Mesh, for example) and then upgrades a specific number of them, depending on the Sec AI type. For the Sigma 5, 6, 7 and 9 Sec AI types - the count of HI-POWER devices goes 3, 4, 4, and then 5 at Sigma 9. Currently, it is important to note (and not highlighted in the last update) that Gang and Syndicate Sec AI don't have the option to HI-POWER their devices. So, only a Milsec or Corp camera has the power to increase your Heat. We'll be working on further refining this, as it seems likely that we want Gangs and Syndicates to HI-POWER mines but not other devices types.
Wounded Status in Victory
We're now correctly showing Wounded status in the victory and defeat screens, so you don't have to check the roster afterwards. If a character is heavily injured, keep an eye out for the Wounded tag as well.
Wounded in Legwork
When consider which mercs to send on Legwork, who is Wounded is relevant. If a merc has a Wound, they get a warning on the right side of their Legwork entry now.
v1.8.89 - #139: Rapid Fire - 9/8/2024
- Victory summary screen correctly shows Wounded status as well as Injury time - When considering mercs for legwork, their wounded status is also shown - Adjusted rules of HI-POWER, not all devices but X of same type (4 Prox-Mines) - Sec AI SIGMA 5, 6, 7 and 9 increasingly HI-POWER larger numbers (3, 4, 4, 5) of devices - Reminder: only Sigma Sec AI can use HI-POWER Escalation, not gangs or syndicates - Fixed "Matrix.Scan" bug in Matrix hiding the scan level
Down below the level, the Knights and their teams are planning their next heist. Maybe Update #138 has your new heist in it! We've added a new proc-gen combo of an existing map and objective (Dusted Hover-Evac X Q-Gap Spike), improved the Sec Escalation rules for HI-POWER devices, buffed Prox Mines again, improved the visibility and consistency of HI-POWER Radar Arrays and Camers generating Heat, fixed a ton of small appearance clipping and positioning issues, improved performance on Trucker HQ and fixed 2 cases causing possible freezes on map (now, extremely rare).
We are hard at work expanding the game with both front-line releases (as seen here, new stuff today!) and bigger projects in the background (new shader for sight cones, translation project, a big story/mission dump for Treaty '31 Era) - so if you like what we're working on, our pace of updates, or just how we are running Early Access, we hope you will help us today by leaving a review.
Dusted Hover-Evac X Q-Gap Spike
With Update #138, we're following up on the good work of the major MAGNITUDE v2 milestone, and adding another proc-gen map and objective combination. Some of the maps, like Dusted Hover-Evac, Wreckspire, Urban HQ and Interchange H are all used in woefully few objectives (Siege, Assassin VIP) and so some of our next improvements to the variety in the system are to pull these maps into more objective offerings. With Update #138, we've crossed Dusted Hover-Evac's exciting rooftop design with the Q-Gap Spike mission objective where you need to reach a protected CPU, spike it and escape. Once this is released, it looks like we will add Dusted Hover-Evac to 3 or 4 more proc-gen objectives quickly and then do the same for Wreckspire next. At that point, we'll start looking again at adding new maps.
Sec Escalations and HI-POWER
We've made a big rules change to how the Sec Escalation that upgrades devices to HI-POWER works. Previously, when the Escalation ran, it would upgrade 3-5 devices to HI-POWER, but it was a random set of devices, often this Radar Array, that Prox Mine and this Laser Fence. It made it hard to track what had really happened, where and why you should care. The new HI-POWER Escalation simply upgrades all devices of a single type to HI-POWER. So, every laser fence in the facility suddenly jumps up to HI-POWER mode and does 80 Pure Dmg instead of 20. This can especially dangerous with Prox Mine fields, which (as discussed below) are also upgraded in damage. But the entire field (any that are currently active, not jammed) will upgrade to HI-POWER and cause a lot more damage. To be clear, as stated above, jammed devices do not get upgraded. So, if you've got a Laser Wire knocked out and the Escalations sweeps through on Laser Wires, that jammed one is not affected. It is possible another Escalation will target it later.
Prox Mines (Dmg!) and Cameras (Heat!)
With this change to HI-POWER mode we've also upgraded Prox Mines damage to be higher. They are still causing Ballistic Damage which is blocked by your armor, so your tanks can soak it up and keep moving. They are a bigger threat to lighter armored targets. The upgrade is from 80 Ballistic to 100 Ballistic and when in HI-POWER mode, from 160 Ballistic to 200 Ballistic. Previously, Cameras Radar Arrays could be upgraded to HI-POWER mode and once HI-POWER, any time they spotted a merc they would grant +1 Heat. This was poorly communicated, not shown correct in hovers and cameras were only rarely picked for upgrade to HI-POWER. With this update, they can accrue an extra +10 Heat for the level, so keep an eye out for HI-POWER Radar Arrays and Cameras even after things have gone loud.
Coming Soon: HI-POWER Visualization
With the new and dangerous affects of HI-POWER mode and the increased option for the Sec AI to amp up devices, we know the very next thing we need is a visual indicator of what devices are extra dangerous (extra crackling, hissing and spitting on the Laser Fence, changing in color or VFX) to help you spot them so you can make quick decisions about when to route around them, spend a charge to disable or just take the hit and run through them.
Era '31 Legwork
We've adjusted the dialog choices and chain at the introduction to the Treaty '31 Era to ensure that you can no longer exit the conversation until you've at least been offered the options to run the legwork there.
Appearance Improvements
We've developed a new authoring tool to help speed up the process of tweaking and improving how appearance options fit together. This has let us make some sweeping fixes to reduce clipping or misplaced accessories - fixing a ton of things from glasses to hair styles to the cybernetic forehead jack. Thanks to everyone posting F10s and with this new tool in hand, we're in a better position to add more appearance options to the game as they are easier to setup with all the different characters now. Part of the changes to the appearance was to standardize the side of the head the cybernetic forehead jack is on - now it is on the left. It was previously not always on the same side, based on the individual head. If this new side doesn't fit your character design as well, please be patient with us as we will be rolling out the option to have it on the right soon along with some other face cybernetics.
Trucker HQ Performance
If you ever had performance issues on the Trucker HQ level or felt like it was running a bit slower than others, you were right! We've found and fixed a big bug in that level where a second, unauthorized game camera was rendering all the time, causing a major reduction in FPS. It runs much better right now!
Counter-Intel Hacking Missions
If you're getting missions from the Counter-Intel Pods, you'll notice a nice change - we've got icons now :D
v1.8.87 - #138: Dusted CPU Spike - 9/7/2024
- Added new proc-gen map and objective combo: Dusted Hover-Evac and Q-Gap Spike - Sec Escalation HI-PWER Surge now upgrades all security devices of a specific type to HI-POWER (All laser meshes) - Proximity Mines upgraded to 100 Ballistic Dmg and 200 Ballistic Dmg when HI-POWER - Cameras and Radar Arrays correctly upgrade to HI-POWER and add +1 Heat when spotting from this state (max 8) - Improved start of Treaty '31 Era to be clear that a legwork is an option - Added missing icons to Counter-Intel pod token offer to start hacking mission - Significant performance boost to Trucker HQ level which had mistakes which caused it to be slowest level in game - Improved positioning of 40+ of appearance elements - hair, glasses, forehead plug cybernetic - Fixed rare-but-possible freeze during enemy movement or enemy grenade throws - Fixed strings that were broken in a push to prep for translation (Training, Wait for Recovery)
Day time, night time, the heisting must continue. And where do we put all of our loot? In our fancy new backpacks! With Update #137, we've taken a quick moment to add some cool new visual appearance options - the first 2 backpacks - fix an important map issue with hovertrucks pinning characters on rooftops, resolved issues with high level HTE/XTE grenades, fixed hotkey issues in the Talent bar, fixed E-Rifle bugs and more.
Thanks to everyone playing, posting and sharing feedback as we keep working on expanding Cyber Knights: Flashpoint. Hit us up with a review if you like the pace of our unique Early Access style!
https://steamcommunity.com/games/1021210/announcements/detail/4604455077835253474?snr=2___
No Soldier Community Challenge!
We're excited to share another community challenge, cooked up by the heisters over on Discord on @Liviana. The rules are simple and have a huge impact on the strategies you might employ in the game. It feels very different and it's a fun way to force yourself to push other classes into your main combat roles (if you were relying a lot on Soldier)! We hope you'll check it out and join in on the fun.
Tactical Backpacks Deployed!
You can now pick from one of two optional backpacks to help give your heister that tactical feeling when they deploy to a heist. More outlandish and interesting options will be coming, and this will be a useful way for us to further visually differentiate enemy types from each other - but for the first dip, we've got 2 military style backpacks ready for your use.
And as one would want to do, you can even customize their primary and secondary colors to match your outfit all your other cool accessories. I'm loving the look and the weight it adds to the character models.
District HQ x Assassinate VP: Rooftop Fix!
A few players were finding their rooftop sniper character getting pinned on the rooftop in the District HQ level when the hover truck dropped. We've made some fixes to expand the size of the rooftop to help ensure that characters can't get stuck up there, boxed in by the hover truck. Thanks to everyone sending in F10s!
HTE vs XTE Grenades
These grenades were mixed up, basically both sharing the same effect from the HTE Grenade. We've resolved the bug, now pushing the Power Level XTE Grenade in a new direction. Its massive damage is balanced out by the size of the payload and how much less of a distance you can hurl it.
E-Rifle Ammo Stats
E-Rifles limited reload capacity was only being shown when it was the active weapon, otherwise it would be shown as 0/0. We've resolved that with this update, the 4/4 reloads per mission is now shown regardless of which weapon is selected.
Fighting Freezes
We're hot on the trail of 2 cases that can mysteriously cause the game to lock up. One persists that when an enemy starts to move, they may stop, revert to idle animation and the game locks up as it is sure they are still moving. The second is an enemy starts to throw a grenade it and it lands but nothing happens and the game locks. Each update, we are adding more debug details to your F10s to help track these issues down. They are pretty rare, but if you do see them please F10 them right away! We are excited to crush out these last 2 cases and put this behind us :D
v1.8.83 - #137: Stylish Backpack - 9/5/2024
- Added new appearance option: Backpacks! Pick from 2 military feeling styles with more coming - Fixed map issue on District HQ where your mercs could get pinned on the rooftop by VIP arrival - Fixed issue with Item XTE Grenade using the ability from HTE Grenade, now its own grenade! - Fixed issue with Talent hotkeys in the Talent bar sometimes going 0, 1, 3 and skipping a number - Fixed issue with E-Rifle sometimes showing 0/0 for its limited reload stats - Fixed issue with enemy grenade tosses sometimes locking up the game - Improved text for confirmation dialogs on load/save
Hello, Knights! It's time for another CKF Community Challenge. Our previous challenge was all about leaving your Vanguard back in the safehouse and giving your Agent EX a chance! For this challenge, we are asking you to leave your Soldier at home. Soldiers, or at least some soldier talents, have become a mainstay in almost every group out there, so it's time to mix it up!
There are two requirements for this challenge:
- You cannot take a Soldier on any mission
- You cannot multiclass anyone into any Soldier talents
For a true challenge, apply these requirements to a fresh start, brand new game. This is not required however, you can just pick up from wherever you are and just no longer use a Soldier or any Soldier talents via respec.
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of your squad and their talent trees
- After Action Reports of your missions, challenges you faced
- Tell us about the challenge posed by not having a Soldier, were there any? Were you surprised in any way?
- Any other creative ways you want to share to tell us about your heists with your multi-classed mercs: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your Soldier-less squad on a mission!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #nosoldier_challenge to join in on the conversation!
It's a holiday weekend and with such so many new players in the game, we've just got another nice bug fix and quality of life patching coming out tonight. This one hits on the latest F10s, improves grenade throwing animation and VFX for enemies, re-adds the warning confirm to deploy with less than max mercs, and tweaks and improves the balance of Siege (easier, higher Power Level requirements).
Without further chatter - let's dig in.
Confirmation for Deploy
In the transition to the new Matrix Tutorial, we had lost the confirmation required to deploy to a mission with less than maximum mercs. This can be a big mistake if you don't intend to do it, so the confirmation can help avoid that. It's back!
Siege Balance
We've started with Siege balance tonight. These can be pretty hard levels, especially depending on the faction. The balance we applied here is threefold - first, we have made Siege's have a higher Power Level minimum before they begin to appear (PL 3)and an even higher minimum to allow them to proc against milsec factions (PL 5, definitely the hardest form). Second, we have reduced the starting enemy head count from 11 to 10. Minor but its 10% reduction. Third, we have reduced the size of the subsequent wants that are sent from anywhere to 18% to 40% depending on some (per wave) RNG and placement of enemies. Altogether, hopefully this can help prevent the siege proc-gen missions from being a deadly, early, surprise.
Team Power Level on Pause Menu
Your Team Power level is now available while in mission on the pause menu. This one just helps make key information more readily available, if you're asking for help at a certain point in the game, knowing your Team PL is often one of the early questions.
Enemies Throw Better
There were a few mistakes with the visual elements on enemy grenade throwing. First, the throwing timing was off for when the grenade left the hand, making for a low arc and just feeling ... bad. Now it feels way better as we've aligned it like your mercs. Second, the VFX for the result were accidentally switched in the game's data set. Now targets who are buffed will get a very clear buffing VFX played on them, as the colorful cloud of hype-dust spreads out. Third, we fixed a possible case where the throw could lock the game up. This was pretty rare but could happen if the timing was right (or ... not right!)
v1.8.77 - #136: - 9/2/2024
- Re-added missing warning when deploying with less than full merc team - Tweaked enemy and wave counts in Siege: reduced starting enemy count by 1, reduced wave size by up to 25% - Improved Team Power Level minimums for Siege proc-gen missions, especially for those vs. milsec - Added Team Power Level stat to pause menu in missions - Fixed issues with enemies throwing buff cloud grenades - VFX were flipped, animation timing was off - Fixed Sec Level hover sometimes showing rules for Q-Sec Level instead (matrix vs. physical) - Fixed button label in Contact Limit Breaks not changing by selection (Confirm Favor / Confirm Upgrade) - Contact Faces correctly shown in Counter-Intel Token-for-Favor offer - Fixed issue with mercs sometimes starting floating in Corner Holdout X Siege Objective
Welcome all new Knights to New Boston - glad to have you this week.
This is an old city but let's keep plastering it with updates! It is late, so I will be brief - we've had so many new players checking out the game, and so much awesome stuff added over the last week that we're taking a pause for a moment to focus on bug fix, quality of life and F10 fix tonight before we blast on with more content.
So, this update hits on many of the hottest F10s from this weekend so far!
Thanks for submitting your F10s, posting feedback and especially for posting up reviews! Every one helps us keep trucking forward.
E-Medics and Grenade Simulation
We've fixed a bug where some E-Medics could lock up the game by throwing a grenade. Not pretty, call a medic! This is now resolved. In addition, we've tweaked the math models for how grenade targeting is done to help the thrower hone in on their primary target and do less really odd tosses. Finally, throwing a grenade did not always cancel your Focused Fire. Focused Fire is maintained only if you keep shooting at the same target without taking another action that requires AP or moving. So, throwing a Grenade definitely should, but there were some cases where it did not (oddly, depending on remaining charges of the grenade?)
Venom Trap AP Cost
The Scourge's Venom Trap was costing 2 AP to use and showing an odd message above the Talent bar sometimes when used. We've fixed the whole bug which was basically a double-attempt to execute the Talent.
PXE Grenades
PXE Grenades finally have corrected damage listed in their Talent, causing 320 Ballistic Damage and outclassing the old standard Frag Grenade.
Stun Tally Modification
There was a bug in the previous version where Stunning a target didn't automatically update the Sec Tally tracker, so it could look like yellow Tally did not get removed. They were removed the next time anyone asked for the Sec Tally to be updated but ... we fixed it. Now it is instant.
Roster Tagging
We've fixed (again?) another set of issues with dead, dismissed and missing mercs getting counted into the Tags on the Roster.
Update Size ... update
Two weeks ago we completed a couple of near max size updates to the game in order to re-organize some of our assets. So far, we're seeing really good results with all but 1 update (which actually, tweaked asset organization, so we know it would be larger) being significantly under 1 GB. This is a great trend for a game that updates a lot! We're going to keep after this so that we're only asking you to downloading MB from our near-daily update madness.
v1.8.75 - #135: Black Soup Bay - 8/31/2024
- Fixed issue with some E-Medics freezing on trying to throw N-Stim Cloud - Improved math for grenade throw simulation to be more on target with tosses - Fixed bug with PXE Grenade not correctly listing high Ballistic Damage output - Fixed bug with Scourge's Venom Trap Talent causing it to consume 2 AP instead of 1 AP - Fixed issues with Atomic Stutter and other Stun abilities not always immediately updating Sec Tally - Fixing issue where sometimes throwing a Grenade did not cancel your Focused Fire buff - Fixing possible double-team spawn in Corner Holdout X Kill 3 Captains Objective - Fixed issue with Delaying Job from Field Ops Center sometimes not counting toward max 2 delays - No longer showing outside/inside optimal range in Accuracy breakdown if accuracy effect is 0% - Fixed more bugs where dead/dismissed/hidden mercs could still be counted in roster tags - Fixed typos in proc-gen mission briefs, missing text strings in UI
Another day, another push of new content. Today in the New Boston zone we're further raising the bar for enemy variety with 4 new enemies paired with all new capabilities to throw buffing and healing (for now) grenades. This also starts to push the street factions into more distinct directions and improves enemy and enemy Talent scaling throughout the set. Maybe you're just settling in to how Wildfire and FireCOM mixed up the battlefield - well now welcome F-Duster, Patchmax, Bulwark and the E-Medic!
If you're enjoying the pace of updates and the way we are keeping Early Access interactive and exciting, please take a moment to leave a review. There is no better way that you could thank us for our work.
New Enemy Abilities
So enemies can now throw grenades! This is exciting upgrade for them and giving them a lot more future potential to do cool, dangerous and just awful things. We've opted to start with nice things! Enemies can now toss grenades that target and heal everyone (mercs or enemies) near the impact point, just like your own Medi-Cloud items. In addition, enemies might also throw a buffing grenade full of noxious combat stimulants that can power you up good for the fight at hand. We'll let friendly grenades fly for a bit before we let them throw the boom-boom kind. Time to adjust your team to new realities of warfare in the depths of New Boston, 2231.
3 Enemies for 3 Street Gangs
The release of 3 new enemy types - the Fenian F-Duster ("Fairie Duster"), the Los Zagales Patchmax and the Blue Ox Bulwark - buffs the ranks of the street gangs with exciting new street chemists who mix and match their designer stims to push their soldiers to the limit. The Los Zagales Patchmax delivers a powerful stimulant that raises Action Points, Move Speed and Initiative (while reducing Evasion) giving these street warriors the edge they need to get the jump on you or your crew. The Fenian F-Duster delivers a bear-style stim which raises Accuracy and Critical Rate. This Redmist drives the Fenian fighters into a frenzy and makes the much more dangerous. If you see one of those F-Duster bombs go out, make sure you neutralize its targets before they start unloading on you. The Blue Ox Bulwalk hurls defensive stims, keeping their paramilitary forces on their feet in the fight even if they are taking a massive beating. The Hardmist seeps into their brains and bodies, helping them soak up to 40% more Damage, increasing their Cover Bonus but reducing their Move Speed. We're excited to see the factions stepping out in separate directions with this update and this came along with some adjustments to the underlying data model and code supporting enemy selection which is going to make it easier for us to make more faction variations in the future with less cost.
New Corp Enemy Type
Within the corporate tiers, we've added a new E-Medic enemy type who is tasked with trying to buff and healing their corporate soldiers. Their medium-ranged N-Stim can heal targets with 5m of its naon-cloud release point. From the backlines, firing a heavy Revolver, these E-Medics can be dangerous in their own right but We've also upgraded the KEMCO corp's KEM Doc enemy who carries a shotgun and a medkit that could be used at 2m. This upgrade allows the KEM Doc to also throw a more limited set of N-Stim healing grenades.
KEMCO Scaling
Speaking of KEMCO, we've completed another pass of pushing different enemy sets to have better scaling properties. Now KEMCO's forces have joined the fun and are able to effectively scale like most of the other factions with new weapon and armor upgrades, upgraded Talents and more.
Overwatch Tuning
Exactly what mix of enemies have the Overwatch Talent is a pretty important balance factor within the game, so we will keep improving and tweaking this. The addition of these 4 new enemies who don't Overwatch will help as well and we've made some other minor tweaks to the exact charge counts and recharge rates for enemies' Overwatch Talents throughout the list.
Corporate Captains Heal
Some corporate captains have been granted a medkit carry and can now heal themselves if they aren't taken out fast enough.
v1.8.71 - #134: Drifting Hype Clouds - 8/29/2024
- Added new friendly grenade enemy abilities - healing clouds and buffing combat drug clouds - Added F-Duster (Fenian), Bulwark (Blue Ox) and Patchmax (Los Zagales) enemies who each buff in different way - Upgraded corporate combat medics in multiple factions to throw short range healing cloud grenades - Improved scaling for all KEMCO corporate personnel and guards, added healing abilities to KEM Doc enemy type - Further improved balance of Overwatch availability in enemy Talent mix - Some corporate captains gain ability to use a medkit during combat - Fixed bug where camera would stop following AI after using Skip Enemy Turn a few times - Fixed some causes of the freeze on during map missions
It's late in the New Boston zone and the game is on sale but that doesn't mean we can't drop a new update with new content, right? Update #133 comes with a new recruit option in your Underworld Hub, new unique Utility Program service for a Wireghost you might know, tuned the balance of the new enemy Talents, even better rules for Skip Enemy Turns and fixed a ton of UI related F10s. Let's see what we've got tonight!
If you're enjoying the pace of updates and new content - we've got more coming for you. And please take a moment to leave a review, our very small team appreciates every single one and it help us keep this train moving.
New Underworld Hub Recruit
A new Vanguard option has joined the Underworld Hub, which gives you the basic set of Soldier, Vanguard and Cybersword. Clearly, we'll be building out from here, and Sniper and Scourge are on the next list. This one includes a completely new and unique Trait, new backstory, new contact connections and more. Dial up a token and take a look at your new potential team mate. As we continue to expand the game's content in Early Access, one critical area is the recruiting pool. With the addition of a new Vanguard recruit option to the Underworld Hub, the possible recruits have now reached 6 including:
- 2 street recruits that are brought forward by other mercs
- 3 recruits from the Underworld Hub
- 1 storyline recruit from Salvage Job
Watch this recruit count - it's going to go UP.
Carnivore Wireghost: New Utility Programs
We don't want to spoil anything, so we'll keep this brief. If your time with the Carnivore mission resulted in your scoring a new Wireghost Contact, that Contact now has a unique service selling some new Utility programs that are not available via regular Wireghost. Every Contact's slate of services is given a baseline by their Contact Type but then can gain or lose services based on story events or backstory and each one upgrades a differently compared to the next based on Hype and Exposure Limit Breaks. So, this gives this specific Wireghost a unique twist - and one that can be upgraded twice with Limit Breaks as well.
Update Size
The last couple updates have all been delightfully small, weighing in from 200-400 MB. In order to possibly further trim that, or just ensure that it stays that low, we made another round of changes to the asset organization to break up a few of the remaining large groups. This has resulted in a trickle down effect and another big update size - 3.3-ish GB. All for a better future!
Overwatch Tuning
After the latest update with the FireCOM and Wildfire, some enemy factions start using Overwatch a bit too much like a blanket on the field of battle. We've tuned their options to get this Talent a bit - hopefully achieving a better balance. We're looking forward to hearing your feedback.
Trait Balance
We've improved the merc Below the Level Trait to give better XP bonuses, it was starting to low and never getting high enough. We've also down-balanced the Contact Trait Eager Buyer by a small amount, slowing down its progression through levels 2 and 3.
Confirm Overwrite and Load Save Slots
With Update #133, we've ensured that the overwrite and load buttons for all save slots always pop up a confirmation. This is a big action, can results in loss of something you're trying to play and deserves a confirmation. Previously, only one of the two buttons had confirmation - odd but now fixed! We've also adjusted the hotkeys used for overwrite and load so that they are consistent between the pause menu in the safehouse and the main mission map. To get the keys sync'd, you might have to adjust your defaults, so the results here will depend on how many customized keybindings you've done.
Timeline Pause Button
We've fixed a hotly reported F10 that sometimes the timeline pause button could end up disabled even as the timeline was playing, leaving you no way to pause the timeline! The state management there has been cleaned up. We also had to put out a hotfix last night that had some really nice things in it - so we will include its details here -
Wreckspire Fix
There was a bug that could cause your team to appear multiple times at the start of a Wreckspire Siege level. This should not happen again. If you are unable to continue a level due to this bug, please just reload the saved game.
Better Skip Turns
We've improved skipping enemy turns. Siege and Battle Strikers were driving the playtest team insane so we bet you feel similar. Now you can skip enemy movement even when they are repositioning for combat.
Fixed Wildfire Talents
Sometimes the Wildfire were taking healing Talents instead of Full Auto. Fixed!
Hack Tutorial: No more Heat
The hack tutorial was accidentally generating Heat. No more!
v1.8.69 - #133: Recruit Pool - 8/28/2024
- New Underworld Hub Recruit - Vanguard! - New type of Traits that react to going on missions or not - Added 2 new Contact Types along with recruit offering - If you get a Wireghost Contact coming out of Carnivore mission, they now have special Utility Program offerings (with 2 limit breaks) - Added 3 new Utility Programs (Data Filter II and III, Trace Vector III, Decoy III) - Minor down-balance to Contact Trait "Eager Buyer" -3-4% resale boost to levels 2 and 3 - Improved Trait Below the Level XP bonus - Tweaked starting charges and recharge rate for Corp/Milsec enemy Overwatch Talent - less blanketing of the field - Fixed bug where timeline Pause button could become disabled even when playing - Fixed inventory issue where some equipment counts could be wrong - Added confirmations to all Overwrite/Load save slot buttons, hotkeys now consistent - Fixed issue displaying "Remove Mods" button even if all mods were locked by crafting
v1.8.67 - Hotfix - 8/27/2024
Fixed issue with Wreckspire where you could end up with multiple copies of your team Skip significantly more enemy turns Fixed issues with Wildfire's Talents Preventing Hacking tutorial from causing Heat Fixed odd reinforcement spawn point in Street Palisade
Following up with the MAGNITUDE v2 update yesterday, we've got a big burst of new and dangerous enemies, better enemy progression and better enemy variety across the game. We've also further boosted the Field Ops Delay Mission token, evened out the balance in the Siege missions and fixed bugs from reported F10s.
Welcome to the new Knights piling into the New Boston zone! Get ready for updates and improvements. Be sure to hit F10 if you see something that is broken or could be improved.
And, if you're enjoying how we approach Early Access, please drop a review!
Enemies using Full Auto: Wildfire and FireCOM
We've added a number of new enemy types across factions - FireCOM variations for the different corporate groups and WIldfire for the Street and Syndicate. These heavier troops carry a variety of Full Auto capable Assault Rifles and Urban Assaults and are equipped to take the Full Auto shot to hit multiple mercs on your team. These new enemies are a good start - watch your firing angles, be more careful clumping your mercs and consider who the highest priority target is in the enemy squad.
More Abilities Coming
We are at the bottom of a big climb, preparing to add tons of new abilities and enemy types to the game. Full Auto is the first through the gate and grenades will be piling through next (flash bang, explosive, Molotov, and healing for more effective enemy combat medics). Then we'll be moving on to persistent on map effects like traps and more. Then it will be the season of the drone.
Further Enemy Progression Balance
This update improves the sweep of progression available to many enemy types and factions within the game. A number of enemies were still stranded somewhere between Power Level 1 to 6 and unable to scale above that point. This update adds a ton of scaling range for Street, Syndicate, Warner-Braun and megacorporate enemies. Some enemies now also receive key armor upgrades at high (7+) Power Levels, such as Street Shotgunners picking up 1 Protection Point to help them survive closing.
Field Ops Delaying with Tokens
We've heard from players the need for even more flexibility to delay missions some times, and the limit of 1-delay-per-mission can sometimes feel very limiting, especially when it comes down to the Cyber Knight in recovery, treatment or needing to go under for cyber surgery. With Update #132, we've extended the ruling to allow 2 tokens maximum to be used to delay a mission. We've also tuned the delay bonus for different room levels, flattening it out so that it's basically +1 day per level and ends at +8 days.
Siege Balance
To help the Siege objective play better and fit into the kind of timing that other missions require, we've cut back on the waves a bit. These are still some of the more difficulty missions in the game at the moment, especially if you draw the wrong faction like Brave Star. Maybe this time just let them have that chunk of Los Z turf?
v1.8.65 - Update #2: Wildfire X FireCOM
- Certain enemy types now use Full Auto attacks to hit multiple mercs - Added 3 new Full Auto enemy types (names, description, visuals): FireCOM enemies from corporate, Warner-Braun FireCOM and Street Wildfire - Syndicate Whistlers also can use Full Auto attacks now (and cause multiple bleeds in the act) - AR carrying Head Hunters will now use Full Auto - Syndicate Whistler's far more likely to appear when facing Syndicates - Improved scaling for enemies - high-end enemies from Street, Syndicate, Corporate, Warner-Braun all have more room to scale - Improved variety of enemy spawn combinations significantly for all factions - Field Ops Center tokens can now be used to delay a mission twice - Improved balance of Siege proc-gen objective and size of spawn waves - Fixed issue with roster sometimes getting locked only showing 3 mercs - Fixed issues with decks sometimes not repairing properly
Big day here Knights. In the previous MAGNITUDE update back in March, a burst of proc-gen content pushed us over the top to hit a milestone of 2X the amount of content since launch. We've blazed down the features list of our roadmap since then, delivering new systems left and right, but also adding in a steady trickle of new level content and new proc-gen objectives as we went.
Today we've got a much bigger burst for you, with 2 new maps, 2 new objective types, and a total of 10 new map/objective combinations. This means we have once again doubled the amount of content in the game - x2 since update #60, x4 since launch!
With proc-gen variety greatly increased, we'll be pushing to expand the pool of hand-crafted missions over the next couple of months. Our Casting Directory story engine and the proc-gen system work hand-in-hand to give you opportunities to mold your mercs, influence your underworld network, and build your rep as a Cyber Knight. By launch your playthroughs will cover the full arc of a Knight's career from origin to retirement. For now, enjoy growing your gains from all these heists; those credits will fund a lot of safehouse construction and/or crafting.
New Map: Dusted Hover-Evac
An old and abandoned ruin of a building leans over a road junction that might have once been bustling but now is just part of the network of under-the-level illegal commerce. Still a valuable spot and a commanding vantage point, the old Dusted Hover-Evac is a good place for a VIP to head for a hover extraction or a good place to defend if you want to own this stretch.
New Map: Wreckspire
The junction is a crossing point between two larger towers - D07 and D08 - and if it wasn't owned by gangs and Syndicates might have hosted shops, food stalls or even a rooftop club. Maybe it did so long ago that no one can remember. A long stretch with a commanding high point in the center and many possible ways in and out makes for a deadly rooftop heister's playground.
New Objective Type: Siege
The new Siege objective is in the inverse of the Battle Striker where you are attempting to storm a defended location, either by drawing the enemies out to you or taking the fight to them. In the Siege objective, you've holding a stretch of territory for your Contact, trying to crush an enemy assault team before they can get a foothold. You are the one in the defensive position or key stretch of territory, often surrounded or exposed from multiple angles. You've got to fight and hold the territory against enemy waves. These are hard missions which pay well and have extra XP boosts - so be sure you take your combat A-team on the first one you try.
New Objective Type: Lootbox Hunt
The new Lootbox Hunt sends you into a facility on a mission to find specific Files that have been hidden among the lootboxes there. You're the "last-mile pickup" system for the bribed insider who couldn't get the secrets out of the building but was able to surreptitiously hide the 3 pieces of the formula outside the highest security areas. There will be lots of ways to go about this one, if you stay quiet throughout or go loud and fast to find the loot you need. And once you have at least 1/3 pieces of the paydata you came to get, the option to extract opens up.
More proc-gen combos
Proc-gen missions grow in variety from a number of factors that affect them both in-level (objective, entrance & exit positions, Matrix connections) and at the strategy layer (e.g. faction origin and target).
Every new element - especially the biggest ones like maps and objectives -that we are able to add to the system continues to increase the multiplier effect. We've got work to do to double this content set again but we're climbing a mountain and that takes time, but there are still some major new multipliers to add to the equation like mission structure, which will allow some proc-gen missions to be offered that have more than one single map and are built more like Sibling Job or Carnivore where you have to pass through an outer map to reach the true objective map.
v1.8.63 - #131: Magnitude x2 - 8/26/2024
- Added new proc-gen map "Dusted Hover-Evac": dilapidated clinic with rooftop hoverpad rules a junction - Added new proc-gen map "Wreckspire": ruined rooftop junction between Districts 08 and 07 - Added new proc-gen objective "Siege": hold defensive position against enemy waves - Added new proc-gen objective "Lootbox Hunt": search lootboxes for 3 paydata files - Added 10 new proc-gen Map X Objective combinations (4 Siege, 4 Lootbox Hunt, 2 Assassinate) - Improved payment and XP reward for proc-gen Battle Striker missions
This morning we're rolling out a rapid set of fixes to catch up on bugs and F10s that have been hanging around this last week. It's a nice cleanup to get us ready for the next big content push! Here's what we've got for you -
Empty Lootboxes
Some of the work we are doing in prep for a major drop of new proc-gen missions caused a bug in existing missions with lootboxes. A lot of lootboxes were coming up empty. Any mission generated before this update is installed may have empty lootboxes.
Passive Leverages
Especially in the matrix, players were getting confused about Passive Leverages which go into effect automatically but are still displayed in the Leverage list and pretend that they can be activated. Very confusing! With this update, we've added a Passive tag so help identify them and removed the options to activate them which is not actually possible.
Dismissing Rules
To help reduce your clicks, if you dismiss a merc, you now take all their armor, weapons, items and cyberdeck. You could have done with anyway, but it just takes a lot of clicking, so we made it automatic and simple for you. We've also fixed a number of other issues around dismissing - you could dismiss dead characters, who knew! You could dismiss mercs who were already dismissed!?! It wasn't good, it made bugs.
Matrix Dmg and Buffs
There was a mistake in the print of Attack program damage ranges once you got buffed with Rampage or other buffs. The damage wasn't accurately updated, which is now fixed and the values show the real range you might hit at. Yummy - digital destruction!
Matrix Buff Coloration
Speaking of Matrix buffs, for a while all effects in the matrix have been styled as a red debuff, regardless of if they were good or bad. We've now updated the buff list (just like the physical list) to get the colors correct and make them more clear to the eye.
v1.8.61 - 8/23/2024
- Fixed issue with empty lootboxes appearing across levels - Improved tagging on Leverages to display Passive Leverages with a tag and stop them from looking like they can be activated - Dismissing a merc will automatically remove all equipment, cyberdeck, etc (save you clicks) - Prevented Dismissing already dismissed mercs (?!?), dead mercs and recruits - Fixed incorrectly displayed damage range in Matrix attack Talents when +Dmg buff is active - Matrix effects are now correctly colored by buff/debuff - Fixed issue with Roster where character could be stuck after removing Cyberdeck
The latest update is hitting the streets of New Boston with a wave of improvements from community suggestions, your F10s and more. Thanks to everyone feeding us requests and suggestions, we're excited to roundtrip them and put them into the game fast and furious. We've improved how programs can be uninstalled and installed, we've improved the Matrix AP bar in the Matrix HUD, simplified the timeline buttons, fixed item carry nodes in the class tree, brought down some high-end cyberdeck repair costs and fixed one of the possible cases that could cause a freeze on map during a mission.
If you're enjoying our dedication to improving, taking community feedback and fixing your F10 bugs - please take a moment to drop a review for the game and help us continue to improve.
Flexible Program Uninstall
The change of rules to use maximum program limit on deck has brought a lot more importance of the decision to what programs to load on to your deck. But the previous limit that a cyberdeck must always have a Scan, Sleaze, Deception, Disarm and Attack program on it is was making upgrading a deck challenging. Once you hit 10/10 programs, you couldn't easily remove Scan I to install SCan II and had to do an annoying round-robin uninstall and reinstall. So - you asked and we've improved rapidly! Now, if you uninstall a required program, you'll now just get a confirmation warning instead of a hardstop error -
And above your installed programs for each deck, you'll see 5 icons showing Scan, Sleaze, Deception, Disarm and Attack. If they are missing, the icon lights up red indicating you're not ready to deploy to a mission with that deck.
But that's fine, you probably uninstalled Scan I to install Scan II. If you didn't, you'll find a helpful error message at deploy time sending you back to sort out your programs.
Matrix AP Highlight
The Matrix AP bar has now joined the fun to keep up with IO buffer and Active Memory. If you're hovering over a Program or a Talent in your program bar, the Matrix AP that will be used by the action (either to load the program or to use the program, depending on its loaded) state is now highlighted in the bar. Now you can see how each action will affect all of your 3 action pools and the tutorial feels even nicer =D
Simplified Timeline Buttons
The buttons to control the timeline were using a Play, Play Fast and the Play button would switch to a Pause button once the timeline was started. This setup was not the best and was causing a lot of controller and keyboard input to stop or start the timeline accidentally. Plus, once you've decided a speed you want to play the timeline in the game, you probably aren't using both. We've improved and simplified the button set to have a Pause and a Play button. Neither changes to another type of button when the timeline is running, so there is now no chance of input jamming. If you want the timeline to run fast, this is the default setting for the new Highspeed Timeline option in your Options > Gameplay menu. If you do want it to run slow, you can disable the Highspeed Timeline option. Thanks for all the F10s and feedback about this and we'll keep polishing elements large and small to the game to feel as smooth as possible.
Item Carry Class Training
A bug snuck in at some point with the item carry upgrade nodes for your class tree. These expensive nodes - each costing a whopping 5 points - enable you to carry an additional item on every single mission. They may not feature in your early game builds but they are likely to be worth it in your mid to late game builds where that extra Ion Recharger or dose of Turqo Juice can make the difference. Currently the nodes will allow you to carry a new item of any type while we evaluate the original design that some nodes would offer limited item carry by type (Tech only, etc). We are also working toward a point where each of these nodes will also come with Attribute and other stat bonuses to help round out their cost. But when trained now, you'll see your equipment section upgrade immediately and be able to equip more items.
Cyberdeck Repair Costs
We've tempered the math that was used for repair costs for cyberdecks as the deck prices just keep getting more expensive. This will help decks around Power Level 4 and higher to have more reasonable repair prices and ensure that you're price tag isn't hitting $100K until you're looking at serious damage.
Overwatch / Movement Freeze
We've fixed a significant cause of freezes on the combat map where there was a one frame gap between a character starting an action (moving, shooting) where it was possible (if the timing was just right) that they could start an idle twitch animation ... which would leave them hung and the game frozen. With this new case in mind, we're looking for other possible causes of freezes on the map which are rare but still reported in F10s. Please keep reporting them and we'll keep doing our diligent detective work to figure out what is causing them. At this point, none of them are simple code errors, its all somewhere deep down in the animation controllers, blending and timing, so we need your F10s!
Update Size Update ;)
It looks like the improvements we made to the asset packaging managed to crunch what could often be a 4.6 to 4.9 GB update down to a 2.9 GB update. We're not done, we can crunch more! We'll keep you posted as we keep working these down in size. Our aim is to consistently keep the updates under 1 GB.
Battle Striker Early
We fixed a bug where Battle Striker missions often ended early before the last wave of reinforcements arrived. Thanks for the F10s!
Treatment, SImstream and Injury
We're continuing to work on improving the code and validation routines around treatment, simstream and injury. There are still issues here that can cause events to hang on the timeline, the roster counts to be wrong and more. This release fixes a few more of the issues that were reported and a few more things we found on our own. We've also fixed a bug where you might in Treatment for a Wound like Brainburnt 1 and while trying to treat it, your Wound upgrades to Brainburnt 2. Not good! Wounds will no longer mutate while in Treatment.
v1.8.59 - 8/22/2024
- Rebuilt the timeline buttons - just simple play and pause button, reduced issues jamming spacebar - Added new Option to play timeline in fast or slow mode - Improved Matrix AP bar above IO and Active Mem to highlight like the deck stats do when hovering programs/talents - Improved program uninstall - now warns but does not prevent uninstall of required programs (Scan/Sleaze/Deception/Disarm/Attack) - Required programs icon bar shown above deck programs to indicate which are installed - Cannot deploy to mission unless 5 required cyberdeck programs are installed - Added mission description to item carry rules at the top of each classes skill tree. Costs 5 points to carry +1 item, up to 4 max - Fixed bug where training in item carry would not always immediately enable the ability to carry more items - Improved cost curve for repairs on high-end Cyberdecks to keep cost from getting out of hand - Fixed bug where enemy could start moving and then suddenly stop one or two steps in - Fixed bug with contact selection by Casting Director that was reducing variety of contacts that could proc - Fixed bug where Battle Striker missions could end before the last set of spawns - Improved safehouse honoring and counting different status (detox, wound, injury) to prevent being sent to other detox, wound, etc - Fixed bug about injury or medical timeline events and roster counts sticking around after completion - Fixed bug where a Wound could mutate (from Level 1 to 2) out from under Wound Treatment
Welcome to the late night scene in New Boston. The lights are low but there's still an update to be had. This update follows up on the major milestone HACK THE PLANET and all the new cyberdeck and matrix improvements along with the long-awaited Matrix Tutorial. With Update #128, we've improved (and raised) the max programs rating on most decks, fixed issues preventing you from repair cyberdecks sometimes, fixed a duplicate hotkey in the deck screen, and fixed all reported typos and clarifications requests in the matrix tutorial.
If you're enjoying the constant push in quality, content and features - please take a minute to leave a review and tell a friend!
Update Size Reduction
As the game has evolved and more and more levels and assets have been enabled, the asset packing organization has slipped a bit. We've had too many updates recently in the multiple GB when they shouldn't need to be that large. Unfortunately, to do anything about this, we need to push an update where we improve the organization but that makes a ton of changes in the build ... and results in a big update. We know another 4.6 GB update is painful, so we're sorry and hopefully this is the one that will bring us back down to sub 1 GB updates more regularly.
Improved Max Program Counts
We've taken the first needed balance step after the big update - raising max program counts on decks and improving the progression of max program counts for decks so that you are always seeing some improvement as you pay big dollars for new decks.
Deck Repair Stuck
If you hit a situation where your cyberdeck was no longer offering the repair option even though you had damage, this is now fixed. Please proceed to repairing! We've also fixed an issue where Start Repair and Delete Program were overlapping on hotkeys which could be a real pain in some situations.
Matrix Tutorial Feedback
First, we are super excited that the tutorial has gone over so well! We've heard a lot of positive feedback about learnig things and hacking things and hacking all the banks and things - so it seems to be going great :D And thanks for the mountain of F10s! We've parsed them all and fixed every typo reported and addressed every clarification request. We will be adding an option to replay the tutorial in a saved game on demand, so that will be nice as a way to replay in the future.
File Set Minting and Rooms
We've removed the requirement when minting a File Set to have a specific room. Minting V-Chips required the Underworld Hub and minting Programs required the Hacking Station. This was cool but also tough sell because it puts specific requirements on how you build your base. Consider that you have to make choices and therefore chose not to have some room, which might be the Hacking Station for example, it no longer fits to prevent you from minting a Program in that case.
Slashslide and 0% Accuracy
Sometimes, when your Cybersword did a Slashslide, the second and third targets would be attacked with 0% Accuracy (which you could only see in the log), which would cause a very weak glancing hit. We've fixed the bug here - so Slide on!
v1.8.57 - 8/21/2024
- Improved progression of Max Programs for decks, rises faster - Fixed bug where Cyberdeck could get stuck with Damage that was irreparable - Fixed bug where Repair Cyberdeck and Delete Program shared same hotkey - Fixed many typos in Matrix Tutorial, adjusted lines - thanks for all the feedback!! - Removed requirement for Hacking Station to mint Programs and Underworld Hub to mint V-Chips - Fixed issue where attacks after the first in Slashslide might have 0% Accuracy and just get weak glancing blow - Fixed issue with mercs MP bonuses not showing correctly after Mad Dash Leverage applied - Fixed issue with all buffs/debuff icons shown in red in merc status, now buffs are shown with green icon - Adjusted asset packing organization to improve update size in the future
Hackers unite! The planet awaits, let's hack it! We're excited to roll out the Matrix Hacking Tutorial today, checking off one more major milestone from the roadmap. The HACK THE PLANET major milestone also comes with some other major changes to how cyberdecks and hacking work - allowing you to transfer programs freely and now cyberdecks take lasting damage that is costly in time and money to repair. In order to make the best tutorial possible, we've made a lot of improvements to the matrix and its UI as well.
Jump in, getting hacking!
If you are enjoying the pace of progress and the commitment to completing our milestones, please take a moment to leaving a review to help our small team continue forward!
Matrix Tutorial At Long Last!
After along way - and many improvements to the Matrix systems - we're excited to finally roll out the full Matrix tutorial. The tutorial will be available in any game immediately - and might contain some valuable tips and info for veteran and new players alike.
The tutorial is offered the first time you try to deploy a hacker to a mission. It will only be offered once per game. And you can disable the tutorial (and all future offers), from your Options > Gameplay menu. Once you've run the tutorial or if you just want to skip it - turn it off.
The tutorial will set you up on a solo hack, guide you through the basic process of hacking, help you deploy a CPU Spike, steal some paydata and disable some security devices. All of this is done with a special character "Tutorial Ahab" (a BIG shout out to Ahab for all the work on the wiki Hacking guides on hacking that were featured heavily in planning and writing this tutorial). Therefore, with your Tutorial-only character, there is no gain or loss for taking the tutorial - you can't suffer damage and the loot is deleted at the end of the mission. So - hacker, go forth and learn! Let us know your feedback. Final note, the tutorial is a procedure set of steps intended to be followed. It is not built to react to you going off script wildly. If you want to run the tutorial and learn to hack, plox follow the instructions and read the pop ups :D
Transfer Programs between Decks
With the HACK THE PLANET major milestone, we've also enabled easy transfer of programs between decks. Programs are valuable investments, critical pieces of software that you can buy or steal (via Files & File Sets). These chunks of quantum software can be moved between cyberdeck hardware now by using the Uninstall button. The program is dropped back to your available programs list and can be installed on a new deck. Note (see below) you cannot uninstall programs if your deck is damaged or currently in repair.
Deck Damage & Repair
Cyberdeck Damage is no longer automatically and instantly repaired at the end of a mission at the cost of $0. If your deck takes damage during a hacking run due to destructive feedback signals from the IC or the Q-Sec Escalations, that damage comes home with you. It persists into the next mission and makes you more vulnerable to deck burn out.
However, when you're ready - because you have some hacker downtime or can swap in another deck - you can start a repair on your deck. This will take some time and money - and get more expensive as your deck is more expensive - but will restore your deck to 100% Health.
You cannot deploy to a mission with a Deck that is currently in repair, so be careful picking when to stop your hacking and take some repair downtime.
Max Program Count
To better facilitate easy program swapping and the new deck balance, we've opted to use a Max Program Count for cyberdecks instead of Storage Size metric that was being used before. This puts a hard cap on number of programs you can load on a deck and will require you to do a bit more planning. Still, the maxes are generous, ranging from 8-12. All the more reason to upgrade decks and transfer your new programs to them. If you were hoarding programs from before this update (which makes a lot of sense since you can't transfer them ...) your deck will still have all the programs. You won't be able to add new ones and you can now uninstall programs, so hopefully you can spend some time rebalancing your deck for now and the future.
Cyberdeck Pricing
With the cost of repairs now a real thing for cyberdecks, we've rebalanced the price of all decks, bringing them down. You can also transfer programs which makes swapping between decks a much cheaper operation. Finally, we've modified how deck resale value works to ensure that if you are selling a damaged deck, you'll get proportionally less for it.
Tons of Matrix Improvements
To make the best Matrix tutorial possible, we had to improve the matrix! We're excited that the tutorial comes with a ton of changes and benefits for everyone. So let's look at the list!
We've rewritten all of the IC descriptions to be clearer and exclude exact numbers about what each IC is doing.
We've re-organized the HUD to bring all of the action pool elements - Matrix AP, IO and Active Memory - together down in the corner near your programs. This lets your eye look only one place when trying to figure out the limits of what you can do and planning your next move.
We've rebuilt the display of Sec Tally per Action (for hacking) and Sec Tally per Turn (for meat-space) to be clear and to avoid you needing to count tiny yellow squares all the time. The new HUD element also just helps reinforce how the rules work.
If you disable an IC, the Q-Sec Tally penalty icon and text now go gray, reinforcing the rule that if the IC is disabled then you do not get Q-Sec Tally added if they are destroyed. The stealthy hacker disables before killing. In the same vein, if an IC or other factor is preventing connection to neighboring nodes, the connection lines are grayed out.
We've redone the matrix host Ratings (now Blue, Green, Yellow Orange, Red, Ulta) to be ordered like the actual spectrum of colors. Also, we're trying out a rename for the host response system, the Q-Sec AI going from Bronze Boa, Silver Rattler, Gold Viper, Platinum Cobra to Diamond King. We've rebalanced 2 starting Hacker Talents - Hardshell is less powerful starting only with +20 Temp Cyberdeck Health instead of +30 and Overclock is more damaging to your connection, starting at -3% Connection per turn instead of -2%.
Toggle Snap to Cover during Movement
We have added the much requested toggle for snap to cover during movement. Cyber Knights features a gridless movement system but we also include the snap-to-cover helper to make it easier to get your mercs into good positions around corners and near to important cover. But, sometimes that is annoying. You don't want to snap, you know exactly where you want to be. In these cases, you can just toggle of Snap now while moving and put your movement position where you want it without any help or friendly interference.
Auto-Select Equipment
When changing equipment, we've improved the following equipment screen where you can browse for your replacements. This screen was not auto-selecting the item you are replacing, which was confusing. Now, if you click to replace your sniper rifle, that exact sniper rifle will be selected in the list of weapons that could replace it, making it much clear what you're up to and also make it just one click or keypress away to start comparing the current rifle to other weapons.
Better Tagging and Dismiss Rules
We've fixed a set of issues with the safehouse and roster tagging. Before this update, the tags for Simstream Trainer, Detox, Wound Treatment and Injury Treatment were all lumped into a single "Treatment" Tag. We've now broken out the "Simstream" tag separately to make this more clear when you're looking at the entire safehouse and then once you dive into the Roster you can see all 4 tags separately so it is clear from the list who is where and why without having to try to figure out exactly which of the 4 treatment types we're talking about. We've also made some fixes to how Dismissing works in regards to benches and cyber surgery. If you kick someone off the team now, they are correctly removed form the Detox, their cyber surgery is canceled, etc so that they aren't hanging around consuming a valuable spot even though you've booted them.
Charged Strike Renamed Power Slice
With the last update we did a bit of renaming clean-up for what was Conduit Edge and Charged Strike. Unfortunately, "Charged" is not the best word to be using (are we running at an enemy? are we using Talent charges?) so we've renamed again. Also, the use of IO-Batt for the melee weapons charges was conflict with IO for Matrix, and that's not helpful - so we've renamed that too! Here is the list of changes:
- Charged Attack has become Power Slice
- Improved Charged Attack (previously Conduit Edge) has become Improved Power Slice
- IO-Batt charges have become Ion Batt Charges
- IO-Charger item has become Ion Recharger
Wired Safehouse Rooms
We've made some visual improvements to safehouse rooms - adding more trash, junk and wires. They feel more alive and deeper now. We'll keep working on the look here but this is a nice polish pass.
Contact Hover in Selling Window
If you are considering who your things to - especially your high Rarity Accounts that will cause Influence changes - then you'll be happy to know you can now hover over a Contact's head in the seller/buyer pop up to see their full hover. This can make it easy to know when to stop selling your Epic Accounts to a Contact when they reach 80% Influence without having to hop between screens again.
v1.8.55 - 8/19/2024
- All new Matrix Hacking Tutorial will be offered next time you try to deploy to a mission with a hacker (once per game) - Disable Matrix Hacking Tutorial in options or during New Game - New feature: Uninstall and transfer programs between Cyberdecks - Cyberdeck damage persists between missions, if deck is damaged enough you can start a repair at the safehouse (time, money) - Programs cannot be uninstalled while a deck is damaged - Cyberdecks now have maximum program count instead of storage size - Rebalanced / reduced price of most cyberdecks - Rewrote all IC descriptions, effects and trigger clauses to be more clear and specific - Improved display of Sec Tally / Turn in meat-space and Q-Sec Tally / Action in matrix - Improved display of Q-Sec Tally penalty for destroying an active IC - Improved order of Matrix Ratings to match color spectrum: Blue, Green, Yellow, Orange, Red Ultra - Connection lines between matrix nodes now gray out if connection is blocked - Re-organized and improved Matrix HUD - AP joins IO and Active Memory in bottom left - Hacker's Hardshell starts at +20 Temp Cyberdeck Health instead of +30 - Hacker's Overclock starts at -3% Connection per turn instead of -2% - Cyberdeck Resale value is impacted by damage - New toggle for movement snap to cover - turn off for exact placement, on for best cover placement - Auto-select the piece of equipment you are changing when you click it (click Sniper Rifle, see weapons but Sniper Rifle starts selected) - Added Contact Hover to sell window to give easiest access to Influence and Service details - Fixed issues with roster and character tagging - new tag Simstream splits from Treatment, even more accurate counting - Fixed bugs when dismissing characters who are in benches (cyber surgery, detox, etc) - Fixed bugs with Motion Detectors often seeing over low cover - Fixed bugs with dead bodies sometimes being seen through Vanguard's Refract - Completed trio of renames: IO Batt => Ion Batt, IO-Charger => Ion Recharger, Charged Attack => Power Slice
Data is streaming down the pipe, but so is the lethal feedback. Will you get the bio-formula locked-in before your chips fry? Tonight's update adds 5 exciting new host templates for Matrix Hunt proc-gen mission objective, clarifies some matrix rules in hovers, reveals mission power levels during mission planning, improves the new contact hover, fixes reported issues with multi-buy and multi-sell, adds new lore and more.
If you're enjoying the pace of updates, attention to improvement based on community feedback or any way we are handling Early Access, we hope you'll share game with a friend and leave a review!
5 New Host Templates + better Rules Clarity
We've added 5 new matrix host templates that will be immediately picked up and used by the new Matrix Hunt proc-gen mission type. These new and exciting hosts will give you some new playgrounds to romp on, facing some new challenging setups. We're super excited to be working toward adding a few new node types which will also help shake up matrix map design meta significantly. In addition to the new host templates, we've clarified rules in the game's hovers to try to help:
- To Spike a CPU or APU, you must use your Scan program enough times to get to Scan 2/2 and you must destroy all IC using an Attack Program (or any kind of Damage). Note that Disabling the IC is not enough.
- In the top right area, the Q-Sec Tally is shown in yellow pips. This is the amount of Q-Sec Tally added to the Tally every time you take any action, such as loading or using a program or connecting to a new node. This Q-Sec Tally per action cost can be increased by IC, by Q-Sec Escalations, by the node type or by other factors as well. This is a key stat to be watching because it determines how rapidly your actions will land you into another Q-Sec Escalation.
Sight Lines on Kill
With Update #126, we've fixed an old bug where sight lines to enemies could sometimes linger even after a kill was made. This helps clean up the UI faster and reduces the feeling of clutter -- all good things for the tactical map, which we're continue to work on making it snappier and more responsive with less wasted frames or pixels.
Mission Names and Power Levels
We've made some updates to the mission planning list in Update #126. The first change is to include a mission's rough power level in the list, so you can see what type of opposition you are facing. This will be most directly affected by your Team Power Level + difficulty and any boosts or reductions that the mission author called for the in the mission specifically. Hopefully this is helpful! Second, we move fields around, shortened some tags and made space to give a full line to mission titles so the best names aren't getting truncated. If a mission title lacks space to display it all, it will auto-resize its font size a bit until it does fit as well.
Contact Services in Hover
We heard immediately that with the new Contact hover we got it half right! You can now see the Exposure and Influence in the hover but you were not able to see services and which ones might be maxed out. Now you can with services tags just being added directly to the hover and the hover being expanded into all screens in mission planning now.
Selling Clarity
In the original multi-buy and multi-sell update, the Buy/Sell option was disabled while you were modifying the slider and you needed to reselect a Contact before you could proceed with the transaction. This lead a lot of players to feeling like they were stuck or just generally confused. With this update, we now have persistent "current Contact" shown in the list of Contacts, even if you go to mess with the quantity slider, this current Contact persists, allowing the Buy/Sell button to stay enabled at all times (unless you can't afford this, chumbo?)
Cybersword "Improved Charged Attack"
As a first step to help improve the clarity and usefulness of their unique Talent, Cybersword "Conduit Edge" Talent has been renamed "Improved Charged Attack". Any merc who picks up a melee weapon gets a free Talent called "Charged Attack" that uses the melee weapon's IO-Battery charge to invoke special powers, extra damage and debuffs - all based on the weapon. This Charged Attack Talent doesn't give any extra bonuses and can't be used repeatedly (has one charge). If you are a Cybersword, you have the option to train Improved Charged Attack which replaces Charged Attack completely. Improved Charged Attack has better max charge, allowing you to strike with 2 IO-Batteries in rapid succession and give special buffs to the effects defined by the weapon, such as increasing the debuff duration from the weapon's debuff or further increasing its Pure Dmg bonus. This Talent has caused a lot of confusion and while this helps, this will not be the end of changes coming for Improved Charged Attack. We've also fixed an issue with hovering hitboxes in the class tree that should make the tree more useable with a mouse.
Faction Entries
With Update #126, we added a lore entry of the Que Milieu Syndicate as well as fixing a duplicate paragraph for Blue Ox (the missing content was restored). We're continuing to add more lore to the journal, which is also exported to pages like the Factions page on the Cyber Knights wiki.
Appearance Import Oddities
We've fixed number of odd bugs around appearance import and exporting sometimes creating outfits and appearances that were non-functional, or did not update in other parts of the game. These bug stemmed from use the mouse in the UI and generally not clicking or key pressing the "Load" button. For controller and Steam Deck players, this wasn't really an issue as the general way to accept the outfit change was the load button.
v1.8.53 - 8/14/2024
- Added 5 new matrix hosts maps to templates for Matrix Hunt proc-gen missions - Correct rules displayed in Matrix Q-Sec UI in the top right, explaining Tally per Action rules - Fixed issue with hack-only matrix hosts having very limited loot (Files, etc) - Fixed duplicate paragraphs in Blue Ox journal entry, added entry for Que Milieu Syndicate - Renamed Cybersword's Conduit Edge to Improved Charged Attack for better clarity - Correctly clearing sight lines on tactical map after killing an enemy - Improved distance display in enemy hover under 10m to include 2 points of precision (2.06m) to help be clearer about range limits - Contact hover now includes services tag list and is available in both mission planning screens - Improved buy and sell quantity - last contact selected before modifying the slider is the one used if you hit buy/sell key - Added better filters for NanoFab Blueprint selection - if using weapon bench, then see weapon filters, etc - Fixed issue with K-Protocol and Leverage reducing Sec Level or Tally playing alarm SFX in a stack - Improved class tree, reduced size of certain hover areas that were too large - Fixed issues with loading an appearance from Library sometimes leaving appearance tab broken
Another night on the New Boston town, another heist, another big update! With Update #125, we've added a new proc-gen hacking mission objective, improved late game economy balance, fixed tagging issues and performance boost for Roster, fixed looping Exposure Limit Breaks, better updated the HUD after killing an enemy and Grenades cost 2 AP again! There is so much good stuff in this one, check the release notes.
If you're enjoying the pace of updates and improvements in Early Access, please take a moment to leave a review!
New Matrix Hunt Proc-Gen Mission
In proc-gen land, we're excited to roll out an all new hacker-only mission focused on finding and downloading files. The Matrix Hunt mission type sets you up - on the clock - to break into a host and find 3 valuable paydata files scattered across the host's nodes. Much like Kill 3 captains, your payment hinges on each file found where you can gain 33% per file. It only takes 1 file to be called a Victory but the real money is with all 3. It's awesome to see new objectives filtering into the hack-only missions as well as the meatspace maps and missions. The current iteration of this mission is styled such that it is a great fit for your Street Docs, Nu-Vudu practitioners and drug runners, contacts who haven't been as present in the proc-gen circuit up to this point, giving a new way to get them Influence points.
High Power Level Missions
There are still big movers in the game's economy settling down. The ability to make upwards of $5m on a single phase mission in the high-end Power Levels is still running too high. While we're probably not done adjusting this (as more multi-stage missions will arrive), we've tuned this down into the $4m zone, which is still, frankly, a lot.
Better Roster Tags, Filters, Performance
Ohhh the barracks character roster got faster! We're excited to roll out a huge performance boost, if you had any delay in that screen popping up it should be absolutely crushed. This makes a huge difference if you were trying to filter by character level, which was laggy before but now is buttery smooth. We've also fixed a number of places where mercs who shouldn't be counted for tags - Dead mercs were being counted as Wounded (even though Dead beats Wounded in Dead-Wound-Scissors) and recruits were being counted as Training Ready (even though you can't train them).
Endless Limit Break Loop
If you're stuck in an endless Limit Break loop with a Contact, we've probably fixed your issue tonight. We're not sure why some many players ended up with this bug being for Henninger, but here we are fixing the Exposure Limit Break loop so you can get back to your games.
Updating Attack/Hear Numbers on Kill
There was no system in place to keep the bottom left numbers - for how many will hear my attack or how many can I attack from here - current after an enemy was killed. This did lead to a lot of "off by one" feelings with the numbers shown on your weapon tiles. We've plugged this bug!
Contact Hover Details
We're working on rolling out a new Contact hover that will be useful everywhere it goes to get a peak a Contact's big stats without having to drop back to the Contact list. For now, it is solely available in mission planning but needs to be visible in more places and also include the services tag list.
Fixed and Slimmed Filters
We slimmed down the appearance of the Power Level filters so that they eat up less vertical screenspace. We also fixed how Contact filters were working so that they are filtering as you'd expect compared to the rest of the set.
Recruit Offers
Now that recruit offers in the Underworld Hub are getting more interest, we've improved the UI to make the sub-offers more clear when they aren't available to pick. The Soldier and Cybersword recruits now visually leap out of the group, ready to pick. Good thing more are coming!
Safehouse Uninstall Rules
We've fixed 2 nagging bugs about uninstalling a safehouse room. You could - in previous release- destroy a safehouse room even if its benches were active. This would leave a crafting item in eternal limbo or leave a character in the detox stuck for a while. Now, it is prohibited to remove a room if any bench is busy - so finish up first! Second, uninstalling or canceling a room's construction was removing it from the build list "for a while." This was a caching issue we've resolved now.
Grenades AP
For anyone who was enjoying throwing grenades for 0 AP, we are sorry. The 2 AP cost has returned!
v1.8.51 - 8/13/2024
- Added new type of proc-gen hacking mission objective - Matrix Hunt - find 3 paydata files each pays 33% - Fixed bug sometimes prevent Agent EX Talent named Armor EX from being allowed to run - Added helpful Contact hover to mission planning - Reduced mission payments for missions at Power Level 7-10 - Big performance boost to Roster, fixed slow filters for Character Level - Fixed tag counts for Wounded Roster not to include dead or dismissed mercs - Fixed tag counts for Training in Roster not to include potential recruits (who you cannot train) - Fixed issue with Exposure Limit Break possibly looping infinitely and jamming timeline - Improved sight lines in mission map, fixed bugs with sight lines and melee weapons - Fixed issue where attack/hear counts were not updating in HUD after death of target - Fixed issue with Grenades suddenly not costing AP to throw - Improved Initiative timeline action in HUD if there are too many enemies to fit (does not cover Sec Level) - Fixed Contact list filters Friendly and Enemy not working well - Fixed bug in Safehouse where destroying / canceling an in progress room could make it disappear from the build list for a while - No longer allowed to destroy a room if any of its benches (Crafting, Detox) are occupied - Made disabled token offers in Safehouse rooms (like Recruits) more obvious - Reduced size dedicated to Power Level filters in all inventory/market screens
Today's update focuses on expanding the possible recruit roster, some exciting new Traits that come along with that, catching up on a security device missed in the gray outlines from last update and finalizing the fixes for a few bugs we caused in releasing Update #123.
If you're enjoying the pace of updates and how we are running Early Access, please consider leaving a review. you can always edit it later.
Underworld Hub: 1st Cybersword
The Underworld Hub recruiting option offers a number of advantages - you can recruit higher level characters here and also you can pick the class you're interested in instead of hoping that your connections come up with someone who fits you from the street. However, the recruits available from the Underworld Hub are very limited - in fact, up until Update #124, only one Soldier recruit has been offered. We're excited to start the process of blowing that recruit pool up with options, and the first to join is a new Cybersword. Thanks to the Kickstarter backer who created this exciting new character. As more recruits filter into the hub over the following months, you'll be able to swell your ranks, better arrange the classes on your squad, try out new Traits and Backstories and replace losses. Finally, we fixed the icons shown with each recruit offer in the Underworld Hub so it is visually clear.
Embarking into new Trait Territory
With the new Cybersword recruit joining the hub, we've broken ground on two new types of Trait effects that we haven't seen in the game so far. The Traits available for the new Cybersword are good "foot in the door" Traits for these two new types, as more will follow. The first is that character Traits can affect crafting rules, in this case reducing NanoFab pricing in certain situations. The second is that character Traits can react to actions within a mission
Disabled Proximity Mines
Prox MInes felt left out after yesterdays update to vision systems, allowing you to hover over disabled cameras, radar arrays and motion detectors.
Restored File Sets and Item Blueprint Names
With Update #123, we broke File Sets so they no longer appeared (thanks Power Level filter!) and broke Blueprint names for item Blueprints (thanks multi-sell!). We hotfixed the issue with File Sets but have included the fix for the Blueprint names with this update. Sorry for both of these!
v1.8.47 - 8/10/2024
- New Underworld Hub Recruit - Cybersword! - New type of Traits that takes effect after mission based on mission events - New type of Traits that can affect NanoFab pricing - Fixed incorrect icons in Underworld Hub recruiting offers - correct class icons - Added gray outline for disabled Proximity mines after they have been enabled by Sec AI but disabled by Talent, Leverage or Hack - Fixed issue with Blueprints for Items all having bad names like Blueprint.3.313 - Fixed issue with File Sets all disappearing
The weekend is about to get rolling in New Boston, so naturally its time for an update We've hit a hit swathe of big F10s with this update - an exciting follow up to yesterday's story release. We've added display of ranges for disabled security devices, add a much needed quantity slider for buy and sell, adding a Remove Mods button for weapons, added new filters for Power Level and Weapon Weight to all inventory and market screens, fixed a critical bug with Contact Limit Breaks and high level Traits, and a ton of other issues as well.
We're working hard on improving the game based on your bug reports and feedback and suggestions. Thanks for your F10s and your posts to the forum to help us getting these improvements straight into the game with hesitation.
If you like how we are running Early Access, please take a moment to leave a review!
Preview Ranges of Disable Security Systems
If you disable a security device, it can become pretty difficult to know what it will do when it turns back on and exactly how much range you have to stay clear of its sight cone. For laser wires and pressure plates, this is easy but the information was simply hidden for vision systems like Cameras, Radar Arrays and Motion Detectors. With Update #122, if you hover over a disabled security device - specifically Camera, Radar Array or Motion Detector - you will see the widget appear in gray, semi-transparent lines to give you the sense of what its capabilities are.
Quantity for Buy & Sell
With Update #122, we've added a much needed slider for quantity when buying or selling equipment.
- For buying, this simply indicates how many you wish to purchase. There is no bulk discount, but this simplifies buying 20 HE Grenades for your team if you are using a lot of them. Note, this also means that Items which used to be sold in sets of 4 are now sold 1 at a time, except you can slide for quantity. Pricing is now a lot simpler!
- For selling, this slider only appears for equipment types that stack cleanly like Items, Weapon Mods, Armor. You can easily slide up the quantity to sell up to the maximum number of the equipment you have to sell. You're pure money offer will just rise with the quantity sold. Favors are offered if an individual sale results in a Favor offer, not from the group sale price. Which leads to the last bullet -
- Purposefully, there is no gameplay advantage to using either UI pathway.
Remove Mods
For faster removal of mods and reconfiguration of equipment, there is a new Remove Mods button that will strip mods from a weapon in a single click. Just select the main weapon, and you'll find Remove Mods in its button bar in the top right. Notably, if you have locked mods on a weapon due to crafting them in, they will not be removed by this feature. This improvement also ensures that when a weapon is sold any of its unlocked mods are automatically removed and dropped back into your inventory.
Power Level & Weapon Weight Filters
Power Level filters have now been added across the board, enabling you to filter rapidly for specific Power Level bands, such as 2 to 4. This can help you while shopping to remove clutter of lower level items or help you sort a larger inventory for specific things. In addition, we've added the Weight filter for weapons, which are either Heavy or Light.
this is how it looked when things went BUMP
Contact Limit Breaks for Traits
We've fixed a critical bug affecting Contact Limit Breaks for Traits. Sometimes instead of upgrading 1 Trait Level, the Trait would upgrade 2 levels. This could lead to the situation where a Trait upgrades from 3 to 5 in a single hop ... but 4 is the maximum level! The trait just hopped off the end. Tonight's fix stops the bleeding - Trait upgrades are back to 1 level at a time and more carefully respect the maximum level of 4. The next step here will be to do some careful repair of Contacts who have these dead Traits, fixing them back to what they were before. We'll be coming bac to this but for now, the critical bug is fixed.
Power Utility Error Message
Power Utility flows in 4 chains through your Safehouse. The first link is the Command HQ. The second links in the 4 chains are the rooms adjacent to the elevator, and then third link in each of the 4 chains is the room not adjacent to the elevator. No part of the chain may have a higher Power Utility than the next link up the chain. This was not clearly communicated in the error message in the outer room - that it might not be able to raise your Power Utility because the room closer to the elevator has a Power Utility that is lower.
Always Visible Cover Shield
Sometimes the cover shield display near your movement location was clipping into geometry in an ugly way and sometimes it would completely disappear into geometry making it impossible to tell what type of cover you were scoring here. With this update, we've improved the shader on the cover shield so that it will always be visible through any geometry, even if you are on the far side of some object.
Lingering Special Effects
We fixed a bug with Brainworm, White Noise, Disorient and a few other abilities where the special effect was lasting beyond the duration. This is now cleaned up and all working as expected.
v1.8.45 - 8/9/2024
- Disabled cameras, radar arrays, motion detectors all show grayed out range if hovered over - Added quantity slider to buy / sell; anything that stacks cleanly (items, weapon mods, armor, programs, decks) can be multi-sell - Removed old scheme of items selling in packs of 4, all items are bought and sold with easy quantity slider - Added Remove Mods button to weapons to quickly strip mods - Added new filter group Heavy/Light for weapons - Added min/max Power Level filter to Contacts, Inventory, Cold Storage and Equipping - Added min/max Character Level filter to Roster - Improved error message when trying to upgrade Power Utility on a room but the room closer to the elevator has lower Power - Improved cover shield to show through geometry and always be visible so it isn't half hiding (or completely hiding) in things - Fixed bug where Contact Limit Breaks for Trait upgrades could result in deleted Trait - Fixed issues with Brainworm, Disorient, White Noise and other special effects not ending at the right time - Fixed issue with calculation of price during crafting that could block craft even though you have enough money - Fixed bugs with controllers using filters, selection could jump into the grid incorrectly - Fixed bug with Clean Room description being nonsense directly after it started a build task
It is late summer in New Boston and the content is coming in waves, like the black sludge slapping up against the quays in the Boston Harbor. With Update #122, we've added a new storyline to the game, an echo of the Carnivore Job you may have already encountered, which also triggers a new source that can send a Head Hunter after you. In addition, we've fixed one of the last major bugs in the mission map - the dreaded Overwatch freeze or walking in slow motion bug - added Matrix LInk 1 to the cybernetics available at the start of the game, made Wounds more expensive and time consuming to Treat, fixed Vanguard's Refract and improved lighting conditions in a number of levels.
If you're enjoying the pace of updates, please take a moment to leave a review on the game. We're working hard to blow up the game's content this month, so let's blow up our review count too!
Carnivore Echos
If you've encountered the Carnivore Job already or not, you'll be on the hunt for a corrupt cop you can get on your payroll. This can be a big pay off in jobs, Leverage and storylines later, as well as getting access to some milsec specialist items. In addition, you might make some enemies. The Carnivore Echos storyline follows up on the loose ends from the storyline and possibly other storylines - such as Snitch Snuff out - and opens new doors to future interesting encounters. With this update, you'll have another story-driven chance for a Head Hunter team to start pursuing you, so keep your weapons loaded and your blades sharp.
Overwatch Freeze or Slow-Mo Walking Freeze
There were a number of ways this nasty bug could manifest. We've been hunting it for months without every successfully landing a reproduction case. So a big thanks for out to @Revan from Discord who posted up a game that reliably hung every single turn. After a few hours with the F10, we were able to uncover the sneaky root cause (an animation trigger that was not getting reset, so the game was waiting for someone to finish moving who was never moving in the first place...) and put in a fix. This is the last known freeze that could occur on the mission map steamhappy As always, if you see something, hit F10 and we're going to get right to work fixing and improving!
Vanguard's Refract Fixed
We broke Vanguard's Refract in Update #121 with the camera patch. It is back better than ever. It now has movement assistance points along it that will help you movement snap into positions so that you don't accidentally cross it. Also, Refract now longer causes Grenades to bounce, as it blocks sight but not physical objects.
Select from Multi-Monitor
You can now select which monitor the game should play on from within the game's options screen. The list is a 1-indexed array (there is no 0), so pick your option and the game will remember that for you in future loads.
Ready to Go Matrix Link
Up to this point, you had to complete the investment in Dr. Ashe's Clinic or find another cybernetic splicer in order to get access to Matrix Link 1 or 2. This made multi-classing into Hacker unfairly more difficulty than Scourge or Agent EXj, as we added those cybernetic implants to the starting set when those classes were released. So, now Hacker multi-classing is available immediately, if you have the time, will and the money.
Wound Treatment and Res Debuffs
We've improved the balance for Wound Treatment - it is harder and more expensive to take care of Wounds, which makes it more likely that they will have time to worsen into higher level issues for you. Also, we've given all Wounds a small Stress Res debuff, and some wounds like Flashbacks, a larger Stress Res debuff. Being Wounded at will now have more of a snowball effect, leading to more Stress points and more chances for negative Limit Breaks.
Snitch Snuff - Frozen VIP
We fixed a bug caused by some adjustments to the navigation rules about how close you can get to hovertrucks that were causing the VIP in Snitch Snuff not to be able to go to their exit in one of the two exit options. Watch out - that VIP can book it!
Lighting Improvements
We're always working on improving lighting, props and environmental feeling in the levels. With this update we've made some nice adjustments to a few levels in the street theme that will help them feel more dark and gritty, including Haven Smokeout.
v1.8.43 - 8/8/2024
- Added new storyline echo after Carnivore Job - Storyline adds new source of Head Hunters coming after you - New monitor select dropdown in Options screen lets you pick which monitor the game should play on - Fixed bug that could freeze game during Overwatch fire or leave an enemy walking in place and game frozen - Matrix Link 1 now available from Dr. Ashe at start of new game - Increased price of Treating Wounds, increased debuff to Wound and Stress Res from all Wounds - Fixed issue with Vanguard's Refract suddenly not working - Fixed issue with Snitch not fleeing in all setups for Snitch Snuff mission - Improved lighting and materials in some levels and environments
The artificial sun is setting in the New Boston dome and the team is gearing up, checking weapons, shining up the cyberdeck. It's time for another heist, it's time for another update. As we have hammered through roadmap milestone after milestone in June and into July, we've piled up an astronomical number of F10s. Small bugs, important bugs, little suggestions, big ideas. Currently, we are working on finalizing the Matrix Tutorial milestone and building out new content for the game -- but alongside that effort we're laying down some Major Bug Lt. Squash. Let's see how many we took out tonight!
If you're enjoying the constant improvements to the game, we hope you'll take a moment to review the game. There is no better way to thank our small team for their efforts, and you can always edit it later to say "I can't believe they just kept updating" =D
Lure and Stuck AI
We've fixed two big AI issues with this update. The first is with Vanguard's Lure. If you were using it close to an enemy, sometimes they might move to it and then just keep "Hunting!" through it and beyond, often leading to your Vanguard getting caught in the act. This isn't the promise of the Talent ... so we fixed this behavior to be sure that - even when thrown very close - the enemy will go to the Lure spot and end their turn their as they should. The second important bug was related to enemies skipping their Turns after being attacked. In these cases, you'd shoot an enemy and they'd rotate toward you and ... then on their next Turn they would do absolutely nothing. There are a number of circumstances that have to happen for this to occur but it's been plaguing some enemies and making them look really daft.
Vision System Rebuild
Cameras, Radar Arrays and Motion Detectors were the first 3 security devices ever added to the game. They've built up a lot of historical bugs and with Update #121, we've taken the time to rebuild a lot of their guts to address these bugs en masse in a single go.
- Cameras and Radar Arrays will now see multiple characters who pass through them on the same Turn. They had an old issue where they would only trigger one per Turn, period. Not great. Now, they will trigger once per character spotted per Turn - fair and challenging. So, if Ghostman and then Jellybean run through the camera back-to-back, you'll be properly dinged twice now.
- We've fixed issues with Cameras and Radar Arrays not being very accurate at spotting your mercs while they are rotating between turns. Now, their sweep is much more successful at spotting anyone who is seen during the movement.
- Cameras and Radar Arrays could also refuse to see a body for a while. They would usually eventually spot it, but it could lay in plain view for a bit - especially if they were just turning back on from being diabled - and not spot it.
- All vision systems have been improved to better handle smoke - being inside the smoke especially, which they were not great at following the rules.
Proximity Mine Fix
Proximity Mines were taking damage from the explosion point into consideration when rolling their damage, like a grenade. But they trigger when you enter their zone, so you were always at the max distance ... so, the damage was always low. They have been corrected now to deal full damage which is still Ballistic Damage and so reduced by armor. Still, expect these to have a bit more bite, especially if they have switched into lethal mode.
Overhead Noise Warning during Attack
While we've had useful attack warnings in the hovers over enemies' heads for a while, they were only visible while idling or planning a move and disappeared if you planned an attack. This could make it difficult to remember if a specific enemy was going to hear your attack and even more opaque if you changed weapons during your targeting - "who is going to hear?" was not an easy question to answer. We have now added the same warning icon over all enemy heads during the attack prep phase where you are checking out accuracy, considering your shot and might change weapons or Talents. This gives you clear guidance on who will hear the attack without having to hit ESC or (B) to back out and check the overhead warnings again.
Better Clicking in Class Tree
The class tree is now far more mouse-friendly, allowing you to click on another node at any time during your journey to upgrade a node. If you're looking at Red Dot's upgrades, you used to have to click the close button or hit ESC before you could click on Coordinated Charge. Now, the click goes through correctly and you can one-click to open another node and check it out.
Timestamp Corrections
The saved slots in the game were using an inconsistent timestamp compared to the main save and it was overall just confusing. We've resolved this now and the timestamps should all be correct, to your timezone and useful. Let us know if you have any issues.
Improved Hospital Rooftop "Plan B"
With Update #121, we've made some improvements to the looting and enemy spawning on the rooftop. We're working our way steadily through the game to improve enemy starting locations, patrol paths and loot groups to make sure everything is varied per play through and feels good. With this update, the loot is a bit more reliable on the very level so there are less changes of "spikes" in value and the surprise arrival of the T-REX may also arrive in some different points and positions which can make things moderately different every time you restart. It is still the first level, so we've not going to hard on this one.
v1.8.41 - 8/6/2024
- Fixed issue that could cause AI in combat to skip their turn stupidly - Fixed issue with Vanguard's Lure where, if thrown close to the enemy, the might keep hunting that same turn - Rebuilt vision systems (Camera, Radar Array, Motion Detector) and fixed tons of old bugs - Improved all vision systems reaction when inside smoke - Improved ability of vision systems to spot separate characters moving through them on same turn - Improved ability of vision systems to spot characters when they rotate between turns - Improved combat logs produced by vision systems when spotting characters - Improved ability for vision systems to spot dead bodies - Added new overhead hover on enemies when targeting, showing who will hear the shot/attack - Fixed issue where proximity mines always did low damage - watch out! - Fixed District HQ starting position that started inside camera view angle - Fixed building in District HQ that you could sink into the wall when taking cover - Fixed issue with last time played date being incorrect in saved game slots - Fixed saved game name would not correctly match if you renamed Knight in new game - Fixed issues with Crafting cost being incorrect and blocking the start of crafting - Fixed issues with Start Crafting button being enabled incorrectly on sub-Blueprints - Fixed issue trying to click Talents but click going through to Lootbox (etc) underneath - Fixed Grenades were bouncing off Refact wall from Vanguard's class tree - Fixed sometimes hotkey graphics were too small for the hotkey ("Shift") - Renamed market filter category from "Blade" to "Melee" - Improved click handling in class tree, when viewing upgrades can still click on other node to focus - Fixed issue with Connection % dropping to 0% at the start of a turn and not getting dumped from Matrix - Fixed issue with Health-over-Time healing not always updating the initiative track correctly - Improved description of difficulty options for saving games and death modes - Improved enemy position, patrol variability and loot in Hospital Rooftop level ("Plan B") - Fixed oddity with Send to Detox button sometimes saying Send to Destresser
Part of our 10+ year journey as game developers has been constantly working to improve every aspect of our games with each new release. If youve been with us for a while, youve seen, and heard, this evolution in each game. For soundtracks, our studio has progressed from buying non-exclusive tracks from online markets to hiring our own team and lovingly composing original soundtracks from scratch.
Today, were taking an exciting new step forward for both our studio and Cyber Knights: Flashpoint with the release of Reactive Music: dynamic, engine-controlled music layering that reacts to your gameplay, building tension when youre close to being discovered or amping up the excitement as your shoot-out intensifies.
[previewyoutube=lZjO8WKQEuI;full][/previewyoutube]
^^^ Not trying to play well here at all, just trying to illicit big changes from the reactive music's tension system
A major tech upgrade made possible by our Kickstarter backers
Because of the success of our Kickstarter, we were able to upgrade Cyber Knights audio engine early on to use Wwise, a much more feature-rich interactive audio solution for games, made by Audiokinetic. Its made it easy for us to integrate SFX across Cyber Knights tactical encounters with all of your squads abilities and interactions. Now, working with our composers and sound designers at Studio Viking, weve rigged up the games soundtrack with dynamics unparalleled in any previous Trese Brothers release. Were no longer just looping songs from a static soundtrack - by using Wwise with Unity, the games audio engine can process and mix individual instruments, movements and tempos rather than just starting and stopping static tracks.
A better heartbeat (and melody) for the game experience
This means the music will now match itself to game events as theyre happening real-time in your heist. As the gameplay tension rises, guards start to become suspicious, a body is found or the first shots are fired - the game feeds this into the music engine as a tension rating and musical mode that cues the reactive music component on how to mutate, change tempo, add and remove musical instruments and intensify the mix to match your gameplay moment. As the tension increases and wanes within a level - as more reinforcements arrive, or as Head Hunters kick down the door, or you kill the last guard who knows youre in the building - the music can dramatically shift to follow the rise or drop in threat.
Roadmap milestone + more audio polish
This is a huge step up for the games sound experience. This not only completes the Reactive Music major milestone on our roadmap, but adds all of the other tracks (and their component elements for Reactive Music to use) from the games soundtrack that werent yet included in the game, increasing the variety of in-game music by more than tenfold. https://store.steampowered.com/app/2645330/Cyber_Knights_Flashpoint_Soundtrack/ We have also received a lot of feedback about the sound effects and the music in Cyber Knights: Flashpoint. This patch addresses some of them and we are working to incorporate more of that feedback into upcoming patches. Weve adjusted several audio effects, mixes and made platform improvements that should help resolve several of the higher priority issues.
Added 5 new Matrix Hosts
We've improved the catalog of matrix templates again for solo hacker missions as well as matrix hosts used in across the proc-gen missions with SCU and APU available. Every push to increase these helps us strive for a point where every proc-gen map, objective, matrix host combination is reaching a tipping point of uniqueness as these catalogs continue to grow.
Talent Rebalance: Coordinate Charge & Deflection Shield
With this update, we've completed some needed rebalance for Soldier's Coordinated Charge and Cybersword's Deflection Field. First, we've reduced power on Coordinated Charge, removing the ability to get a second max charge. With the recharge rate, ability to extend duration, this Talent can already be almost omnipresent so this helps bring it back into a fairer spot within the meta. In addition, the final upgrade that gives +1 MP no longer adds +5% Move Speed, leaving the total achievable Move Speed at +25%. Cybersword's Deflection Shield has received a 6th upgrade node which can enable you to drop the shield for 0 AP and only an IO-Batt charge from your blade. This can be really helpful in those clutch situations where the AP are just too tight, so consider this new upgrade!
Decoy Upgrades
The Decoy II and III programs' have both received an improvement, a minor buff to their armor and a reduction in program rating so they are viable on more decks. Decoy II is up to +4 Armor (which matters all the more now that Hacker's brains are bleeding more!) and has had a Program Rating reduction and Decoy III is at +6 Armor with an even bigger Program Rating reduction. Enjoy making those IC and the Q-Sec Escalation miss!
Better Power Level 2 Prices
Thanks to all the players sharing feedback and chatting with us in Discord. With your help, we've improved the pricing matrix for low level armor and weapons you can get at the beginning of the game. All of the prices have come down a bit, so remember to go shopping when you've got some U-Dahs after your latest heist.
Story Repercussions
We've improved the story events if you ignore the starting Vanguard's Cube Run mission. Don't do it - it is not exciting, and the Vanguard just gets mad. But before we had missed the consequence here and nothing was said and no one cared. That said - go on the mission! z
v1.8.39 - 8/2/2024
- Added reactive music system - game music now responds to rising stealth and combat tension, varies music intensity - Major increase in variety of music in missions - Added 5 new matrix hosts maps to hack-only and proc-gen missions - Down-balanced Soldier's Coordinated Charge - removed option to get +1 max charge, total move speed bonus is +25% - Improved Decoy II and III with more Deck Armor, reduced Program Ratings - Added 6th upgrade option for Cybersword's Deflection Field to reduce cost to -1 AP - Fixed issue with Chameleon Sheathe implant blocking Stealth Armor from being equipped - Minor price reduction for Power Level 2 weapons and Power Level 2 an 3 Armors - Improved starting Vanguard's reaction to ignoring Cube Run mission - Tightened up timeline on all proc-gen missions, reduced by 1-2 days
Two days, two new maps! We're excited to roll out Update #119 with another map to play for the new assassinate VIP objective type. In June and July we smashed roadmap milestone after milestone but now we're getting ready for the late summer deluge of content - maps, missions, stories, recruits and more. Time to make this game deep! So with Update #119, we're rolling out new proc-gen map, improved the bodyguard behavior once a VIP goes down, fixed a lingering bug with double-counted corpses, fixed a sneaky longstanding bug with extra Silencers being generated if you were swapping characters in new game and made a list of quality improvements to the H Interchange map rolled out yesterday.
If you're enjoying the pace of updates and improvements to the game, please consider leaving a review as a way to thank our small team and push us to keep going!
New Map for Assassinations - District HQ
With Update #119, we're excited to roll out another new map - the District HQ - which appears one of the options in the new assassination proc-gen objective type. This new map has a cool city district style that is really beautiful and you'll find some new unique rooftop challenges here as the enemy forces have had a time to fortify this zone against attackers. We've also fixed all reported issues with yesterday's release of the new map and assassination objective. There was one VIP landing zone where the ZIP was trapped and couldn't move and another funny situation where you contact was congratulating themself about the assassination gone well. Finally, we fixed a bunch of starting camera positions that were rotated into geometry or rotated so that you couldn't see the characters.
Improved VIPs and Bodyguards
Our first big round of improvements toward getting VIPs and bodyguards to coordinate their actions went pretty well. They are much better at sticking together and bodyguards are now resolute in their fast movement to take tactical positions in a circular fashion around the VIP and protect them. With this update, we've fixed some of the bodyguard behavior after the VIP is dead to be sure they don't mill around stupidly and instead try to take retribution on the attackers. We'll keep working on improving this set of intelligence and especially are excited to add some new Talents to the bodyguards' bags to help make them better defenders.
Double Count Corpses
We fixed a bug - thanks for the F10s! - introduced a few updates ago that could cause a body to be "double counted". An enemy would discover a corpse and then the Sec AI would receive multiple reports of fatalities on that turn. This is now resolved - each body is counted exactly once when it is first discovered and if the discoverer is killed on the same Turn, the body reverts to be undiscovered.
New Game Silencer Pile
We're excited to fix a sneaky, longstanding bug and a mystery that has been blamed on the EQ system for quite some times. Some players find that they have silencers in a pile in their inventory at some point in the game. Sometimes 14/14 ... that makes no sense, there are only 4 equipped on my characters! Sometimes 56/56 ... wut? The true cause of this was actually switching characters in new game could leave silencers hanging around. If you tested out enough team combos, it could leave a lot of silencers around! We're excited to have this fixed for future new games :D
v1.8.37 - 8/1/2024
- Added new proc-gen map "District HQ" for mission objective Assassination - Added more variety for mission names, especially bodyguard missions - Further improved behavior for VIPs and bodyguards - better guarding routine - Fixed issue with one VIP/bodyguard arrival where they are stuck on the rooftop and don't move - Fixed funny Contact thanking themselves for completing the assassination mission lol - Fixed bad starting camera angles in new H Interchange map - Improved lighting and fixed some flickering elements in new H Interchange map - Fixed new game issue where changing characters could result in extra Silencers later - Fixed reported typos
The New Boston streets have never been so dangerous - because your Knight and your mercs about to to get paid to go hunting. With Update #118, we're rolling out new proc-gen map, new proc-gen objective and new cybernetics screen with a ton of fixes and features that were previously missing, such as removing a cyber class you accidentally multi-classed.
We've hammered through a huge number of major milestones in June and July and we've got 2 more just slipping out of July into early August - Reactive Music and Hacking Tutorial are days away from landing. And now begins the late-summer content binge - let's do it!
If you're enjoying the pace of updates and improvements to the game, please consider leaving a review as a way to thank our small team and push us to keep going!
New Proc-Gen Objective and Map
With Update #118, we're excited to be back on the new map train! The H Interchange map is now released with a new proc-gen objective of assassination. You've been offered a high priority hit but the target is only at risk for a very short window - you need to get into position, be patient and then hit hard before they can escape. With a new map and a new objective now added, our next proc-gen step will be to add another new map with the assassination objective and then to circle back to bring everyone into the fold - adding assassination objectives to existing maps and adding existing objectives to these new maps. We'll rampage through a short cycle here, hopefully making some big waves in the amount of proc-gen playable content before pivoting to stories, recruits and contacts.
Improved Bodyguard & VIP Behavior
With this update, we've also put extra hours into rigging up the behaviors for bodyguards and VIPs so that they are more actively taking their rolls. VIPs will move quickly at a walk toward their extraction point until they become alerted, at which point they will run. Bodyguards aim to never be caught flat footed, so they run and move quickly to keep up with asset and take tactical advantageous positions nearby.
Upgraded Cybernetics Screen
Update #118 brings a complete revamp to the cybernetics screen for your mercs. Before, the screen was presented in a pretty dry inventory of 6 slots you can fill with cybernetics. Now we've upgraded the screen to present you with the 12 possible slot types (arms, legs, deep-brain, fast-brain, heart, etc) that can be augmented with cybernetics.
We've also improved the language and clarity for all the conflict and fail case pop-ups to be more clear. Some of the messages were just plain wrong (saying the implant would conflict with another implant you had when really it was blocked by requiring to train a 3rd class, etc).
Also, implants that provide a new multi-class cyber class are tagged to be more obvious within the lists.
Remove Cybernetics for Limited Respec
With Update #118, we've also added a highly requested ability to undo class training in a cyber class that has a cybernetic requirement, such as Vanguard or Scourge. Now you can select any implant and simply uninstall it. We skip over the gross procedure and getting the vat grown replacements and just get you back to the game. If your Cyber Knight doesn't want that Dermal Plating - pull it. If you regret multi-classing your Hacker into Agent EX, pull the Nano-Hive and bingo, you're clean slate Hacker again. This uninstall procedure does not require a SimStream Trainer token as it is only a partial respec, only removing the class nodes trained from the specific tree of the class you're removing. We discussed making this cost money, a week, and a cyber surgery bed at with a Contac but - for now - have opted for free and instant. You've already paid a hefty price to get that implant installed, so our team found this feature is mostly used to undo mistakes as there is very little or no gameplay advantage from doing it. And if your starting class came with an implant -such as Emille starting with a Chameleon Sheathe and Vanguard - you cannot remove it.
Upgrade to Matrix Link 2
We've fixed the conflict bug that was preventing the upgrades of required cyber class implants, such as Matrix Link 1 to Matrix Link 2. Get your hacker, get your fistful of cash and get yourself to the clinic now!
Proc-Gen Name Upgrade
We've really enjoyed all the players posting the best mission names to the Best Mission Names threads on our Discord, the names that everyone helped suggest and the generator has done an amazing job of creating some cool stuff. We've gone back into this little content engine with a new round of updates, better expanding the set and letting both the map and the objective have more of an impact. We hope you post up the new results too :D
Improved Stun vs. Security Tally
We've fixed a number of issues related to Stunned enemies reporting to the Sec AI, that Security Tally would still appear in yellow in the HUD even if they were Stunned and that some types of events could still end up being reported. All of this is now cleaned up and we've standardized the handling of Stunned as a priority status across the stack so that the Sec AI and the individual agent intelligence adhere to the rules everyone would expect.
v1.8.35 - 7/30/2024
- Added new proc-gen mission objective for Assassination - Added new proc-gen map "H-Interchange" - Improved behavior for VIPs and bodyguards - much better in Snitch Snuff mission too - All new cyber surgery screen makes slot options much clearer - Now uninstall any implant from cybernetic screen, including cyber-class implants to remove that class training - Fixed conflict preventing Hackers from upgrading from Matrix Link 1 to Matrix Link - Improved and clarified text in all cybernetic surgery conflict tags, added Multi-Class tag to highlight those - Improved Tally display and Sec AI reporting rules for stunned enemies - they do not see, they do not report - Widened range of custom/flexible difficultly, opening up ranges for those locked at 75-125% to 50-150% - Fixed issue with helper extraction dialog playing at the end of every hack only mission, now plays first time only - Fixed issues with landed hovertrucks not correctly blocking sight lines
Knights and mercs - we're back with another update and some key improvements and a big bundle of F10 fixes. Our next update will introduce a new map and a new exciting proc-gen objective type, but first we need to get this patch on the street to address some of your requests and bug reports. We've remixed SFX, improved barracks tagging, added more lore entries, tweaked how range display works in hovers, improved the visual of where your hacker is in the matrix and done some stunning (lol) re-org of the options screen into tabs. Let's dig in!
If you're enjoying how our team is running Early Access, please take a moment to leave a review. A review now is a big help for us to keep going and remember, you can always edit it later!
Remixed Sec Escalation SFX
We've heard from a number of players that some of the SFX are remixed too loud. We made some changes in an update earlier this week but are back with special focus now on the Sec Escalation SFX that can play at the end of the turn and is way out-of-band too loud. Hopefully this update really pulls it to a better level. Let us know about any SFX issues you have, we're continuing to work to improve! We've also greatly reduced the intense SFX that was played when you opened the color picking window in appearance. Wow, that was a bit much!
Better Barracks Tagging
With Update #117, we've added a new "Training" tag at the top level of the barracks, letting you know if you have mercs ready to train. We've also fixed a longstanding mistake in counting, where someone recovering from cybernetic surgery would count as -2 Ready Mercs. This has likely been the cause of most of the F10s about bad counting, so we're excited to see this behind us.
Agent EX Signal Graft
We fixed the mistake with Agent EX's Signal Graft Talent which protects you from triggering certain types of security devices. These devices were still giving movement alerts even with the Talent active. Now we've resolved that and if the device won't trigger than you won't get an alert in your movement path.
Journal for D-Cartel
We're continuing to round out the journal lore entries for factions and added the D-Street Cartel, aka the D-Cartel, with this latest update. In addition, the Faction page on the Cyber Knights wiki has been updated with all the latest details from the in-game journal as well.
Matrix Current Node
We fixed two bugs with the recently added Matrix hacking current node selection. First, it always follows you now. It was not accurately following the hacker and second it also follows the hacker being forcefully teleported in the host to another node by either an IC or the Q-Sec Escalation.
Range Clarity
When hovering over a target within 10m we now add an extra decimal value for extra clarity. We were having players see "2m" in the hover and think that they should be in range with their 2m melee weapon but the range is really 2.5m and you're not in range. You can also always check the bottom left corner for helpful values about number of targets in range of your current position or movement destination with either weapon.
Better Options Screen
As the game has gained more and more options, things have become increasingly hard to find. More players have asked when we will add the feature to rebind keys for example :D So, to help make the big types of options and features clearer, we've split options out into tab groups. I know... breaking huge ground here, what a novel thought, we're the first, it's amazing! ... when the rest of the industry catches up, you can thank us :P
Favor Limit Breaks
We've fixed a few more bugs with Contact Limit Breaks and Favors. We fixed issues where the Power Level Limit Break could lock the screen up, where spending a Favor would sometimes not add a new option and still eat the Favor.
v1.8.33 - 7/28/2024
- Remixed SFX for Sec Level raise and Escalation played often at end of turn - Added new lore Journal Entries for D-Cartel - Improved tag set and counting rules for Barracks tags, added "Training" tag - Fixed issue with double-counting mercs in cybernetic surgery that caused tag counts to be wrong - Movement alerts for security devices no longer incorrectly appear for Agent EX's Signal Graft Talent - When showing range in hovers less than 10m, a decimal is added for clarity (2.5m) - Improved organization of (too long) options menu to be in tabbed groups - Graphics, Sound, Controls, Gameplay - Fixed issue when selling something worthy of a Favor to a contact with 0 Favors, was incorrectly listed as "1 Favor worth $80K" - Fixed issue with Contact Limit Break and the Power Level offer - Fixed overly big SFX when opening appearance color changing window - Fixed issues where animator selector on current node in Matrix wasn't following hacker or didn't teleport - Fixed issue where hitting ESC or (B) on Contact Limit Break would leave game locked up - Improved controller support for start button, preventing it from opening menu in the middle of screens it shouldn't - Fixed issues with program image appearing for Intrinsic Weapon Mod blueprints
June and July here in New Boston have been crazy as we marked down 6 major roadmap items in rapid succession - Agent EX, Contact Limit Breaks, Fast Forward Enemy Turn, New Game Knight V2, NanoFab Crafting and Head Hunters... woah that's a lot to even type it up! After such maniac activity and with more on the way (Matrix Tutorial and Reactive Music are right around the corner now ...) we need a few updates to hit F10s, fix bugs and add QoL updates suggested by the community. So, enjoy this big patch with all its new improvements before we start dropping new maps and stories.
If you're enjoy the pace of updates and our dedication to continual improvement - our team is working very hard to make this Early Access something special. We hope you'll consider leaving a review!
Contact Limit Break Buttons Clickable
We got hit with a lot of F10s from last update because the "Confirm Upgrade" in the Contact LImit Break window was not clickable ... that's annoying. Now it is! Also, if your Contact is at a point in their progression where they can't find any more valid Limit Break options with your Favors, then your Favors aren't consumed for nothing anymore. That's nice too.
More Faction Lore
We've added faction lore entries for the 3 major gangs in New Boston - Fenian, Blue Ox and Los Zagales, helping explain their history and differences in approach to their underworld dealings.
Crafting Rules for Revolvers
There was a bug in crafting that allowed the crafting of Revolvers with Silencers and mods that increased ammo capacity. That is now correctly blocked.
Matrix UI Improvements
"Where am I?" is never a question you should have to ask when looking at a Matrix map. With Update #116 we've ensured you can see your location with a clear and animated selector ring around your current node. You won't miss it! We've also increased the panning speed of the camera as you traverse ndoes.
And second, we've improved the experience for stealing digital goods when hacking. You used to have a faceless list of files, blueprints and accounts without any excitement - but now you can see Power Level and Rarity. Now you can get hype!
SFX Upgrades
We've made a ton of small but important tweaks to the SFX volume and mixing for this update - about 35 changes total including bringing the volume of the Sec Level alarm into band with the rest of the game. This was a stand-out by far the loudest sound in the game, so it's very nice to have it pulled in.
Controllers and Appearance
There was an annoying bug if you were using a controller where your selection could get stuck on a certain item and constantly jump back there once a second ... it made it very hard to setup appearances and really change colors. Big thanks to @Si1entProtagonist for giving us the clear reproduction steps to fix it.
Safehouse Timeline Pauses
When medical, cyber, treatment or detox events complete in the safehouse now the timeline pauses. This is such a popular request, we considered making it an option but then decided to try this first. If you hate it, please let us know and we can make it an option.
X-Hive Cybernetic Install Times
The two hive implants - Nano-Hive and Chem-Hive - had wildly different cybernetic surgery recovery times. We've pulled them together in the middle with 10-11 days of recover time each.
Story Fixes: Dockyard Smuggler and Sibling Job
We fixed the situation for all new and veteran Cyber Knights who picked Dockyard Smuggler background. This game with a Faction Barred tag that prevented doing any work with the Fenians. This unfairly limits the story trajectory of the smuggler who really just has one enemy in the Fenian gang. We've swapped out the tags for Ex Faction which removes the Barred tag. We fixed a bug where you could unexpectedly get an offer to recruit the sibling in Sibling Job before going on the mission. Now resolved.
v1.8.29 - 7/24/2024
- Added new lore Journal Entries for Fenian, Blue Ox and Los Zagales - Enforced rule that Revolvers can't have Silence mods or mods that add Ammo capacity during crafting - Improved Matrix UI - animated selector is shown under the current node where the Hacker currently is - Improved Matrix Looting UI - files, accounts and blueprints now show their Rarity and Power Level before download - Medical, Detox, Cybernetic Recovery, Injury Recovery all pause the timeline in the safehouse now - Fixed issue where recruit option was offered in Sibling Job before mission was run - Fixed issue where Contact Limit Break confirm upgrade button could not be clicked - Fixed issue where Contact Limit Break would let you spend Favors even if no additional option could be added - Fixed cybernetic surgery recovery time for Chem-Hive and Nano-Hive - Fixed issue with some character relationship tags not printing and bug with Octane or Henninger Head Hunters tags - Fixed issue with Dockyard Smuggler being barred from future Fenian missions for new and veteran Knights - Fixed issue with controller trying to set appearance sometimes getting stuck on one item and constantly jumping to it - Fixed issue with Sec Level increase SFX being too loud - Adjusted and tweaked multiple SFX to improve sound stage
The underworld is always moving in New Boston, shifting in the shadows. With Update #115, you can use the clout you've built up with your Contacts to take a bit more of a guiding role to your closest allies - Contact Limit Breaks now offer you some agency. In addition, we've made major balancing changes to Matrix hacking (more charges for Deception and Disarm, less IC), added multiple new levels of Nano-Scrubbers, added token rules directly to the safehouse room descriptions, fixed UI and story bugs and more.
If you appreciate how we are running Early Access - always updates, always improvements- please take a moment to leave a review to share your experience with others.
Contact Limit Breaks with Agency
Your Contacts are gaining Influence of your hard work - running missions for them, gathering and selling them high-rarity accounts, dutifully completing their storylines - you might feel entitled to having some agency on how they spend that Influence. Well, Update #115 lets you express some of your preferences if you have the Favors to call it in. When a Contact (assuming that you're not their enemy) gains an Influence or Exposure (!!) Limit Break, they still check over their state, goals and current stats to select an upgrade or downgrade. However, now you can call in a Favor to add new options to their upgrade or downgrade. If you don't have favors, this is still a passive event - you get the single option picked by the Contact and you have to accept it. If you do have Favors to call in, you can spend up to 2 Favors to add 2 new options and then pick among them. Having Favors with your Contact lets you express your preference in what they do, but without full control.
- Perhaps your Gun Runner hits an Exposure Limit Break and is about to hide for 30 days. You can spend a Favor to get another option and instead push them to upgrade a negative Trait or perhaps take a negative temporary Trait.
- Your Gun Runner gets an Influence Limit Break and resolves to upgrade one of their Traits that affects pricing. But you've got Favors in the bank and really need some weapon ugprades, so you can spend some Favors for new options. Maybe first new Favor adds an option for a temporary Trait to raise Misison pay but the second Favor draws the option to upgrade their Street Weapons service from Power Level 3 to 4. Bingo, that's the money.
We're excited to deliver this second level of Contact Limit Breaks, completing more of the game's strategy layer and pulling more of the different threads together. Getting and having Favors with your most important Contacts just got a lot more interesting and important!
Key Jamming in Limit Breaks
We're happy to have fixed the key jamming issues for Limit Breaks. Many players are controlling - pausing and playing - the timeline with the spacebar which can lead to some input jamming. When a Hype Limit Break pops, you were just one press of the spacebar away from having picked the first option and ... done. With Update #115, both Contact and Merc Limit Breaks now select an element above the list, meaning spacebar will not proceed until you click or scroll down (or D-pad down for controllers).
Matrix Rebalance
We've started a focus period of improvements to the Matrix. A big priority this week for us is to wrap up the Matrix tutorial, but along with that are coming a lot of other great improvements. First, tonight we've redone the rules for how many IC will start in each node. This mostly fixes an error in the previous calculation that didn't take into account the node type - which has its own maximum - but instead just used the global maximum of 6 (yikes!). The result is nodes should have less IC in them and the IC counts should be more interested and varied between nodes. This will really start to show the biggest differences as your team passes Power Level 5.
Second, we've added +1 charges to the entire run of Deception and Disarm programs, starting with Disarm 1 and Deception 1. This is a major change to how much IO you need to use these programs and helps hacking move faster and more smoothly on a turn-to-turn basis.
Big Scrubs
With Update #115, we have added 6 more levels of Nano-Scrubbers to your safehouse. These huge beasts - sometimes called a beacon of hope in a polluted world - are capable of scrubbing a lot. These new upgrades should let you handle a based packed with more high level rooms and crafting, all for a hefty price of course.
Safehouse Room Token Rules
All rooms that generate tokens now list the specific set of actions a token can be used for as well as the levels at which they can be used, such as: The granted by the Underworld Hub can be used to boost Legwork chance, reduce Legwork duration, recruit new mercs (level 2+), find new Contacts (level 3+) and can be traded for NBS Cubes (level 4+). We're excited to keep improving here, finding the right balance between immersive in-world description and a need to have clarity about the rules. Thanks to all the players asking questions and posting suggestion on this one!
Cyberdecks Equip!
There was a bug any time you 2 or more of the same type of Cyberdeck that you really couldn't get them all equipped. This update fixes that issue as well as permanently unstacking Cyberdecks. You want to see each individually, as they have different programs loaded and the stack is not a good way to represent such specific pieces of equipment. Anyway - equip on good hackers, the bug is fixed!
Fixed Missing Mission Dialog
In a number of the scavenger raid missions from proc-gen, there were odd empty dialog boxes at the start and end of a mission. These are now all fixed!
v1.8.27 - 7/23/2024
- Contact Limit Breaks are now active; spend Favors to gain more options beyond the first to help Contact's upgrade to your preference - Improved UI in Contact and Merc Limit Breaks to avoid accidentally hitting spacebar (confirm) and not making a choice - Improved Matrix balancing: redid all IC counts for nodes - Improved Matrix balancing: +1 Charge for Deception and Disarm programs across the board - New Safehouse Modules: Nano-Scrubber level 9 to 16 (a beacon of hope in a polluted world) - Improved safehouse room descriptions to include specific abilities granted by tokens including level requirements - Fixed a number of scavenger/raid missions that lacked intro or exit dialog - Fixed bug preventing equipping of cyberdeck when you had more than of the same type, cyberdecks no longer stack - Fixed issue with Power Level 7 and 8 megacorporate captains locking up level
Since this bug is pretty gnarly, we wanted to put out a quick update about.
We just released a hotfix - so restart Steam client to be sure to get it - that fixes a bug that was introduced in Update #113 last night.
If you have any issues with missions freezing on the first turn or when reinforcements are arriving, please be sure to restart Steam client and get this latest update.
All should be fixed now and very sorry for the bug!
It's Saturday and you just got an update. With this big bug fix update, we're focusing on hitting the most popular and troublesome F10s in the set this week, grinding on that polish-stone until it shines. Back at HQ, we're working on the next set of storylines and 2 new proc-gen maps and a new mission objective - Assassination - so stay tuned for more content additions!
To everyone playing, posting and hitting F10 - thank you! We hope you're enjoying the game, are here to chat and work hard to improve it. If you like what we've got cooking, please leave a review.
F10 as Camera WASD!?!?!
Ok, major mistake on our part - F10 was accidentally set as the default keybinding for panning the camera forward instead of ... W. :facepalm: We fixed it in the defaults, but depending on when you started playing and if you've changed anything, you may need to go into the main menu > options > keybinding and reset defaults or rebind it specifically to W (or whatever).
Bodies and Security Tally Rules
We've fixed a few longstanding issues with how body timer security Tally is generated and displayed. First, you will now see the Security Tally for a body that is about to expire appearing in the top right Tally bar. We need to finish the display where these are itemized you can better track these back to their source, but this should majorly cut down on "surprise Escalations" that didn't look they were going to happen and then ... did.
Second, we've fixed an issue with dead bodies becoming known to the system by guards who are about to die. If guard A saw dead body B but then you killed guard A by the end of the Turn (as one does), then dead body B would be incorrectly counted as seen, Sec Tally would be added and the body timer would be canceled. This is now all correctly unwound in the case of deaths. If guard A and guard C saw dead body B but you only killed A, then B would still be known to the system and Sec Tally generated - because guard C got through the Turn alive. But if you wiped both A and C, then B goes back to being unknown correctly with a running body timer. A lot to say - it works as it should at last!
Head Hunter Talents, Healing Items
With Update #114, we've granted some of the Head Hunter teams an additional +1 Talent slot which will give them more powers to use against you in the field. A little stiffer challenge, a little more unpredictable. We've also given Head Hunters, and a few other enemy types, a big boost by fixing a bug that was causing them to use their medkit items even when they were at max HP. You might have seen Head Hunters arriving and spamming healing, gaining "0 HP" each time and then ... well, not having any medkits for when the fighting starts! This is now fixed. Also, basically all buff Talents from an enemy printed to the log that they were "Loyalty Mantra" which is not the case. This is now fixed.
HP Details in Status Window
Both enemies and characters now have a full HP stat block in their mid-mission window.
Power Level 1-3 Sniper Scopes
Some of the Blueprints for low level Sniper scope mods were overpowered and we've brought them back within the curve while still keeping them interesting.
Matrix Camera Lockup
If you disconnected from the matrix after inspecting security devices from the matrix HUD, the camera was locking up until you ended your turn or hit ESC. This is now fixed!
v1.8.25 - 7/20/2024
- Fixed issue where default pan camera forward was set to F10, not W :facepalm: - Security Tally for dead bodies appears as yellow Tally correctly on the turn they will expire - If an enemy discovers a dead body but then is killed in the same Turn, the body reverts to unknown - Most Head Hunters and team get +1 Talent slot; more abilities, more challenge! - Fixed enemies using their medkit items early when they are not injured - Fixed enemies always claiming they were using Talent "Loyalty Mantra" when they were using so many other things - Added current / max HP details to character and enemy status window mid-mission - Improved balance of low Power Level (1-3) Sniper Scopes - Fixed issue with Wasteland Coyote's background tag just reading "for" - Fixed issue with camera locking up after inspecting security devices inside matrix - Fixed issues with scrollbars in matrix and character status windows - Fixed issues with Respec sometimes reporting -1 tokens - Improved display of controller center-screen cursor during pause menu, F10 menu
Head Hunters have been unleashed on the New Boston zone and the bravest and craziest among them are hunting Cyber Knights - hunting you! The reaction from players has been so awesome to this new major milestone, we're psyched. The feeling of time-boxed pressure to deal with or escape the Head Hunters and that fact that, for a time, it makes you play the game different, use different equipment, bring a different squad, and plan for the Head Hunters to jump you at any given moment is extremely exciting.
While things have launched very successfully with Head Hunters, we wanted to make some rapid improvements in places where we missed on certain features of nice-to-haves, so this update addresses a number of those issues.
If you're liking the pace of development, please leave a review!
Fast Improvements
We've made some balance and weapon tweaks to Head Hunters based on feedback - thanks to everyone sharing their combat stories. We've improved how the Head Hunter "Stun Break!" works so that when they roll it, they really can act for the Turn. We've fixed Brainworm vs. Headhunters so that it will not allow you to use it against them at all, saving you the charge and the AP as they are immune. We fixed issues where you might get a dialog about Head Hunters in victory or defeat even if they didn't show up. Dead Head Hunters no longer have body timers and won't cost you Security Tally.
Other Improvements
Throughout the game, we've improved how we handle highlighting of names, factions, and professions so that the highlighting is more clear, consistent and shows up in more places like Timeline events.
We've also fixed the little blue man who appeared in your timeline when crafting items. RIP little blue man, we never really knew ye.
v1.8.23 - 7/19/2024
- Continued to balance and improve Head Hunters and their teams! Thanks for the early feedback - Fixed issue with proc-gen maps that was cutting 2 maps out of rotation - Street Palisade, Holdout Corner - Fixed issue with Head Hunter "Stun Break!" not really breaking Stun effectively - Fixed issue with Head Hunters immune to Brainworm but Talent firing anyway - Fixed issue with Head Hunters reporting a miss in mission victory / defeat even if they didn't show up - Fixed issues with Head Hunter bodies having body timers - Improved highlighting of names and factions through dialog and timeline to be more consistent and clear - Fixed issue with little blue man in the timeline when crafting items
We're excited to bring you a major new content update today, Update #112, the launch of the Head Hunters system. If one of your squad members earns the hatred of a powerful contact, that contact may hire Head Hunters to bring you down.
Head Hunters create high-pressure situations that are forced to resolve over a short period of time, one way or the other. Once a Head Hunter has been given a bounty on your head, you're in a pressure cooker - it is you, or them, or dodging them enough times that the Contact relinquishes the bounty. From the moment the bounty is set until the moment is ends, you have to be on your A-game to stay one step ahead of them and always ready for hard fight for your life.
Head Hunters are unique enemy squads that have a % chance to appear mid-mission and try to terminate your squad. They're independent from other enemies on the map and will quite happily cut through them to get to you, potentially throwing your heist into chaos and setting off security escalations that add to your difficulties.
You might be able to make use of the distraction to quickly wrap up your objectives and get out, but Head Hunters are relentless in their pursuit of you and will only try again on some future heist. There are two ways to stop a Head Hunter - kill their leader or avoid them enough times that the Contact cancels the bounty. If you chose to fight, their second-in-command and other henchmen will still fight on for the rest of the mission, but you'll end the threat of them ambushing you on future jobs, and burn the contact that hired them with additional Exposure as well. If you choose to flee, you may be able to escape them a few times and end the bounty without being forced into a high-stakes battle.
The first of hunters to come
We're starting out with three possible teams that can be sent against you, with more to come. Head Hunter teams have a unique leader, a second-in-command, and several goons. Head Hunters each have their own unique flair, with a combat style to match. You can end up with multiple Head Hunters hired to go after you, though you'll never see more than one team within a single mission.
Macha Gold
Two highly trained sniper teammates cover Macha Gold and his second, Ostrek, while they advance to close-range so they can corner and kill their bounties personally. Relying on Cybersword techniques, Aegis Shield and a powerful cocktail of combat drugs mixed up for their team by Ostrek, these Head Hunters close quickly, mixing long and short range death. Arrogant, in love with his name, and sure that he is the top of the heap, Macha Gold loves to talk trash.
Razorback & Armistice
The roar of shotguns follow Razorback and Armistice wherever they lead. The two were corporate soldiers in the Pacific Rim during the Quiet Wars and have continued their career in the private head-taking sector. Backed by Gego and Sledge, this 4-member team is extremely fast moving and all carry assault shotguns, ready to lay waste to their enemies' armor and health. Ex-corporate, these two are buttoned up, serious and grim. They aren't having any fun but they're making bank.
Baby Jack
Leading a company of ex-special ops milsec soldiers who are out to make a living, Baby Jack doesn't take anything too seriously except the tactics. His squad is a balanced mix of weapons, armor and abilities that forms a cohesive unit, capable of fighting in a wide range of configurations and ranges. Baby Jack likes to have a laugh and brag about his kills. We're looking forward to seeing Discord and Steam discussions on your strategies for handling each of these teams.
When hunted, stay speedy.
Be warned, if you have Head Hunters after you, it's more important than ever to move quickly in missions. Heists that require completing objectives before unlocking exits can become unescapable if you get too tied down fighting to ever accomplish those objectives. We're working on adding cut-and-run options into the game to choose to abandon a heist early, but in the meantime, play smart. If Head Hunters intercept your mission, you won't know until they spawn in 4-6 turns into it. Don't be afraid to use the Restart Level option to try again if the fight doesn't work in your favor, or Restore Before Mission (which will reset the chance of Head Hunters appearing on that mission) if you find yourself trapped in a game-ending scenario.
Use Counter-Intel
Some times you're on a really high-stakes heist and you simply can't afford disasterous interruption. To stay one step ahead of Head Hunters, you work on building a Counter-Intel Pod in your Safehouse which will give you options for temporarily throwing them off your trail. High Heat increases the chance that a Head Hunter will strike, so use your Tokens to mitigate Heat. And, you can also spend Tokens to gain yourself short windows of time when Head Hunters are completely blocked by your blast of misinformation and counter-intel chatter. So, if you're going on a mission with a Head Hunter looming, be sure to have your team up to full strength for the challenge or rely on your Counter-Intel pod to buy you some time.
Cyberdecks and Intrinsic Blueprint Details
We've added extra sections to the inventory screens for cyberdecks and Weapon Mod Intrinsic Blueprints. Cyberdecks now list all their installed programs and Intrinsic Blueprints list exactly to which weapon types they can be attached.
We're featured in TactiCon this week, and on sale to celebrate!
We're very pleased to be a featured game in this week's TactiCon festival, celebrating strategy and tactics games of all kinds. They have a schedule of talks and panels worth checking out.
And in case you missed it, you can find one of our own interviews talking about Cyber Knights, our studio, tabletop RPGs and more with game reviewer ACG here: [previewyoutube=lbk_V6OfckA;full]https://www.youtube.com/live/lbk_V6OfckA[/previewyoutube] If you're up for it, click through and give the video a or leave a comment; it helps us out!
v1.8.19 - 7/18/2024
- Added new infamous Head Hunters system! - If you cross the wrong Power Player in New Boston, Head Hunters may be sent after you - Once a bounty has been set, an infamous Head Hunter may interrupt your missions and try to take your head - Head Hunters will fight their way through local security if they have to reach you - chaos, gunfire, loud! - Kill the Head Hunters or escape them 3+ times in order to cancel the bounty and weak the Contact who sent them - 3 infamous Head Hunters added today with more clamoring for a chance: Macha Gold, Baby Jack, Razorback - All previous Head Hunters assigned by Octane, Henninger or others will now swing in to action - Cyberdecks now list their programs installed in their inventory detail and hover - Blueprints for Intrinsic Weapon Mods list the types to which they can be applied - Improved and fixed typos in event logs
Before the next heist, what do you really want? One more update! Update #111 drops 2 new outfits, fixes issues with used (1/2 Uses) Blueprints selling for $1K, sorts buying list to best offers first, adds the Token count to the pop-up confirmation for respec, and improves the loot tables and some of the Blueprint stats and variety throughout the game.
Thanks to everyone sharing feedback, encouraging us to keep up the pace and especially to those 5 players who left a review since our last update :hype:
New Style Options
We're continuing to work on expanding the options for appearance and your individual style, so with this update we've added 2 new outfit choices - an armored sheathe and a stylish dress with some fly boots. More options will be coming later this month as we press on ear decorations, more skin detail options, more masks and glasses.
Used Blueprints - for $1K?
We fixed a minor math rounding error once you used one of a Blueprint's uses. If a Blueprint was sitting at 1/2 Uses, ... well 1/2 is as good as 0 right? It's worth $1K now! Lol, woops - that was bad math. Now the Blueprint pricing is fixed properly, and you'll get 50% of the value, as each use is truly worth it's weight in cubes.
Sorting Buying Offers
When you're shopping and looking to buy something new, we've now sorted the offers from contacts to put the best price first. While there can still be some subtleties beneath the price alone, this helps most purchases be less of a look-and-seek.
Respec Tokens
Respec'ing requires a SImStream Trainer token, so when considering confirming a respec you want to know how many tokens you have left. Thanks to some F10s on this subject, we've now added the token count to the pop-up confirmation window.
Reinforcements on Sigma 7 and 9
If you were facing Sigma 7 and 9, either could make first Escalation calls for reinforcements. While we want to highlight the differences between the different Sec AI, this isn't the right place to do it, so we have resolved the issue. Outside of some rare situations (... you quietly killed everyone with Sec Level 0), Reinforcements never appear as the result of the first Escalation.
On-Going Balance Improvements
We shared when the NANOFAB major milestone was hit that was we added over 300 new pieces of equipment and blueprints to the game that the balance would be a bit shaky for a while and that we had a list of to-do tasks to keep shaping the balance back toward optimal. We're continuing to work on that each release, and this Update fixes some issues with medical item blueprints as well as increasing the variety and range of Blueprints that will appear in some looting situations. We've also fixed missing descriptions for a number of nano-drug blueprints. If you have any questions about crafting, check out the NanoFab page on the Cyber Knights wiki.
v1.8.15 - 7/17/2024
- Added 2 new outfits options for characters - stylish and ninja - Fixed issue with 1/2 used Blueprints selling for $1K - Sorted buy offer list to put best price first - When confirming Respec, the confirmation window now lists how many Simstream Trainer tokens you have left - Fixed issue where Reinforcements could be called on 1st Escalation in Sigma 7 and 9 - Improved balance on Trauma Kits and improved variety of blueprints in loot - Corrected descriptions for NanoFab pharmaceuticals - Fixed bug that made deleting appearance from the library hard - Fixed bug with empty blue square and invalid Talent sometimes appear in character status pop up - Fixed bug with Credits screen
All right, sit down and buckle up - this omnibus Update #110 has a lot of things in it. We've been busy these last few days as we prepare for the release of Head Hunters major milestone. Let's check it - we've got Steam Deck improvements and fixes, balancing for economy and blueprints, better tactical thinking for enemies and better equipment for corp enemies, allowing Contacts to buy Blueprints at Power Level 4-6, sorted offers in buy/sell windows buy best price, and a lot, lot more.
Huge thanks goes out to all the players sending in F10s! We're processing, categorizing and fixing them quickly so please keep sharing your feedback.
And if you like the pace of development around here, please do leave a review :D
Steam Deck Improvements
If you are using the Steam Deck we're excited this patch goes out to you as it will fix your issue with the (Y) button sometimes getting stuck when trying to move a character. This is now fully fixed and with the latest update to the default configuration, you should be very good to go with the Steam Deck. In addition, the latest round of changes to get Steam Deck compliance caused issues with Steam Deck and Steam Input. If you want to use the Steam Input layer with the Steam Deck, you can turn this back on in the options screen by "Unlock Steam Deck Inputs" - hopefully this works for everyone picking a non-standard gamepad configuration. Thanks to everyone for the F10s and your patience with us as we get this ironed out :D
Blueprints & Economy
There will be ongoing, very important work, to balance and tune the game's economy now that all the major parts are in play. Some of the changes may be a bit painful now but we have to look forward to a better balanced future and make these changes while we're in Early Access. With Update #110, we've made the following adjustments:
- Price of crafting a Blueprint has generally increased - some things are far more expensive while things like Items may be cheaper, depending on the item. Crafting level 6 Armors for $200K is too cheap (etc), this has been improved.
- Price of selling Blueprints has generally increased - Blueprint prices now take into account the number of uses remaining in the Blueprint. Some things sell for less, but most sell for more. Those with 2 uses are going to sell for more and then drop half their value if you use 1/2.
Sorted Sell Offers
Whenever you are selling something, we've now nicely sorted the list for you so that the best offer is first - favors, if available, and then highest money offer next. If you're looking to sell fast and not make a lot of decisions, this will help you pick up the pace a little. On this front, mult-buy and multi-sell are coming soon as well as a bulk sell option to really clean out your inventory and cold storage with very few clicks. Thanks for your patience as we continue to improve these key systems.
Upgrading Enemy Tactical Thoughts
With this update, we've improved how all enemies think about some of their short distance tactical repositions. On their turn, even if they have a valid target (like you!) they like to consider making a short run for a better position. This movement however was missing a critical limit - that it shouldn't cost them their attack! So, enemies will be a bit smarter, and move a bit less, once they are engaged in a proper fire fight with you, willing to shift positions to get better cover or an asymmetrical sight line but not shifting so much that they can't return fire that turn. In addition, enemies who are "chasing" something - that is, need to move a long distance to reach something - are more determined about their pursuit. Too often, enemies in this state would "go for direct cover" and not go very far. Now expect to see more "Advancing!" and "Charging!" as enemies close the gap with more determination. You can imagine why we've ended up with this improvement as we test and prep the upcoming Head Hunters release!
Improved Corporate Equipment
The corporate security details just got a new flush of equipment starting around Power Level 4 and up. They've been equipped with a better curve of upgraded weapons and armor where before they would so rarely see an upgrade, expect them now to punch harder and take harder punches as you get into the upper half of the Power Level scales.
Better Scrolling / Scrollbars
Across the game we've made scrollbars clickable and selectable to use as a way to get faster navigation. Thanks to everyone putting in F10s about this, the latest solution addresses some of the auto-scrolling issues, lets controller players reach the bottom of all scroll areas with only text, and gives everyone a faster way to move up and down scroll areas. Once we have some time for the new feature to settle and be tested, we'll work on improving their appearance a little more to integrate them into the UI more cleanly.
Fixed Crafting / Safehouse Issues
Thanks for all the F10s! In rapid fire - if you're buliding a NanoFab bench, you can now see what type. Level 5 Detox no longer misreports the Stress it will heal, we fixed flavor text on Command HQ to stop mentioning mission bonuses incorrectly. If you're crafting, we fixed a mix up between SMG and AR optics and body intrinsics. Also, if you get a random booster Intrinsic, it will be shown in green when you're looking at the final weapon so it is more clear.
v1.8.13 - 7/16/2024
Steam Deck Improvements - Fixed bug where (Y) would suddenly stop responding to move a character - Added "Unlock Steam Deck Inputs" for Steam Deck to allow use of Steam Input system most effectively - Improved AI tactical combat decisions - Improved AI's ability to run to a far away point of interest or enemy with more determination - Improved AI's calculation when in range to make an attack, not to make a short reposition that spends too many AP to attack - Corporate enemies better equipped with weapons and armor (PL 4-10) and better stat progression - Improved enemy armor progression for multiple types from Power Level 5+ - Favor value now displayed prominently in Contact's detail page - Fixed issue preventing Contacts with upgraded Blueprint purchasing services (1-6, etc) from not buying high level Blueprints - Price of selling Blueprints increased, price of crafting blueprints increased! - Sorted offers when selling things to Contact to put the best offer first - NanoFab now shows what type of bench it is building - Fixed issue with SimStream Detox level 5 not correctly showing Stress reduction - Name for random bonus Intrinsic mods added by crafting are now in green to stand out from regular - Fixed crafting weapon random bonus Intrinsics for SMG body mod and AR optics were switched incorrectly - Fixed issue that could occur equipping cyberdeck when you had 2 of the exact same type - Fixed attachment positions for Kaza Raildart - Fixed all scrollbars to be selectable, clickable and draggable - improved controller scroll to bottom of text only areas - Fixed bad flavor text about Command HQ saying it grants Mission payment bonuses - Fixing bugs with F10 window leaking input through during Matrix and Enemy Turn - Fixed typos, thanks for reports!
We're keeping the forge hot here at Trese Brothers HQ with another update tonight! With so many major updates and expansions hitting over the last month, we're working on catching up with the mountain of F10s you all have lovingly submitted, so stay tuned, lots more polish, improvements both big and small and fixes are coming.
Update #109 has fixed the issue with equipping some Cyberdecks, rewritten the reinforcement placement rules for the better, fixed issues with the Security Escalation that could - at some times - skip Escalation altogether, improved the balance of Benders and Divergents so they have a smoother curve of progression, and fixed some amazing bugs reported by the community include a pretty old and nasty one with Extraction. So let's dig in!
Deck Equip / Unequip
Last night's update introduced an issue with equipping decks that is semi-random from game to game ... sometimes decks just won't equip! This is now fixed, our apologies.
Reinforcement Rules Update
Reinforcements are undeniably the worst kind of Security Escalation and so their exact placement and rules have a big impact of pacing, fairness, fun and believability of your heists. With Update #109 we've rewritten the rules used to calculate and pick from among the many possible reinforcement points within any given level. The most visible change in this rules rewrite is to avoid ever dropping reinforcements into an active extraction area if you are close to it. The italics clause is key - if you're far away, like 25m+ then enemies may still appear there are make your day difficult. Perhaps you could re-route to another extraction point. But the days of running between a bewildered set of guards as you extract your team should be behind the game now. We also fixed some lingering issues with the system that could lead to Escalation turns were no action was taken by the security AI.
Extraction Bug
Thanks to everyone submitting F10s about the extraction bug! If you extracted a character who was Bleeding Out, was poisoned, had any form of Damage Over Time or Healing over Time, then the next turn they could re-appear in a broken state inside the extraction box and cause some major havoc. Now fixed!
Bender and Divergent Curve Smoothing
We were excited to introduce some difficulty to take down enemies a few patches back, but we've revisited them with this update to use a new enemy templating and rule system that will help us build out enough depth in their enemy profile to support the type of scaling the game needs. As Benders and DIvergents increase in Power Level themselves, all of their targets advanced through a progression of 6 Talent power levels, allowing the Bender to become more and more difficult to hit as you increase your team's power level. It's an exciting template we plan to be using on other enemies as we roll into the next waves of unique and different baddies.
Starting Wireghost Services
We've adjusted the Wireghost Contact's starting services to use Matrix Programs 2, down from Power Level 3. As we've added the Contact Limit Breaks, some of the services were artificially high due to their inability to change, so now we're evening out the new game to ensure that all of your Contact's have the right room to grow.
v1.8.11 - 7/12/2024
- Improve reinforcement spawning routines to be more fair & fun, avoid too-close extraction points - Improved Sec Escalation rules to fix issue where sometimes no card would be drawn - Improved Wireghost Contact starting services - sells Power Level 2 Programs at start instead of 3 - Improved balance and progression for Benders and Divergents (smoother ramp of +Evasion Talents) - Fixed bug with Extracted merc re-appearing after a turn if they were Bleeding Out or had DOT or HOT - Fixed bug preventing Hackers from equipping certain Cyberdecks randomly - Added missing description and powers description for Divergents enemy pop up - Fixed UltraTek bio-formula thief from being tagged as law-abiding in corp - Cleaned up incorrect stats for NanoFab in bottom right of Manage Room
Knights, the streets might be quieting down for the night but an update chopper is about to land. Grab your weapons, we've got a heist to run! Tonight's Update #108 enables unequipping cyberdecks gracefully, fixes a longstanding bug with Cybersword's Slashslide, improves the Safehouse room details, starts the process of tuning and tweaking the 300 pieces of equipment just released for hacking makes another minor but important upgrade for Steam Deck. And you can zoom and rotate the camera while inspecting a Matrix terminal's connected devices!
Apologies about the second multi-GB update in a row ... the build box did a flip on this one. We aim to keep these below 1 GB as often as possible, but this one just came in super-sized.
Thanks to everyone playing, posting, sending in the F10s and especially for leaving a review! So much more good stuff is coming, so keep your ear to the ground for the next update chopper.
Remove Cyberdecks
To keep up with Soldiers (who can remove their guns and armor!), Hackers can now remove their cyberdecks. This can make swapping between Hackers or testing out an upgrade easier for your Hackers. But just like Soldiers, they will refuse to go on a mission if they are not equipped with a Deck, so don't do something silly like unequipping it and selling it.
Slashslide Targeting
We've fixed a bug with how the Cybersword's Slashslide Talent acquired targets. As a melee attack in which you move from target to target for your attacks, it does not matter if an enemy or character is blocking the line of sight from the original point of attack. However, the bug was requiring full line of sight (which is blocked by characters and enemies) to any target in Slashslide. This meant you could often line up the perfect slide line, hitting and hopefully killing 3 in one glorious instant ... only to discover the first one blocked the second and third and you got ... one lame attack. Now you'll get 3! So, very, glad, to, fix, this. Rah rah, Zasha!
Safehouse Improvements
With Update #108, we've made so improvements to the safehouse room displays and details about each upgrade level. We've improved the rules for SimStream Detox so that its 3rd level has a clear benefit. We've also adjusted the display for the SimStream Detox room so that its Stress reduction is clearly stated now in its states. We fixed a bug with the level displayed in room level displayed inside Cold Storage when browsing digital files, it was not the level shown when you're managing the room or at the main safehouse view. Now, its correct. We also fixed a bug that could happen on the Timeline if a mission was at 4-6 hours remaining but there was another event at 0 hrs remaining. Thanks to everyone submitting F10s!
Fixing/Tweaking Crafted Weapons, Armor, Items!
With the addition of over 300 new pieces of equipment and consumable items to the game, there is going to be some clean-up and tuning work for little while here! Tonight we fixed an issue with HE Micro Grenades being identical to Micro Grenades - they both linked the same Talent and effect. More will be coming as we pour over the equipment tables and get more reports from players. Again, thanks to every player who is playing and posting.
Rotate and Zoom Camera while Previewing Devices
From inside or outside of the matrix, if you're inspecting a terminals list of connected doors and security devices you can now zoom and rotate the camera with the regular controls. This is a big help since the automatic camera angles may not be what you want to see, or you may need additional context about enemies and characters nearby that you can only get by achieving a specific camera angle. Thanks for every F10 about this!
Steam Deck and Controller Scene Transition
We've addressed a minor but important issue where immediately after the Steam Deck booted into the game, you would see mouse and keyboard keybinding glyphs. Once you touched the controller, you'd get the right glyphs but it was ugly there fore a minute. In addition, we've improved handling between scene transitions for Steam Deck and controller. The game was previously always reverting to showing mouse and keyboard glyphs again whenever a scene was loaded but now we've fixed this to remember the last used input device and keep using those glyphs in the new scene.
v1.8.9 - 7/11/2024
- Hackers can unequip their cyberdecks for easier swaps or upgrades, but cannot go on mission without one - Fixed Slashslide unable to acquire target due to another enemy or player in the way - Fixed HE Micro Grenades not having special effect - Improved new game layout to show more of each character's backstory if space is available - Fixed bug with buying/selling where Contacts might be duplicated - Improved Safehouse SimStream Detox - now shows expected Stress relief and Level 3 was not clear about its bonus - When previewing security devices attached to a Matrix Terminal, you can now rotate the camera as usual - Improved scene transitions for Steam Deck and Controllers so that keybinding glyphs don't revert to keyboard/mouse - Corrected bug with Cold Storage showing the wrong room level when browsing digital goods - Improve game's ignoring of mouse and keyboard input when not focused on some platforms - Fixed icon shown in armor for movement speed to be the regular move speed icon - Fixed freezes that could occur on timeline
Knights - meet at the command table in the HQ, its another update! Coming hot on the heels of major milestone NANOFAB we're pushing out Update #107 to with some very exciting UI polish for combat, better secondary objectives for blueprints and cubes, and a reset of controllers to default configuration. Sorry about that, an Early Access mistake on our part - please see below to read about the bug it fixes.
Thanks to everyone playing, posting and sharing with your friends! We're so excited to see everyone's crafting creations popping out of those Fabs. If you're enjoying the pace of updates and improvements and how your suggestions/ideas are landing in the game - please do leave a review.
Controller & Steam Deck Binding Reset
With Update #107, we've fixed a deep and very old bug in our configuration for our input system and controllers. It is the root cause of all the most reported bugs for controller at the moment - places where (B) stops actually canceling things or where pop-up windows have empty blue square for cancel and the keyboard binding for submit. However, in order to fix this critical and ancient bug - we have been forced to reset your controller configurations to the default. Our apologies, we tried all other options, but this was the final results. If you are a keyboard and mouse player, you're unaffected - we've only reset controllers. We hope you'll forgive us during Early Access this reset and we hope never to have to repeat it
Full Auto Bullet Pips
With Update #107, we've added a key factor to Full Auto the targeting UI. Every Full Auto weapons has a number of bullets that it will fire in this mode, ranging from 4 to 9. Each bullet rolls all of its Accuracy, Damage, Critical and Armor Shred individually (you can only Shred once per target, but it is more chances of getting that Shred!). Bullets are allocated equally between targets and you can never fire more than 4 bullets at a single target. So - the UI is now updated to show yellow bullet icons over each target so it is really clear who is getting what. This also helps make the exact benefits or loss clear when increasing or reducing targets.
Overwatch Bullet Pips
In the same moment, we've added bullet pips overhead for any character or enemy who is using Overwatch. This is helpful for your own team, to know how many more shots you might have but it is key intel on a situation if you're pinned in an enemy Overwatch field. It's a bit peaking behind the curtain, but use the information well. If the enemy has a single shot, maybe you can risk taking an action but if they've got you pinned with 3 Overwatch shots ... consider your other options!
Blueprints and Cubes as Secondary Objectives
With Update #107, we've improved the balance and progression of secondary objectives that grant NBS Cubes and Blueprints. You'll find more variety of the offered rewards including a wider range of Rare, Epic and Legendary Blueprints and now also the option to offer Weapon Mod blueprints. For NBS Cubes, the secondary objectives were previously limited to offering Blue Cubes which is nice but not as fun as sometimes offering Red and Gold as it now does. Weigh your new secondary objectives well and make it happen, Knight!
Full Stats during Mission
We've added the full stat block including Initiative roll, AP, MP and your combined set of all effects to the mid-mission status window. Enjoy!
Fixed Bugs!
We also fixed a ton of other F10s you put in - so thank you! Weapons that had odd stocks, vertical grips and magazines appearing all over the place have been fixed. We flipped the sort for Newest equipment in your inventory, it was sorting the wrong direction. We've
v1.8.5 - 7/10/2024
- When targeting enemies with Full Auto, bullet pips are shown over each enemy to show exact spread of Full Auto Shots - When character or enemy is in Overwatch, number of remaining reaction shots is shown over character - Fixed Steam Deck and controller bugs with (B) not working and/or submit/cancel keybindings shown as empty blue squares - All Steam Deck and Controller bindings have been reset (one time, sorry!) - Added full breakdown of buffs, debuffs, Initiative, AP and MP from the roster to mid-mission status - Improved secondary objectives providing Blueprints to have more variation, Cube objectives to offer Blue/Red/Gold - Improved text and labels in SimStream Trainer to be more clear - Fixed issues with odd mod assembly - stocks, magazines, and foregrips all appearing in odd places - Fixed bug allowing teleportation on some door panels - Fixed incorrect level shown in Cold Storage room - Fixed Newest sort in inventory was flipped
For a long time, you've stolen shiny looking Blueprints on your heists into corporate territory. These manufacturing matrices are infused with printing nano, capable of being processed by a NanoForge - the giant nano-3D-printer of 2200s - to fabricate high technology devices to the molecular level. All you need is some Nano-Bearing Substrate Cubes - large plastic gallons filled with blue, red or gold pellets - to dump into your loud, power-hungry and nanite-dust-puking NanoFab.
With major milestone NANOFAB, we've unlocked a new Safehouse room that shares the name and grants the ability to craft your Blueprints into real live weapons, weapon mods, armor and items. And the loot tables are massively updated, pouring Blueprints and NBS Cubes into your heists - adding over 10 new items, 50 new Armors, 150 Weapon Mods and 50 new Weapons through Blueprints for the mid-to-late game.
Our Early Access roadmap is on fire ... Head Hunters are next! If you like the pace of updates and improvements and the continued expansion of the game, please leave a review!
NanoFab Room
NanoFab crafting is not cheap or easy and most Knights will not start on it early in their career. Powerful blueprints are hard to find, you need a steady supply of NBS cubes and all of this costs credits. But once you've got a few million under your belt and you're ready, convert one of those toxic waste dumps in your Safehouse into a shiny new NanoFab. For those Knights riding the edge for long and dangerous careers in the NBZ, the proc-gen mission system and the NanoFab crafting system mix together to help extend the fun, depth and options of your career. The extended ramp of your own equipment power will allow us to further extend the difficulty ramp on missions in the future and redefine what perfecting your team means with late-game gear.
Ongoing Balance and Contact Services
NanoFab crafting is a major new feature we're excited to splashdown in the New Boston zone. If you look at the continuum of equipment in the game, your Contacts and their services start at the bottom with Power Level 1 and 2 services and can currently stretch up to Power Level 4. Blueprint crafting picks up around Power Level 3 and can stretch to Power Level 6. There is a lot of ongoing balance work to ensure that the two systems stretch together and each stays relevant through the right part of the game. Our work is not done here, it is just starting. Crafting is a big weight on one side of the scale that will - for a time - throw things off balance. We'll be making some big steps to bring the city back into balance over the next month as Contacts expand service offerings, can Limit Break into new services altogether and more stories are added that help them expand and alter their offerings to keep up with new Blueprint goodness.
Craft 'em
Each NanoFab can support up to 5 crafting benches once fully upgraded. Each bench can perform a single crafting operation and is built by type - Weapon, Weapon Mod, Armor and Item. Once your bench is constructed, you can start to create your equipment with the Blueprint, money and NBS Cubes required. Each type of crafting allows for some different rules, and some allow for supplemental blueprints to be added:
- Item and Weapon Mod crafting are the simplest. You need money, Cubes and the Blueprints and each crafting run produces a clean result of the equipment.
- For Armor, you can use a supplemental Blueprint - a second Armor Blueprint - to merge the nanoproperties of the armors together to create unique and powerful combinations, push Evasion bonuses onto Heavy Armor, push HP bonuses on to Stealth armor and more. In addition, using Gold Cubes in crafting increases the chance that a random Intrinsic booster effect will be crafted into the Armor, making it even more resilient.
- Weapons are the most complicated of crafts. You can craft a weapon blueprint without any supplements, or you can include up to 4 supplemental blueprints. You may include blueprints for real Weapon Mod Blueprints (like a Sniper Rifle Scope) which become fused to the weapon permanently (can never detach) but grant a chance of rolling a random Intrinsic booster effect for each Weapon Mod fused. Or you can supplement with a new type of Intrinsic Blueprint you will find out on your heists that just adds to the weapon's stats without fusing to any slot but lacks the extra roll for an Intrinsic booster.
We've included helpful instructions below the crafting plan screen for each type individually to guide your crafting adventures and we're excited to hear your feedback!
Or Sell 'em
Over the last few updates, we've buffed up the ranks of Contacts interested in buying your blueprints, so if you aren't ready or don't want to craft a blueprint, sell it! You won't make extra money crafting a blueprint to get the real item and then selling the real item; you're better off selling the blueprint.
Improved Matrix Balance
With this update, we're continuing to address issues with how the Matrix Q-Sec selects its Escalations. We found and fixed a bug that was feeding the Q-Sec Tally (a large number, like 25) into the selection process, and was therefore ignoring all the cards that shouldn't execute below a certain Q-Sec Level (like 4). Anyway - the result is good, Q-Sec Escalation actions like Wake Global IC no longer appear before Q-Sec Level 4, and about 50% of the Q-Sec Escalations only turn on as you progress through Q-Sec 1-3. We've also made a minor adjustment to the HP for IC at higher Power Levels. This won't be a huge change for your hackers, but HP has been reduced 10-20% as the IC ramp up to Power Level 10. As always, please let us know what you think!
Improved Enemy Talents
Enemy types - as in: distinct, cool and functionally different - hinge massively on their Talents and equipment choices. As we march into summer we are working on a wide variety of new enemy capabilities and types for the game. With this update we've added new Talents to allow enemies to heal themselves and repair their own armor. This can help put pressure on taking out tough enemies, who if you don't finish off quickly or take them down by surprise, may get themselves back on their feet with a medkit or a patch kit. Some enemy corporate captains, Brave Star captains and some of Brave Star's infantry drones have these healing and patching capabilities. So don't waste time when taking out these leaders; their high armor and HP values make them difficult to bring down already but now they are even more of a priority target.
Improved Timeline Stopping
We've fixed some issues with how the timeline might stop if there are interrupting events. This should prevent things like a dialog and a Hype Limit Break from appearing at the same time. It also fixes an issue where sometimes a mission wouldn't warn that it was about to expire if it was in a certain configuration or timeline events, or another mission had recently warned.
v1.8.1 - 7/8/2024
- New Safehouse Room NanoFab allows creation of up to 5 crafting benches - Crafting benches take Blueprint, money and NBS Cubes to create resulting item - Combine Blueprints from Weapons and Weapon Mods or multiple Armors to create completely unique results - Added over 300 new items, weapons, mods and armors to the game via Blueprints - Blueprints range from Power Level 1 to 6; Contact services will be expanding to catch up soon - Improved Talents for corporate captains, corporate infantry drones, Brave Star faction - Some enemies now capable of using medkits to heal themselves, others using Patch-X kits to restore Armor Protection - Fixed Matrix Q-Sec Escalations were not using their minimum Q-Sec Level limits correctly; Global IC now only appears at 4+ - Small adjustment for balance for high Power Level IC, reduced their HP by 10-20% - Improved Safehouse timeline timing and pausing around pop-up events; preventing Dialog and Limit Breaks at the same time - Fixed issue with Safehouse timeline mission expiration warnings not always working - Fixed formatting issues with over use of "When Matrix Hacking," in class tree and other places
The New Boston streets are buzzing with rumors of updates, rumors of new bristling weaponry and mods, rumors of new UX improvements, rumors of more! With today's update, we've made some exciting balance changes to Contact Limit Breaks, rolled out 3 new service upgrades for Gun Runners, added 2 new Contact Types that purchase Item Blueprints and completed a series of UX upgrades and Steam Deck improvements to help everyone using floor Talents, inspecting matrix terminals or checking the pause menu for keybindings.
Thank you all for playing, posting and leaving a review! We're a very small studio working hard to polish and improve the game as much as possible in this Early Access - so please consider taking a moment to share our work with other gamers by clicking Review!
Contact Limit Breaks: Go for Services!
We've made a big balance chance to how Contact Limit Breaks picks what to upgrade. Too often, the Limit Break would end up with a less exciting upgrade which simply wasn't as fun or exciting. Now we've pushed the weighting to be more in favor of taking Service Upgrades if they are available. If a Gun Runner can upgrade with their Influence to sell you better guns, then they are going to be significantly more eager to pick that choice from the weighted table. They still have their other options - Traits and temporary Traits - and more will be coming online too, but prioritizing service upgrades can really help ensure that you're getting more actionable Limit Breaks for your Contacts early on. We've also fixed a bug with how the Contacts were drawn for Limit Breaks. They were always being pulled in the same order, basically sorted by their age, and the young ones were always picked first if they had a break. This led to some Contacts who were even created during new game sort of being stuck "at the end of the line" ... looking at you, Potato :eyes:.
Gun Runner Service Upgrades
To pair with the improvement to Limit Breaks focusing on services, we've added 3 new service upgrades with Update #105:
- Gun Runners can upgrade their Street Guns service up to level 4, which adds 8 total new weapons at Power Level 4 across the spectrum of types.
- Gun Runners can also upgrade their Weapon Mod service to Power Level 3 which adds 7 new mods, focusing on ARs, Snipers, Blades and with one for Shotguns.
- Imported Weaponry from your Warner-Braun connected Gun Runner can upgrade to Level 4, at which time, you'll be offered a new Blade and new Assault Rifle in addition to what was already there.
More Blueprint Buyers
We've further expanded the options for selling Blueprints - with Dopers and Bio-Tech Researchers joining the pool that is now interested in purchasing Item Blueprints. This should cover a wider range fo groups that have different starting characters or made different story choices so far.
Floor Talent Clarity
Talents that target a specific location on the floor - like Lure, Glitch, Slashslide and Overwatch - have long lacked the standard display for Talents within the game. We've adjusted that with this update to include the AP bar (so you know you're spending 0, 1, or 2 AP, etc) as well as the keybinding hint (click for desktops or (Y) as default for controllers). This is a big help especially for players new to the game to understand how this class of Talent is used compared to others, and even more helpful for controllers.
Photo Mode Remembers
Photo mode now correctly remembers the last location and exact rotation between uses. So, if you hit (P) and setup the perfect shot, you can hit ESC - either by accident or because you want to go back to playing - without losing "your shot." Hit (P) again and the photo mode will resume exactly where you had set it up before.
Control Scheme & Steam Deck Improvements
With Update #105, we've fixed an issue where (A) or (spacebar) was being used to trigger terminal inspection. This didn't cross very well with planning and executing a movement to the terminal as you might trigger inspection by accidentally hovering over it. We've switched this to (H) or (right-stick click) which is usually Toggle Outlines, but in the context of hover over a terminal, triggers inspection.
Steam Deck Updates
For Steam Deck and controllers, we've also improved the transition from one scheme to the other by only showing the controls that are bound in the game's pause menu. We've also tuned up the detection of the switch to be faster and more accurate. We're still working on situations where it can get stuck in one mode or another but this is a marked improvement. We've also hidden the controller white dots cursor whenever a window comes up and fixed a bug where playing with a mouse and Edge Scrolling on didn't work great when swapping to a controller.
Simstream Token Display
The Simstream Trainer gathers tokens to allow you to respec your crew. If you're using them, then knowing when they are ready or sitting idle is important. The Simstream Trainer had missed having the token display added but now that is fixed. Thanks to the community for the F10s on this!
v1.7.21 - 7/5/2024
- Big increase in weighting to pick Service upgrades whenever available for Contact Limit Breaks - Improved sequencing of Contact Limit Breaks - some Contacts were stuck waiting in line - Gun Runners can further upgrade Weapon Mod service to PL 3, adding 7 new mods across AR, Sniper, Blade, Shotgun - Gun Runners can further upgrade Weapon service to PL 4, adding 8 new weapons across types - Improved W-B Imported Weaponry service upgrade to include new AR and Blade at PL 4 - Additional Contacts - Dopers and Bio-Tech Researchers - are interested in buying Item Blueprints - Added missing AP bar and keybinding hint for Talents that target floor - Lure, Overwatch, Slashslide, etc - Added token tag for Simstream Trainer to show its token generation - Improved keyboard bindings for renaming / text box windows - now correctly ENTER to save - Improved photo mode - remembers that last position, rotation and restores it when toggling in with (P) - Correctly refreshed right side of inventory/market if you sold the last item - Fixed bug with some filters and sorts (highest level gear) if you started removing weapons/armor - Fixed issues with mouse cursor + edge scroll when using a controller
The New Boston zone truly never sleeps - utterly covered in the protective dome, its day and night cycles are primarily simulated and controlled district-by-district. So, it's always Update Time somewhere! With tonight's update we have a new room in the safehouse (aha, sweet competition for space!), improved value of Contact Trust, another round of polish for the Steam Deck experience, and a rapid fix for suddenly disappearing DisplayLink cybernetics.
Thanks to everyone playing, posting and leaving a review! We're a small studio, so please consider taking a moment to share our work with other gamers by clicking Review!
New Safehouse Room: Triage Clinic
The Triage Clinic is a boon for merc squads that like to go loud, always find the heist ending in a fire fight or just love hunting for those battle striker missions. Whoever comes home shot up and bloody goes straight into the triage clinic, and while it is not medical ward at one of your Street Docs or Corp Splicer's clinic, immediate treatment and stabilization can help both reduce Injury Time and increase the chance of resisting long-lasting Wounds from developing. The starting Triage Clinic reduces Injury Time by 25% and grants a +10% Wound Res to all rolls to resist wounds at the end of a mission.
Trusty Favors
As we continue to push on the strategy layer and your Contact connections, we've boosted the value that Trust has on your Contacts favors, nearly doubling it. Work with those you Trust and when they do something nice for you, it will be bigger and there will be more cred in it for you.
Steam Deck Improvements
With this update we've improved how the (X) button is handled in the matrix to make a more clear and useful loop between the parts of the HUD. Also, we fixed an issue when using (X) that would cause the currently active element to get stuck if the first Talent in your list was disabled. Now it will skip to the first enabled Talent or just skip Talents altogether and jump to End Turn.
Disappearing DisplayLink
With the last update, we accidentally made all DisplayLink cybernetics disappear. They have returned! Sorry for the short and sudden removal ... I bet that hurt. Here, want them back? That might hurt too!
Other UI Bugs
We've also fixed a number of minor UI issues reported with F10s - places where clicking with a mouse wasn't working in the dialog screens and places where the UI was overlapping in victory screens. Also, upgrading Agent EX White Noise Talent no longer benefits Marker Sights (what?!)
v1.7.19 - 7/3/2024
- New safehouse room - Triage Clinic can reduce Injury Time and adds Wound Res for all mercs returning from missions - Doubled the effect of Trust % for Contacts on the value of their Favors - Fixed bug where all DisplayLink cybernetics suddenly disappeared - Fixed issue with Agent EX White Noise upgrades increasing Soldier's Marker Sights duration - Fixed overlapping UI issues in victory screens when merc earns codename - Fixed issue where clicking on some buttons in dialog, legwork selection would not select (had to use key) Steam Deck Improvements - Improved use of (X) key to jump between HUD sections in the matrix - Fixed issue where using (X) would get stuck if the first Talent in your list was disabled
It's late night on the New Boston streets and things are quiet - until the update hover truck drops in. Roaring engines, new improvements, more level points for you! and you! and you! - plus Blueprints can now be sold widely, more Contacts are buying accounts, service maximums are more clear, better Matrix Escalation balance, you can detach mods again (woops!) and another big round of Steam Deck improvements. You know - just another New Boston day, another big update!
If you're enjoying the pace of improvement and how we do things over here at Trese Brothers, please leave a review. We are a small team, working hard for your reviews - if you like it, review it!
Steam Deck Progress
We plan to have continual Steam Deck progress for a while here, angling toward a better control scheme. Update #102 is taking a big step forward with resetting the default controller bindings to be more immediately playable and easy to use.
- Swapped Set Movement Destination to (Y) - it is easier to find and you can hold it down and drag your movement destination around by panning the camera.
- Swapped Toggle Highlights to (Right Stick Click) and added Decrease Full Auto Targets to (Left Stick Click) so you can control the Full Auto targets directly
- Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A)
- Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect
Better Level Point Progression
Bonus! You get extra Level Points today for all your characters who have at least reached level 10! We've improved the curve, smoothing out a minor oddity at level 9 & 10, and then added an extra +1 Level Point for every 5 levels achieved. So, that's extra points at 10, 15, 20 and 25 - adding up to +4 Level Points for max'd out characters.
Blueprints for Sale!
Blueprints have not been mature enough for a long time to really go up for sale, but as we are narrowing in on the upcoming crafting release, the time has come. Now a variety of Contacts can purchase Blueprints, limited by Type and Power Level. Contacts like Gun Runners will be interested in buying your Weapon and Weapon Mod Blueprints, while Corporate Researchers others will want to get a hold of your Item Blueprints. Most Contacts start being able to purchase Blueprints up to Power Level 3 and will need further Limit Breaks to upgrade their services to purchase higher level and even more valuable Blueprints.
Better Service Listing
With Update #102, we've improved the display of Contact Service's list to be more clear when a Contact has maxed out a service. With the addition of Influence Limit Breaks being able to raise a service's level and trigger the sale of new weapons, armor, items, implants (etc) this is key to help further identify Contacts you want to focus on helping, selling to and supporting. Maxed out Services are highlighted in yellow.
More Account Interest
More Contact types are now interested in purchasing Accounts from you, giving you the option to feed more Influence to them. For Contact types like Street Doc, Dopers, Gang Bosses, it is now easier to raise their Influence with high Rarity Account sales, but check their specific services for what they are seeking and keep an eye out for matching missions. For example, your Street Docs can make use of Street Accounts - those from Gangs - so, consider extra time and effort to plunder and hack on missions running up against gangs if you're trying to push your Street Docs up to Cybernetic Implants level 3.
Matrix Escalation Rebalance
As we continue to improve the matrix - and especially tune its balance for high Power Levels - we've made some changes with Update #102 that should help make the late-game matrix play more interesting and offer some more strategies. First, we've adjusted how the Wake All IC Q-Security Escalation was weighted and drawn. It was used as a backup for a number of other cards that might not apply, causing it to be drawn far more often than it should be. It has now been pushed back to a realistic weighting among all the other options and should occur significantly less frequently, especially on nodes where the are already 3+ IC. Secondly, we've adjusted the weighting of other Q-Security Escalation options, including to punch up the 3 types of lethal feedback the host can dish out - to your Hacker's HP, your deck and your Connection %. For your Hackers HP, the hits can now also come with a lot more bite, ranging from 10 to 30 Damage on the most deadly hosts - and then reduced by half your Deck Armor directly (8 Deck Armor = 4 HP saved).
Detach Mods
For a minute there, the ability to remove mods from weapons was completely gone. We've fixed this, bringing it back!
v1.7.17 - 7/2/2024
- Improved level points curve, +2 pts at checkpoints 10, 15, 20, 25 and smoothed out odd bump at level 9/10 and - New Contacts willing to buy Blueprints by type - Gun Runners buy Weapon Blueprints, Researchers buy Item Blueprints and more - More Contacts willing to buy Accounts (Street/Syndicate/Corporate): Street Docs, Dopers, Gang Bosses, Detectives, Sector Commander - Wider range of Contacts can boost Influence with high Rarity Account sales to drive Limit Breaks - Contact Services are now highlighted in Yellow if they cannot be upgraded further by Limit Breaks - Matrix balance improvements - adjusted weighting of Matrix Escalations (more Dmg responses, less Global Wake IC) - Matrix lethal feedback escalation can cause meaningful amounts of HP loss (10-30 HP, less 50% Deck Armor) - Fixing bug preventing from detaching mods from weapons - Prevent special effects (+5% Legwork for all mercs) from appearing in buffs and debuffs list - Fixed Mintable Attack III (FAS) program to have Program Rating 7 Steam Deck Improvements - Improved Steam Deck default controller config - use Options > Keybindings > Reset Defaults - Moved Set Movement Destination to (Y) - easier to find and hold down to drag your movement destination - Moved Toggle Highlights to (Right Stick Click), Decrease Full Auto Targets to (Left Stick Click) - Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A) - Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect
A new update is hitting the streets of New Boston to go with the 34% off Summer Sale event! We've got big improvements to photo mode to help you capture awesome screenshots, better treatment for Glitch and Slashslide to give you info about your movement destination, the ability to unequip weapons and armor (yes, finally), improvements for Steam Deck coming directly from our deck players right now, and a clear lock / placeholder message for the 3 Talents that aren't done - Taunt, Preempt and Stemlocker (yes, finally).
Thanks to everyone posting feedback, playing and leaving a review! We're a small, hard-working team who lives by your feedback and reviews so please help us out and spread the word!
Enhanced Photo Mode
We snuck in another big step toward completing the Enhanced Photo Mode roadmap item with this release. There are a few more slaps of icing to put on this cake and then we'll be done with it. With the updated photo mode, now whenever you engage photo mode (default P) all the UI will be hidden. In addition, by holding down right click (by default) to rotate your camera with the mouse, you can now rotate vertically and horizontally to get cool new angles of your characters and team. By coming freely pan, full rotation and zooming you can get some new and awesome angles, checking everything out down on the ground floor or from directly overhead. We're excited this will let us all snag cooler screenshots of the game - but let us know what else you'd like to see.
Improved Slashslide and Glitch
Slashslide and Glitch took a big step forward in this update, being treated more like movement now. As you consider the targeting for either of these Talents, the numbers for your weapons in the bottom left corner - how many could I attack from this new position, how many would hear that attack? - are updated live. This is the first step to getting these Talents respected as movement, the next will be to get all the sightlines added as if you were moving. Then we'll be fixing the lingering issue with Slashslide and line of sight.
Unequip Weapons, Armor, Items
We've finally added the basic feature to let you unequip weapons, armor and items. You can now remove these in order to give them to another merc without needing to have an extra to facilitate the swap.
If a merc is not carrying 2 weapons and wearing armor, they will refuse to go on a heist.
Steam Deck & Controller
After the big GENESIS update, we're continuing to put pressure on improving Steam Deck as we head back toward a re-verification with Steam. We've got some work to do still but things are running so much better on the deck now. We're also luck to have a good group of players sharing feedback in our Discord and helping us know what our next steps are - join in on the Steam Deck Blitz forum thread on Discord if you have ideas! With this update, we've improved the organization and exactly what is listed in the game's pause menu for key bindings, providing extra helpful items for controllers. Previously, important items like setting a movement destination were just not shown (:facepalm:) We also fixed both Leverages and Items to use the standard accept binding (A) to activate the selected item. Players have been helping us hone in on places where the key required for actions are not consistent (especially with (A) and (RT) atm) and we're going to keep hammering these until its smooth. We also fixed a big bug that prevented the safehouse rooms from rendering properly on smaller screens, including the Steam Deck.
Placeholder Talents
We've finally given clear labeling and locked the 3 placeholder Talents in the game -- Hacker's Stemlocker, Vanguard's Taunt and Cybersword's Preempt. Sorry for all the confusion, we should have done this earlier.
v1.7.15 - 7/1/2024
- Upgraded Photo Mode (P) now use right click to rotate vertically and horizontally while panning/zooming - Improved Talents Glitch and Slashslide - when targeting the bottom left counts for attack/hear update - Adjusted balance of Ex-Detectives Lasting Injuries Trait, removed +5% Stress Res - Improved Dockyard Smuggler's Handshaker Trait with +5% Kinetic Pure Dmg Upgrade - Can now unequip weapons, armor and items from players for easier swapping - Fixed selection/click handling issue in class training tree with upgrade nodes - Fixed bug where player might have incorrect red sight lines (enemy will see you!) drawn at start of level - Correctly locked and updated text for the 3 placeholder Talents - Taunt, Stemlock and Preempt Steam Deck and Controller Improvements - Improved keybinding/controller binding list shown in game menu to include everything more clearly - Section covers movement actions (set (R stick-click) / accept movement destination (RT)) and Select Talent List (X) - Swapped the accept button in the HUD Backpack to use an item to (A) - Fixed issues with Safehouse room rendering on smaller screens like Steam Deck
We've got Update #101 tonight landing in the New Boston zone, following up on the GENESIS update. We're soaking up community feedback through the forums, Discord and F10s and excited to keep updating and improving rapidly through Early Access. Please keep sharing with us - you're the engine that drives us to improve and improve again.
As usual, after a big roadmap update, we need a few polish updates, so tonight Update #101 improves the Legwork system, some minor tweaks to Haven Smokeout, fixes New Game V2 bugs and a ton of fixes to issues and feedback posted by the community.
If you're enjoying the pace of updates, the 5 major milestones we hit in June and playing the game, please remember to post up a review.
Haven Smokeout Adjustments
Thanks to all the players posting up feedback on Haven Smokeout mission, we've made adjustments to the map and reinforcement rules. In addition, we've adjusted the secondary objective for the mission to be within 15 Turns instead of 12 Turns, giving everyone a little more breathing room. Let us know how your heists go and how the adjustments play out.
Legwork Team Visibility
With Update #101, we've improved the Legwork system to be much clearer about what mercs are eligible for the legwork based on their backstory, traits, and skills. The upgrade shows all mercs who are eligible for the legwork but then disables them if they are Injured, just a Recruit, in the Simstream Detox or Trainer, getting Medical Treatment, committed to another Legwork or Injured. All of these mercs are now shown but unavailable for selection, which takes a lot of the mystery about why you may have less mercs ready for the Legwork than you expected.
Better Cold Storage Tabs
With Update #101, we've redone the icons for the digital good types in Cold Storage and re-ordered them as well - now Accounts, Blueprints, Files and File Sets. This helps to move sets out to the end, get the icons to be far more visually readable and distinct.
Cybersword Adaptive Restruct
We've fixed a minor issue with Cybersword's Adaptive Restruct Talent not costing 1 AP to use. Now, bringing your Armor back up a Protection Point will cost you 1 AP, unless you further upgrade the Talent.
New Game Talents Tab
We fixed a bug with the new game Talents tab - once you opened the Face's page, all of the other characters had their Talents tab locked. Fixed.
Fixed Other Bugs
Thanks to everyone posting F10s, we've fixed a ton of typos, small issues and other small bugs.
v1.7.13 - 6/29/2024
- Haven Smokeout, secondary objective extended to 15 Turns (from 12) - Improved Legwork offering to show all eligible characters, even if they can't (cyber surgery, detox, treatment, etc) - New icons and new order for the tabs in Cold Storage (Accounts, Blueprints, Files, File Sets) - Fixed Cybersword Talent Adaptive Restruct to cost 1 AP to use by default - Fixed bug with Ex-Detective Backstory for your Knight causing them to be invisible, speak as "Unknown" - Fixed bug in new game that made the View Talents tab disabled after viewing the Face - Fixed issue with Battle Strike missions ending early if you killed all enemies very quickly - Fixed reported typos in dialog and new game - Fixed some odd floating objects in safehouse rooms 3D - Fixed odd bug with non-existent Contact in the list
Update #100(!!) is here with full cRPG character creation for your Cyber Knight, and more. Enjoy 34%-off for the Steam Summer Sale!
New Game v2
Desire for more fine-grained control over your Knight's stats has been a consistent drumbeat of feedback we've heard from you all, and now the new New Game experience is ready to offer it! You can now choose your own background, traits, and attribute bonuses for your Knight, dive into visual customization if you want, then select your starting squad members. Backgrounds come with some inherent stat bonuses, open up new trait options for more, add tags that our Casting Director story engine uses to select storylines for your Knight, and offer context for your roleplaying, explaining how your character started down this path of underworld connections that eventually lead to becoming a Cyber Knight. We'll add more background options over time. You then have 12 points to spend on your 4 Attributes: Reaction, Strength, Will, and Tech. You can spend up to 6 points on one attribute and no more than 5 on any other single attribute. Traits you select may also grant attribute bonuses.
Finally, Traits grant special stat bonuses and can grow over time as your Knight achieves limit breaks and can potentially choose trait upgrades as a reward (check the Cyber Knights wiki for trait upgrade stats). You can choose one background-specific trait and one Knight-specific trait during knight creation. Thanks to all in our Discord who shared feedback on this system's preview! It's a great addition to the game, emphasizing the Knight's role as your main character. Experienced players will consider their long-term planned build to find the best synergies, and (if needed) re-spec their Knight's starting talents once they reach the Safehouse You can also now view starting talents for your team members during squad selection, helping new players make more informed choices about if they want to start with an Agent EX or Vanguard, a Sniper or a Scourge, etc.
New keybindings for talents, Reload, Yield & Delay
We've added new, configurable keybindings for selecting talents, reloading, and Yielding or Delaying in the initiative order. You can now by default press 1-9 to select your talents rather than needing to mouse down to the action bar, press R to reload, Y to Yield, or U to Delay. We helped enemies go faster with the Skip Enemy Turn feature in update #98, now it's your turn!
Controller & Steam Deck improvements
This update brings major improvements to playing with a controller or on Steam Deck. We've smoothed out navigation, scrolling, screen transitions, and made it so that the Steam virtual keyboard now appears for all controller types.
We have a final round of Steam Deck testing to do and a new default controller configuration to set up for it in the next few days, and then we'll submit for Steam Deck verification. If you're playing on a Steam Deck now, we'd love to hear any feedback or suggestions for the new default controller configuration.
Summer Sale deals, help us spread the word?
It's awesome to reach update #100 already, and you know more updates (including another major feature addition) are right around the corner. If you're enjoying Cyber Knights, we'd love your help getting the word out about it! Please give the game a shout-out to your friends (maybe check your Steam friends list to see who's played similar games like XCOM 2 or Shadowrun) and suggest us to anyone you see looking for great games in the Steam Summer Sale! Cyber Knights is 34%-off, a great deal for a game with as much replayability as we're building into it. We're pumping the sales now during EA, but will be scaling back discount %s as we get closer to full launch. And if you're looking for more deals during the Steam Summer Sale, all our previous games are on sale right now too! Great time to pick up the Best of Trese Brothers bundle for more deep RPGs and tactics games to dive into: https://store.steampowered.com/bundle/37813/Best_of_Trese_Brothers/
v1.7.9 - 6/27/24
- All new cRPG style Knight Creator in new game - select your background, assign attributes, pick your Traits, perfect your look - Once you've optimized your Knight for your desired playstyle, assemble your team as usual and hit the ground heisting - View starting Talents for your team characters (like Vanguard, Agent EX) to make more informed choices - Tag now shown over the Command HQ showing the max and count of active tasks - Major improvements and bug fixes to playing with a controller - navigation, scrolling, screen transitions fixes - Steam virtual keyboard now appears for all controller types - Steam Deck, Big Picture Mode, controller in normal mode - Added 10 new configurable keybindings for Talents (default 0-9) - Added new configurable keybinding for Reload (default R) - Added new configurable keybinding for Yield (default Y) and Delay (default U) - Improved description of Scourge's Talent Reknit, removing all confusing language about duration - Fixed some bad copies of SMG RapidFire that were for sale on market
Update #98 follows up on 2 major milestone releases - DOMINION and GO FAST - to continue to press forward on other areas of the game. Tonight's focus is on new enemies, improved enemy weapons and armors, new armor setup for enemy corporate captains and new varieties of reinforcement groups arriving across the faction lines.
Thanks to everyone posting F10s, posting feedback to the community and to everyone who left a review to push us up and over 300!
We're short on days but we still have a busy June ahead of us as we try to close out our (self-inflicted) challenge to close all these major milestones by the end of the month. To be honest, we've already hit 4 milestones which is crazy and we should be able to get #5 but the other 2 are going to slip into July by a few days to a week.
New Enemy Types, Clearer VFX
Two new enemy types have been added, both armed with portable nano-capsules capable of releasing small fields of nanites that can form up to affect an incoming bullet just enough to alter its course from a hit to a miss. At the street and gang level, these Benders are cruder in their art, but the trained corporate Divergents boast a hi-tech and more expensive kit and are capable of putting up bigger Evasion buffs more often. We're super excited to get on the track here of adding new enemies of all sorts - with new abilities, weapons and special moves. This is a great time for the enemy catalog to go from woefully shallow to something deep and much more exciting. If an enemy uses an debuff against your team or a buff on their team, we've improved the VFX for these rarer and important events to be constant. They are light visual touches but they should help draw attention to the buff/debuff and can help prompt you to check the status pop up for the character or enemy to learn more about the specific effect in play.
Continued Improvement on Enemies
We've continued to press this week on better progression across the board for the enemies in all factions. We've rolled out upgraded armor and weapons for a number of enemies as they scale into higher Power Levels and most notably, corporate Captains can now get armor as high as 3 Protection Points, making them significantly harder targets to take down, especially in Kill 3 missions. Also, we've rebuilt some of the reinforcement groups that can be rolled for different factions, so expect to see a more varied response teams, mixing the new enemy types, some snipers and other enemies in where they didn't previously appear.
Improved Attributes
In prep for the next major milestone of New Game V2 (Knight Creator) we've improved some of the effects of Attributes. You now gain +2% Dmg to Drones per point of Tech and +1% Dumpshock Res per Will instead of +1% to every 2 Will. Small changes, but helping to bring the Attributes into a tighter balance.
Improved Traits
A number of Contact and merc Traits got a lift with this update. Thanks to everyone reporting issues with Traits via F10 and for the balancing suggestions as well.
- Merc Traits Grit, Scrappy, Bouncer and Bull-Built all now give nicer HP bonuses
- Contact Trait Detailed Oriented has gained bonus for buying Files and big Exposure Res bonus
- Contact Trait Calculating has been reclassified as a positive Trait
- Fixed bugs in progression with the MilSec Merch Trait
Custom Difficulty: -1 Tally Rules
If you modified your custom difficulty setting to apply a -1 to the designed rate of Security Tally this did work except if the Security Tally was +1, in which case it was ignored. That was some silly nonsense which we have now fixed, it is always -1 unless it would force the Sec Tally negative and then time would start going backwards or something.
v1.7.7 - 6/24/2024
- Improved enemy buffs and debuffs to more commonly have a constant VFX so they are more noticeable - New type of street and corporate enemy - Benders and Divergents - Benders / Divergents employ fast moving and flanking tactics, start with bonus Evasion and can buff for even more - Improved armor and weapon progression on corporate captains - now boasting 1-3 Armor Points - Rebuilt some corp, syndicate and street reinforcement groups to have more exciting variations - Improved Attribute effects - now +2% Drone Dmg per Tech (up from +1%) and +1% Dumpshock Res per Will (up from 0.5%) - Improved merc Traits Grit, Scrappy, Bouncer and Bull-Built to have better HP bonuses - Fixed issue with Security Tally modifier in Difficulty; when set to -1 will now set level with +1 to +0/Turn correctly - Improved Detail Oriented Trait to have bonuses to buying Files and big Exposure Res bonuses - Reclassified Contact Trait "Calculating" as a low positive Trait - Fixed issues with progression in Contact Trait "Milsec Merch"
Hello, Knights! It's time for another CKF Community Challenge. Our previous challenge was all about multi-classing and how you mixed and matched talents. For this challenge, we are asking you to leave your Vanguard back at base and take your Agent EX out on all missions you can.
There are two requirements for this challenge:
- You cannot take a Vanguard on any mission
- You cannot multiclass anyone into any Vanguard talents
For a true challenge, apply these requirements to a fresh start, brand new game. This is not required however, you can just pick up from wherever you are and just no longer use a Vanguard or any Vanguard talents via respec.
There also may be missions you cannot do with your Agent EX depending on their backstory - you have a few options for this. As there aren't very many, you can just skip them. You can do them without a Vanguard or an Agent EX. This will likely make them more challenging, but that could be part of the fun!
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of your squad and their talent trees
- After Action Reports of your missions, challenges you faced
- Tell us about the challenge posed by not having a Vanguard, were there any? Were you surprised in any way?
- Any other creative ways you want to share to tell us about your heists with your multi-classed mercs: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your Vanguard-less squad on a mission!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #agentex_challenge to join in on the conversation!
This major milestone unlocks a much needed option to increase the pace of play by skipping through enemy turns that aren't exciting to watch or are not directly impacting your team. This isn't likely the final improvement we can make to pace of play but it is definitely the biggest so far.
We've also added much needed step out mechanics for grenades as well as the Agent EX's Shadow and Glitch Talents. This greatly increases the value and versatility of these Talents and lets you use them with the same asymmetrical advantage around corners that you are used to with weapons.
Even better news, we're not done! June is still ticking and we've got 3 more major milestones to hit. Let's go, New Knight V2 and Crafting!
We did say the end of June would be BUSY! So here we are with back-to-back major milestones (DOMINION and now GO FAST), each a much needed feature that has been in the works and testing for months now arriving at last.
If you like this maniac pace of updates and improvements, please hit the review button! There is no better way to thank our team steamthumbsup
Skip Enemy Turns
In any tactical game, playing at your own pace is a key part of enjoying yourself. For some players, enemy turns in Cyber Knights: Flashpoint have always dragged on, especially as there can be a lot of enemies who are walking, patrolling, hunting your mercs without finding them and this can soak up time. With this major milestone update, we've finally hit the goal of adding a Skip Enemy Turn option for you to decide how fast or slow you want to play. With this new feature, whenever an enemy is taking their turn, a prompt shows above the enemy turn banner inviting you to skip ahead, fast forwarding the rest of their turn. If you do so (default, ESC or (B) on controller) the enemy's movement for the Turn will be rapidly displayed as a red movement destination and then their Turn will be over and on to the next thing! If the enemy is deemed to have some important impact on the Turn, such as finding a body, spotting a merc or running into your Overwatch firing zone, the turn will not be skippable. Therefore, this fast forward feature is most helpful during patrolling, hunting and enemies sent by the Sec AI to investigate troublesome events on the map. Once the firing starts, there will be less skippable enemy turns. We're excited to hear your feedback on the feature and how to improve. It drastically increases the speed of play but we could dig deeper and try to squeeze more if you, our players, are hungry for it. For example, we might:
- Add an option to skip every enemy turn possible without requiring you to hit a key. Without a doubt this sacrifices battlefield and tactical awareness for speed but let us know if you'd want this.
- Further improve the types of turns that can be skipped, including combat turns.
Step Out for Grenades, Glitch, Shadow
We're very excited to make Grenades, Glitch and Shadow so much more natural to use. The days of having to risk an extra AP to step around a corner to throw your grenade are finally gone. With step out nicely integrated - just like firing your weapon - your merc will automatically step out around corners to get the best line of sight toward whatever you're targeting.
For Glitch and Shadow which don't bounce when they hit something impassible but are fully stopped, this is even more important to make the Talents useful at sharp angles around corners. It's a huge improvement to bring all the Talents that rely on line of sight or throwing arcs up to the same standard so there isn't a confusion or surprises as you try to execute your team tactics.
Targeting Improvements for Slashslide, Glitch, Shadow
We've improved the targeting rules for Slashslide, Glitch and Shadow to prevent them from being used directly on top of another merc of enemy. In the case of Slashslide and Glitch this prevents the ... glitchy ... result where you and the enemy are occupying the same space, clipping together. Assuming they survive! And for Shadow, this avoids the very hard to predict behavior where you can't be sure which way the enemy AI will interpret the Shadow wants them to look.
Sync Talent Upgrade 6
We've added a 6th upgrade node for the Cyber Knight's Sync Talent which grants another +10m range. This will help for those players that know they like to split their team up but still want the advantages of the power strategies like Knight using Precomputed Advantage on themselves as their last action for the Turn, smashing a 25 Initiative for the next Turn and then using Sync to get the entire team to the front of the starting line for the Turn. That extra +10m helps everyone stay in the quantum rider's envelope and get those advantages.
v1.7.3 - 6/21/2024
- Skip enemy turns by hitting cancel (ESC, B) - movement is previewed and skipped - Skip enemy turns especially speeds up gameplay during enemy patrols, hunting and when moving to investigate - If enemy is "in the action" their turns cannot yet be skipped - Turns of enemies considered far enough away to have no impact are still skipped without camera focus (see options) - Cornering / Step Out now works for Grenades, Glitch, Shadow, Slashslide - Improved targeting rules for Slashlide, Glitch, Shadow and other Talents to avoid targeting directly on top of merc/enemy - New Cyber Knight upgrade node for Sync Talents offers third +10m range - Fixed issue when purchasing treatment where the availability of space at the clinic (1/2, etc) was not shown - Fixed lock up after setting Flexible Difficulty in Safehouse - Fixed hovers over NBS Cubes in Safehouse HUD
This major milestone unlocks another major part of the game's strategy layer as the New Boston underworld and its Contacts come alive in all new ways. It is great to see the roadmap design advancing with this - now your favored Contacts thrive while those you hate or work against wither.
Up until now, most of your actions have focused on their inward impact - money for equipment, Experience for Training, new recruits. And while you've been able to meet new Contacts and alter their Traits and Services through storylines, all of your game decisions weren't also echoing into the wider underworld and into your network of Contacts. Now, your decisions regarding Contacts, running or ignoring their missions, selling them high Rarity Accounts and following their storylines all have [i[outward impact and will feed their dynamic evolution - changing their Traits, Services and more in ways unique to your game.
Exciting times to be alive in New Boston! Let's check it out -
At the beginning of June, we threw down the gauntlet to ourselves to try to wrap up this ambitious set of roadmap milestones before the end of the quarter. We are smashing away now with the Agent EX recently out and the Contact Limit Breaks dropping today ... we're still in this fight with 10 days to go!
If you like our style of Early Access and how hard our team is working to deliver improvements, gameplay depth, new features and content to you on a very regular basis, we hope you will say "Thank you" to the team by leaving a review! It doesn't have to be long, and you can always edit it later.
Contact Limit Breaks!
Contact Influence and Exposure Limit breaks work in similar ways to your merc's Hype and Stress Limit Breaks. Through your actions, story choices, relationships and changing Eras of the game, your Contacts will gain and lose Influence and Exposure and as their Influence and Exposure top 80%, they will have have a Limit Break and change for the better or the worse.
- Contacts can upgrade their services - like the Power Level of Weapons, Armor or Items - that they sell. With this update, a bunch of services can now be upgraded by Limit Breaks, with a sum total of over 30 new pieces of equipment coming into the game. This will be a rapidly expanding area as well with new upgradable services coming online for other disciplines as well.
- Contacts can upgrade their positive or negative Traits. Your Partnerships can deepen, their issues and hardpoints can grow and worsen.
- Contacts can get temporary positive or negative Traits, like the Hi-Priority Trait that adds +25% to all mission payments for 30 days.
- Exposed Contacts might duck into hiding for a while, disappearing off the scene for up to 30 days and unwilling to buy or sell anything.
Accruing Influence and Exposure
With LImit Breaks coming online, you'll naturally have more interest in the ways your Contacts gain Exposure and Influence. With this major milestone update, we've also plugged in some systems that were waiting for this day, so the new ways to get Exposure and Influence have come online:
- Completing missions for Contacts has always given Influence
- Mission secondary objectives have been expanded to include possible boosts to Influence (more on this below)
- Failing missions for Contacts now causes Exposure
- Ignoring a mission offered by a Contact now has a chance of causing Exposure
- Accounts of Rarity Epic or Legendary will grant a +1 Influence boost to the Contact you select
- More storylines include Influence and Exposure changes depending on how they play out
- Contact's Exposure Res Trait bonus directly reduces the % chance of gaining Exposure
- Contact's Influence Boost has been upgraded to be at % chance to double all Influence gains (huge!)
Contact Service Clarity
To help with making this clear, we've improved the Contact display of services to include their maximum level. This lets you compare, for example, Dr. Ashe to Dr. Knife to see who is selling higher level medical gear or that your recently upgraded Gun Runner who got a cool Limit Break for gun sales is now selling the best weapons on the street.
This also works well with the Sellers filter we added in the last update, so if you see a Limit Break from Origami Joe for Weapons, you can go check out specifically what he is selling today.
High Rarity Accounts
Consider carefully where your Epic and Legendary Accounts are sold these days as each one will add a +1 Influence bonus to the lucky Contact, whether sold for money or for favors.
High Power Level Mission Payments
As crafting is cresting the horizon (in June!?!?), the late game economy needs work. In order to begin to bring the late game economy into balance, we're cutting some of the mission payments to help bring them inline. The $2m and $5m missions in the late game throw things a bit out of whack. For missions at Power Level 5 and above (meaning, Team Power Level 5+ if you're on a balanced difficulty) the payments start to take a dip. Where you used to get $600K as the starting point for a Power Level 5 mission, you'll now start calculations at $500K. For PL 7, you've dropped from starting $2m to starting $1.2m and Power Level 10 went from a (whopping!) $25m to $4m. Storyline bonuses, conditions, secondary objectives, Contact Traits all still apply, so these are just the starting points of the negotiation :D
Secondary Objective Reward Update
With this major milestone update, we've improved the variety of secondary objective reward offerings, which previously only included extra money or extra XP. Now these secondary objectives can include gaining Favors from your Contact, additional boosts to their Influence or their Trust % with you. This extra variety is great to mix up the rewards, and it plays to the new Contact Limit Break feature that is rolling out with this update as well. The next set of updates for secondary objectives fill focus on expanding the types of goals you are asked to achieve beyond "go fast" and "go quiet" with a lot of exciting other options that will add cool complications.
Item Sales in the Underworld
For a little while, Item sales in the underworld have gotten pretty twisted around. Doctors were selling Grenades, Gun Runners were selling Bandages and no one was selling Bio-Recyclers or Dazzlers. In prep for the Limit Break update and the ability for these sellers to upgrade what they sell, we've cleaned house and straightened everything out nice. We've also cleanly split Street Military Gear (sold by Gun Runners, Gang Bosses, etc) and MilSec Military Gear (sold by Corrupt cops, security officers, etc). These distinctions are especially important as each service will evolve differently as the Contacts hit their limit breaks, and MilSec Military Gear heads off into more techy gear while Street Military Gear focuses on more boom-boom grenades.
Fixed "Kill All Enemies" Objectives
There has been a nagging issue with any objective that was to kill all of the enemies. Your victory was never registered until the end of the Turn which might mean you missed a secondary objective or just had to click End Turn a bunch of times. This is now resolved - your victory will be swift and it will be severe. Before the last ragdoll thumps on the floor, the game knows and is ready to award you victory.
v1.7.1 - 6/20/2024
- Contacts now achieve Influence Limit Breaks and suffer Exposure Limit Breaks (either at 80%+) - Contact Limit Breaks can increase levels of positive and negative Traits - Contact Limit breaks can grant Temporary Traits (+25% Mission Payment, +25% Price of buying Files) - Contact Influence Limit Breaks can upgrade services, like upgrading weapons sold or items sold - Limit Breaks can add 10 new weapons, 13 new weapon mods, 4 new Armors, 5 new/upgraded items - Contact Exposure Limit Breaks can send Contacts into hiding for up to a month - Selling Epic or Legendary Rarity Accounts to a Contact will increase their Influence by +1 - Complete Missions and Stories with Contacts to increase Influence, more options to feed Influence are coming - Failing missions or ignoring missions from Contact has chance of causing Exposure increase - Improved Contact Trait bonus Influence Boost to be % Chance to gain extra Influence - Expanded rewards possible for secondary objectives in proc-gen missions to Favors, Influence and Trust - Reduced money rewards for Missions at Power Level 5 or above - bringing late game economy toward balance - Fixed all Items Services to make a lot more sense and separated Street Military Gear from MilSec Military Gear - Fixed issue with battle missions with "Kill All Enemies" not immediately ending when last enemy is dead - Fixed issue with swapping weapons where second equipped weapon would not be shown - Fixed issues with Leverages Lazy Shift, Bribed Shift and Unexpected Fly-over showing that they buff enemies - Improved description of Legwork "Under our Thumb" to be more clear - +1 Favor per month - Removed useless Reo-Flexsuit Armor from sale
Update #96 is another big bundle of improvements straight from the communities F10s. We are keeping the updates flowing and starting to pull in the big dev branches for our June roadmap milestones. Next up will be Contact Limit Breaks, and this update specifically paves the way for that and pushes some needed improvements to systems in advance of its arrival.
Thanks to everyone posting F10s, posting feedback to the community and to everyone leaving a review as we march to 300 reviews!
Improved Filters
To help with filtering in all cases, we've improved the clarity of the grouping UI, making the titles really pop and adding space between the groups. They are much more readable now, thankfully. We've also improved weapons filter specifically by removing 3 dead-end filters for dogs, cats and drone weapons.
Sellers Filter
We've added a new filter to the market to allow you to filter specifically by a seller. If you've ever wanted a clear view into what Origami Joe is selling versus your other weapons dealers, or you want to know what a new V-Chip Contact is offering, now it is easy to slice and dice the market by one or more sellers with a filter. This will be really helpful shortly with Contact Limit Breaks and Contacts upgrading their service offerings.
Salvage Job Bug
We fixed an issue with the Salvage Job sibling who might have suddenly started demanding that you recruit him or her AGAIN. Sorry about this issue, should now be cleaned up as of this update.
Melee Weapons and Recoil
A very, very old rule was hanging around in the combat engine that made blades and all melee weapons ignore 50% of the Recoil your character currently had. This was from before the time of Glancing Blows and greatly reduces the importance of Recoil for melee weapons, reduces the value of Strength, and all Talents, Traits and Cyberware that help compensate for Recoil. We had to remove the rule - melee weapons now use the standard Recoil rules that all weapons use. Before you reach for your pitchfork, keep in mind that melee weapons always get a Glancing Blow, so this change may cause you to get more Glancing Blows at the worst.
More Agent EX Fixes
We've improved the VFX for the EX's Smokescreen Talent as well as Smoke Grenades. it just looks cooler now with more dense smoke in a shape that more clearly fills the area as well as not disappearing after a few second! We've removed a confusing combat log about using Glitch Talent, which wasn't needed.
Looting Updates
Big changes to looting will be coming very soon with crafting release. Along with this we're working improve the looting tables and setup for many missions. In this update we hit a number of proc-gen missions and the starter Forward Op mission.
v1.6.43 - 6/18/2024
- Upgraded UI styles for filters to clearly separate groups and make headers pop - Added new filter for market to filter by Contact Seller (what does Origami Joe sell?) - Removed unused weapon filters for dogs, cats and drones - Improved visuals for Smoke Grenade and Agent EX Smokescreen Talent and no longer disappear - Removed combat rule that caused melee weapons to use 1/2 Recoil penalty for attacking - Improved loot in Forward Op early game mission and proc-gen missions using the same map - Fixed bug forcing repeat recruitment offer to Salvage Job sibling, even after recruited - Removed confusing combat log after using Agent EX Glitch Talent
We're excited to be back with another day of fixes and improvements to catch up on the week of no updates. Update #95 hits the streets with some important upgrades to Account and File pricing, improvements to Contact Traits to make them be more impactful, a nice new File Set minting preview that helps clarify what swapping files is doing for your result chances, and a big set of improvements to Agent EX and other areas of the game based on your F10s for the day!
If you're enjoying the pace of Early Access around here and the on-going improvements to your game, please do remember to leave us a review. We're a tiny studio and we live on the things. You can always edit it later :D
Improved Digital Prices & Contact Traits
For files and accounts, we've fixed a number of pricing bugs that were preventing Power Level from having the correct impact on the prices of each type. These should now be more reactive to higher Power Level and offer increased prices from your Contacts should be forthcoming. In addition, we've fixed a number of bugs in how Contact Traits were handled that were causing a lot of the price change Traits still not to work as expected. We've been grinding on these and getting everything working right because we're playing the Contact Influence/Exposure Limit Breaks, so these are going to be getting even more important. But for now with Update #95, they're going to help you see even more divergent prices between your Contact offers.
Minting Preview
When changing the files going into Minting a File Set, you can now see a preview of the possible ranges of value for the resulting file - for example, from $35K to $139K. This depends on the inputs (their Rarity and Power Level) and the output they could create (which is randomly selected from the input Rarities and Power Levels).
Stuck Agent EX Roster
For any players who were having their new game Agent EX's roster not load completely, we fixed the issue with their relationship tag to the Wireghost Dancehall that was causing the bug. You can now see all of their tags and their correct equipment.
XP Bar Relative
The XP bar in the roster used to be a progres bar relative to your total XP to your next level, showing a percentage from 0 to your next XP goal, like 1000. We've fixed the bar to work like every XP ever LOL :D and be relative to your progress toward completing your current level (say, from 800 to 1000). Winning!
v1.6.41 - 6/17/2024
- Improved File and Account pricing to be more sensitive to Power Level - Improved File Set minting UI to include the range of prices possible from the mint based on your Rarity/Power Level inputs - Fixed bugs with Contact Traits that were preventing Contacts from offering significantly different prices - Fixed bug with loading Agent EX Sren's roster page due to misformatted relationship tag with Dancehall - Improved Cybersword's Adaptive Restruct Talent description - Fixed possible story dead-end in Salvage Job that leaves sibling as Recruit in roster but cannot talk to them - Fixed XP bar percent in roster to be relative to the current level (800-1000) of all XP (0-1000) - Fixed tutorial issue where sometimes non-tutorial characters (like Emille) would be referenced in dialog
Welcome back New Boston! We had a short break here so this is the first update since the Agent EX was dropped. Update #94 focuses fully on patching EX issues, so thanks to everyone for putting in F10s. We've been pleased just how stable the new class has been, how much play time the EX are getting and just how fun the class is to play and integrate into both new and existing teams.
So thank you for playing, posting to the forums, hitting F10 if you see something and especially to everyone who left a review this week!
Underworld Hub Recruit Levels
With Update #94, we've resolved the issues that were leaving all recruits at level 1 all the time. Now, Underworld Hub safehouse room will accurately predict the level of the characters it can find and any recruits introduced by other members of the squad or contacts will also have a higher level. This level is based on some math related to your Team Power Level, so as that increases expect to see improved recruit level options.
Full Auto in the Class Tree
Soldier and Agent EX both have +X% Full Auto Damage nodes but these were not displaying or actually elsewhere, like in the combat stats summary block or when damage by Full Auto was estimated or applied. So, this is a nice new bonus you weren't getting before. Also, we've improved 2 of the Soldier's nodes to go from +2% to +3% Full Auto Damage. We've also fixed one of the bottom left Agent EX class tree nodes that only gave +1 Reaction, it now grants +1 Reaction and +2% Evasion.
Other Agent EX Fixes
We've improved the VFX for Shuriken Wave to give it a feeling of a wave and individual enemies getting hit. We've also simplified the damage calculations for it - S-Wave was incorrectly applying cover and distance reductions to damage like a Grenade and making it quite weak. We fixed a bug that could cause Agent EX to lock up when trying to re-use certain Talents (due to their VFX being badly cleaned up). And finally, we fixed a bug where Glitching across different elevations could result in odd rotations and positioning.
v1.6.39 - 6/16/2024
- Fixed starting level of recruits offered by Underworld Hub and by other characters/contacts - no longer always Level 1 - Improved some bonuses in class tree small nodes for Agent EX, Soldier gains 2 X +1% Full Auto boosts - Fixed issue with Full Auto Dmg bonuses from class tree not appearing in Combat Stats block - Fixed bugs where repeated use of some Agent EX Talents could lock game randomly - Improved VFX for Shuriken Wave, fixed issues reducing Pure Damage to targets incorrectly - Fixed bug with Agent EX Glitch where changing elevation would cause odd final rotation - Fixed reported typos, thank you!
Update #93 brings the second new character class to the game, Agent EX, a high-tech killer with phenomenal mobility, tech-warping cybercontrol, and bonuses for dual SMGs. For new games, the Agent EX can replace the Vanguard in your squad, giving you a character with more limited options for dealing with security systems and manipulating enemy guards, but greater offensive capability and a more specialized set of stealth options.
Players that want to run and gun will find the Agent EX can thrive chaotic combat, but may need to invest more in other squad members sec-device-disable talents to deal with laser wires or mines. Players that enjoy using the element of surprise will find it harder to stealthily clear the way for their entire squad with Agent EX, but with clever use of their abilities can frequently position the Agent for deadly ambushes.
The Talent Tree
Like the Scourge, Agent EX is the second and final class to require a type of Nano-Hive implant. At the forefront of dangerously experimental cybernetics, the Nano-Have infuses and links the Agents body to a nanite swarm. This allows the Agent to glitch short distances at undetectable speeds, gives them a variety of infiltration talents, and makes them a nightmare for enemy drones.
Mobility is a core focus of Agent EX, with 12 nodes of +1 Reaction bonuses available throughout their tree, their Glitch talent, and passive talents like:
- Adrenaline Flow - When taking damage from an attack, instantly reduce damage by 50% and gain +1 Move Points.
- Supremacy - When the Security Level rises, gain +10% Evasion, +1 Move Points and +10% Move Speed for remainder of the turn.
SMG specialization is assisted through node bonuses of up to +6% Pistol/SMG accuracy, +15% Full Auto damage, and talents like:
- Dual Reload - Fully reload both of your carried Dual SMGs for 2AP.
- Aimlock - If this Dual SMG attack hits, start an Aimlock Streak so that the next attacks gain +25% Ballistic Pure Dmg upgrade, +25% Armor Shred.
- Leech - Designate an area (10m radius) within 15m, and while any drone is inside the area they are debuffed with -50% Move Speed and suffers 25 Pure Dmg per turn, which is recouped by the Agent EX.
- N-Coat Bullet - Delivered by bullet, nanites burrow into and infect drone systems. If this attack hits the enemy drone, debuff your target with -100 HP / Turn and -25% All Ranged Accuracy until end of the next turn.
And finally, cloak and corrupt your way past enemy defenses with talents including...
- White-Noise - A hissing, popping White-Noise zone that is 8m across is created within 2m. The zone will slowly move in the direction it is initially released but will not pass through walls. Any enemy within the field is debuffed with the inability to hear the sounds of any movements (but can hear gunfire) for up to 2 turns.
- Line Crawler - Disable a Level 1 Security Device within 12m for next 2 turns. At the start of the next 2 turns, there is a 40% chance of disabling the next nearest Security Device (of any level).
- Shuriken Wave - A whirling, searing cloud of nanites strike all enemies within 10m of your current position, causing 50 Pure Dmg and debuffing with -10% Evasion and -10% Move Speed for remainder of the turn. Cancels enemy Overwatch.
How to Get an Agent EX
Existing squads can multiclass a squad member into Agent EX by undergoing cybersurgery to install a Nano-Hive implant. For now, this option is immediately available without investing any extra in Dr. Ashes clinic. Keep in mind you can't respec out of cyber-classes at this time. New squads can select an Agent EX in place of a Vanguard at squad creation. This new character template, Sren, comes with a unique set of traits, starting contacts, and background that the story engine can hook into as we continue to add more content. And well add more Agent EX characters as recruits down the road. Weve had a ton of fun with Agent EX in playtesting, and can see many ways it could shake up the meta for how our most experienced players are building their squads. Thank you to the players in the Steam forums and our Discord who offered feedback on the class preview! As always, during Early Access we may tweak talents to balance as data comes in. And if you spot any bugs, please F10 to report in-game; in-game reports help us prioritize and fix them quick.
v1.6.37 - 6/10/2024
- Added new class: Agent EX (EXpiremental, EXtreme!) uses their nano-hive implant to create a tech-warping cloud of DNA-bonded nanites - Higher Loyalty results in higher Hype left over after Hype Limit Break - Improved Vanguard Glasswalker Talent icon, Smoke Grenades - Smoke Grenades now have a clear border shown around their hazy smoke area - Fixed bug where moving map buff/debuff zones like Tox-Cloud could blip through walls or out of bounds after 2 Turns - Improved calculation of damage shown when making attacks to be more accurate around Pure Dmg - Clarified rules for Vanguard's Lure and Soldier's Red Dot - enemies immediately become Suspicious - Fixed issue with Soldier's Iron Grip granting Kinetic Pure Dmg Upgrade bonus - Vanguard's Projection Talent buffed to 4 AP movement as starting point, can upgrade from there - Fixed issue with Vanguard's Synapse Short debuff reducing Pure Dmg Upgrades instead of Ballistic/Kinetic Dmg directly - Renamed Vanguard's "Static Spectre" Talent to "Counter Static" - Fixed hyper repetitive Combat log about "Starting Preplan Turn" that was a dev-only message - Fixed bug that could allow a Hype Limit Break to appear over top of a dialog sometimes
Welcome to June! The sweltering heat out in the Wards outside of the dome hasn't set in completely yet but it won't be long. Things are about to get hot for our roadmap and for major game feature completion. Usually, we tend to avoid posting specific goals, so don't think of this as a promise but as a fun challenge for the team here. We've got a major traffic jam at the launch pad for features and content - so many things that are 80-90% done are piling up that need that last test, polish and content/feature push to be done.
So, let's see how many of these we can drop in June! New evolving Contacts with Influence/Exposure Limit Breaks, the fast, deadly and chaotic Agent EX class[/]b, the New Game V2 experience with the Knight character creator, major increase of speed of play with Fast-Forward Enemy Turns, huge content explosion with Crafting Blueprints in your Safehouse NanoFab and the Matrix Tutorial. steamsadsteamhappysteammockingsteamfacepalmsteambored
Is it possible? Let's go June!
For tonight, we have a big bug fix update to catch up with the week's F10s, prep for the upcoming roadmap items and help improve the in-game instruction for Safehouse rooms like the Simstream Trainer and Detox.
If you're looking forward to seeing what we can get done in June, like the pace of updates or are just enjoying the game - please take a moment to leave a review!
Further Enemy Upgrades
As we keep improving the starting base of enemies in the game, we're now rolling new weapons, some new armors and a few Talent variations for enemies. You'll see most higher level enemies start to hit a little harder, some will have higher Crit % and others will have weapons that boast better Shred %.
Once we've got the basic set all tuned up and corrected, with everyone scaling nicely in power levels, weapons, armor and Talents the next step is to start adding new types and variations altogether -- so, enemy variety is finally on the horizon.
Knight Attribute Boost - Prepping for New Game V2
As we prep for the Knight Character Creator, we're rolling out some balance changes. All of the Knights in your existing games just gained +8 Attribute points total across their starting set, all granted by the Backstory Trait. We refuse to allow saved games to be left behind, so we're smoothing out the path in advance of New Game V2 to make sure that old Knights aren't left out in the cold with an unfairly low number of Attribute points. In the Knight Creator, you'll be able to spend 12 Attribute points and gain 8 points in bonuses from picking your Backstory and Traits.
Contact Traits Affect Prices!
We've fixed an issue with Contact Traits that prevented them from having any meaningful impact on prices of buying and selling goods. Now you'll see these coming into play, so enjoy the new price variations across the board. We're working on new Traits and new options within Traits that will help make this even more interesting.
Simstream Trainer and Detox
With this update, we've put some helper text into both the Simstream Trainer and Detox benches when they are unoccupied to help explain the expected flow. These will probably get a bit more detailed over the next few releases, but this is a good starting point.
We've also updated a game rule that prevents the Cyber Knight from going into the Simstream Trainer.
Matrix HUD Updates
The matrix Talents in the HUD now correctly display AP cost even if it is 0 and also include the details about their recharging turns.
We've improved how Matrix previewing of Security Devices works on a host. The eye button in the top left is now always enabled if there are Security Devices enabled and you can use it at any time to preview those devices in the real world. Once you reach a SCU, you can use the "Show" button on a specific device to see the short list and pick which device you want to disable.
We fixed a reported bug in some sequences of play where the Leverages list would refuse to open with the Matrix.
UI Polish
We've improved how scrolling panels react to mouse entering and exiting the panel throughout the game. This stops a whole class of odd scrolling that was occurring where the panel would (to help controllers) want to auto-scroll to the selected element and ensure it is in view. This wasn't great UI feature to include for mouse play, so we've disabled it for that type of input.
If you add a multi-class, you'll immediately return to the class tree of your new class, not the original one.
The Notes, Pay Rate and Dismiss areas of the roster were hidden accidentally a few updates ago, they are now back.
v1.6.35 - 6/6/2024
- Enemies upgrade with new weapons, armor, Talent variations
- Added +8 Attributes total to all Cyber Knight backstories in prep for New Game V2 attribute spend
- Contact Traits now properly affect all prices including offers to purchase used goods
- Added helper text into screens for Simstream Trainer and Detox to be more clear what
- Improved rules - Cyber Knight can never go into the Simstream Trainer
- Improved all scrolling views in game for mouse users, no more auto-scroll or odd scroll up/down
- Added enemy animated reaction when taking a debuff
- Matrix Talents improved to show AP cost even if it is 0 AP and show recharge turns in hover correctly
- UI polish: after training multi-class, training screen opens that class tree
- Safehouse camera is more active, willing to zoom to locations for Barracks and Cold Storage
- Fixed Rarity on NX-Longsight AR - it is Rare, not Legendary
- Fixed bug causing Roster Notes, Pay Rate and Dismiss to be hidden
- Fixed bug in Matrix that could prevent the Leverage list from opening
- Fixed bug with Yield Turn preview if the merc wasn't the highest Initiative
- Fixed overlaps in some base building UIs and Simstream benches
Update #91 rolls out to the streets of New Boston with improved safehouse Simstream Trainer rules, an important (if boring) tutorial update, rebalanced cybernetic bonuses, movement alerts for all types of buff/debuff zones on the map like Tox-Cloud, inventory/equpping improvements and fixes for heaps of bugs.
We are hard at work during Early Access, prioritizing constant improvement and expansion of the game. We're hitting around an average of an update every 3 days with fixes for your F10s, new features or new content and always something getting better. If you like the pace we're keeping here, think this is how Early Access should be done, and like that fact that none of these updates invalidate a saved game, please take a moment to leave a review.
Move Alerts for Poison, Morass and More
Any on-map area that will have an effect on your player like Tox-Cloud, Morass or Aero-Shrap Shell will now visually alert you at the point at which you will pass into its field of effect. While a lot of these abilities are from the Scourge branch, Sniper's JTAC Talent, Soldier's Entrench and items like Smoke Cloud and Medi-Cloud also have this helpful alert so it is clear where you are passing in and out of their boundary.
Thanks to everyone who put F10s in about this one and we are glad to see it wrapping up. The ability for the movement simulator (which plans and checks movement for interruptions or special things before it occurs) is the last piece that was blocking us from moving forward with Skip / Fast-Forward Enemy Turns, so we're going to be getting to that major milestone soon now.
Simstream Simplified
There was a rule when base building first came out that you only got Simstream Trainer XP if you ran a mission and the Cyber Knight went with you on the mission. We've removed this limit, which doesn't fit well with the rest of the design allowing for missions without the Knight. It's a helpful simplification. Sorry this wasn't clearly explained to start with and glad we could simplify here. In the next update, we'll be working toward updating the UI in the Trainer and Detox to be more clear about the rules at the point at which you are picking a merc.
Cybernetic Improvements
We've made a few balancing tweaks to cybernetics this week - we've improved Dermal Plating 1 and 2 to increase their HP bonuses to +50 and +75 HP respectively as well as granting Dermal Plating 2 a Built-In Armor bonus that reduces all types of Damage, including Pure. Dermal Plating comes along with a hefty Move Speed debuff (which, you can make up elsewhere) but its bonuses are now more fetching to help balance that out. The Knight's Quantum Rider also gained a +2 Initiative bonus, helping the Knight stay one step ahead and get a better chance to use their Initiative timeline manipulation Talents.
Tutorial Decoupling
Back when we added the new stealth and combat tutorial, we made the mistake of using the characters that you had picked and designed in your squad in the tutorial. This was cool - you get to work with your team right away to learn the ropes. However, this tied out hands in silly ways - making the tutorial either require updates for every new character added to the game or forcing us to vastly limit the character options for the Soldier and Vanguard slot. With Update #91, we've removed that limitation by adding 2 new tutorial-only characters who hang with you while you learn the ropes. Aptly named Tutorial Anne and Tutorial Joe, these are temp characters for the tutorial only. Now, we can move forward with the new upcoming Agent EX class and slot them painlessly into the Vanguard's new game column as a new options. :hype: Boring, but very important for future options in new game :D
Inventory Continued
There is a lot of work to do to keep improving inventory and equipping screens, mostly in small ways. But we're continuing to make progress, this week fixing an issue with stacking that was affecting certain characters more than others. If you change your armor and other team members are wearing the same armor, you will see what armor you have equipped instead of it being hidden. The same goes for multiple hackers on the team who share the same deck type. We also fixed a bug that was occurring where a Hacker might end up with 2 cyberdecks and not be able to do anything about the hidden second.
Tox-Cloud Rules
We've fixed a bug in restoring Tox-Clouds and Morass areas where they could end up not where you expected on retry turn or just loading from the menu. In a few cases, this resulted in some badly poisoned mercs - sorry! We've also clarified the description of Tox-Cloud to be clear that while it is moving, its center will not pass through a wall.
v1.6.31 - 6/4/2024
- Removed Simstream Trainer requirement that a Knight had to be on a mission to gain XP thru trainer - Solo missions (hack-only missions) do not grant Simstream Trainer XP, which is now noted on victory screen - New tutorial update: Tutorial Anne and Tutorial Joe decouple Tutorial from your squad - Improved Dermal Plating 1 and 2 with more HP (50/75), Built-In Armor buffs (5%) for DP 2 - Knight's Quantum Rider gains +2 Initiative bonus - New movement alerts for all types of on-map areas of effect like Tox-Cloud, Morass, Medi-Cloud and more - Added note to Tox-Cloud's description to be clear it will not pass through walls - Fixed bug with retry turn or reloading when Tox-Cloud or Morass areas are in mission - Fixed issue with buff/debuff data in Matrix not including all upgrades from class tree - Fixed bug in inventory where equipped shared by multiple characters (8/8 SecurTek Lightsuits) would not appear when changing armor - Fixed issues with unswitchable cyberdecks - Fixed issue with Child of the Belly not automatically starting if its timeline event ends - Improved buffs/debuffs from Leverages to correctly show in hovers / status pop up - Improved display of cybernetics to include Built-in Armor, improved hovers and Pure Dmg hover
When the IC are coming in hot, digital streams are screaming and the quantum temp is getting close to "cook your brain" levels - it's time to deploy the Decoy program! And Juice, punch some Juice. This update drops a new cyberdeck program - Decoy - to the markets as well as improves the balance of the Hacker's drug of choice, Juice. We've also improved enemy progression, re-added the missing Pistol Silencer 2, remove fraction AP in Tactical Surge (I know! ... cue screaming, ...now steamsad), fixed File filters to be always remembered and more. So, let's check out Update #90!
If you're enjoying the pace of updates and the game as we're shaping it throughout Early Access, please take a moment to share the game with a friend and leave a review. Our small studio lives on them :D
New Program: Decoy
The latest cyberdeck program to hit the digital streets is the Decoy utility program. Decoy I and Decoy II are now available. While this unassuming Utility program offers a small buff to Cyberdeck Shield (temp health) and Armor (damage resistance) its real power is in volunteering to be the first program to be unloaded. If an IC or the Matrix Q-Security Escalation results in an attempt to unload a program, Decoy always goes first, protecting your real programs from being booted out of Active Memory. As part of the deal we even got a nice new icon for Nuke programs! A big thanks to the crew on our Discord and other channels suggesting awesome ideas for new Programs!
Enemy Progression
We've started the official grind on enemy progression, rolling out about 40 new tiers that enemies can appear at as you grow in Team Power Level and take on harder and harder missions. Enemies of all sorts have better access to increased HP, better armor, a small set of new Talents and improved options like Critical % to hit in some cases like the Whislter Cult from the Syndicates. So - upgrade those weapons and armors, mercs!
Blue and Turqo Juice Rebalance
We fixed a few things with the initial Juice offerings. These hacker drugs are mind-expanding and powerful but expensive, so their abilities have to justify it. For Blue Juice, we added a new charge (+1 to 3 total) and improved the buffs to have no duration, it is instant +20 Matrix AP. This makes it less valuable over multiple Turns, but allows you to use it multiple times in a Turn, so you can burn all 3 charges for +60 AP in a single blast. For Turqo Juice we added an additional charge (+1 to 2 total) so that you can use the item in multiple hot moments. It is very powerful IC blocker, and does not trigger IC responses when taking it, so consider using it the second before you need to take some action and would be slapped by the IC. Including Traps! Juice on, cowboys and cowgirls.
Missing Silencer 2
For a short minute the Pistol Silencer 2 (WhisperLite) disappeared from the markets. It has returned! We're hard to work on some major expansion in preparation for crafting and this one got bumped in the process. Also, there was an issue with a similar cause where some enemies who should have had Protection Points to buff their armor suddenly didn't. This is now fixed too.
Nerf Tactical Surge
We've removed the complicated +0.5 AP you could gain from Tactical Surge. Its other buffs are more than enough to stand on their own and from a design standpoint, we've made the call that team buffs can't add fractional AP. We know it hurts, but rip the band-aid off now in EA, it's for the best of the game.
File Filters Now Remembered
They weren't getting remembered in every situation. Now fixed!
Matrix Snoop Confusion
We've improved the description of Matrix Snoop Leverage option and ensured it only appears in missions that have matrix hosts. It is a passive Leverage, so it happens automatically but only affects the first Stage of a mission.
Talent Fixes
We've patched a few issues with Talents as well:
- Hacker's RIPR Compression was restoring incorrect amount of IO.
- Cybersword Lightfoot was canceling itself as soon as you set a movement destination.
- Fixed the first Hacker's class tree upgrade on the right side, it was missing a +3 Matrix AP buff.
v1.6.29 - 5/31/2024
- Added Decoy I and II programs for sale - Utility program volunteers to be first to be unloaded by IC / escalation - Improved ability for enemies to scale with Power Level, more enemy types scale farther with upgrades to Armor, HP, Talents - Improved balance of Blue and Turqo Juice - more charges, Blue Juice has no duration, instant AP add - Fixed Blue Juice and Turqo Juice missing details when looking at item on character roster - Knight's Tactical Surge no longer grants extra +0.5 AP in upgrade nodes - Fixed issues with Matrix Snoop Leverage, improved description to be clear it reveals hosts on the first Stage only - Fixed first small upgrade on right side of Hacker's class tree to be +1 Will and +3 Matrix AP - Fixed issues with proc-gen missions where Matrix Snoop might incorrectly appear - Fixed issue with lots of enemies armor Protection Points being stuck at 0 - Fixed issue with Cybersword's Lightfoot Talent always canceling when setting movement destination - Fixed issue with File filters not always being remembered - Fixed issue with Hacker's RIPR Compression Talent restoring wrong amount of IO - Fixed issue with safehouse timeline where paging to the right caused events to space out oddly - Fixed issue with Pistol Silencer 2 disappearing from markets
It's night again on the streets of New Boston so it must be time for an update! We've got a new storyline, new minor faction, new type of Hacking combat drug, updated lore entries for the megacorps, big improvement roster combat stats display, better filters, fixed inventory ... the list is long! Let's dive in!
But first, thank you for playing, posting and leaving a review. We are a small studio and we wouldn't be here, making these games without your support, so thank you.
New Legwork-based Storyline
Not every storyline is a mission and this new storyline is based around a legwork named "Child of the Belly." You'll be approached by a contact with a favor to ask and from there, you can figure the rest out on your own! It's not a night for spoilers around here. This is why they hire you, Knight!
Megacorporate Journal Entries
We've added lore entries for the big 6 megacorporations - Jupiter Group, Matsumoto Global Technologies, McKellen Heavy Industries, UltraTek, Rook Technologies and Warner-Braun Global. We'll be working our way through editing and finalizing the entries for the rest of the mil-sec, Syndicate and gang players soon.
Roster Combat Stats and Buffs/Debuffs
With Update #89, we've added a new block of data to each character's roster entry. This includes the Initiative (full equation with bonuses), Action Points and Move Points (including any decimals you can't use) as well as a single, consolidated list of all buffs and debuffs from all sources (cyberware, class tree, Traits, Wounds, etc). Hopefully this full stat dump will be helpful to everyone!
Pips Flashing
We have improved the animation of your Action Point (AP) and Move Point (MP) pips in attack, movement and when using a Talent. In the animation, the pips that are going to animate are also highlighted white for all frames during the animation, which is a big help when you are changing targets or destination move locations rapidly and want to be able to see the exact cost without waiting for the animation flash. It's a minor polish but that's to all of our players helping us layer on this extra bit of good!
Ahhh simple inventory bliss LOL
Inventory Improvements
We fixed a bug in inventory that was keeping the weapon mods and weapons of the latest selected character still visible even if the filter "Ready to Equip/Sell" was checked. This means that multiple weapons and mods with 2/2 (not ready to equip!) were appearing in the list. This helps the inventory make so much more sense, truly showing only what you have on the shelf.
File Prices and Filters
File Prices are now affected by Power Level in a small fashion. Each Power Level raises the price a few percentage points. You're still going to be most interested in Rarity as the big bump in price, but you'll find a clear difference now between a 1 and 5 Power Level file. With Update #88, we added 4 awesome File filters (Not Used by Set, Used by Set, Created by Set, Has Use Action). But, these were joined together using the AND logic, meaning to find a file with a Use Action you actually had to [X] Not Used by Set AND [X] Has Use Action. We've improved the situation here to switch to an OR logic, so the filters are much more readily useable. And we've made the filters remembered when you change screens or tabs, helping you keep your current context if you're checking out File Sets, for example.
Improved Safehouse Tutorial
We're continue to work on all F10s we receive about the Safehouse and how to improve. We've made some nice updates to the tutorial to help cut down on repetition reminders and to make sure that the right reminders are coming at the right time. Also, we've rewritten all the hover text, explanation and button labels for sending a merc to the detox. Hopefully this is helpful in cutting down some confusion. There is a lot more to do here to smooth everything out after such a big update, so we're continuing to work our way through it all.
v1.6.27 - 5/292/2024
- Added new legwork-based storyline - "Child of the Belly" - Storyline introduces new Syndicate and new Hack-only combat drugs - Added journal entries for lore for the big 6 megacorporations of New Boston - Added display in roster for merc's Initiative, Action Points, Move Points and sum of all buff/debuffs from all sources - Improved highlight of AP/MP pips flashing when considering move/attack/action so they are immediately clear - Switch File Filters (Not Used by Set, Used by Set, Created by Set, Has Use Action) to OR logic instead of limiting AND - Improved File Filters to be remembered when switching tabs or screens - File prices more directly affected by Power Level - Fixed issue with inventory where weapons of last character viewed in roster would ignore filters - Improved messages about Detoxing in roster - Fixed missing Hacking tag on some proc-gen missions - Improved Safehouse Base Building tutorial, fixed repeat pop-ups, improved segment about Cryo Upgrade - Fixed issue with Tag display where there was a missing faction name - Fixed issue with ghost "Contact.Name.-1" appearing contact list sometimes
It's late Friday night and updates are brewing in New Boston. This is when the heisters like to make their hits, so let's dive in. With Update #88, we've buffed 2 Hacker Talents focused on more stealthy style of hacking - Scapegoat and Spoof - as well as adding 4 new filters to help you sort out and manage your files and their relation to sets. We've fixed a longstanding issue about items selling for $1K and the odd price mismatches in the grid and sell UI, well as fixing issues with first turn buff Leverages and resolving any lingering bugs caused by the loadouts screen.
If you're enjoying the pace of updates and improvements, please take a minute to share the game with a review. We're working hard to keep Early Access a constant forward motion and we'll be putting up a preview thread for the next class added to the game next week.
Hacker Scapegoat and Spoof
Both Scapegoat and Spoof received starting Duration buffs. These both started with a very slim duration, making it hard to use them advance and leaving some possibility that the tokens could simply expire. An extra turn for each, and with duration boosters among their upgrades, makes them a more versatile play. In addition, the Scapegoat passive Talent which blocks Q-Sec Tally added by destroying an IC that is not disabled (often with Nuke or Null Op) now has an addition starting token. We're testing out this balance and considering if it needs even more token buffs in the upgrades tree.
File Filters
We've added a set of 4 new filters for files to help you organize and prioritize for sale, keeping and use.
- All Files that are not included in a set can be shown or hidden using the "Not used by Set" filter.
- All files that are part of a set can be shown or hidden by using the "Used By Set" filter.
- If a File was created by minting a set, you can now use the "Created by Set" filter to find these result Files quickly.
- Finally, if a file has a Use action, like a V-Chip or a File that can create a mission, these are now easy to locate using the Has Use Action filter.
Inventory Pricing, Items No Longer $1K
When you're in your inventory, you're likely checking on something to equip, sorting out weapon mods or planning to sell something. We've worked on smoothing out the selling experience and preview prices for all types of equipment and fixed the bug that was forcing all items to sell for exactly $1K. There are 3 places prices are shown in the Inventory - a preview price in the grid, a preview price in the Sell button and a final price offered by each individual contact. For items, all 3 of these prices were different until Update #88. Before Update #88, the grid price was showing the preview for what you'd pay to buy it, but you already own it ... so now it is nicely updated to preview the sell price as early as possible. Items were also incorrectly using the price of their bundle (Buy 5 for $15K) instead of individual prices ($3K). Anyway, its nicer and you can make some money, if not riches, by selling items now. We're glad to see this set of issues resolved and are working toward multi-buy and multi-sell with a quantity slider. That will be wildly helpful here.
Loadout Issues
If you were having any loadout issues - such as missing armor - making the character roster screen or inventory screens act oddly or freeze, we've fixed a set of issues that came along with the big release of the safehouse. Your games should be automagically healed, so just boot them up and play on.
First Turn Buff Leverages
A big thanks to everyone reporting specifics with your F10s about any Leverages that aren't working. It is great to see everyone using these so much. This update includes a fix to ensure that Leverage buffs aren't lost incorrectly during a retry turn or retry mission.
v1.6.21 - 5/24/2024
- Buffed Hacker's Scapegoat Talent with +1 Turn duration and +1 token, switch a duration upgrade to recharge rate - Buffed Hacker's Spoof Talent with +1 Turn duration - Added 4 new filters for Files in Cold Storage - Not Used by Set, Used by Set, Created by Set, Has Use Action - Cyber Surgery tag in roster shows time for recovery inline - Improved inventory pricing display to ensure the price shown in the grid, the Sell button and the contact list all match - Fixed issue with Items always selling for only $1K - Fixed issue with File "Use" button only appearing in "Files" tab but not "All" tab in Cold Storage - Fixed issues caused by loadout screen last week, issues with not wearing any armor - Fixed issues with first-turn buffs from Leverages - Improved matrix hover for auto-dump nodes
Update #87 continues to press on community F10s, quality of life requests and bug reports. We've got some major things cooking back at HQ and some milestone items coming up, but for now we're making sure everything in the latest massive base building update is working as it should be. We've fixed a number of issues, improved the matrix to prep for the tutorial and made some much needed changes to the UI pattern in dialog to ensure that confirm-is-confirm.
If you're enjoying the pace of updates, please consider leaving a review. Thank you!
[previewyoutube=HXn6OSRzvIQ;full][/previewyoutube]
Hacking YouTube Tutorial
As we are still working on getting everything ready and done for the proper in-game Matrix Tutorial, we've taken a moment to record a brief and focused YouTube tutorial for anyone looking for help here. Learn to hack to drop the alarm level, control security devices, get valuable paydata, and complete CPU spike missions.
Confirm to Advance Dialog
With Update #87, we've fixed the longstanding issue where TAB was by default used to advance dialog instead of the regular UI confirmation, spacebar. This issue stemmed from the regular concern over controller and keyboard players hitting space rapidly and accidentally selecting the first dialog option without realizing it in a rush of mashing buttons. To address this, we've moved the selection for keyboard and controllers to a prompt above the choices - so, hit (A) or (space) to advance the dialog and when a choice comes, you can't make a choice until you use your D-pad or arrow keys to navigate down.
In the same vein, there is a dead spot on the screen that refuses to accept "click to advance" clicks during dialogs. This area is the area where the choices will appear and is there to prevent you from spamming clicks into an area where dialog choices are going to be shortly, and then accidentally mashing your way through a choice. The dead zone is now highlighted in a darker color to make it clear so you can click elsewhere.
We've also added an attribution arrow to the last line of shown dialog to help it be more clear as the speaker jumps back and forth between sides.
Hacker Details in HUD
We've improved the hacker's details in the top left of the matrix HUD with Update #87. This includes breaking out Cyberdeck Shield and Cyberdeck Armor to give them their own own icons, hovers and space above the 3 health bars for your hacker (HP, Cyberdeck, Connection Health). We've also added a set of new hovers to cover these re-organized fields.
Safehouse Leverages
If you were using the Field Ops or Hacking Station rooms in your safehouse to gain additional leverages, you might have found that a few of them were not working as advertised. In some cases, they were but were giving no indication to the player. Regardless, we've fixed the lot of them, including Pemex Doubler, RIPR DX and Bespoke Deck Armor. We've also fixed an issue where the passive on-first-turn type of Leverages were not being shown in the Command HQ when you returned there to finish your mission planning. This was making them feel even less likely to be useful. Please F10 any additional issues you have, but we're seeing the whole set working and displaying better now.
Underworld Hub: Legwork Hustle Up
The Legwork Hustle Up capability of the Underworld Hub in your Safehouse was not working. A math error with rounding things off to whole numbers snuck in near the end of testing and set everything back to the same duration it had before! This is now fixed. We are working on better feedback for using tokens, but the first priority is to crush any bugs in the actual mechanical parts before getting some dialog in there from the Face.
Double IO Bug
We fixed a bug that was sometimes causing IO buffs from Programs or Talents to be counted twice or to reapply on the following turn. IO is so important and comes from many sources - your deck, your cybernetics, your Talents and your programs - so getting every point counts.
Targeting Click and Cancel Bug
We fixed an old bug that could cause the click to target an enemy to instantly cancel the attack targeting. In this case, the target circle would flash on screen and then disappear. This is now resolved, hurrah!
v1.6.19 - 5/21/2024
- Improved dialog and story choice display - confirm (spacebar by default), attribution arrow, smooth scrolling - Improved Hacker HUD in the top left corner to show Cyberdeck Shield and Armor separately - Fixed reported issues with Safehouse-driven Leverages - Improved Command HQ's mission planning by showing Passive Leverages on a mission - Fixed RIPR DX, Pemex Memory Doubler - Fixed issues with matrix Armor buffs like Bespoke Deck Armor not reducing damage correctly - Fixed issue with IO Speed buffs sometimes being double-applied - Fixed issue with Underworld Hub not correctly reducing Legwork duration - Fixed issue that could cause game to ignore clicks on enemy targets or immediately cancel targeting
Down in the Belly under the New Boston Dome, Update #86 has touched down. We've got a lot of exciting new things with this one - new bonuses for the Tech attribute, improved display for APU/CPU spiking, new milsec items you can purchase, all the Hybrid-Utility programs can now be installed and used and more. Let's dig into the details!
We're busy with Early Access - lots of updates, lots of milestones coming up quick. We hope you are enjoying the pace of fixes, improvements, hotfixes and new content. If so, please take a moment to leave a review of any length - every one helps! And remember, you can always edit your review at any time.
New Hacker-Only Tech Bonuses
The Tech Attribute has gained a big (needed) boost for Hackers, now adding Matrix-specific bonuses. If you have the Hacker class (as your primary or multi-classed) you will gain +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech, which protects both the Hacker and the cyberdeck. This makes the choice to go after extra Tech points in different class trees more interesting and firmly pushes Tech into the realm of being the Hacker's key stat.
Load Up those Hybrid-Utilities!
In Update #85, we fixed all the issues that were nagging Hybrid-Utility programs and now we've rolled out a new set of Program Ratings that allow some of them to be used in existing decks. So, check the new Ratings and consider juggling some of your programs around to make space for these new biggies - they're powerful and interesting options in your digital kit.
Unique Milsec Items Return
The different MilSec and Brave Star contacts you can connect with throughout the game now (once again) have more unique offers for consumable items that they can sell, including Dazzlers and Concussion Grenades. This opens up some new angles for building out your item load out, so check out what you might want to swap around.
Clear Display of APU/CPU Spiking
While APU and CPU spiking have been working correctly for about a month, they were lacking any helpful UI support to indicate what they had done. This has been causing a ton of F10s and confusing players, as it simply seems like they don't do what they promise or what is reported in the logs. The big Sec Level or Q-Sec Level value in the HUD will now immediately react to an APU or CPU Spike. It will gray out indicating that it is below the real level of the Sec Level and no Escalations will occur until the Sec Level exceeds the old Sec Level. For example, if your Q-Sec Level is 8 and you Spike the CPU, then the Q-Sec Level will drop to 6 and the Matrix Host can't take an Escalation action until the Q-Sec Level reaches 9. This is also all shown in the hover over the grayed out Sec Level, so check that out too for specifics once you see it in game.
More Matrix Hovers
As we've mentioned, we're hard at work on the matrix tutorial now. In order to make it the best it can be, we're sprucing up the matrix in general. With this update, we've added and improved a number of hovers through the Matrix screen - especially around the Q-Sec Level in the top right and all the deck details in the bottom left (IO, Active Mem, Storage). We hope it's helpful!
Armors Debuffed
As we build out the full progression of armor and weapons for the game, we've adjusted some of the early game armors to have a bit lower protection ratings. These have dropped anywhere from 2% to 5% for some armors, especially Power Level 1 armors. Take a check through your gear and see if you want to upgrade today. We've also simplified the armor categories in this update, crushing everything down to Light, Heavy and Stealth. There will be distinct groups within those based on stats and styles, but they don't each need their own high level category in the filter.
V-Chip Contact Fixes
We resolved an issue where the Contacts you gained through a V-Chip were not appearing in the initial conversation. While everything else was functioning correctly, this made them harder to track down in your list of Contacts and to recognize them as they appear in the newly offered services.
Hid Loadout Button
v1.6.17 - 5/19/2024
- Improved Tech attribute - for hackers now grant +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech - Adjusted Hybrid-Utility program ratings to work with existing decks available in the underworld - Improved Sec Level UI response to spiking CPU or APU to gray out Sec Level when an escalation will be skipped - Improved Sec Level hover to include exact details of when Escalations will resume for spiked CPU or APU - Improved hovers in matrix for IO, Deck Storage, Q-Sec Level - Down balance on starting armors, dropping 2% to 5% protection - consider upgrading your armor - Simplified Armor category filters (Light, Stealth, Heavy) - Fixed issue with missing milsec items for sale from Milsec and Brave Star Contacts - Fixed bugs with V-Chips having conversations where the new contact did not show up and name was blank
Down in the underbelly of New Boston, welcome Update #85! We've got a small bump to the level cap, new Matrix program types (Hybrid-Utilities), and tons of matrix improvements. We've also improved the display and text shown with accounts, and fixed the mostly highly reported 2 game locks that occur during missions.
One of our next major milestones is the matrix tutorial, so we're pressing hard on a few feature adds, bug fixes and improvements on the entire Matrix to make sure we're tutorializing the best foot we can put forward. Check out the latest!
If you're enjoying the pace of updates, please take a moment to leave a review!
Level Cap Bump for Extra Talent
When we raised the Level cap to 25, it was a nice +5 level points for all of our mercs and Knights out there but it fell 1 level short of the mathematically determined milestone for a new Talent limit point. That is not the most fun result - so we've bumped the max Level cap by +1 to make it 26 and let max level characters train into one more Talent or Passive.
Hybrid-Utility Programs
The newest type of program has arrived today which is a Hybrid-Utility. While these programs have Program Ratings that are too high to install on any existing deck and they have large memory footprints to boot, they are both a Utility (granting a buff as long as they stay in active memory) and regular active programs (allowing active use, like Attacking or Sleazing). These program types can currently only be achieved by minting File Sets of code files, compiling new high-power programs like Attack III (FAS) and Nuke II (HOT). If you have previously compiled these programs, check out your Deck Mgmt, the programs will now appear as they should. Each type of Hybrid-Utility comes in a series like FAS or HOT (with QCK, HWD and RIP to follow). FAS Programs are IO accelerators that make it easier to load other programs, at the cost of connection health. HOT Programs are damage boosting programs that make it easier to destroy, at the cost of hacker health. We're excited to see how HOT and FAS programs play into your hacking strategies. One straightforward way to use these Hybrid-Utilities is to load-and-hold them for as long as you can, using them only as a last resort so that you can get as much benefit from the Utility side of their hybrid nature as possible.
Matrix Buff / Debuff Visibility
All Matrix buffs on your Hacker are now clearly visible in the top left corner along with the turn duration for each effect. This is a big help tracking the buffs of Utility and Hybrid-Utilities, as well as your Talents and buffs from Leverages as well.
Hacking Leaking to Meat-space
We fixed 2 big issues with Hacking and returning to meat-space. The first is that some of your Hacking AP might come with you and you could actually increase meat-space AP by hacking. This is now fixed, and your resulting Action Points after hacking are equal to whichever is lower of the two:
- (AP you started the Hack with) - (Hacking AP spent / 10)
- (AP you started the Hack with) - 1 AP
Fixed Overwatch Freeze and Movement Glitch
A huge thanks to everyone reporting F10s! In Update #84, we improved the situation with Overwatch, squeezing out cases that could cause a freeze, but it's clear we didn't catch all of them. Thankfully, we also added a ton of extra checks and logging so we could get a handle on this difficult bug in production. With the newest crop of F10s that have come in since Update #84, we've found and fixed the root issue. Hopefully, #85+ will no longer see possibility of freezes during intense Overwatch gunfights. Finally, we fixed a movement glitch that could sometimes result in a character suddenly moving a distance after targeting an enemy and canceling it to test out a move. Thanks to everyone who found and reported this odd issue with an F10!
v1.6.13 - 5/17/2024
- Increased Level cap to 26 to grant +1 Talent Limit - New type of Program - the Hybrid-Utility grants an active program ability (Attack, Nuke, Scan, etc) AND a buff as long as it stays loaded - Compile source code through File Sets to create new Hybrid-Utility programs - Hybrid-Utilities of HOT type boost damage while loaded - Hybrid-Utilities of FAS type boost IO speed while loaded - All matrix buffs are now visible in top left of the Matrix HUD with hovers and turn duration - Improved handling of Utility and Hybrid-Utility program buffs when force unloaded by IC or host - Fixed Matrix bug where possible hacking AP leaks back into meat-space or meat-space character hovers - Fixed Matrix bug where some buffs could persist and double-up during connection and disconnect cycles - Increased price penalties for Contact Traits Fast-Splice and Hack-Saw - Accounts stolen after this update will include lore name and description - Fixed issue where ignored recruits might hang around on the roster, inactive but visible - Fixed bug where movement could suddenly glitch after targeting enemy and move merc - Fixed bugs with Overwatch reaction to Full Auto attacks, bugs that can cause Overwatch to freeze game
Exciting times ahead as we come roaring out of the major safehouse base building milestone and careening back into the regular order of updates, improvements, new content and more! With Update #84, we've raised the level cap by 5 levels, added 2 new Power Level 3 armors for sale from the newest contacts, improved Soldier's Blast Radius, and fixed a huge heap of F10s from the community!
A big thanks goes out to everyone reviewing, playing and posting. Hit F10 if you see anything odd, we are hard at work improving and fixing.
Level Cap Rises
With Update #84 and the big expansion of the safehouse, it is the right time to lift the level cap to 25. You'll gain an additional +1 Level Point per level. The next cap raise will include additional Talent LImit allowance. For those players who have been grinding past the current cap, you will find that your XP is kept and used. You may suddenly find your mercs are Level 22 or even Level 25 if you've played out enough missions. Enjoy the new points!
Blast Radius Buffs
The Soldier's Blast Radius Talent has had its upgrade tree simplified a bit to be a single row updates and gained some additional buffs. The new improvements push the max range you can gain for any type of thrown grenade, medi-cloud or shock mine to +8m up from +6m. Also, the total damage buff is increased by extra +20%. Those who invest their Level Points in grenades ... go BOOM.
New Armors
We've added 2 new Power Level 3 options - one Heavy and one Light - for armor. These can currently be purchased from your new Fixer Contact. The heavy armor features 3 Protection Points, making it awfully hard to chip down to its low %s and the Light armor keeps the same 2 Protection Points but shifts its max and min Protection % upwards. Check out the Underworld Hub to meet some new power players and expand your available services.
Safehouse Improvements
If a room generates Tokens and it has the maximum number on the shelf, the tag for that will go green now, making it easier to spot. This makes it easier to know where you've got room to spend.
We fixed a bug with the Simstream Trainer that was adding more than +10% Stress pre use. When a merc goes in, now they get a flat +10% Stress. They gain a percentage % of XP of all missions run while they are in the trainer, so it is to your benefit to stick them in there and then run as many missions as you can for the +10% Stress. We simplified the filters in the Inventory / Equipping / Market screens to be more fitting to the task you are doing. We're working toward further simplification that will help focus the screens specifically on the task at hand. Previously, these screens were trying to each do everything and it was making them much harder to use. We're excited for this big step forward and to keep pushing these into better shape. Also, this resolves a number of bugs about different Programs not appearing in inventory.
APU / CPU Spike Clarity
We've improved the text around APU and CPU spiking to be more clear about which one affects which. APU affects the real-world meat-space Sec AI while CPU affects the Matrix host's Q-Sec Tally. We know we still have work to do here as the actual displayed Sec Level in the HUD in both meat-space and matrix does not reflect the drop in Tally, so this is going to keep confusing players until we improve the UI. Coming soon hopefully.
Recruit Durations
We've double the duration on all recruit offers from story and Sibling Job. You'll have more time if you need to make adjustments to your Barracks now to accommodate these new mercs. Furthermore, we've added an option to continue to delay your recruit choice after the Sibling Job if you had to delay directly after the mission was over.
Overwatch and Targeting
We're working on some of the most populous F10s in buckets. This update fixes a ton of minor issues with targeting, movement destinations and Overwatch. We have fixed some inconsistencies with targeting, the character's reaction and rotation after targeting not being consistent and the attack Talent sometimes not always being selected correctly. Also, we've fixed issues where the direction of your Overwatch cone could shift when taking reaction shots. With this bug fixed, Overwatch correctly keeps to the exact range and direction you set and never changes during reaction shots. Finally, we've made some progress crushing down on the bug that can cause the game to get stuck in slow motion during an Overwatch reaction shot. We've found 2 possible causes, patched them and added additional logging so that any future F10s about the issue will help us pin it to the wall. This was actually related to the same reason that sometimes unarmed characters or prisoners would loop for a while and then suddenly go into a T-Pose. That's fixed now too!
Hates and Desertion Tags
If you were having any issues with Hates or Deserter backstory tags preventing you from going on missions that seemed to make no sense, this is resolved.
Sticky Toggle Highlights
Your choice of playing with highlights on or off, by default using the (H) key, is now remembered between levels and level retries. Thanks for the F10s!
v1.6.9 - 5/15/2024
- Increased Level cap to 25 - Added 2 new Power Level 3 armors available from new Fixer Contacts - Increasing benefits of Soldier's Blast Radius grenade buffs: extra +2m range available, extra +20% Dmg - Fixed Soldier's Blast Radius upgrades to be a single progression, last upgrade costs 2 points - Fixed/improved matrix text for APU / CPU Spiking to be clearer about each (APU=real world Sec Tally, CPU=Matrix Q-Sec Tally) - Fixed issue with Desertion or Hatred sometimes blocking a character from an inexplicable mission - Double duration on all story-based recruit offers including Sibling Job - Added continued delay option when considering recruit from Sibling Job at safehouse - Simplified/improved filters in inventory and market, removed duplicate "Can Sell" filter vs. "Ready to Equip/Sell" - Corrected icon for Reaction attribute boosts in Class skill tree to match roster Attribute - Fixed issue with Simstream Trainer adding too much stress, adds +10% Stress per use, run more missions for more XP per Stress - Fixed price displayed in file set grid to show the base price of the possible file set result - Fixed log for group buffs misreporting number of buffed by -1 - Fixed bug where Overwatch cone could change rotation after each attack - Fixed issues with prisoners or other unarmed characters randomly going into T-Pose - Fixed level issues where you might be able to see a skybox beyond edge of level
Last week, we snuck Update #81 and #82 into the big safehouse update new post but now we're getting back to regular order and we're going to have a lot of patches and new things coming this week. The safehouse base building roadmap item is complete and it's time to roar the engines on to the next thing!
But for a little longer, we're hitting all the bugs and quality of life improvements we can from your Steam posts and your F10s.
If you like the latest improvements, big feature adds and pace of updates, please support our Early Access efforts by leaving a review. Remember - you can always edit it later.
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Safehouse Room Fixes
We've hit a bit list of most popular F10 issues in the safehouse with Update #83.
- If you were having screen freezing using the Inject Matrix Loot leverage option, that is now all working correctly.
- The Counter-Intel Pods now show the HUD details for Heat and Head Hunters, which is pretty important info for the types of actions you can take there.
- You can access the Command HQ even if there are no missions, so you can get to the build/upgrade screen. Keep mind, any time you want to jump directly to the build/upgrade screen, hold down the [R] key (or whatever you have bound) while clicking on the room in the safehouse. This jumps you straight to build/upgrade. Not well documented, but we'll work on that. Save a click, hold [R].
- For token offers that have lists in a pop up like recruits and contacts, if the offering is not available it is correctly styled and darkened row.
- Some old saved games showed a 3rd utility that doesn't exist. Fixed!
Custom Difficulty: Game Speed
Game Speed in your difficulty settings now correctly applies to all safehouse tasks. We've also improved the text/hover for both story and game speed to be clear that increasing the value (from 100% to 125%) makes things go faster. So, if you want shorter build times, you want to raise the value to 125%.
Lock on Level Start with T-Pose
Some players were getting games into certain states that could result in a mission being loaded with their characters in T-Pose and the game hard locked. These games will now just resume and play forward under Update #83. Apologies for the hard-lock pause, but you're back on track!
Cybernetics
We had a few issues with cybernetics, all fixed now. We've improved the implant for MatrixLink 2 and also you can now correctly upgrade any cyberware that is required for a class, such as from MatrixLink to MatrixLink 2 for the Hacker. Also, putting mercs into the Simstream Detox was causing them to show that they had an invalid cybernetic called "Implant.Name.-1", now fixed.
File Set Minting
When you Mint a File Set, the result is always a new File. Then you can chose to Use that file to call in its special action, like creating a mission, compiling code for a Cyberdeck Program or connecting with a Contact by their V-Chip. But, this is a separate Use action because you can also chose to Sell that more expensive resulting file. The file that is created is now marked as new with a nice yellow dot to help you find it. Also, we've fixed issues with the Inventory back button and other parts of the Ui locking up after attempting to create a Hacking Mission from a file.
Tutorial Improvements
We've continued to make improvements to the tutorial text and how it picks when and what to offer as advice. We've improved the system never to offer advice if you're at your maximum tasks, so it won't pester you if you can't do anything. A number of prompts received additional clean-up and clarification. Also, if you don't want the safehosue tutorial, just disable it either with a new game or through the options menu directly.
v1.6.7 - 5/13/2024
- Fixed issue using "Inject Matrix Loot Accounts" Leverage locking up screen - Improved MatrixLink 2, fixed bug preventing upgrading to this new implant - Files that are newly minted from a set get the "New" yellow dot - Counter-Intel Pods displays Heat and Head Hunters details in the HUD - Even if you have 0 missions, you can enter Command HQ in order to upgrade it - If a token offer for recruiting or contacts is not available, the row style is grayed out correctly - Fixed issue where level could lock up before HUD is loaded, mercs in T-Pose - Old saved games that were showing a 3rd type of Utility on Command HQ no longer have this bug - Fixing invalid implant ("Implant.Name.-1") appearing on characters who were in Simstream Detox - Reduced possible Safehouse HUD overlaps on certain resolutions and UI scales - Improved safehouse tutorial prompts - Fixed reported typos - thank you!
This major milestone update unlocks safehouse base building! A huge addition to Cyber Knights: Flashpoints strategy layer, adding to your safehouse gives you new ways to exploit your underworld network, give your squad the edge on heists, and shape your roster to your playstyle.
With rooms like the Field Ops Center youll be able to arrange powerful leverage for specific jobs, route additional rewards into the target facility before your squad hits it, or orchestrate a delay to your deadline for completing it -- buying valuable time for an injured merc to recover, to bankroll better gear by completing other jobs, or to recruit a new merc whose skills you need.
Rooms like the Simstream Detox and Simstream Trainer help you keep your crew in peak condition, burning off stress accumulated from missions, or plugging them into lifelike recreations of the missions to help off-duty squad members keep up with a share of XP gained.
These and many more capabilities can be gained depending on the rooms you select and upgrade. Of course, secret underground construction and installation of advanced, sometimes illegal tech doesnt come cheap.
Building out the Safehouse
This release comes with the first set of seven new rooms to choose from, with upgrades for all of them and for the three core rooms of your safehouse: the Barracks, Command HQ, and Cold Storage. Future updates will bring more rooms including a workshop for weapons, armor, and gear crafting in the near-term, plus rooms for class-specific features still to come later down the road. This update also rolls in the new lighting engine changes the rest of the game has enjoyed the benefits of, and were looking forward to bringing more cool visual perks to the safehouse as we continue down the road to full launch. We won't be adding Fallout Shelter levels of character animation, but we do intend to add more character movement and life within the safehouse. After all, when the Hunder class is added we have to make sure you can pet the dogs.
Gameplay Changes
With the new safehouse capabilities come two significant changes to the current gameplay:
- Your roster size is now controlled by your barracks upgrade level. You can now seek out specific kinds of recruits through the Underworld Hub room, so you have more control over whos in your crew -- but mercs are not an infinite resource. Be smart about when to make space for more.
- Free respecs are now only available for a squad members first 10 days. After that, youll need a Simstream Trainer. The build youve chosen on a squad members talent tree defines their role within your crew. During early EA weve let everyone change that at will, but its time to settle into a more balanced system; no more changing your hacker into a Matrix god just before a hacking mission, then multiclassing them into a full auto soldier build just before a combat mission. Youll still be able to freely respec any squad member for the first 10 days after they join or the game starts, so youre not locked into their defaults; after that youll need to use a Simstream Trainer room to call in an instant respec.
- Combine files into more valuable sets in your cold storage module. Some of the most valuable Files are now those that are pieces of a larger set, which you can mint in your Cold Storage module under the Sets tab. The new Files you will mint have higher sale prices than the sum of their pieces, and some can be converted into powerful new Matrix HOT or FAS Programs, others can be transformed into the coordinates of a Matrix host to hack or even used as a V-Chip to connect with new valuable contacts.
Your safehouse is the hub all of the games other systems tie into. Its your crews base of operations and refuge in a dark future. Becoming a Cyber Knight has given you the ability to lead a crew like few others can and put you on a path through a dangerous underworld that can only end by climbing out or burning out. What will make the difference? Your skills. Your squad. Your safehouse. Have fun.
v1.6.1 - 5/8/2024
- All new major milestone: safehouse base building - Clean out, upgrade and manage your safehouse - your base of operations and home - Install up to 7 unique rooms to create your underworld strategy, manage your team, make new connections - Cold Storage now includes "File Sets" tab allowing you to combine files you've gathered into even more valuable sets - Added new Traits, new recruits, new cyberware, new contacts - More Traits make merc qualify as eligible for Legwork - Fixed bug where Cyber Knight's Rewind Talent could refresh Item charges - Fixed issue where backstory Traits would incorrectly report level "1", as if they could level up
Update #79 is hitting the streets of New Boston with another major set of features to help you perfect your class training builds - share them, auto-train them, save them and re-use them with a few clicks - a very exciting set of community and efficiency set of features coming together to make the game more fun to play. Also, we've added new tactical benefits of saving AP, fixed some level issues and a longstanding issue with Stealth Crit % bonus from Silence.
If you like the pace of improvements and updates, please take a moment to leave a review to help us keep moving forward -- fast -- during Early Access!
And, something soon -
We're excited to share on Twitter and other channels this morning that We are just one week away from adding Cyber Knights' final core feature: safehouse basebuilding! https://twitter.com/TreseBrothers/status/1785722797810982956 Now - what do we have today?
Import, Export and Saving your Builds to Library
As a starting point, we've brought the same set of sharing and saving features we added for Appearance to your class builds. You can now export your class build to an easy to share string like this -- ---BEGIN CYBER KNIGHTS CLASS BUILD--- qmugiIn7+SoUcpKaFCRmpgFgAkZGhOvhCjY/R/KTyQP73h72n7G0OQKj7imdeEIB ---END CYBER KNIGHTS CLASS BUILD--- And you can import a class build someone else has shared. And then, you can save either your own custom class build or your imported class build with a name to your Library so that it can be shared between all of your saved games. What are some great uses of this feature? 1) sharing your coolest builds with friends or as a guide 2) easily saving and restoring your Stealth Vanguard and Murder Vanguard builds with a few clicks 3) rapid and easy respec 4) less clicks, less repeated choices 5) perfecting your builds, science!, sharing, community, lettuce! But really, its all about Auto-Training. [previewyoutube=VmN4tfyvGkc;full][/previewyoutube]
Auto-Training your Build
Once you have a class build imported or loaded from your library, your character remembers that build and the Auto-Training button will appear in the left hand column. A class build is a specific set of nodes trained in a specific order, including any multi-classing choices. Check out the video above to get a full run down on this feature and some of the awesome ways you can use it. Clicking auto-train will show you the next set of nodes in the build you've loaded and if you can train them or not. (1) Auto-Train build can be small or long. Here is a build for "insta Knight" that is the first move I always use for my new Knights - ---BEGIN CYBER KNIGHTS CLASS BUILD--- f4TFg4TzTYsLNtK1kIAZM5IRTdhiMR8NTbICLIPQ2fzefSn479Jwp232FlkYLce6 ---END CYBER KNIGHTS CLASS BUILD--- (2) Auto-Train builds can do multi-classing, so build your perfect Vanguard-Cybersword (3) the build is remembered, so once you've used all your Level Points, the Auto-Train build is there for you. When you come back to the screen with more Level Points, just click Auto-Train to keep following the build (4) import a class build from a guide, such as this awesome set: https://steamcommunity.com/sharedfiles/filedetails/?id=3237229329 Here's a video run down on how to use a build like this across a number of levels and with total flexibility on how to follow the class builds - [previewyoutube=m_2wAxuQnMo;full][/previewyoutube]
Unused AP becomes +Initiative
For those mercs that are chilling at the end of their Turn, either waiting for the next action or just being careful not to get too loud or rowdy before it gets loud, there is a new bonus for ending your action with unused Action Points. For each unspent Action Point remaining when you end your Turn, you get a flat +1 Initiative bonus in the next Turn. The ghosting preview of your position in the next Turn respects this bonus, so you can check it out easily and see where you land as you spend down your AP. This isn't an overpowering bonus, but a tactical consideration. For those mercs that aren't taking action at all or can afford to sit still, the +6 is a very large Initiative bonus and is going to place them very high if not first in the order. There is no bonus for unused Move Points. In order to ensure that Take Cover (which will fire automatically) didn't become a disadvantage within this system, it has gained a +1 Initiative bonus as well.
Silence Buff Stealth Critical %
We fixed a bug with the buff from Silence to your Stealth Crit % chance not appear in the accuracy breakdown in the top right. This is an old one but a popular F10, as all our stealth ninjas really want that extra +20% Critical! Now you've got it. Enjoy your silent kills.
v1.5.25 - 5/1/2024
- New class build management features: import, export and save to shared library - Easy import/export through clipboard to share your class builds with others - Easy save to library to re-use your class builds in other games or for new teams - Once a class build is loaded, click Auto-Train to considering training the next nodes - Complete flexibility to follow your Auto-Train build, train other nodes or load a new Auto-Train and try something else - Cleaned up and improved navigation in class training screen - Fixed class tree bugs that could result in frozen class tree nodes - If Ending Turn with unused AP, gain a +1 Initiative bonus per AP in the next Turn - Take Cover gains a +1 Initiative to stay competitive - Fixed issue with Silence Crit Stealth Chance buff not appearing always in the right hand corner Accuracy breakdown - Fixed display issue where Stress or Hype could exceed 100% (OVER-hypeeeeee!) - Fixed out of place prop group in Lockdown Station - Adjusted some trigger areas in tutorial to ensure you can't accidentally slip past them
As we are rev'ing the pedal toward the big base building update, we're still working to keep the quality of life and bug fix train chugging along. Today we've got a nice update hitting the most hotly reported F10s, so thank you for posting them up!
If you like the direction we're heading and the pace of updates, please take a moment to leave a review.
Overwatch & Cornering
We fixed a bug that could cause your Overwatch character to step back into cover after setting Overwatch cone, meaning they'd be facing a wall and therefore not able to see any targets moving in their cone of Overwatch ... so they wouldn't shoot. Few things are more tilting in an TBT game! Now fixed. We've also improved a longstanding issue where your character didn't visually step out when considering to shoot a target. This would similarly leave them facing a wall which wasn't a great look, often jamming their gun into the geometry of the wall, only to step out when they made the shot. This is now fixed and importantly, when just considering targets, this is a "test" so the merc does not really step out and become visually spotted until they make the attack.
Item Effects
The effects of items like Shock Mine, Concussion Grenade and Dazzler have been oddly absent from your merc and enemy status pop ups. We've now resolved this situation and the effects appear along with the duration. This also ensures they appear correctly in the hover on the map with an icon and duration too. For stun heavy builds, this is a big boon!
Secondary Objectives Again
We fixed a bug that was prevent secondary objectives about Sec Level and Turn limit not to always display. This is so helpful especially on proc-gen missions where these extra objectives are almost always present.
v1.5.23 - 4/29/2024
- Fixed bug with merc Overwatch around corners leaving merc facing the wall and enemies moving through cone - Fixed bug where targeting Overwatch could suddenly pick a distance farther than you clicked - Fixed bug where Shock Mine, Concussion Grenade and Dazzler Stun Effects were not listed in enemy detail screen - Fixed bug preventing secondary objectives about completing mission with Turn or Sec Level requirements from being shown - Fixed visual bug where mercs testing out a target would not step around a corner but instead would face the wall - Fixed bug a where secondary objectives about Sec Level below a certain value failed when Sec Tally exceed that value
Evening! We've got an important update for Mac OS players going out tonight.
For part of our Mac OS player base with specific hardware and OS combination, there has been a nagging bug with some of the images in the game not always showing up. A very annoying set of images -- the Talent bar!
We're excited to say we've fixed the Mac OS specific issue in the shaders to ensure these images appear in all versions of Metal and Mac OS.
So, if you were seeing missing images at different points in the game, thank you for your patience, thank you for your F10s! There is a 50 MB hotfix patch waiting for you in the Steam client.
From a rare set of F10s, this may also have affected a very slim percentage of Linux players, but if you had a no-icon Talent bar during missions, that might be you!
Thanks again for your patience and glad we could fix this one at last.
v1.5.21 - 4/28/2024
- Fixed Mac OS issue with missing images in Talent bar, team button bar, safehouse programs and a few other places
Tonight we are pushing a hotfix that will resolve a few important issues. First, sorry for the download size - this one fixes the "glowing white square" issue in materials that was appearing on so many levels. Therefore, it's impact in GB downloaded is not small!
Snitch Snuff: Safehouse Lockup
Second, if you had any issue after completing the new heist mission where the Safehouse ends up frozen after your return, one of the optional branches that runs after the mission was bugged. If you reload y our game, you'll be all set to play forward.
Mac OS Retina Screen Mode
Finally, we've fixed some of the text strings in options to be more clear when they are useful. We've updated the Screen Mode drop down to indicate where it might help to change your settings if you have a Retina screen on Mac OS. We're working on some improvements in these areas and Retina-detection will help make this more automatic for new players, but for the moment, if you're playing on a small Mac screen and the text is blurry, switch up to "TV / Retina" screen mode in options.
v1.5.21 - 4/26/2024
- Fixed different types of scattered papers that were showing as big white square on the floor - Fixed possible bug after Snitch Snuff mission that could result in safehouse lock up on load - Clarified screen mode in Options screen: "PC / Non-Retina" or "TV / Retina" or "Handheld / Mobile" - Fixed broken option text in Options screen
Welcome to Update #77, where we have a new storyline and heist to pull with exciting new set of objectives. The new storylines focuses on an Obligation Call - a short cycle, high difficulty mission to complete the Obligation you've sworn to a Contact. Keep it in mind, if you're making promises, you'll have to pay the piper eventually.
We've also added a nice improvement to weapon display to show their firing modes, fixed a sneaky bug with Overwatch that had crept in and fixed some inconsistent behavior with timeline events around medical and injury time healing. So - let's take a look!
We're excited to be making continual progress toward the next major roadmap item. If you like our pace or the direction we are heading, be sure to leave a review on Cyber Knights!
New Heist: Obligation Call
Obligations are promises you make to Contacts in the underground. They are the reverse of how a Contact can owe you a Favor and will redeem it later for cash or to help you. So, when a Contact who you owe an Obligation calls it in, you've got a tough choice to make. Jump and do whatever they need without payment or burn the relationship to the ground and suffer the consequences. This new heist is the first Obligation Call storyline, which gives the Casting Director a lot of free rein to find someone who you owe an Obligation and matches a wide profile of Contact. Then things get interesting. With Obligation Calls, you're almost always on a razor sharp timeline. Will you keep your Obligation? Remember that if you don't, the burning of the relationship will flow outward into the network of relationships, so anyone who liked or disliked the Contact in question will follow suit with their own Stress and Hype. You'll need a squad about Power Level 2 and a Contact to whom you own an Obligation, but you start with a few of those - so most squads should be ready to rock on this one.
Weapon Firing Mode Labeled
We've added the missing firing mode names to the top of the columns in the weapon display - Single Shot, Semi-Auto, Burst Fire and Full Auto weapon modes. While Single Shot, Semi-Auto and Burst Fire all provide the same ability (attack a single target) they offer different special rules (like Rapid Fire lighter weapons and Precision Fire for most Burst Fire) and some Talents only work with different firing modes like Single Shot weapons. Hope it is helpful for your Talent and weapon planning!
Fixed Overwatch Ignored Bug
There was a hotly reported Overwatch bug introduced 2 updates ago. It could cause mercs and enemies both to be simply ignored by Overwatch even if they were taking action, moving or attacking in full view of the Overwatching character. Sorry for that - we know in some cases your mercs got a good break and in others, you just got screwed over a bit. This is now resolved!
Timeilne / Roster Bugs
We hit another one of the most reported F10 issues with the medical timelines for wound or injury treatment being inconsistent or sometimes getting stuck. Sometimes the numbers didn't add up correctly or a treatment could just stay on the timeline without ending and drift farther and farther into negative territory. In addition, we found and a rare bug that could leave mercs in the special Extracted state even when they returned to the safehouse. This would cause mercs to first be on your roster but as soon as any change was made like training them they would disappear until you reloaded the game. They will not just re-appear.
Fixed Carnivore Cop Bug
If you've played through Carnivore, you may have ended up in a state where the cop in charge of the SWAT is not showing in your contact list, and if he or she was, they were missing a critical story tag about the events that transpired in the Underground Datacenter. All that is fixed in all current and future games now, check your Contact ilst.
High-End Missions are ... free?
For the players who have played their squads out to the max and found that there was a sudden drop off in payment (to $0) and XP (to 0 XP) for jobs ... we've fixed it for you! And we love that you're enjoying the game so much :D
v1.5.19 - 4/26/2024
- New Heist: Snitch Snuff Out is an "Obligation Call" - a contact who you owe an Obligation needs your help *right now* - Weapon firing mode (Single Shot, Semi Auto, Burst First or Full Auto) now shown above each stat column - Fixed issues with Overwatch ignoring merc's attacks and certain movement situations - Fixed issue with enemy Overwatch cone sometimes being 1m offset from the enemy's position incorrectly - Fixed issue with recovery time from Wound Healing being inconsistent, getting stuck or failing to heal the wound - Fixed rare extraction-related bug that could cause mercs to temporarily disappear off the Safehouse roster - Fixing bug where proc-gen missions dropped to $0 and 0 XP at high enough Power Level - Fixed issue with nonsensical Leverage offered for Battle Striker proc-gen missions - Fixed issue with objective text sometimes duplicated in rewards list for missions - Fixed issue where second cop in the Carnivore storyline could end up not being known in Contact List
Update #76 is built completely around a new feature set - importing and export appearances or saving those appearance settings to a shared Library that can be accessed from any of your saved games or whenever you are creating a new game.
This is a great convenience feature, especially if you are replaying a lot and have specific looks for their Knight or mercs that you like to rapidly restore. With a few clicks, you can migrate the look of your Team A to a new game team or to Team B in a different saved game altogether.
But, from here this is very exciting launchpad for other types of content that can be saved and then later be shared or restored across saved games. Even as we release the appearance import/export/library feature set, we are already working on import/export/library features for your favorite class build. Got a spec you always want for you Vanguard? Soon you'll be able to save and restore that without having to manually recreate it each new saved game. Or post your best specs to the guide your writing for others to load directly.
If you like the pace of updates, attention to player-focused features and constant improvements - please do take a moment to leave a review for Cyber Knights: Flashpoint!
Shared Library
You can now save and load your character appearances to your Library. Your shared Library is stored in the Steam Cloud, is not affected if you deleted individual saved games and can be accessed in any saved game to save and load appearances. The library is also directly accessible when setting up a new game team.
With a few quick clicks you can now name and save any appearance you like, delete old appearances you aren't using any more or load the one you need for this team member. In addition, if you happen to make a mistake while the Import/Export panel is open, you can always hit "Undo Changes" to rollback to the appearance you had before you opened the panel.
Import / Export with Clipboard
Using the new Import/Export option within Appearance tab in new game or in roster, you can quickly get a text version of your character's appearance. You can save it offline or share it with the community to check out and use for their own characters. The appearance data has a simple little envelope around it so you can be sure you have everything you need if you share it.
For example, here is a modified version of Dade I like to use in New Games. Just copy the entire block including the BEGIN and END lines to your clipboard and click Paste from Clipboard in the game to check it out. ---BEGIN CYBER KNIGHTS APPEARANCE--- CNa+b2vknDU2Dyz0kn9ak1DnD37zMtz4Ha/qyKNkCpR/Q2/5+iWxklJAoa95YjYVYBI0z93fzHpOKDMt153K4QpVS2DYAkGmbQOoee5NXnJyRtHbvLooo7M6es2xgM3q/Sj0q0Ceyn633mw18Pk07qMUsThYO2enzaHkImjaYQazcX+XOHEUHZStYJY3M4LD85/BeWMVeZaHZtWLuu3iKvT+GTVq/xpgz1tY2ACSiQhVsXbFU6haD+v3KlvcaRlCG0Aul66hVKg2/3EZj6CjfQ7jxSUbouQx61+fAEd1NRUy+mWWu5vLeCe2CzIjqgobCS8HHlphgVTg1DjK51VBMwDzb603GVV+EP2EkU6u5+U94qGve03Kvm76F3L1sX5xKEcB90CX407zsZPtzfCkyD668Hi4MwQm3j4t+m+NptzDQQUQD7gJcKEwJiqfvi6L3ycDLL8IdBzkKCAMVL363ys0OSdPsO6rrXUVnXPWOADgNd8hSbi+SOfdd1AccYM+2YqPQV/9gzU482Kd7e5xN888UsVXafRtmjZhuJimgt6zh2JXSyFgAv+s4YiopzEijkFYXBXzMnMVnqGTSG0sDg== ---END CYBER KNIGHTS APPEARANCE--- It's a great and simple feature set that paves they way for more complicated data structures in the library.
Starting Warchest
New Games will now start with $25K in the bank instead of $15K, opening up the options for early game Leverages you can purchase.
Common / Rare Equipment
With this update we've fixed a few minor issues with equipment of all kinds - weapons, weapon mods, armor, items, programs and cyberdecks - to ensure that nothing but Common and Rare items are being sold (with it mostly being Common items). These are "Common" on the blackmarket, not common in the open market where all of these wares are highly illegal. Rares can appear ... rarely in the market. And Epic and Legendary items can never be purchased, they can only be stolen, borrowed "for a time", disappeared, snatched or generally heisted. Rare equipment will be the switch hitters, they can show up in either category - bought or stolen. As we keep moving forward on loot improvements, this will become more critical as (Rare, Epic and Legendary) weapon, weapon mods and armor start to filter into the loot options alongside items.
v1.5.17 - 4/22/2024
- Added new appearance management features: import, export and save to shared library - Easy import/export through clipboard to share your appearance setup with others - Easy save to library to re-use the appearance in other games or when starting a new game - Increased new game starting bankroll to $25K - Fixed minor data inconsistencies - anything sold by a Contact is always of Rarity Common or Rare, higher values reserved for stolen things - Improved hotkeys in dialog to always show ESC (default) to skip instead of hiding it sometimes
Welcome to Update #75 in the New Boston Zone, where we smash your F10s and polish the game up some more. Just because we're working around the clock on the next major roadmap update doesn't mean you shouldn't have improvements to the game every other day during Early Access! So here we are - with the most requested F10s fixed.
Thanks to everyone playing, sharing feedback and especially posting F10s! We hope you'll take a minute to share the game and if you like the direction we're headed or the pace in which we are going, please take a moment to leave a review.
Now, let's look at what we've improved for you in Update #75 - but if you missed Update #74's major face textures improvements, don't sleep on that one either :D
Secondary Objectives Automated
If a mission offers a special reward like extra money or XP or anything if you finish within a certain Turn or Sec Level limit, that is now always shown in the secondary objectives. We previously had a system in place that required the author to put them in, but that wasn't going to be easy or reliable enough for all the mission scenarios and especially for proc-gen. Now we detect them and inject them as needed so they are always present. Thanks to everyone putting in F10s about this!
Spike Reasons
If you are in a CPU or APU and can't spike it, we now show the exact reason inline with text and a warning icon. The causes are because your Scan is not 2/2 yet or there are surviving IC in the node, but sometimes that can be pretty opaque and was tripping up a lot of hackers. Even after the new matrix tutorial arrives, this will still be very helpful to have the reason always shown.
Matrix Files and Account Placement
We've made a major pass of improvement to the routines that selected Files and Accounts to place within matrix systems. This should both make sure that data and financial nodes never end up empty but also ensure that the Files and Accounts you can find there are correctly linked to the right faction, make a lot more sense and are possibly much more exciting and valuable than what you were finding before. We're always grinding to improve all these aspects of the game, so thanks to everyone submitting F10s here!
+2 Matrix Host Templates
As we prepare for new types of Hacker-only missions, we've dropped in 2 new matrix host templates to keep the possible list of hosts you can encounter in proc-gen hacking missions ever growing.
CPU Spiking Improvements
We've improved the rules for CPU Spiking which specifically reduce the Q-Sec Tally levels. The new rules are clearer and more valuable to the player in all situations. The Q-Sec Tally level is reduced by 200% whatever Tally is required to raise an Escalation. If its 35 Tally per Escalation then you can see a drop of 70 Tally. Unless you were below 70 Tally to start, this will buy you 2 "free" Escalations where the system passes the Escalation point but takes no action. It doesn't wake IC, or cause lethal damage or anything - it just sleeps on it. So, reaching the CPU and Spiking it can buy you a big gap of time where you are free to run rampage over the system now. There are even helpful log messages that detail the loss of Q-Sec Tally and the number of free Escalations you'll get. The Sec Tally UI doesn't respond intelligently yet, but that is on our list. We're going to circle back to APU after this and tune up some of its numbers to make sure it is taking the same kind of approach.
Overwatch Targeting
For those players who were struggling with getting their perfect Overwatch angle and distance but finding that OW only targeted if your cursor was over floor tiles ... we've fixed your F10s! Overwatch will now target in whatever direction and distance you point, regardless of what you're pointing at. This gives you freedom to get the best cone and direction no matter the terrain or a crevasse or a wall or anything.
Yield and Delay Preview Fixes
Both Yield and Delay previews were bugged in that they would lie about the final placement of your merc if a merc and an enemy shared the same resulting Initiative after the action. Your mercs always win ties against enemies, so if you both have 7 then the preview now correctly shows - for Yield and Delay - that your merc will take the first action.
Headshot Retakes
With Update #75, we've adjusted the lighting setup for the camera used to capture your character's 2D headshots. With the new skin detail pass, the lighting there as too bright and we've toned it down for its best look. All default portraits and contacts in the game are immediately updated to update your custom squad members, you'll need to grow through the roster, open the Appearance tab and for each character hover over some options. You don't need to set any, and you'll see the portrait change. Sorry we couldn't automate this one!
Roster Tags and Updates
We've fixed a number of cases where the tags in the roster were not updating fast enough if you took action related to Wound or Injury Treatment. Now they all update on the spot and also they all use abbreviated timestamps ("12d and 4h" instead of longform "12 days and 4 hours") which fit a lot better in the small space. Thanks to everyone submitting F10s and helping us improve!
v1.5.15 - 4/20/2024
- Secondary objectives tied to rewards for complete in less than X Turns or less than Y Sec Level always displayed in Objectives list - Added inline explanation with warning icon explaining why you can't spike APU/CPU (not Scan 2/2, not all IC destroyed) - Improved routines for placing Files and Accounts are placed in data and financial nodes, improves variety and prevents empty nodes - Added 2 new matrix host templates for Hack Only proc-gen jobs - Improved rules for CPU Spiking - reduces Q-Sec Tally by 200% Tally required to Escalation, gaining 2 "free" Escalations - Improved Overwatch targeting mouse input that prevent targeted it toward impassible areas - Fixed issues with Delay and Yield preview that could show wrong result (player after enemy) - Injury and Treatment Tags in roster uses shortened date format (11d 4h) - Treatment Tag in roster correctly updates when status changes - Fixed issue with Mission timer sometimes reading "Immediately left" - Improved performance of Talent list and effect list in character hovers
Welcome to Update #74 where everyone is just suddenly a lot more stylish and good looking! Today, we've got a big visual upgrade to the material and texture stack for faces, fixes for your Stressed out Hacker and an unwinding of a bug that was reading Contact Power Levels as one big upgrade instead of pinning the upgrades to each individual Contact.
Our next major roadmap milestone is chewing up the majority of the team's time and none of that work can be released until base building is ready. But it is coming closer by the day now! Between now and base building, we'll have a series of additional updates with new heists and new recruits as we prep that colossal release for prime time.
If you like the pace of updates, continual improvements and the direction we are heading with Cyber Knights please take a moment to leave a review and help us continue this frantic and exciting pace of Early Access!
Upgraded Faces!
With Update #74, we've completed a major upgrade to the detail and quality of all character face textures in the game. This upgrade has a number of pieces that come together to form the look, including (1) increasing the texture quality of all faces, (2) adding subsurface detail and roughness to the faces to help them act more like real skin (3) adding small shadows to all faces to help highlight areas and prevent the face from feeling flat (4) adding a new Face Details cosmetic choice that will expand with more types of facial detail options. The results feel great! The results speak for themselves. Without leaving behind the unique style that we set out to hit for Cyber Knights: Flashpoint, we've still achieved a big upgrade here.
This one follows on the big lighting engine update as one of the other highest priority and most discussed visual upgrades from the game. We've heard so much about the character look from both players who are playing Cyber Knights: Flashpoint and those who are taking a look from a distance.
This upgrade affects characters in all cases which they appear, making improved headshots as well as making them look cooler in dialog and on missions. To make changing skin color easier, we've moved it be an option of the Face selection and the new Face Details option has 2 choices within it right now - smooth skin and freckled skin, but this category has a lot of cool potential to include scars, burns and more.
New Facial Hair Options
We also added 2 new facial hair options giving you some variations of a lighter, unshaven look. The classic 5'oclock shadow is looking good!
Matrix Stress Reduction
A few updates ago, we punched up the Stress generation capabilities of the matrix, high damage lethal feedback and also Dumpshock. We've heard a lot of feedback that we went overboard and your Hacker's rapidly skyrocketed to the most Stressed out team members. This was related to (1) issues with how Lethal Damage was calculated an passed to the Stress generator before being blunted by your Deck's defenses and (2) Dumpshock just granting 50% too much Stress. Both are resolved in this update and should be significantly more inline with the Stress that other team are suffering for their job as part of the heist team. Sorry for the Stressed out Hackers, they will recover in time! Try to use a Hype Limit Break or two to get them back on track.
Ballooning Contact Power Levels
Thanks to great F10s, we found and fixed a bug where any Power Level increase to one Contact was actually a Power Level increase to all Contacts! This was causing the entire Contact list to end up with 10+ Power Level after a little while. Notably, this is not a form of data corruption or loss, this was just a bad query to the saved game that would read all Power Level increases to any Contact when asking for those of a specific Contact :sweat: so you'll see your games immediately snap back to the right values as Update #74 lands. This is fixed just in time for the upcoming Exposure and Influence LImit Breaks.
Carnivore Fixes
We've made a few small fixes to Carnivore, including swapping the objectives for the extraction points which were switched. Thanks to everyone putting in F10s! Enjoy the new update, mercs! We'll see you in a few days with more :D
v1.5.13 - 4/18/2024
- Improved all face textures, detail and roughness to look less plastic and just better - Added new appearance option "Skin Detail" - current options for smooth and freckled skin with more coming - Moved skin color option under face for much easier selection when modifying appearance - Reduced Stress caused by hard disconnect in the Matrix by 50% - Fixed issue with previewing short beards just disappearing constantly - Fixed issues where sometimes character or contact eyes would be a dead gray - Fixed bug where each Contact's Power Level was calculated by summing all bonuses to all Contact Power Levels (oops!) - Fixed issue where extraction objectives in second stage of Carnivore were switched - Fixed bug listing the wrong Trait level after Hype Limit Break mutation (1 instead of 2) - Improved performance in appearance tab
Here comes Update #73, another big polish and improvement update with some nice new things to boot. While we motor toward the next set of major roadmap milestones, we're still hard at work improving every aspect of the game with all haste - as any good Early Access project should!
If you're enjoying the pace of updates or think we're just heading in the right direction, please take a moment to leave a review. Every review helps us keep going, go faster and do more.
New Sec AI Escalations
With Update #73, we've pushed some new Sec AI Escalation options that are exciting and dangerous. As we continue to grow the options and deepen the rules for Sec AI Escalations, the differences between the 6 Sec AI (gang, syndicate, Sigma 5, 6, 7 and 9) we have in the game today will become more and more apparent. We've added a new chain of Escalation options for any map that features a disabled minefield of Prox-Mines. The first time that the Sec AI spends an Escalation turning on Prox-Mines it will turn on 3 (as usual). However, now if it is returns to enable Prox-Mines after that it will jump to enabling 5 at a time. This can help situations where - with larger prox-mine fields - the Sec AI could burn Escalation after Escalation slowly turning them on 3 at a time. We've also added an all new Escalation type - the Active Bio-Sweep. This Escalation searches for bodies that have active timers and reduces their timer by 1 to 2 Turns each. The older Sigma Sec AI - 5 and 6 - each only reduce the timer by 1 turn while the new, cutting-edge Sigma 7 and 9 each can reduce the timer by 2 each. The Escalation happens after body timers expire for the Turn, so the worst that can result from this Escalation is at the end of the next Turn, more bodies will have been rushed to expiring their timers. Notably, gang and syndicate Sec AI never do Active Bio-Sweep. We're very excited to keep expanding these catalogs and interlinking them with chains and rules so that the Sec AI becomes more exciting adversary to face.
Added 2 New Eyes
We've added two new types of eye - a Terminator-style eye with a hot glowing center and a glowing eye with only a targeting symbol shown over the pupil without an iris. It's exciting to round out this category with some new options and now that we've hit 8 different eye looks, we'll be moving on to other categories to continue to add new cosmetic options and looks.
We have also fixed an issue with the snake and burning sun eyes that was causing them never to achieve darker hues. They always stayed very light in color. Now you can go deep red or green if you please!
Spoof and Red Dot Talents
With Update #73, we've made some nice improvements to Hacker's Spoof and the Soldier's Red Dot. Spoof - with is a passive buff that can block Matrix Q-Sec Escalation - has gained a new upgrade node costing 2 points that will add a second token. This allows a single use of Spoof to block up to 2 Escalations over 4 Turns, if you're fully upgraded. Red Dot - has not been correctly connected to its upgrade nodes since ... the beginning of the Talent? Anyway, we've fixed the bug and now Red Dot has all of its correct upgrades available. We also increased the distance of the Talent and fixed its text formatter to correctly display the debuff that it hits the target with, which you can also upgrade with the "new" upgrade nodes. If you're using your Soldier as an occasional bait for a trap or to pull a security target off course with Red Dot, you'll find these new improvements helpful.
Death Res Simplification
Death Res (previously called Death Save, but that's confusing as we have Stress Res and Wound Res) has been simplified in this update by removing it from all in-game effects. Death Res is set by your Difficulty setting and only by your Difficulty setting. All buffs, Traits and combat drugs that increased Death Res have had it removed. We've also moved Death Res up into the "Death and Saves" section as this is where it is most relevant and improved the hovers on both Death Mode and Death Save. We've got a thread going on our Discord about further updates and simplifications coming for Death Res if you want to check out the rules change preview and chime in.
Better Traits: Grit and Below the Level
Grit and Below the Level both lost bonuses to Death Res with this update, so they've been improved in new ways. Grit now adds Wound Res and Below the Level adds XP % bonus.
Utility Programs
We've improved the description for Utility programs and fixed a bug that was preventing their hover from showing in the Matrix Talent bar.
Weapon Mods Improvements
With Update #73, we've fixed a mistake with the Ether Reflex Sight for AR/UAR/E-Rifles, where it was reducing the maximum optimal range of the weapon. Now it correctly reduces the minimal optimal range. For changes to the arc fire (Overwatch or Full Auto) we now use a + and - sign to correctly denote bonuses and debuffs. And we've fixed a bug that was preventing certain fields, especially if the value was negative, from highlighting correctly in compare.
v1.5.11 - 4/12/2024
- New Sec AI Escalation option: Active Bio-Sweep all body timers are reduced 1 Turn (Sigma 5 or 6) or 2 Turns (Sigma 7 or 9) - New Sec AI Escalation option: Minefield Pulse (wakes 3 prox mines), if run again then Minefield Surge (wakes 5 prox mines) - Added 2 new eye designs - terminator glow and target reticle and improved tinting of snake and burning sun - Improved Hacker's Spoof passive Talent with a new upgrade node that adds +1 Spoof Token - Fixed bug which was hiding Soldier's Red Dot's debuff ability and upgrade nodes in the class tree, increased range - Fixed issue where Trace Vector and other Utility programs did not show description correctly hovering in Matrix Talent bar - Rebalanced Trace Vector 1 and 2 utility programs - Removed changes to Death Res from all Traits, Wounds and buffs/debuffs - this is a Difficulty-only value - Moved Death Res in custom difficulty to be next to Death Mode, vastly improved hovers - Rebalanced Grit to have +Wound Res and Below the Level to have +XP% bonuses as they lost Death Res - Fixed bug preventing weapon mods to properly show compare colors on some stats like Noise and negative Dmg - Fixed Ether Reflex Sight for AR/UAR/E-Rifle to reduce minimum Optimal Range - Fixed weapon mod display of changing Arc degrees to include +/- - Fixed issue with using Faked Vitals and Body Bag on the same target causing negative numbers in hover - Fixed lingering mention of -1 Point to train multi-class in training screen - Fixed lighting issues in Haven Smokeout mission
Welcome to Update #72, with some new eye designs for your characters, an important meta change for Heat to truly be 100/100, an improvement for the rules about longterm ignoring Wounds, better matrix options in the TRUCK JOB and a bunch of level and lighting engine fixes.
If you are enjoying the pace of constant updates and improvements, or feel like we're just heading the right direction please take a moment to leave a review!
Apologies again for the size of the review, the main contributor is rebaking lights across the game as we keep making tweaks to improve everything / fix a few final bugs.
New Eye Designs - Is that a cat or a snake?
With the lighting engine in the rear view mirror, we're returning to character improvements. We'll be working on improved skin texturing and roughness, small face and eye animations to help bring characters out of their wooden stare and more. Tonight, we have 3 new eye designs - either contacts or cybernetic. The power button, burning sun and the cat eyes. Or lizard eyes? Something.
Heat is 100/100 Max
For those players running hot squads and cycling proc-gen missions who were turning up the Heat, we've got you. The Heat scale is now correctly clamped between 0 and 100. This will be important meta fix for the upcoming safehouse base building and reduce the possible "run-away" feeling with Heat that once you go so high it just stopped mattering ever. Remember, base building will also offer options to reduce Heat in large chunks, so if you're a high Heat team, this hard cap at 100 should help and then you'll be getting more tools to use in the future.
Festering Wounds
With this update, we've added a slow-burn system around Wounds. Untreated Wounds will slowly, over time gain a percentage chance of increasing in their level. It is good to see a doctor if you've been permanently injured. If allowed to fester over large period of time, these wounds can become far more debilitating that they are at level 1. This is purposefully a slow-burn type of system. You will not see sudden upgrades in Wounds popping off left and right. This is more like, "don't ignore a Wound for 50 days".
Truck Job Matrix
You can gain a lot of advantages on the recently added TRUCK JOB through the matrix host. To help push variety in this level and keep the matrix side of the challenge, well, ... challenging, we've added new variations to the matrix hosts that be be proc'd into the TRUCK JOB.
Map & Lighting Cleanup
We're still cleaning up a good number of very minor issues with lighting and maps. The most common seems to be some papers on the floor glowing white in some cases. Hopefully we've eliminated that bug with this update, but it remains to be seen until the release gets out into the wild to be truly sure. We've also fixed a number of issues where something invisible was blocking pathing and causing odd paths around something that clearly wasn't there. We've resolved this for the next update in levels like the Sewers and Foward Op and also established a better footbridge in Slumroad Junction over an area on the stairs that really looked like you could pass there but you couldn't.
v1.5.9 - 4/10/2024
- Added 3 new eye designs - cat, power button, burning sun - Adjusted zoom rules for appearance tab, will now zoom in on face or eyes selection - Fixed rules for Heat so that it never exceeds 100/100 - Merc Wounds will slowly increase level on their own over time without treatment - Fixed another set of odd invisible things blocking navigation in Sewers and Foward Op maps - Fixed misleading navigation area around stairs in Slumroad Junction - Fixing a few mistakes where character names were hardcoded into dialog in Tutorial and didn't respond to changes you made - Fixed issue with one map and Kill 3 combo that could result in instant victory - Fixed long diagonal connection in one of the proc-gen SCU matrix host templates - Increased variations of matrix hosts available in the Truck Job - Fixed odd horizontal line hovering in safehouse
Update #71 follows on a big weekend with the TRUCK JOB heist hitting the streets and so many new Knights joining the New Boston zone. We're excited to return to the regular update schedule this week and smash some fixes, smash your F10s and smash on to the next heist release.
Sorry about the big download size on this one. The build server had a caching issue and the only way to move forward was to flush it and the build size suffered for it.
If you're liking the game, the pace of updates and our style of Early Access, please take a minute to leave a review!
https://store.steampowered.com/news/app/1021210/view/4176599795022391616
We've also started a new community challenge this week to see your best multi-class builds! This one is a lot of fun to test out new things and new metas that maybe haven't been explored before. You in?
Truck Job Floaters
If you were running the TRUCK JOB and saw the mechanized infantry simply "floating" through stuff, you weren't the only one. Scary, right! Well, now fixed.
Retargeting Annoyances
We've rebuilt how a character steps out around cover to give the character more options (now 8 options instead of just 4) which will help you get the best sight lines to enemy targets or when trying to get a good Overwatch cone setup. This also has a big impact on any time that the targeting got confused when planning movement (saying that you could hit 1 in the bottom left but when you got there it was 0). This was due to the less step out spots and allowing the step out spots to be influenced by rotation. Technicalities, but big ones! And finally, this fix fully resolves all of the annoyances around retargeting that were going. Sometimes, when trying to shoot an enemy multiple times in a row, suddenly you'd be stuck with an "No Sight Line" result until you hit ESC or reclicked on them, or you'd just lose the targeting altogether. These issues are now fixed, thankfully.
Biomimic and BioScan Fields
We fixed the issue with the Scourge's Biomimic bug that was not always working in a Bio-Scan Field, depending on the ordering of who entered the field last. Now it always works and a Biomimic'd Scourge is excluded for any and all merc counts.
Enemy Spawning
We've resolved the issues with enemy spawnng in odd positions and rotations, kind of a bad jumble. They are back to being nicely organized and fanned out from the main spawn location. Only if they need to find other locations due to something blocking them will they get more organic.
Enemy Spinning
Sometimes the enemy AI would just start a rotation action and not really try to turn much or at all. This kind of twitchy is now cut out completely and the enemies will only go for a rotation action when it is sensible. It looks nicer and actually cuts down on a good deal of thinking cycles and raycasting required every time a turn was done.
Pathing and Lighting Issues
There are a few types of textures we are fighting in certain levels -- usually paper on the ground -- that can in some cases be painted with a white background. We're working through addressing these as they are new bugs caused by the new lighting engine. We'll get them all fixed soon. We also fixed a number of odd pathing issues in the Forward Op mission map[.
Typos and Duplicate Journal Entry
We fixed a heap of typos and also a duplicate entry in the journal for Water Desalination. Thanks to the F10 crew for posting these up!
v1.5.7 - 4/84/2024
- New Power Button Eyes option - Fixed issue with mechanized infantry in Truck Job walking/running through objects - Fixed issues where sometimes target or sight line would be lost after making attack on a target until canceled / retargeted - Fixed bug with Scourge's Bio-Mimic not deceiving BioScan Field if Scourge is the last merc to enter - Improved AI behavior to avoid repeated rotations that sometimes don't go anywhere - Fixed issue with start enemy positions for reinforcements not being well organized - Fixed duplicate lore text paragraphs in Water Treatement and Desalination section of journal - Fixed odd pathing issues in Forward Op mission map
Hello, Knights! It's time for another CKF Community Challenge. Our previous challenged focused on engagement style and challenged you to "Go Loud" as you completed levels. This time we are focusing on classes and multiclassing.
There are three requirements for this challenge:
- Multiclass everyone who runs heists and missions
- Split your talents as evenly as possible between each merc's two classes
* Your talents must be split evenly, you may assign your level points unevenly
- Each merc must be a different class combo
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of your squad and their talent trees
- After Action Reports of your missions, challenges you faced
- Tell us how multiclassing affected your strategies and which multiclass combo was your favorite
- Any other creative ways you want to share to tell us about your heists with your multi-classed mercs: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your squad's talent trees so we can see what fun combinations you came up with!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #multiclass_challenge to join in on the conversation!
Update #70 hits another major roadmap item by adding Mac OS support, adds a new and exciting heist in the TRUCK JOB, and adds the first mission with other linked missions attached to it. We've got a killer calendar of updates laid out for April, and all roads are now leading toward the next major roadmap milestone - base building.
Thanks to everyone playing, posting and supporting our ongoing efforts by leaving a review
Mac OS Support
With Update #70, we've smashed another major roadmap item by adding Mac OS support to the game. This one has been a long journey but we made a commitment as far back as the Kickstarter to deliver to all 3 platforms on Steam. The lighting engine was the last domino in a long line of dominos to fall that were blocking Mac OS support, so here we are! The only requirements are a Silicon chip (M1 or higher) and recent version of Mac OS (12 / Monterey or higher). The game runs buttery smooth on the Apple hardware and chips, so enjoy that! Thanks to everyone on Mac who wishlisted and is now checking out the game - welcome to New Boston. We hope you'll share a review once you've had a chance to play.
New Heist: Start of the Boost
With Update #70, we've added a new heist from a corporate contact who approaches your Face with a plan. We'll skip on the spoilers but the heist leads to a set of linked missions (see below) and foot-race with a transport truck. Your squad needs to be at least Power Level 3 before the TRUCK JOB will proc. During Early Access, we're working a host of storylines and this is another one that is a good opener with more coming soon. After the TRUCK JOB, the on-going storyline will wait paused on your timeline for the next content release to extend the storyline.
Linked Missions
The TRUCK JOB includes the first example of links missions. It's exciting to roll out the first linked missions as this is a key construct in building multi-part and complicated heists that let you approach them in many different ways. Linked missions are shown with the chain icon in the mission, with the parent mission always listing first in the list and its children appearing below it with a yellow arrow in their names. Linked missions can have different effects, such as making certain paths through the parent mission available, or in this case, completing the linked mission unlocks an advantageous Leverage in the parent. In future cases, the linked mission(s) will unlock options that are required to start the parent mission at all, where one or more stages of the parent might be locked until some of the linked missions are completed.
Better Currency Formatter
The successful heisters in New Boston are racking up the cash and the formatter was getting hard to read as you hit multi-million dollar stacks. With the updated formatter, we've kept the same precision ($1.11M) but flipped from $10K to $100K to $1M to $1.11M to $10.25M.
Randomize Codename
We've added a handy Randomize button to the renaming pop-up. In the case that you've earned a codename (getting your first level from a successful mission) you can now randomize to your hearts content and try out the hundreds of codenames the game can make up for you. I've always loved this kind of exploration and taking inspiration from the random ones, so I hope you enjoy it too.
Loophole Heist Extraction Bug
We've fixed a bug at the end of the Loophole Heist where the extraction points would not allow individual extraction and only 1 of the 2 would allow team extraction. This went out as a hotfix yesterday, but we're mentioning it here in case anyone was stuck with that. It was a result of a mistake in merging the big lighting upgrade branch that wasn't caught. Our apologies for any hiccups, extra Damage or dead mercs this may have caused.
Fixed F10s!
We've fixed a big bundle of your F10s with this update, ranging from ensuring that all parts of the movement path and destination appear through geometry to the hover over a corpse not disappearing sometimes when you dissolve it. We fixed a really popular F10 where the story event for the Gun Runner's E-Rifle didn't immediately disappear when you purchased the weapon. Also, Traits granted by Hype Limit Breaks will display that they are "Expiring Soon" instead of showing a negative number of Turns. We fixed the tutorial issue with the door right at the start that has a misleading hover that through some players. and generally cleaned up issues with the major new lighting upgrade. There are a few places left with odd textures or bakes (paper on the ground with an all white background) that we're working through.
v1.5.5 - 4/5/2024
- Added support for Mac OS with Silicon chips (M1 and higher) - All new storyline and Truck Job heist with second pre-heist mission to prepare for the main one - Updated currency format for the ballers with lots of U-Dahs - $10K, $100K, $1M, $10.52M - Added Randomize codename button to Rename pop-up for name cycling fun - Moved destination circle now appears through geometry like the rest of the movement line - Fixed bug where certain story offers (like Gun Runner's offer for E-Rifle) stick around in timeline incorrectly - Temporary Traits that are expiring soon now state "Expiring Soon" instead of "-1 day" - Fixed issue with ESC screen and matrix sometimes causing a lock up - Fixed issue preventing individual extraction from the second stage of Loophole Heist - Fixed issue where dead body hover could stay on screen immediately after dissolve - Fixed misleading hover on door in the tutorial that claims it will open if you approach (it will not) - Fixed minor lighting and shading bugs
[previewyoutube=29MO-l9FWt8;full][/previewyoutube]
In Cyber Knights, the New Boston dome is the ever-present setting. It is more than 10 miles wide in diameter and at its peak stands over 1 mile tall. This massive structure rests on super-foundations and the ceiling arch is supported by the large buildings, the nearly mile-wide "towers". Layer upon layer of metal and concrete make the dome, slice upon slice of street, hab-sector or industrial zones stacked upon each other.
Below ground, out in the Wards, high in the towers, escaping off of rooftops - it is your playground, your heist targets, the home of your enemies, friends and safehouse. It needs to have the right vibe.
And so we're excited to roll out a major milestone off the roadmap with the VIBE update, the all-new lighting engine!
Technically outside of the official Q1 end by a few days, but we're going to notch this one where it stood. And with the lighting engine roadmap items struck down, we can at last finish up Mac support.
Onwards to the truly big beasties of Q2 - safehouse base building and blueprint crafting!
New Lighting Engine & Post Processing
The new lighting engine includes a new post processing color grading system that is helping to push the right vibe for our dark future cyberpunk setting - dark, shadowed, gritty but still vivid. We hope you'll jump into a heist and check out the new look because every scene, mission and corner of the game has been improved. This is a huge update with innumerable changes, so there are sure to be follow-on fixes that tweak certain areas, lights, objects that stick out as odd or that need roughness or metalness changes. If you do see anything weird just hit F10 to send us a report; well be making ongoing adjustments as always. Throughout Early Access, we're working on many, many different projects. Visual and animation improvements is a big area for these, so even with the lighting engine improvements we're continuing to push in other areas that will improve the game's visuals.
HUD Bar Spacebar Issue Fixed
With the last update there was an issue where using some of the buttons in the HUD bar - specifically items or advantages - could result in the focus getting stuck up there. Then the next time you tried to move with spacebar, you'd actually be pushing one of those buttons or ending your turn. Bad! Fixed now.
Photo Mode Improvement
To make photo mode better, we've hidden the last few UI elements that were hanging around on screen when it was enabled. This includes the blue circle around character's feet which was the most annoying.
Camera No Longer Sticking
In some cases if you chose to skip all during a scripted scene, the camera would just jam right where it was when you skipped instead of cutting ahead to the character or enemy who is about to take their turn. This is now fixed and we've made some minor improvements to the camera position before the black curtain rises at the start of a level to make sure the camera is always focusing on the right character with them in an unobstructed view.
v1.5.1 - 4/2/2024
- Upgraded all levels and scenes to new lighting engine (lighting is more diffuse, more indirect contribution, better ambient occlusion) - Upgraded all levels and scenes with new post processing (ACES color grading for shadowed, grittier, vibrant world) - Fixed issue with photomode (default "P") where character selection UI stayed visible - Fixed bug where using items or Leverages could leave selection in button bar and trying to move might end turn or be ignored - Fixed odd white square appearing in the character hover (now is corrected to be >| icon indicating they are in the next turn) - Fixed issue with camera getting stuck in odd positions after skipping scripted scene
Monday - a good day as any for an update! Welcome to Update #68 where we've put some extra focus on cleaning up the relationships, backstories and story tags that define your characters and recruits. We're heading into new and exciting territory with the story system and the Casting Director and it was important to take this minute to correct any last issues in the foundation before rolling forward.
This update does not include the new lighting engine (a visual-only improvement to the look of the game). We said in Update #67 that it was "next update" but there always seems to be one more technical hurdle. It will come very soon, but we wanted to get this RPing quality update out to everyone.
If you're enjoying the pace of improvements and steady progress the game is making during Early Access we hope that you will leave a review. Nothing is more important to a small indie developer that having you help us share the game, so we appreciate it!
Must Feed Casting Director!
The Casting Director is the heart of our proc-gen story system. The Director is in charge of picking what new stories to spin into your cyberpunk world and who should fill the available seats in those storylines. It does this by looking at the cast of characters, mercs, recruits and contacts that are within the game.
Starting Character Relationship Fixes
The first big set of updates all come to your starting characters. These characters rolled out of new game with strong backstories and a set of contacts they know. But that data was poorly represented and shown in the roster or the contact screen. With Update #68, we've retagged everything. This is for both old games and new games. If you load up your previous save, we've done some adjustments to correct the tagging and display for relationships to be bi-direction and to include additional data about why the relationship exists, at the very least helpful pointers back to the backstory. This also sets up new games very nice, but you don't need to start a new game here.
Recruit Backstories, Relationships and Contacts
In the same vein, the backstories, contacts and tags assigned to the recruits you can find in the game have been less than correctly represented. First, there was a bug that 33% of the time, a recruit could pick the wrong faction and backstory and you'd basically end up with a recruit in your safehouse who did not match the dialog at all. This is now fixed. Second, the new contacts that were being created by recruiting all look like Dr. Ashe... oops. This is currently fixed only for new recruits but we're working on how to resolve this in older saves as well. Third, the backstory Trait, personality tagging, relationship tags with the new contacts, Contact Traits and Tags were all just lacking. Some of it was there but it wasn't as fully-fledged and rich as the Casting Director would like it to be. For new recruits, you'll find a much better set of RPing tagging and data is included after you've met and discussed with the recruit.
New Traits
We're in a cycle of constantly adding new Traits for characters and contacts. We kind of aim to add one or two every time we work on a new recruit, contact or story character. With this update, we've added both Bull-Built (heavy focus on Strength and HP) and Bril (adding Willpower and bonus % to all XP gained!).
Sec AI Avoids Repeat Reboot
While it may have been a boon to see the Sec AI pick something less than optimal, it could also be unfairly difficult or annoying if the Sec AI rebooted security devices twice in a row. Especially if you just spent your turn undoing the reboot ... only to have it re-rebooted! The Sec AI will no longer pick Reboot Devices back to back for Security Escalations. We're continuing to work on adding new options for the Sec AI and improving the sequencing and rule set for what options are available, so please post any F10 bugs, oddities or suggestions you might have.
APU Spiking
We fixed a bug where spiking the APU in a matrix host could result in a Security Escalation at Lvl 0. This bug could basically make the act of spiking the APU a punishment and is now resolved, thankfully. Now the math behind the rules have been improved. The APU reduces your Sec Tally by 10 points and can gain you one "free Escalation". That is, if you're at Sec Level 2 and the Tally is 4/10 then spiking the APU will take you back to Sec Level 1, Tally 4/10. But when you pass into Sec Level 2, the APU has been corrupted and that Escalation is skipped. We need better representation of this in the visuals, but it has a demonstrable powerful effect now at any Sec Level.
v1.4.47 - 4/1/2024
- Fixed all relationships for starting characters with their contacts (retroactively); bidirectional with details - Added new Traits Bull-Built (Strength and HP), Bril (Willpower and extra XP) - Improved Tags and Traits for all recruits and their known contacts (new recruits only) - Fixed issues where recruits could end up from the wrong faction, without Traits or contacts connections - Prevented Security AI from unfairly rebooting jammed security devices 2 Turns in a row - Fixed Matrix bug where spiking the APU could result in a Security Escalation "Level 0" incorrectly - Fixed tattoo and facial hair shading which had become too light
Knights, gather round the command HQ - it is Update #67. We've got free multi-classing and bonus Training Points (+1 or +2) for you, a quick but helpful Matrix Basics guide, mission Objectives now showing up in the Matrix, and fixes to your most recent crop of F10s.
This is probably the last update - a nice solid QoL patch - before we drop the new lighting engine. Sorry, the 2.8 GB update size is due to prep for the lighting engine drop! We're were showing off the new lighting engine and post processing results on our Discord earlier this week and are just making final tweaks to everything to make it look its best before rolling it out to you.
If you're enjoying the progress and pace of updates, please leave a review. Every single one helps us keep this Early Access training moving and you can always edit it later.
Matrix Basic Guide
We've added a new page to the gameplay basics section that includes a basic primer for the Matrix. It is not a replacement for the Matrix Tutorial but a stopgap measure we should have taken a while ago. It is short and to the point, aiming to get you started and into the basics of matrix hacking. The tutorial is coming, right after the lighting engine - but for now, check the in-game help.
Multi-class for Freeeeeeeee!
We've adjusted the rules for how mutli-classing cost you Training Points. Previously, the first node of any class (the class icon in the tree) cost you 1 point. This wasn't clear, was a bit confusing, and required you to have 1 free Training point to complete a multi-class action. We have removed this cost, so the act of multi-classing is now completely free and costs 0 Training Points. This also means the act of having any class is free and costs 1 less Training Points. So, all characters got +1 Training Point returned to them. Yay! And if you happened to have multi-class, you'll find suddenly you have +2 new Training Points to spend. Don't spend it all on one node ;) To support this change, we've modified the starting character training a bit with small extra bonuses and Talents. The Sniper gets Pathfinder Talent, Vanguard gets extra range for their Lure, and Cybersword gets a second charge of Slashslide, etc. As part of this process, we've also adjusted how the Cyber Knight spent their points and freed up a total of 4 Training Points when you reach the safehouse. This gives the Cyber Knight more freedom to take new Talents (like Tactica Surge or others) without forcing a respec, which most players weren't doing. This +1 from the class node and dropping a trained upgrade node from the Security Dampen Talent gives the Knight a lot more flexibility to immediately pick up a new Talent before going on their first mission which just feels right.
Objectives in Matrix HUD
As the game's matrix objectives and secondary objective layer keeps getting deeper in the story and proc-gen heists both, it has become clear we needed the Objectives list on the Matrix HUD. We have shimmied it in above the Matrix Log so that it can be always present on screen when you're working through your objectives and racing to get everything done in time.
Fixed Matrix Bugs
We also fixed a number of smaller Matrix issues that have been bothering players. The first was that if you had enough Talents and Programs in your Matrix Talent bar, you could end up in a situation where the Talent hover simply clipped off the right side of your screen. This is now resolved and hovers stay within the bounds correctly. The second fixed issue is that there if there were IC that increased the Action Point cost of certain actions like using Programs, their penalty cost was getting counted twice, making this unfairly hard. This is now resolved.
Fix Spawning Bugs
The last update included some important improvements to enemy spawning routines to ensure they never stacked and instead found some nearby empty space to occupy. This fix worked really well in most cases, but we've received from F10s for specific spawning points in the game where the enemies would still end up stacked or end up inside a nearby building which they could not possibly get out of. We've cleaned up the algorithm here to pick the spawning location and included additional checks to be sure we get a truly valid nearby position. If you see any last lingering issues with spawning locations, please just hit F10 and we will resolve but it looks like -- from our side -- its fixed.
v1.4.43 - 3/28/2024
- Added a gameplay basics entry for Matrix Basics - a short bootstrap to get any player started - Reduced training point cost for first node of all classes to 0 points, all characters recoup +1 or +2 (if multi-classed) Training Points (yay!) - Multi-class is free, no training point cost associated with the action - Starting characters get slight boosts in starting training (Vanguard longer range Lure, Soldier longer range Marker Sights, Sniper gets Pathfinder Talent) - Adjusted Soldier's Marker Sights to make AOE upgrade a little more expensive - Mission objectives are now included in matrix HUD above the matrix log - Fixed matrix bug where AP penalty by IC was counted twice making program use extra expensive - Fixed bug with Talent hovers that were going off the edge of the screen, now respect boundary - Fixed issues with spawning enemies where they still might stack on top of each other or end up inside inaccessible areas - Fixed jumbled Hacker class description in multi-class screen
EDIT: Update #66 had a bug in it that could cause the camera to get stuck in some of the action camera shots if your attack resulted in a kill. A hotfix has now been pushed, If you don't see v1.4.43 on your main menu, restart Steam to be sure to get the fix.
Update #66 take a big swing at some of the most popular F10 bugs and some of the best feature suggestions we've received recently. We're excited to keep moving forward with a constant stream of updates, and especially ironing out the remaining bugs that can slow down a good run.
If you're enjoying the pace of updates and our turning your F10s into fixes and improvements, please take a moment to leave a review!
Empty Lootboxes Go Gray
If a lootbox is empty, its highlight color will now immediately be gray instead of a bright golden yellow. This is a huge help for turning on highlight with "H" (by default) and checking where you may still need to loot. There isn't much more to it, but it's so useful! So thanks to the wise player who dropped in thsi great F10 :D
Details and Hover for Dump Shock and Combat Drugs
Key buffs and debuffs that were missing from the hover over your character's heads as well as the extended status screen you can access by double click on a character's head in the Initiative timeline. Especially for the debilitating Dump Shock, knowing how long it will last and its total effects is a big help to Hackers who have taken a boot to the side of the head in the form of lethal feedback from the matrix IC.
Improved Mission Tagging
The new mission tags for Gold Key Loot Areas got us looking and talking to players about other tag improvements. We've taken quick action to improve the set and give more detail about the different stages of missions that can help you plan the best heist, especially with multi-stage heists like Carnivore and Sibling Breakout. First, we've combined what was previously two tags "Stealth (optional)" and "Combat (optional)" into a single tag "Mixed Stealth and Combat" that sums it up nicely - any mix of stealth and combat abilities can be used to succeed at this mission stage. In many cases, combat may be required if the plan starts to fall apart. This is nice to get one tag back, as we've also added new tags. With Update #66, we've added Red Key Door and Blue Key Door tag to all mission stages that include them. This can be extra helpful when the keys are useful across multiple stages (like Sibling Breakout) or only appear in a late stage (like Cube Run). In addition, once Leverages start popping up that offer hacked, counterfeit or stolen keys, these tags will be extra helpful in helping you decide if those Leverages match well with your chosen path through a heist.
Targeting Inconsistencies
We've fixed about 80 F10s about different cases of targeting inconsistencies with this patch. There were multiple issues, but we've completed a deep dive on the code paths to find where there were inconsistencies and figured out some really minor - but highly impactful - issues that could cause enemies right at the edge of your range to come in and out of range based on swapping weapons, firing modes or even just hitting TAB (by default) to page to the next target. This also has the effect of fixing the small remaining set of cases where a melee weapon indicates it can make an attack in the bottom left but still can't when the time comes to swing. It's a huge step up in consistency of attacking, so thanks to everyone for helping guide us to these big fixes.
Fixed Lockdown Station Auto-Defeat
In the most recently added proc-gen map, Lockdown Station, some times a Kill 3 objective could result in a map starting without any players on it and an immediate defeat. If you're stuck there or have experienced it, this bug is now fixed.
v1.4.41 - 3/25/2024
- Dump Shock and Combat Drug debuff/buffs show up correctly in merc hover and mid-mission status screen - Lootboxes that are empty highlight in gray instead of gold to make them easier to ignore on map - Improved mission tagging - now includes tags for Blue and Red Key Doors where they appear - Combined "Stealth (optional)" and "Combat (optional)" tags into single "Mixed Stealth and Combat" tag - Improved stage description for Sibling Breakout South Hover Pad to be more clear about its advantage (ez access to Blue Key) - Fixed bug in Lockdown Station level with Kill 3 captain objective that could lead to auto-defeat - Fixed issues with enemy being in range changing when swapping weapons, modes or UI paths of starting attack - Fixed issue with save slots not always updating when Knight is renamed
Update #65 is a huge pile of improvements including new Gold Key leverage option, new mission tags identify Gold Key Loot Areas, a huge pile of Matrix improvements including letting you use Leverage's directly from inside the Matrix, and a lot more. Let's check it out below!
If you're enjoying the progress, wild pace of updates and on-going improvements please take a moment to leave a review and help us keep going. You can always edit the review later or at full launch.
Gold Key Loot Area
We've heard some natural confusion about the inaccessible Gold Key loot area in the new level, Lockdown Station. To help make this more clear, we've added a new tag to the mission list to give you warning that there is a Gold Key loot area within a level.
So, what is a Gold Key Loot Area?
- Gold Key areas are locked areas that always contain high-value loot. They may be heavily guarded from the outside but won't have guards inside them.
- If you hover and check the Gold Key Loot Area's rules, you'll see a warning that once you deploy into the job, there is no way to gain access to the Gold Key area.
- The hover in the job is also more clear now that you cannot access this area and no matter how many lootboxes you pop open, you will not find the key. The only way to obtain a Gold Key is through Leverage.
So we've fixed that and enabled the Leverage which we had accidentally left in the "dev-only" state. Check with your Contacts who can offer this Leverage for a Favor to see if you can get a Gold Key before hitting the site. If you can, make an extra stop and reap the golden rewards.
List of Matrix Improvements
With Update #65, we've hit a bit list of improvements with the Matrix. One of the first improvements we've completed is to condense the grid by about 20% to help get more on screen at once. The new matrix grid is still separated enough to be easy to read and use but also a bit closer to reduce your need to zoom in and out so much. We have also improved the timing of opening and closing the matrix screens - when starting a hack, resuming a Hackers turn, or going to look at Security devices or Doors from the Matrix. Everything runs faster, and its nicer for it. We fixed a bug where the Matrix host's Escalation might try to unload programs that were not loaded. And we fixed an issue with the Hacker's Trunkpatch which was not immediately reducing Q-Sec Tally and updating display as described.
We've improved the hover for Matrix programs to be clear about the AP cost of loading a new program. This was a hidden cost before, but the 5 AP cost is now clearly visible before you load the program. Then, the second AP cost which is highlighted once the program is loaded is the cost to execute the program code. We've also fixed a bug that was charging you 5 AP to unload a program, which was not intentional and not helping for those players making mistakes with load and unload.
Using Leverage from Matrix
In prep for some upcoming Matrix active Leverage options which you can use to affect a Matrix host or specific node, we've added the ability to call in Leverage directly from the Matrix action bar. For now, this is useful to allow you to use Leverage without having to disconnect from the Matrix, if you have a character who needs to Scramble Protocols or the like. In a near-term update, we'll be rolling out new Leverage types that are a matrix-specific and make this Leverage-in-Matrix ability even more important.
Contact Sorting
With this update, we've added 2 new sorting options for Contacts - by Contact Type and by Faction. Both of these are A-Z and are really useful to help you find somewhere you're looking for if you can't remember their name. For simplicity, we've only offered A-Z options for both of these, because you can just scroll to the end of the table if you're looking for UltraTek.
Map Codenames
If you're looking to discuss a map with other players or with the dev, it can be a little difficult because the maps use different names during proc-gen and storylines that aren't always the same. To help with this possible point of confusion, we've exposed the map's codename, such as Lockdown Station, in the ESC menu, in the top right.
Better Hovers
We've improved the font colors, sizes and background opacity to make hovers over doors, security devices, interactive panels, lootboxes and hacking terminals easier to read. Thanks to everyone posting up F10s!
Fixing Spawn Piles
Don't worry - we're not quadrupling the reinforcement counts, we were just testing this fix! In Update #65, we've resolved the issue where multiple enemy spawns could end up on top of each other instead of finding some nearby empty space.
v1.4.39 - 3/24/2024
- Added Gold Key leverage offer for all missions going to Lockdown Station - gold keys cannot be gained except via Leverage - Clarified Gold Key Loot area, highlighted mission tag now appears if one exists in a level - Added mission level "codename" to the ESC menu so you can always know the level's meta name ("Lockdown Station", "Trucker HQ") - Added new Contact sort options for A-Z Contact Type and A-Z Contact Faction - Added option to use Leverage directly from inside Matrix, such as Suppress Reinforcements without disconnecting; opens the way for more Matrix Leverages - Improved matrix Program hover to show both the AP cost to load the Program and AP cost to use program separately - Condensed matrix map brings all nodes 20% closer together and reduces need to zoom so much to see everything - Reduced delay when exiting matrix screen to main map screen to change turn, disconnect or check security devices - Fixed bug with Hacker's Trunkpatch Talent not immediately reducing Q-Sec Tally and updating display - Fixed matrix bug where you were charged AP cost of loading a program to unload it - Fixed matrix bug where host's Escalation response might try to unload programs that were not loaded - Fixed matrix bug where Q-Sec Level and other HUD stats might not always update on jacking in - Fixed issue with enemy spawning where enemies could end up stacked - now they will find a nearby available location - Fixed some matrix host bugs with diagnol connections - Improved readability of hover for security devices, loot, doors etc on map - Prevented issue where Wound Traits could appear in Hype Limit Break options - Fixed bug where Cyber Knight's Rewind Talent was reseting matrix program charges - Can no longer modify cyberdeck or programs for any hacker who is waiting to be recruited - Fixed bug in hovering over empty or unavailable item slot in roster showing randomized item
Welcome to Update #64, Knights. New Boston is rolling tonight with an all new map to play - Lockdown Station, 7 new matrix hosts to try to hack, meaner Dumpshock results that hit both Stress and Injury Time and a big pile of fixes for your F10s!
Thanks to everyone playing and posting feedback on the Steam forums and F10! We couldn't keep up this pace of updates without your help, your shares and your reviews!
New Map: Lockdown Station
The new Lockdown Station map has joined the proc-gen pools to create 3 new objective combinations. Lockdown Station is a particularly security heavy site providing some new challenges with overlapping and difficulty security devices and - at least at the start - lighter patrol presence. You can encounter Lockdown Station with a Scavenger objective, as a target of a Q-Gap Spike or in Kill 3 Captains objective. We had planned to get this map out during the Spring Sale to pair with the big MAGNITUDE update that added +10 map and objective combinations, but testing took a bit longer and here we are with +1 new map and +3 new map and objective combos.
Matrix Host Go Boom and Host Balance
We've added 7 new matrix host templates across different types of missions including hack only missions and for hosts that might be guarding SCU or you need to spike their CPU. These new hosts include some exciting new setups, some challenging CPUs and more. With Update #64, we've also fixed a bug that was created a sudden fall off in matrix host security and response level. If a mission had high enough Power Level it could suddenly go over a cliff in the difficulty math and end up with Green or Blue low level host responses.
Dumpshock Gets Teeth
Dumpshock has a nasty debuffing effect which can last for a few turns. With Update #64, we've improved its penalties such that it can cause Stress and also even small amounts of Injury time. Taking these types of major brain-frying hits during a hack is never good and now it has proper touch in all the systems related to getting beat up or shot up. Now your Hackers can feel like proper Soldiers, needing some downtime after a particularly gnarly hack.
Cyberware by Days
We've adjusted all of the cyberware install durations so that they are even on the day (12 days instead of 11 days and 16 hours). A minor fix but it's very nice for calculations and the UI simplicity. In addition, we fixed a bug where cyberware recovery time was not advancing by the game time that a mission took to complete. Usually less than a day, still it is important to clock this time for those sitting back at the safehouse.
Tox Cloud Speed Fix
We've fixed issues with the Tox Cloud that were accidentally introduced last update. Last update fixed its saved game persistence issues but suddenly Tox Clouds started going faster and faster every turn. This is now resolved and they keep their nice steady pace and remember their position after a retry turn ore reload of the save.
v1.4.37 - 3/22/2024
- Added new proc-gen map, Lockdown Station, which supports Scavenger, Kill 3 Captains and Q-Gap Spike objectives - Added 4 new host templates to proc-gen matrix hack only missions - Added 3 new large host templates for SCU access and spiking CPU missions - Improved balance of dumpshock, better Stress generation and can even cause Injury time - Expanded camera zoom range from 10m-45m to 5m-60m (get closer or zoom out even more) - Rounded off all cyberware install times to an even day count, no more 12d 6h - Improved balancing for matrix host Security Level and Response Level for non-hack only proc-gen missions - better scaling - Fixed bug with accelerating Tox Cloud moving faster each turn - Fixed issue where high Power Level hacking missions could suddenly fall off in Security and Response Level - Fixed issue where some safehouse timeline events were not advanced by mission passing time, such as cyberware recovery - Fixed issue with extracted characters creating a dead zone preventing line of sight - Fixed issues with texturing properties for tattoos that made them seem very metallic
Welcome to Update #63, a nice quality of life update in the breather before more content piles on. We've got some really nice QoL improvements with new hovers for weapons, mods, armor, items, cyber and cyberdecks as well as +11 new lore files to check out and nice tweak to the default filter settings in inventory to make it easier to for everyone. Check it out below!
Thanks to everyone playing and posting up a review :hype:! Remember, if you think we're heading the right direction, you can post a review now and edit it later.
Flexible Equipment & Cyber Hovers
One of the main even for Update #63 is the addition of flexible hovers capable of showing a wide range of complicated details - weapons, weapon mods, armors, items, cyberdecks and implants. These hovers are featured on the main roster screen as a rapid way to check stats and as a way to see cybernetic implant stats. In addition, within the mission if you double click on a character on the Initiative timeline, you'll bring up their status screen and you can now hover on their weapons, armor or items there to see all the details. The items are new add, they were previously not shown but thit is a nice place to check the exact Talent stats without unpacking them first. Also, all hovers of all types got a nice yellow border to help them stand out from what they are hovering over. Ahh, nice!
These aren't perfect yet - there is still some overkill information in the cybernetics ones, for example - but we're excited to get this into your hands to gather feedback.
Inventory Default Filters
We've improved the inventory default filters to only show what is really in the team's inventory and carried by mercs. The situation where weapons carried by other mercs were filling half the inventory screen - even though they aren't in the armory - was confusing and now resolved. We've also fixed a few bugs with those available filters not being remembered when switching tabs which was making inventory harder to use. We're still looking for the right name for the filter, perhaps "on the shelf" when it comes to the inventory.
More Lore Files
We've added 11 new lore entries that will appear in files. Four of these are in Civic Dossiers of any faction while the other 7 are locked by specific faction. It's exciting to inject another set of lore into the game, including some snippets about the Quiet Wars of the last 22nd century, space achievements and the sweeping history nanotech in Cyber Knight's lore. We're going to keep working this angle until all the files have something interesting to read about, so stay tuned for more!
Story Fixes
We've also hammered out a number of small but troublesome issues in the Sibling Breakout storyline. There was a case where the dialog could hang if you made choices that stressed out the main sibling (like delaying or refusing to recruit). In addition, there has been an issue (reported oh so many times!) of the sibling talking to themselves if you escaped the prison. This was caused by taking an unexpected route through the level that didn't trigger the dialog where the prisoner sees you for the first time until the prisoner has escaped and often triggers it themself :facepalm: Fixed!
v1.4.35 - 3/20/2024
- Added hovers to weapons, armor, items, implants and cyberdeck from main roster page or from character status during mission - Improved default filters for inventory to only show what is on-the-shelf and hiding what is held by merc - Fixed bug where availability filters were not remembered between tabs in inventory - Added +10 new lore entries including files about Quiet Wars, Arthur Pell, space age achievements, Nanotech Research Archives 2, 3 and 4 - Fixed issues in Sibling Breakout that could result in sibling talking to themselves - Fixed bug that could hang story dialog if you choose not to recruit sibling after Sibling Breakout - Fixed bug where Tox Cloud could be in the wrong position after retrying a turn - Fixed missing paragraph about Water Desalination in journal
With the Spring Sale still on, we're working on a few more updates before the discount wraps up. So Update #62 is a big one, following hot on the heels of the MAGNITUDE update and its more-than-doubling of proc-gen mission variety. We've fixed the final trickle of bugs reported about these new proc-gen combos, added +4 more tattoos, +25 unique and faction-specific of faction-type-specific lore blocks to your looted digital files, added a heap of new lore Journal entries, rebuilt the proc-gen looting system, finalized the fixes with moving short vs. long distances, and fixed a heaping mountain of F10s reported by the player base.
As we keep dropping updates, a big thanks goes out to everyone playing and posting up a review as we near 200 ! If you like the direction we're heading, a review now goes an extra long way to help us getting there and you can always edit it later.
+4 New Tattoos
We've added another 4 tattoos after we received a request for some more horizontal designs. These new designs include nice variations of the under-eye stripe, giving you some choices about the thickness of the stripe, length and positioning.
Digital File Lore Injection
With Update #62, every digital file that you pick up will have some lore text description what it contains once decrypted. These shorter blurbs cover every type of file but are heavily reused (all Personnel File III's use the same text regardless of faction). On top of the more common text, we've also added 25 larger chunks of lore details to the files, sometimes linked to a faction class (Patient Dossiers I made by a megacorp is a compilation of medical records about individuals exposed to nano-radiation) while other files are linked to a specific faction (UltraTek Patient Dossier's I is about a census of the 400+ retroviruses active in the population of New Boston). it is an exciting new angle to feed the world's deep lore into the game and the new file sets cover topics like - space race, quants, retroviruses, the merger of Mars Corp and Vintago Energy to create Jupiter Group, McKellen Heavy Industry's relationship to gang leadership and more. This is going to a growing area of the game, so enjoy browsing and checking out the lore found in the files as you acquire and find more!
New Journal Entries
We've completed a push of new journal entry content, focusing on wrapping up the Places category. With new entries for Downtown, the 4 major Avenues below Downtown, Water Desalination entry and a new entry under tech covering the modern combat armor - Adaptive Armor - it's a solid expansion to the long-form lore content available in the journal today. Next, we'll be drilling in on each of the factions.
Proc-Gen Loot Rebuild + new Research Files
With Update #62, we've torn down the old setup for how loot was assigned for proc-gen missions and rebuilt it based on the objective type you're running and the faction you're running against. This new set of data is driving more exciting and valuable loot in proc-gen plays with a lot more variety between runs. It makes the biggest difference on Scavenger missions but loot is a constant source of side income even on the other types of jobs you're pulling off. Keep an eye out of the new Research Report files and the lore they contain as well!
Movement Tuning
In Update #61 there was a mix up and bad merge of code that failed to fix the movement issue we've been tracking where you could squeeze a bit of extra movement out of your AP if you broke it up into many short 1 AP movements. This was not fun to do but could yield some extra meters if you took the time and clicks for it. The same bug also resulted in the AP dots (the larger blue dots in your movement) to not sync correctly to the AP cost of your movement. With this update we've corrected the math so no AP is worth more than another AP, regardless of how far or short you are moving and the dots are always correctly positioned at the point where an extra AP is charged.
Accuracy in Hover
Update #62 fixes a long-term sneaky bug that was hanging around with the accuracy shown when hovering over an enemy. This Accuracy never took Optimal Range into account and was also calculated from your current position instead of correctly calculated from your movement destination, if you had one set. Overall, the accuracy in the hover is now significantly more correct. In testing we found cases where the real Accuracy could be 0% but the hover would show 96% (sniper rifles !!!).
Talent Fixes
We've fixed an issue where using Vanguard's Bodybag would cause the corpse to start lying about when its body timer would expire, suddenly claiming it would pop "next Turn." We've also fixed the description of the Scourge' Detonation Talent to be more clear - it will only activate when an enemy enters the radius, but as it is an explosion anyone inside the area, including friends, is damaged.
Map and Story Fixes
We've resolved issues with proc-gen missions. With the Slumroad Junction map + Q-Gap Spike objective, you could start with extremely high Sec Tally per Turn - now resolved. There was still one case where Sewers + Scavenger mission could result in auto-fail - now resolved. We improved the Cube Run introductory dialog to be in the right order and make sense. And more, more, more - check the full changelog below.
v1.4.33 - 3/18/2024
- Added new Research Report group of files (1 to 7) which are high value and rarer - Lore injection - added lore entries for 25 files based on faction or faction type (megacorp, syndicate) - All files now show a short description of their contents, even if not yet paired with extended lore piece - Added journal entries for Downtown, the Avenues, Water Desalination, and Adaptive Armor - the modern combat armor of 2231 - Added 4 new tattoos including horizontal styles and cleaned up / improved some other tattoos - Rebuilt loot rollers for all proc-gen mission by faction and faction class, much better loot and more clearly linked to faction - Fixed issue with gaining advantage by making small moves (for real this time), AP dots are now accurate in move planning - Fixed issue with Accuracy shown in hover over enemy did not take Optimal Range into account when previewing a move - Fixed issue where Vangaurd's Bodybag Talent would always cause body hover to state the body timer would expire next Turn - Fixed description for Scourge's Detonation Talent - only enemies trigger the corpse explosion but anyone nearby is damaged - Fixed issue where Slumroad Junction map + Q-Gap Spike objective started with Tally Per Turn too high - Fixed issue with Corner Holdout map + Scavenger objective leading to auto Defeat; return to safehouse and play forward - Fixed mission victory could show character Injury Time at stage victory instead of full victory - Fixed Cube Run mission ordering for intro dialog and objective highlighting - Fixed issue with all save slots showing the same last event data incorrectly - Fixed issue where cursor could disappear even with "Disable all Controllers" if you have controllers plugged in - Improved message on loading save slot from load game which will overwrite current game progress
Update #61 follows hot on the heels of the big MAGNITUDE update and its veritable explosion of proc-gen mission variety. We've fixed all reported bugs with the new mission combinations, added +11 new tattoos, finished the rebuild of the Load Game screen and fixed your bugs and F10s. We're excited to celebrate a big sale week with a lot of updates, so let's keep this thing moving!
Thanks to everyone playing and posting up a review as we near 200 ! If you like the direction we're heading, a review now goes an extra long way to help us getting there and you can always edit it later.
Because we needed some neck tattoos
We've introduced +11 new tattoos (because we had to outdo +10 new proc-gen combos!) with this update. This includes a few variations of neck tattoos, some tribal tattoos and other cool new designs. Check out the new ink for your squad, and if these aren't in your wheelhouse than be sure that many more will be coming as we keep building out the full set of looks. We also improved a few of the existing tattoos to help make them stick out more or clean up odd bits.
Updated Load Game Screen
With Update #61, we've updated one of the last old screens in the game - the Load Game screen to match the UX design we've been marching too. You can now see your Knight's by their face, name and last real-world time they were played. When selected, you can see the AUTOSAVE (your currently game) and all saved slots associated with it. You can load any you wish but will be warned on deciding to load a save slot that your AUTOSAVE will be overwritten. It's a wealth of new details about each saved game that should help us all keep our piles and piles of games straight :D If you are missing portraits for any of the games, our apologies - we couldn't cover every single case back to the start of Early Access. In that case, load the game, pick your Knight from the Roster and go to the Appearance tab. You'll be all set, everything gets updated.
Movement Improvements
We've fixed an old but important issue where you could squeeze a bit of extra movement out of your AP if you broke it up into individual 1 AP movement. This was not fun to do but the need to maximize can be pretty strong. We've resolved the issue and corrected the math so no AP is worth more than another AP, regardless of how far or short you are moving. Within the HUD, we've ensured that the movement waypoint widget rises to the top of the stack when you're previewing movement so it doesn't get stuck behind other elements or character hovers. This is especially helpful for melee characters who are often charging in close to enemies.
Don't Shrap Yourself!
We fixed an issue with the Scourge's Aero-Shrap Shell Talent where sometimes one of the resulting shrapnel areas could land right on top of the Scourge and smack you with some damage as payback for your awesome Talent use. This is now fixed, Scourge never gets hit.
Proc-Gen Fixes
A few issues have been reported with the proc-gen combos that we added in MAGNITUDE and we hit most of them last night in a series of rapid-fire hotfixes. We've cleaned up all remaining issues reported with today's patch. A BioScan Field near the starting area, a captain on a Kill 3 mission inside an inaccessible building, unhackable terminals in Trucker HQ + Q-Gap Spike and Sewers Scavenger missions auto-failing.
v1.4.31 - 3/15/2024
- All new load game screen - access all save slots, main save, see portraits and event details - Added 11 new tattoos designs - Fixed issue with gaining advantage by making small moves - Improved HUD layering to ensure that movement waypoint is shown over top of hovers - Fixed issue with Scourge's Aero-Shrap Shell sometimes hitting the Scourge - Fixed issues unable to hack matrix hosts in Trucker HQ and Req Site - Fixed issue with BioScan right at starting position in Truck HQ Q-Gap Spike - Fixed issue with Sewers Scavenger mission is auto-failure; return to safehouse and play forward - Fixed Slumroad Junction map issues where sometimes enemy could end up inside a building - Fixed issue with characters standing in Extraction zone when it turns on
It's a boom economy for Cyber Knights. With this update we have now doubled the amount of proc-gen missions available, creating 10 more combinations between existing maps and proc-gen objectives. Combined with a milestone we hit in January doubling the amount of unique story missions (many of which are multi-stage), there's more opportunities than ever for your crew to earn some serious credits.
If you're enjoying the on-going updates and improvements for Early Access, remember you can leave a review now and always edit it later.
+10 Proc-Gen Combos
The proc-gen mission system in Cyber Knights combines maps + objective types + enemy factions + a ton of other factors to create unique heist experiences. With Update #60, we've integrated 10 new map + objective combos, greatly increasing the amount of playable content in the proc-gen system. You may have played bodyguard for a data courier before in the Slumroad Junction map, but now you can be paid by one of your Wireghost contacts to get a data courier through the Trucker HQ where the bridges are held against you by a bristling set of Blue Ox toughs, completely changing the pacing of the level as you need to hit the bridge guards hard and reach the extraction before things completely go off the rails. You may have raided the Streets Palisade to hack a buried quantum data-bloc, slipping through or cutting down security to open the path for your hacker. But now your payday from the Blue Ox may rely on you slogging down into the sewers, battling in close quarters against the Que Milieu Syndicate to reach a really buried matrix host to spike before fighting your way out again. Your mission choices are now feeding into the Influence of the Contacts you are choosing to work for, pushing them toward reaching 8+ Influence and being able to take actions in the simulation, mutate their positive Traits or even upgrade their underworld services to your benefit. And soon (not quite ready, still balancing), those you're working against will be suffering Exposure gains, pushing them to mutate negative Traits, downgrade their Power Level, taking negative actions in the story or increase their risk of death. As your options for jobs explodes, who you work for is mattering even more.
Roadmap "Coming Soon"
The team is working on multiple fronts back at Trese Brothers HQ - loading the game up with more content as well as finalizing a number of major roadmap items. We are in testing, integration and final visual tweaks on a lighting engine and post-processing layer upgrade that will help play up the look of cyberpunk world of New Boston - gritty, dark but still vibrant and glowing.
Mac OS support
We're very pleased to say we've cleared some challenging hurdles that have been blocking a working Mac version. With those out of the way, the new lighting engine is one of the last elements needed to finish it, so these two roadmap items will come nearly hand-in-hand. We know our Mac player community and Kickstarter backers are eagerly waiting to try out the game, so this will be a grand day.
Safehouse Base-Building
Finally, we have completed the functional work for safehouse base building. There is a ton more work, testing and balance to get it player-ready, and some time needed for our own team to put it through its paces and complete a first round of tweaks, UI improvements and any minor functional changes. But it is clearly on the horizon now. Due to the amount of content that will be coming in the release of base building, we're now marking this as a Q2 2024 item on the roadmap. This includes blueprint crafting in a safehouse workshop, giving you the ability to use the high-value blueprints you can find on missions. Being able to create your own weapons, armor and items will give you new options to avoid the expensive market and create uniquely rare and valuable items. And the plan is that as blueprint crafting opens up, so will a set of contacts you can sell your blueprints for cash to, so you can sort through your stash and chose which you want to keep for nano-fab and which you want to sell for hard U-Duhs.
Motion Detector Warnings
The movement alerts for motion detectors were not correctly taking Line of Sight into their warnings and posting up incorrect or too early warnings. This is now resolved and all checks include line of sight as well as your speed and distance to get the best results possible.
High Armor Targets!
If you happened to run into a Street Charger like this with 121% Armor, they stole some items from the lab. It was not intentionally, and they repaired their armor above the maximum rating. Some players figured out how to shred their armor or pile on the Pure Dmg until they were dead ... but now we've fixed this issue. High armor targets are coming with higher level enemies, drones, etc. But not like this, not like this.
Inventory / Market Fixes
We've fixed a number of small issues with the inventory and market. First, if you had rescued the Wireghost in the Carnivore mission, after the latest round of updates to Contact Trust and Influence, he stopped selling cyberdecks and programs. We've resolved that minor bug! Second, if you are checking out weapon mods with optimal range changes, the +/- are now included all the time so it is clearer if the mod is increase or decreasing your optimal range band. Finally, we fixed a bug that could cause the UI to lock up if you were comparing weapons when buying or selling those weapons. Oops!
v1.4.25 - 3/14/2023
- Added 10 new proc-gen mission combinations, doubling amount of playable proc-gen missions - SCU in Q-Gap Spike matrix terminal in Street Palisade map now controls multiple security cameras - Added missing +/- signs to weapon mod changes to Optimal Range - Fixed movement warnings for Motion Detectors to respect line of sight - Added ability for hover to show hotkey associated with a button or action (i.e. ENTER shown on End Turn) - Added helpful message to Legworks if there are no available characters - Fixed issue where new Wireghost Contact from Carnivore was not selling new cyberdecks and programs correctly - Fixed issue with invincible enemy who was using an item to increase their Armor Protection Points beyond max - Fixed Matrix issue where you could Jam a device that the Sec AI hasn't woken up yet - Fixed secondary objectives for "less than 3 Sec Level" to fail on 3 correctly - Fixed controller issue that could cause the mouse cursor to disappear - Fixed Damage and Bleeding out messages overlapping on screen to make them unreadable - Fixed inventory and market issues that could lock the UI if buy/sell during compare - Fixed issue where sometimes Blend's hologram styling could stay after buff ends - Fixed issue where too much loot in a mission could break the formatter
As we round the bend before the next big content push, we've got another strong update full of bug fixes, balance improvements and tuning for the story and contact simulation. This one touches on preventing back-to-back reinforcements, improved new game contact stats, improving Scourge's Dissolve to be more flexible, avoiding some less than awesome combinations in Hype Limit Breaks and more.
If you're seeing progress in the right direction and like the foundation of the game we're rapidly filling in during Early Access, we hope that you will take a moment of leave a review!
Improving Sec AI Responses
Update #59 includes another improvement to the choices the Sec AI can make, specifically throttling calls for reinforcements to help avoid the back-to-back arrivals of enemies leading to them stacking up on top of each other. We've added some capabilities here that will allow us to further flex the Sec AI's cool by creating specific requirements, ordering and chains of responses. More on that later, but for now we've made the first tuning in the area to avoid the less-than-nice reinforcements pile up.
Starting Contact Stats
We've improved the Contact starting stats to correctly reflect the changes in Trust to being out of -100% to 100% and also the new Influence/Exposure stats. In addition, we've fixed an issue where you owed some odd characters one or more Obligations without any sensible cause, suchas the Syndicate Soldier Hartzek. As Zasha killed his son during a UKF fight, there shouldn't be any Obligations, only enmity.
Scourge's Dissolve and Dissolve Timing Fix
For a while, there has a been an issue where corpses could stay around visually even if they were dissolved or bio-recycled. The corpse wouldn't really be there in the game, wasn't noticed by other enemies patrol and would disappear on reload but it was a confusing visual artifact. We've fixed the timing issue which was related to dissolving the corpse during its hand off from dying enemy to ragdoll to resting corpse. Also, to give you as much flexibility as possible, we've removed the restriction from the Scourge's Dissolve that was blocking Dissolving already discovered bodies. A body will alert any guard who spots it, so even if one guard has seen it in the past it doesn't mean it might not be a thorn in your side again. Now, you can Dissolve at will.
Hype Limit Breaks: Stress Reduction
We've improved the options that get selected for Hype Limit Breaks when you have high Stress to ensure that only one of Cut Stress (-5 Stress) and Flush Stress (reset Stress to 0%) appear in the list. There were cases where both were appearing which really limits the other cool options you should be able to pick from. Now only one spot can ever be dedicated to Stress reduction.
Cube Run Over-Achiever
If you were regularly over-achieving in the Cube Run mission, you might have hit a few snags. As you only need 2/2 Terminals to enter the lab, those who went for 3/2 triggered a case that we hadn't tested well enough and the extraction point promptly disappeared. :facepalm: Now its fixed!
v1.4.23 - 3/12/2024
- Adjusted all starting contact's Favor, Obligations, Trust % and starting Influence scores - Improved Sec AI ability to throttle and chain certain security events - prevents back-to-back reinforcements - Removed restriction on Scourge's Dissolve that prevent it from being used on already discovered bodies - Fixed issue where sometimes bodies would not visually disappear if dissolved within 10 seconds of death - Fixed issue where comparison color for Pure Dmg in weapon compare was flipped - Fixed Hype Limit Break bug where both Flush Stress and Cut Stress could appear together - Simplified intro to proc-gen Hack CPU missions after you've completed it once - Removed incorrectly previewed extraction points on Heist CPU proc-gen level - Fixed some pathing and prop issues in Streets Palisade - Fixed bugs in Cube Run if you went for 3/3 terminals when you only need 2/2
Update #58 introduces a number of improvements to Contacts including the Influence and Exposure tracks, offers a solution and improvements for anyone having issues with unwanted controller input (joysticks, racing wheels, HOTAs etc), rebalances when some of the latest proc-gen missions can appear, improves Medical services and goes after some of the hotter F10 community reports for quality-of-life fixes.
Thanks to everyone playing and sending in feedback during our Early Access period! What an amazing crew - New Boston is lucky to have you. We hope you'll invite your friends and share the game with a review as well.
Controller Settings
We have received some player reports about hardware support challenges when players wish to play with Mouse & Keyboard while multiple hardware controllers are attached, especially racing wheels and flight yokes. 1) We are working with our Rewired implementation in Unity to reduce controller conflicts and this update attempts to reduce the interaction between those hardware controllers and the game. The game is in Early Access and we appreciate the feedback and this support is a work in progress. Please let us know how it works for you. 2) We have added a new Option checkbox "Disable All Controllers". This option should be used if you have controllers you do not wish to remove in the control mapper and is available from the main menu > Options. 3) For players where controllers are interfering with the game, or making the main menu difficult to use we've added a new command line option -disableJoysticks that will force all hardware joysticks to be turned off at startup 4) This game is not designed for Steam Input and uses Raw Input (on Windows) or Native Input (on Linux and OSX) so please do not override the Steam Input configuration for Cyber Knights: Flashpoint. If you are having problems with an XInput device or another gamepad, make sure that your Steam Settings > Controller page is not forcing any devices to route via Steam Input. This can cause confusing bindings, so if your are having problems with odd default mappings (for example, pressing the A button Ends Turn) then you need to use Steam Settings > Controller to turn off Steam Input for your controller type
Bundle of Contact Updates
With Update #58, we're moving Contacts into a better position for their next major expansion - getting dynamic, evolving and taking more actions in the game world. We've adjusted the Contact list and detail page to be easier to read, We've revamped the scale for Contact Trust to be from -100% to 100% with 0% being neutral. This is a sweeping set of updates across the board that give us a wider range to play with in stories, services and all the parts of the game that rely on this stat.
Next, we've simplified the structure for the rewards for the primary Contact on a mission. The Contact now always stands to gain +1 Influence, +1 Trust and some amount of Power Level, utterly dependent on their Power Level and the Power Level of the mission they are offering, so ... "some" Power Level is as specific as we can be :D Any secondary objectives that offer Influence or Trust are offering extra on top of the +1 Influence, +1% Trust and +Power Level that is core reward like payment now. In addition, we've updated the visual for Influence and still somewhat unused Exposure stat for Contacts. Like your merc's Hype and Stress, these stats can grow independently of each other. As either exceeds 8+, a Limit Break is in the making. For now, we're rolling out the set of UI changes, adjustments to the Trust rules and the consolidate mission reward structure. Once that dust settles, the Limit Break actions with their exciting list of possible consequences be coming soon.
Improved Medical Services
Medical services are slightly more expensive (now clocking in at $5K and $10K at the two levels available) but able to now reduce the healing time of Injury by 25% and 40% respectively. This helps these services stand out a bit more compared to resting at home and rehabbing on your own.
Your F10s
We've taken a tour through the game and fixed a number of places - especially the Hype and Stress bars in roster - where the hitboxes for the hovers on these UI elements were hard to hit. We've also taken a pass through those rules to ensure they reflect the latest state of the system. If you fail a secondary objective offering cold hard cash, it will not explain which one you failed in mission victory. We've also simplified the display in pre-mission and mission victory for the states (+1 Influence, +1% Trust, +Power Level) that the Contact always stands to gain.
v1.4.19 - 3/9/2024
- Improved controller support, new option to disable all controllers, command-line option -disableJoysticks - Adjusted Contact display of Influence and newly revealed Exposure stat to match merc's Hype/Stress and Limit Breaks - Improved display of contacts, main contact stats and services - Upgraded all Contact Trust scores to be out of 100%, larger values, easier to manage incremental gains - Simplified basic Contact gains for missions: +1 Influence, +1% Trust, +Power Level - Improved medical treatment balances: more cost (+$1-4K) for faster healing (+5-15% recover decrease) - Better Power Level minimums for some of the proc-gen maps and combos to avoid unfairly hard setups - Fixed missing explanation of failed secondary mission objective if it was for $$$ - Fixed issue where contact services were repeated multiple times in contact detail - Improved balance and consistency of Hype/Stress/Loyalty/Discontent changes via stories - Improved hover hitbox for roster widgets like Loyalty/Hype/Discontent/Stress display - Fixed bug that could cause freeze at extraction point in Forward Op mission
Welcome to Update #57, in which we've added another proc-gen mission map and a new objective as well that you team can try to take on. After the last new objective type Battle Strike, we've come back to the class sneak-fight-hack formula with Q-Gap Spike, where you assigned to infiltrate an enemy faction hardpoint and spike the CPU of a matrix host that is purposefully not entangled with any other quantum networks for its own safety. They didn't plan on you paying a visit!
If you're liking the pace of development, improvements or think we're heading in the right direction (as you can always edit your review later), please take a moment to post a review
New Proc-Gen Objective: Q-Gap Spike
With Update #57, we've pushed the proc-gen mission options for generation of endless missions open a bit wider. We're ripping now, adding 3 new objective and 3 new maps in the last 1.5 weeks. We're headed for 1 more objective and 1 more map, giving us 7 objectives and 7 maps. From there, we've got 7 by 7 and it will be time to start interconnecting more of the maps and objectives. We should be able to get into the 30+ range for results when asking for a proc-gen mission, just considering objective X map. The new Q-Gap Spike objective asks a lot of your team and gives you the classic formula of sneak (if you please), fight (when its time) and hack (fast!). In addition, we've added a new map the Street's Palisade map which is a great playground for different types of missions. Bent in an L shape, it provides some sneak or siege combat style challenges as you try to enter the center area, and a messy maze of a inner sanctum. Streets Palisade is currently the only map in the set that supports Q-Gap Striker, but we'll be fixing that quite soon as it is perfect for other objectives like Kill 3 and Q-Gap Striker will fit so nicely on other maps. As soon as this new mission hits the street we're going straight back to the foundry to prep the next new map and another new objective to get to 7x7. Let's go proc-gen power!
Battle Striker Pricing
We've updated Battle Striker to tune its price to the faction you are fighting. Coming up against Brave Star grants a much bigger purse now compared to the all-out battle with a lesser street gang.
Heat Effects
Systems are beeping and bopping all over the place as more and more parts of the core game come online. Hype Mutation is up and working, at the HQ, we're testing and balancing out base building, and now we've got our first official effect of Heat. Do not worry, more will be coming but so will new ways to manage, mitigate and spike your Heat with the safehouse. Heat now reduces your merc's Stress Res (and any Stress Res granted by difficulty) by a ratio of 5 Heat to -1%. This is not a huge impact but does subtly push the tension that would be present in running a high Heat operation and how it could weigh on a merc team constantly in the cooker.
Fixed AI / Sec Device Bugs
We've fixed one of the most prevalent causes of an enemy saying "Security in my ear" and then promptly ending their Turn. We're continuing to monitor and improve the AI but there is still a lot of work to do to get its response model ready to handle every situation it can end up in the flexible stealth model of Cyber Knights: Flashpoint. We've resolved a mismatch of Turn duration for disables shown in the Matrix SCU - the Matrix node promised 5 Turns disabled but upon disconnecting, only 4 were shown. We've now ensured they are correctly synced, and in this case the right answer is "next 4 Turns" which is until the end of this Turn plus 4 more Turns.
Projection + Silence
There was a bug where if you combined Silence with Projection, you started making noise again. You were SO sneaky, you're noise went all the way around the circle and came back again lol. Now fixed.
Camera Adjustments
We've made a round of improvements to the camera angles picked during any little cut-scenes run by the story or the Sec AI. This should result in drastically fewer cases where the thing you're trying to look at is blocked by a wall or external boundary area.
v1.4.17 - 3/7/2024
- Added new proc-gen Q-Gap Spike mission type which sends you to sneak/fight into a zone to hack a CPU - Added new proc-gen map, Streets Palisade - Heat now reduces merc Stress Res at a rate of 1% every 5 Heat - Improved pricing for Battle Striker mission types to be more faction-based (Brave Star vs. Street Gang) - Fixed mismatch between Sec Device disable duration when hacking and after disconnecting - Fixed main case causing some AI to skip their turns with "Security in my ear" - Fixed bug preventing conversation at end of Sibling Breakout - Improved Loyalty / Stress changes at end of Sibling Breakout for positive results - Improved positioning of camera during cut-scenes - Fixed bug when using Projection and Silence together that could cause you to be heard - Fixed formatting issues with Victory/Defeat screen and long mission titles - Fixed minor mistakes in Hype upgrade event logs
Welcome to Update #56! We're adding QoL improvements, fixing your F10s and pushing another round of improvements into the Hype/Stress system before the next map and mission arrives. There is a lot of great stuff in this one, so read on, good Knight.
If you're enjoying the pace of updates, improvements and liking the direction we're heading (as you can always edit it later!), please take a moment to leave a review
Limiting Battle Striker vs. Brave Star
The latest proc-gen mission type of Battle Striker has a wide variety of factions that it can run against, based on the types of contacts you are working with. It turns out - as enemy variety and power levels are growing - that one of those combinations was against Brave Star which could have put you into a very difficulty fight very early in the game if you happen to end up with the mission. We have now limited the Battle Striker missions by putting some Power Level restrictions on faction target and you won't end up against Brave Star below Power Level 2 again.
Hype Limit Break Improvements
We're catching up on a number of minor improvements to the Stress / Hype system after Updates #55 big add of player-driven mutation choices. We've fixed the limit break events to only if you have 80%-100% Stress or Hype (it was happening at lower values before) and removed the Flush Stress option (which removed all Stress) if you Stress is 30% or less. We've also increased the high Stress upgrade paths to allow for an increase in demanded Pay Rate % if your Discontent is higher than 50%.
Weapon Mod Clarity
With this update we've added a line to every weapon's description block that includes the names of any and all mods that are attached. This also appears during comparisons so it can be much easier to find, equip or sell modded weapons now.
New and Improved Timeline Events
With Update #56, we've added missing timeline events for mission victory and mission failure. These are badly needed as missions are such milestones and guideposts to help make sense of the entire timeline and what happened when. They will only start appearing after you install Update #56, sorry it's impossible to backport them. We've also improved the event logs to have the ability to show substats like money earned (mission) and XP granted (legwork, missions) to give extra clarity to some events and historical data you can check later.
Fixed your F10s!
On the appearance front, we've fixed a ton of minor issues with hats and glasses and different faces. We've also resolved an issue that was preventing the slouchy beanie hat from responding correctly to coloring. A big thanks to everyone reporting typos, we know it takes time but we fix every single one. We've also improved Shock Mines and Dazzler items to be sure they always cancel Overwatch correctly when used on enemies. Stunned Overwatch wasn't doing anything anyway, but they could end up staying in the stance which was confusing.
v1.4.15 - 3/5/2024
- Prevented some variations of Battle Striker mission (vs. Brave Star!) from appearing too early in the game - List of installed mods now shown in weapon detail and can be seen in comparison - Added timeline event logs for mission win or loss, including payment and XP gained - Timeline event logging for Legwork now includes XP gained - Further tweaked Hype/Stress upgrade paths - high Stress and Discontent can cause increased Pay Rate % - Hype Limit Breaks and negative mutations only occur when Hype/Stress reach 8-10 - Adjusted Flush Stress hype upgrade offer to only appear if Stress is 2+ - Removed Hyped tag from mission preamble, kept Stressed out tag - Fixed issue with buff/debuff areas not displaying full sum of all effects of upgraded Talent (such as Morass) - Fixed stunning items like Shock Mine and Dazzler to always correctly cancel Overwatch - Fixed lots of minor cosmetic details, overlaps, glasses placement - Slouchy beannie hat now responds to color changes - Fixed a ton of reported typos
Update #55 rolls out the Stress and Hype system upgrade we've been working towards, putting agency of your character's Trait mutations (and more) into your hands so you can have an active roll in driving their development from Hype cycles. We've also rebalanced a number of Talents, improved IC spawning in the Matrix and completed some nice UI tweaks for everyone playing from your F10s.
If you're enjoying the pace of new features, updates and content (another mission and mission map are coming) we hope you'll take a minute to post up a review!
Upgraded Stress/Hype Mutations
There are still many systems in Cyber Knights: Flashpoint that are a skeleton of the design, but as we travel the Early Access path, we're bringing them up to full power as fast as we can. With Update #55, we're excited to launch an upgrade of the Stress / Hype system to where it has longed to be. Mission victories, taking damage, seeing an ally die, completing Legwork, and more in Cyber Knights can cause your squad members to accumulate both Stress and Hype. When either reaches a peak amount (80-100% with an increasing chance of triggering), that squad member gets a new benefit or disadvantage. Until now, these have all been positive or negative random trait mutations. Now we've not only expanded the effect possibilities, but you the player get to choose a specific upgrade you want for your characters when they reach peak Hype! The possible upgrades include:
- Raising your Loyalty, reducing Discontent or wiping your Stress
- Raising positive Traits and lower negative Traits
- Gaining permanent bonuses to your Attributes
- Gaining 30 day temporary bonuses of different kinds, including XP or AP boosts
Talent Tweaks
With this update, we've rebalanced the Scourge's Dissolve Talent to have a 6 Turn recharge rate, up from 4. There is still easy access to additional charges to offset the waiting time, so be sure to upgrade Dissolve more thoroughly if you plan to use it. Along with this, we've adjusted the Scourge's starting training package so that they have an extra Dissolve charge and their Bio-Mimic Talent right out of the gate and don't have 3 lingering training points when they first arrive in the safehouse. This helps them be more fun and uniquely useful in the starting mission as well. We've also fixed a bug with Sniper's Weak Spot that was not showing the additional Damage scored by the Talent in the damage preview. Finally, Soldier's Entrench has had 5% of its Built-In Armor bonus shaved off the top. We've also fixed a bug with the ordering of how Built-In Armor was applied, which caused it to be additive with your Armor's Ballistic or Kinetic Protection, easily allowing 100% Protection. Built In Armor's power is that it applies across the board to Ballistic, Kinetic and *even* Pure Dmg to further reduce Damage after regular armor has been applied. If you take 100 Dmg, Armor reduces it to 50 Dmg, then Entrench's 20% reduces that to 40 Dmg.
UI and Roster Improvements
Clicking on a weapon, weapon mod, armor or item will now take you directly into the equipment screen instead of requiring a second click for confirmation or a keypress. Whew, that's nicer! We've fixed sorting for high and low gear level to make sure it takes all weapons, weapon mods, armor and items into account by Power Level. With this update we've increased the fidelity of movement warnings as there were too many edge cases where they were so close to either trigger or not triggering a warning and the wrong fact could be reported. So, the granularity of the checks is now lower, which should get us closer to perfect.
Matrix Improvements
We've completed a pass of improvements the IC spawner rules that place IC into matrix hosts based on their Security and Response Levels, Power Levels, enemy faction and other factors. This has resulted in some positive improvements to the chances of running into high level Traps as well as a better mix of Active and Passive IC through many hosts. Some types of traps like Slapfish specifically have now bee pushed to only appear on hosts of Orange or higher.
v1.4.13 - 3/2/2024
- Major upgrade to Hype/Stress system - more sources of both, choose your own Hype upgrades - Hype upgrades include Trait mutation (positive or negative), Attribute bonuses, 30 day bonuses, changing Loyalty/Stress/Discontents - Improved new game training for Scourge, added +1 charge of Dissolve and trained Bio-Mimic - Fixed Sniper's Weak Spot not previewing Talent damage correctly when targeting enemy - Click weapon/armor/mod/item in roster immediately takes you to equipment screen, no more second click - Improved smoke cloud rules with line of sight not working near the boundary edge - Increased fidelity of movement warnings - more precise checks, less edge case mis-reports - Added +2 more Turns to Scourge's Dissolve Talent recharge rate - get more upgrades! - Fixed sort by gear level in roster to correctly sum weapons+armor+items for sorting - Improved IC balancing in Matrix, including pushing some difficult IC types up to Orange+ - Fixed bug sometimes causing an additional program to be unloadable in matrix - Fixing hotkey tip for +/- Targets in Full Auto stacking on itself first time it appears - Improved injury time text formatting in victory screens - Reduced Soldier's Entrench starting Built-In Armor bonus from 25% to 20% - Fixed issue with Built-In Armor incorrectly applying - Added helpful hovers to timeline buttons
Welcome to Update #54, where we've got another expansion to the catalog of proc-gen missions and objectives that your team can get involved in. it's exciting to roll out the first pure combat proc-gen mission and this one has some more meaningful variations in difficulty based on who you are working for (rival gang vs. rival gang or Syndicate vs. mil-sec). We've also made improvements the Hacker's Rampage Talent, improved Stress/Hype/Discontent/Loyalty in prep for a big update that is coming any day for that, and fixed a nice pile of F10s!
If you're liking the pace of development, improvements and the direction we are heading with the game please take a moment to post a review
New Proc-Gen Battle Striker Missions
With Update #54, we've added another type of proc-gen mission and another new proc-gen mission map. This time the new objective is completely combat focused with the Battle Striker. Go in hot and fight to the end against an array of deadly enemies and a few waves of reinforcements coming in hot. Bring your combat squad to this one, as the enemy is dug in to a fortified area and ready for you. In addition, we've added a new map the Corner Holdout which is a great map for contested area and plays with elevation in new ways. Corner Holdout is currently the only map in the set that supports Battle Striker missions, but we are working on making more bi-directional connections in the set here - both adding more maps that support Battle Striker and Bodyguard and missions and Corner Holdout is perfect for a few of the other objective types like Kill 3 and Scavenge. As soon as this new mission hits the street we're going straight back to the foundry to prep another new map and another new objective. Let's go proc-gen power!
Hacker's Rampage
We've updated Hacker's Rampage Talent in 2 ways to improve it. First, we've nerfed the %s on the Hacker's class tree that added to Matrix Damage. These were just too powerful and overwhelmed what Rampage could offer. These bonuses have been cut from a 25% total to 12% total through the tree. In the same stroke, Rampage has gained a 6th upgrade now and now can offer 45% Matrix Damage bonus as well as a +10 AP boost to help you keep slaying in the digital datastreams.
Stress => Discontent || Loyalty <= Hype
There is a big update just around the corner to improve your player agency and fun around how Hype and Stress translate into evolving mutations for your character. In preparation for that, we've adjusted all the starting values for all characters - everyone now starts with some of each value. There is no randomness, we're never a fan of any reason for you to reroll new games, so these are static set by the character and backstory. We've also improved and given more teeth to the story impacts to these stats. For example, your characters may directly gain Loyalty or Discontent during important storylines like Sibling Breakout, where the merc was only gaining Stress before which is not powerful enough of an impact if you leave them hanging. Finally, we've fixed bugs with how Traits that could grant Minimum Loyalty so that they really work now and enforce this minimum.
Your F10s!
A huge thanks to everyone sending in F10s, posting here with feedback on the boards or joining us on Discord. We fix a heap of minor bugs with every update, so it makes a huge difference. We fixed issues where far away enemies' sight cones would suddenly appear, with Trait names and levels, and places where Trait Fearsome suddenly became Trait Ferocity, or Extractions could hang in some situations.
v1.4.9 - 2/29/2024
- Added new proc-gen battle striker mission type which is pure combat, attack and overwhelm an enemy force - Added new proc-gen map, Corner Holdout - Improved Hacker's Rampage, starts at +15% Dmg, can add +10 AP, and added 6th upgrade to push Damage bonus to 45% - Reduced Hacker's class tree bonuses adding directly to Matrix Dmg (from 25% across 4 nodes to 12% across 4 nodes) - Improved starting Stress/Discontent/Loyalty/Hype for all characters - Improved story choices impacts on Stress/Discontent/Loyalty/Hype - Fixed bug with Trait Fearsome mutating into Ferocity - Improved use of Trait name and Trait Level (Grit 1 vs. Grit) where helpful - Fixed bug that would cause far away / invisible enemy sight cones to appear - Fixed some issues that could cause Extraction to hang, thanks for the F10s!
Welcome to all the new Knights heisting and rampaging across the New Boston zone! It's update time! With Update #53 we've focused on improving the balance and challenge of the latest mission that was added and hitting on the most highly reported F10s for this big sale and Scourge celebration week.
We're excited to be hammering out updates following up on the big Scourge release, so if you like the progress or think we're heading in the right direction please take a moment to leave a review and help us keep going!
Improving Bodyguard Mission
While we're prepping for the next mission add, we've also circled back to take quick action on player feedback about the bodyguard mission. We've adjusted the layout and types of enemies to raise the challenge a little bit - some enemy captains have appeared, more snipers are showing up correctly in the high ground - and also added a few security devices and long range Radar Arrays to deny your team easy access to the zone.
Buff and Debuff with Summed Upgrades
Thanks to all the players reporting with F10 that the buffs and debuffs shown on character and enemy status screens were missing some stats. These buffs and debuffs were printing out with only the starting stats for the Talents and skipping all upgrades. We've now resolved this and the buffs are printing their full sum of all class tree upgrades. Thanks for hitting F10!
Avoiding Enemy Name Duplication
Thanks to all the players pointing out that occasionally the enemy naming system could spit out a series of duplicates. We've now resolved this and guaranteed that no enemy will ever have a duplicate name on any level - at the start or while spawning reinforcements.
Weapon Mod Detaching
We've fixed a few issues related to weapon mods not appearing when you attempt to detach them unless you changed the filters. They are now always visible and should be easy to attach and detach. We've also fixed a larger issue with weapon mods that were left attached to weapons that were sold. These weapon mods kind of floated off into the ether, neither in your inventory or properly gone. In the short term, we've fixed this by gently shoving them all back into your inventory. Sell them or use them, they really are yours.
Talent Updates and Fixes
With Update #53, we've continued to fix and improve the Talent set for Scourge. We fixed an issue where Brain Worm reported that its range was 0m. We've also renamed the buff "Shred-Resistant Armor" to "Shred-Immune Armor" as that is much more clear about what it does (when this buff is on, nothing can shred your armor). It also turns out that the Brain Worm from before Update #53 was giving enemies Shred-Immune Armor, and that's not right! Fixed :D We fixed the upgrades for Bio-Coat Bullet that just said "Target immediately" and nothing else.
Scourge on the Wiki
You can also now check out all the Scourge's Talents (and a ton of other awesome content) on the on the community wiki. A big thanks to the wiki champions in the community who are improving and expanding this wiki every day. let's hear it for steamhappy @Ahab and @DrSpendLove steamhappy !!
v1.4.7 - 2/27/2024
- Improved balance/challenge of new bodyguard mission - better enemy variety, added more security devices - Fixed enemy / character status not showing buff/debuff with full upgrades from class tree - Enemies no longer ever appear with duplicate names - Fixed issues with trying to replace/detach mods and getting empty list - Renamed buff for "Shred-Resistant Armor" to "Shred-Immune Armor" for clarity (cannot be shredded while buffed) - Fixed bug with Scourge's Brain Worm Talent causing Shred-Immune Armor buff - Fixed Brain Worm reporting "0m" range for Scourge - Fixed empty "Target immediately" upgrade node for Scourge's Bio-Coat Bullet - Fixed missing icons in cyber surgery screen - Fixed debuff for Evasion not showing as negative (showed 10% Evasion when it was -10% Evasion) - Added missing icon for Data Courier / VIP job
Welcome to Update #52 as we continue the march to expand the game in every way throughout Early Access. With the Scourge newly landed, it is time to return to new mission content, new proc-gen missions and new story missions!
Welcome all the new Knights to New Boston this big Scourge + Sale week. We're excited to have you in the safehouse and ready to get back to a non-stop schedule of updates and improvements. So, if you like where the game is now, see its potential or think we're heading in the right direction with updates-updates-updates, please be sure to leave a review !
New Proc-Gen Bodyguard Missions
With Update #52, we've expanded the roster of both available proc-gen mission objectives and proc-gen mission maps. The new objective -- playing bodyguard for a data courier - gives you a new set of challenges as you vie to help rapidly move a courier (fully under your control) through a dangerous and contested area. The new map, the Slumroad Junction, is a large and threateningly open area ringed by high-ground, buildings and other vantage points that make it an especially challenging space to navigate. At the moment, only Slumroad Junction map supports bodyguard missions, but some of the next updates will expand these available combinations in both ways -- more maps will support bodyguard objectives and Slumroad Junction will support other proc-gen objectives like Kill 3 Captains. In this way - by adding maps and objectives - we will continue to gain multiplicative growth in the possible outcomes for proc-gen content. We've got a huge amount more to add, so let's keep it moving!
On Kill Passive Talents and Full Auto
There was a bug with passive Talents that proc'd on killing an enemy target, on getting a critical hit, or any kind of attacking passive Talent that would prevent them from activating when you were attacking in Full Auto mode. For example, if you used Full Auto to shoot 3 targets and one of them died, your Knight's Steamroll Talent would not fire because of the Full Auto nature of the attack. This has now been resolved and all passive Talents will work with Full Auto unless specifically stated in their description.
Scourge Cleanup Continued
The Scourge class has arrived in full-force and we've heard they are a ton of fun to play. This release we haven't made any important changes to their builds but we have cleaned up and number of small text formatting issues in their class tree.
F10s Fixed!
We've been working our way through the big pile of F10s (hit "F10" in the game to report a bug or send in feedback at any time!).
- We fixed an issue that could cause game crashes if Talents that Shred Armor were used against targets with 0 Armor.
- We've resolved some inconsistency in the naming and presention of Laser Wires - which were sometimes called Laser Mesh or Trip Wires.
- Some of the Hacker's Talents were printing confusing damage ranges once they were upgraded, this is now resolved.
- In the Sibling Breakout mission, leaving the mission while the main merc or their sibling was in Bleeding Out status could cause an incorrect story event following the mission, this is now resolved - escaping while Bleeding Out is still escaping.
v1.4.5 - 2/25/2024
- Added new proc-gen bodyguard mission type, protect a data courier on the move - Added new proc-gen map, Slumroad Junction - Fixed bug preventing passive Talents from activating when attacks are made with Full Auto (such as Knight's Steamroll) - Fixed Knight's Steamroll upgrades to have a single line and the 3rd booster is at the end of the line - Fixed possible crash caused by using anti-Armor Talents against no armor targets - Fixed issues with damage range display for Hacker's Null Op once upgraded - Fixed inconsistency of Laser Wires naming - Fixing story issues that could occur in Sibling Breakout if sibling or main merc were Bleeding Out at end of mission - Continued to clean up issues with the Scourge class tree - Fixed typos and minor class tree issues
Update #51 brings our first new character class to the game, a tanky shotgun specialist that uses their nano-hive implant to manipulate organics, fool biometrics, and create deadly poison effects: the Scourge.
With multiclassing, this increases the number of playable classes to 28 combinations! Tons of opportunities to find new character build combinations and try new tactics with your squad. We've seen some strong possibilities in playtesting and can't wait to see what you all come up with.
UPDATE: the first hotfix is now live for Scourge, see the bottom for the updated change log
The Talent Tree
The Scourge has access to many talents that cause enemies to suffer ongoing poison damage and other toxic debuffs each turn.
- Bio-Coat Bullet makes a special attack with your gun and poisons an enemy on hit.
- Tox-Cloud releases a swarm of chemical-producing nanites to create a large zone that will slowly move each turn, poisoning any enemies or teammates that pass into the cloud.
- Venom Trap is a throwable trap that will poison the first enemy to trigger it.
Shotguns are a specialty for the Scourge. Their attribute and small bonus nodes linking these talents include bonuses to close-quarters accuracy and ballistic damage, and they have two talents that offer special attacks for shotguns. Callous is another talent useful in close range fights, sacrificing movement speed for a significant buff to your or a teammate's armor.
Other buffs in the Scourge's arsenal include:
- Metabolize, increasing the duration of combat chems and chance of multiple uses.
- Reknit offers quick healing in a pinch (although the recipient may not like it).
- Bio-Mimic engulfs the Scourge in nanites, imitating the biosignature of enemy guards well enough to trick many security devices.
Ready to play?
With this update, there are two easy ways to get a Scourge into your squad:
- You can multiclass any member of your squad into the Scourge class by installing a Chem-Hive cybernetic implant. For now, you can install the Chem-Hive with Dr. Ashe without any investment needed. Remember that you can't respec out of cyber-classes at this time, so once you dive into this deadly side of nano-hiving, you're in.
- A new starting Scourge, August, has joined the character template line up in new game, giving you additional options to swap between Zasha, Liat and August. This is the only way currently to get a pure single-class Scourge into your group, but the Scourge is one of the best multiclass options out there so either single or multiclass option is very viable.
We may tweak Talents as data comes in, and of course if you spot any bugs our own testing hasn't caught, please F10 to report in-game; we'll fix it quick. Big thanks to all the players in the Steam forums and our Discord who offered feedback and ideas for this new class concept!
Full Trese Brothers sale to celebrate!
If Cyber Knights has been waiting on your wishlist, it's a great time to pick up the game, with more big updates right around the corner. For all of you already supporting us in EA, thank you! It makes a big difference to the final quality of the game. We have the full Trese Brothers catalog on sale right now (including the Android and iOS versions of our previous releases), and just released a new "Best of Trese Brothers" Steam bundle for a bonus discount on any games you don't already own. More squad tactics in Templar Battleforce, turn-based ship and crew combat in our sci-fi captain RPG Star Traders: Frontiers, and old-school fantasy tactics in our party-based RPG Heroes of Steel. https://store.steampowered.com/bundle/37813/Best_of_Trese_Brothers/
v1.4.1 - 2/22/2024
- Added new class: Scourge uses their chem-hive implant to manipulate organics, fool biometrics, and create deadly poison effects! - Implant a Chem-Hive from Dr. Ashe's higher level cybernetics to get a Scourge - Now up to 28 multiclass combinations - Improved balance of all Shotguns, adding Dmg and up to +2m range, Ironback increased ammo but +1 AP to reload - Improved default filtering settings for equipping (show what can be equipped now) and all inventory (show all) - Updated all class descriptions - Fixed issues with Extraction and Wound healing in the timeline
First Hotfix is live!
v1.4.3 - 2/22/2024 - Fixed mistake with Chem-Hive being Deep Brain (conflict with Hacker) instead of Fast-Brain (no class conflicts) - Fixed Chem-Hive should have -5% Stress and Wound Res instead of +5% - Swapped Scourge class tree location of Dissolve and Bio-Coat Bullets (may need to respec) - Swapped Scourge class tree location of Venom Trap and Tox-Cloud (may need to respec) - Fixed missing upgrades for Callus Talent - Fixed issues with upgrade display for Metabolize % chance to skip consuming Combat Drug use - Adjusted the ordering of some Tox-Cloud upgrades in the second row - Fixed missing debuff improvements in Nervo-Tox Shell upgrades - Fixed incorrect mention of +25% Pure Dmg in Hacking Talents and Aero-Shrap Shell - Fixed typos and name issues in new starting Scourge August's backstory - Fixed issue with Soldier appearing in wrong position of rooftop after tutorial
With over 14,000 games released on Steam last year, there's a lot of noise to sort through to find the good stuff. We wanted to highlight a game we've been following for a while, that's already completed its EA journey and launched to critical acclaim just a few months ago.
[previewyoutube=pEXwwgTwBPo;full][/previewyoutube]
Colony Ship is an in-depth cRPG with turn-based tactical combat, ten different potential party members, a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees. It's the kind of RPG we love, and they've delivered at a really high level of quality.
It's a dystopian sci-fi RPG for fans of games like the classic Fallout titles or more recent hits like Wasteland 3. Like us, Iron Tower Studios values serving a core audience over making more generically mainstream games. They're known for hardcore, text-heavy RPGs with interesting worlds to explore and great storytelling. Colony Ship has challenging combat where a lot of different builds are possible, but it also allows for pacifist runs using your speech skills to avoid combat entirely.
We encourage you to check it out. Splattercat has a great video showing the gameplay experience if you want a preview, and their lead developer Vince is active in the Steam forums answering questions. This one's worth a look.
https://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/
Last weeks' big extraction rules updates touched every single level in the game. Today we got some F10s about issues about specific order of things (characters dying after everyone else extracts but there still is a prisoner...) that can cause issues with the extraction system.
Also, there were occurrences with the smoothed out camera controls where the camera was not resuming its overhead perspective after hacking or certain melee attacks. Just so smooth ... lol. Anyway, these are also now fixed in this hotfix.
A huge thanks to players posting F10s so we can fix the bugs and also to everyone leaving a review!
v1.3.23 - 2/12/2024
- Fixed issue with successfully deploying from Sibling Breakout stage 1 - empty dialog, stuck at exit - Fixed issue preventing next/previous page through bodies for body hiding/dissolving Talents - Improved hover message for Bodybag Talent, dead body still shows body timer so you know how long til someone comes looking - Fixed issues with Hyped / Stressed Out tags appearing at wrong times in mission deployment - Fixed incorrect "Injured" count in tags over roster when mercs go into treatment, added specific Treatment tags - Fixed confusing hover over Send for Treatment button in roster when already in treatment
v1.3.21 - 2/11/2024
- Fixed issue where prisoners on levels could prevent team extraction (Carnivore, Sibling Breakout) - Fixed bug with movement destination not always following where you clicked - Fixed issue with camera not resuming correctly after some melee attacks - Fixed issue with camera not resuming correctly after hacking
Update #50 - it's just a number but it's a nice one! We're excited how our Early Access journey has progressed so far. We've knocked down multiple major milestones from the roadmap, added content, systems and more to the game in constant stream of improvements.
While we're working toward what is next, we've prepped a very nice quality of life update here that smacks down a lot of the F10s coming in, improves some UI elements, tweaks the tutorial and more.
What is next is the bodyguarding objective for proc-gen missions and a whole new class, currently named codenamed Toxkit (the current working name), We've just opened up a thread for you to share ideas and inspiration around the Toxkit class, so we hope you'll join us there!
If you feel like we're heading in the right direction with Early Access as we hit Update #50, please take a minute to leave a review!
Secondary Rewards
We've improved the rewards for proc-gen by making XP rewards clearly a percentage (+10%) over a hard number (+7 XP). We also fixed issues where in some scenarios the Sec Level rewards were not being granted.
Injury Time / Wounds
There were a few issues and misses on balance here. One issue was that if a character had recovered from an injury in the past, they were far less likely to get injured again. We've resolved a number of issues and are in a more reliably correct place with injury time and wounding rules.
Smoother Camera
We cleared up about 5 different cases that could cause the camera to hitch at the start or end of moving. Everything feels a lot smoother now!
Proc-Gen Fixes
The extraction rules update did a bit of a number on the sewers proc-gen level it seems. We've fixed a slew of minor bugs from enemies spawning right next to your start location to your crew having 3 dialog lines every time they take out an enemy captain. We fixed the occurrence of a blank screen if talking to the Warner-Braun VP sometimes.
ESC in Victory / Defeat
We shifted the keybinding for returning to main menu away from ESC in the mission victory and defeat screens as way too many of us are accidentally exiting from that screen. It now defaults to ENTER. And a lot more check out the full change log!
v1.3.17 - 2/11/2024
- Converted secondary objective rewards for XP to +10% XP instead of +7 XP - Fixed cases in which secondary reward for low Sec Level might not be rewarded - Improved balance of Injury Time from damage - Fixed bug where Injury Time of 1-day or less was immediately healed - Improved smoothness of all camera panning, removed tiny hitch at end of some pans - Fixed case in proc-gen Sewers level where an enemy might spawn looking straight at your team - Fixed bug that could put up a blank dialog when Warner-Braun VP is offering proc-gen mission - Fixed bug with over chatty dialogs when killing enemy in Kill 3 proc-gen missions - Fixed issue with Hacker class recommending Neural Accelerator when it wanted Neural Toner - Fixed a bug with one of Soldier's Plaster-Cross upgrades actually upgrading Pop-Slot - Removed all-to-easy to hit ESC from Victory / Defeat, now defaults to ENTER to return to main menu - Improved and shortened some tutorial lines about Full Auto and Alert Status - Updated description for Chameleon Sheathe cybernetic implant
After the big feature update of individual extraction which touched every single level in the game, we're coming back around to fix bugs, F10s and smooth out a few things. Thanks to everyone for reporting issues with F10, for posting in Discord and chatting on Steam.
We're about to reach Update #50 here with some really big things on the docket this month. We're working hard for to improve the game daily through its Early Access period and hope you'll help us keep up that pace by posting a review.
Wound Saves
We have adjusted the rules, percentage rates and timing at which Wounds Res is checked during play. Previously, this was checked when your Injury was fully healed which lead to an unfortunate feeling of "Oh, I'm finally healed and ready to ... oh I'm Wounded." Sad! With the updates, the Wound rolls are now made at the end of a mission and tied more closely to your Injury coming out of the mission. Your Wound Res is more directly impacted by number of Turns you are Injured and the Wound will appear immediately in the safehouse. For future improvements, we're going to get a section in the scrolling victory panel that will let us show more detail for each merc and their individual outcomes.
Proc-Gen Sewers Issues
There were a few issues with the proc-gen sewers level after the last release. Evidently, the new extraction feature didn't sit well with that specific level :D All are fixed -
- You were not getting the payment for each kill in the Kill 3 proc-gen premise.
- Objectives were not updating correctly for Sewer Kill 3
- In some proc-gen cases, you could start inside the extraction zone and immediately win
- In other proc-gen cases, there was no extraction zone. If you're stuck like this, reload your level after the update to get out.
Head Hunters - Show your Numbers!
With a recent update to the HUD to get Heat and Head Hunters show in the mission screen as well as main timeline, a bug crept in that disconnected the Head Hunter display from the real numbers. Everyone should find that their Head Hunter counts are now back and correct.
Crit Chance in Accuracy Breakdown
The Critical Chance calculations in the Accuracy Breakdown have been wrong for a while. We fixed one cause a few updates ago and now have tackled the second. They should all be nice, neat and make sense in a mathematical way at last!
Pop Slot Action Points
We've fixed a bug that was constantly complaining there were not enough action points to use the Soldier's Pop-Slot.
v1.3.11 - 2/8/2024
- Improved Wound rolling to be rolled at the end of a mission instead of later in the safehouse - Fixed issue with payment not always being granted in Sewers Kill 3 proc-gen mission - Fixed issue with new Sewers Kill 3 proc-gen level appearing too often from the generator - Fixed issue with exit not appearing in all Scav versions of Sewers proc-gen level - Fixed issues with Head Hunter count not correctly updating - Fixed bug with Soldier's Pop-Slot Talent always reporting "Not Enough Action Points" incorrectly - Fixed bug with Crit Chance % often being wrong in accuracy breakdown - Fixed inability to extract early from hack-only proc-gen missions - Fixed issue with Sigma 6 Sploitkit not loading in inventory - Adjusted problematic exit zone in Truck Job - Fixed missing faction subject in proc-gen offer ("BLANK is constantly harassing our movements...")
Update #48 brings a major rule change to the game about how, when and where you can extract from a level. The new individual extraction rules add new flexibility and excitement to your extraction choices, at times let your squad "scatter" for their exit and more. We cover the full rule set below. This update also includes a new proc-gen map and objective combo (Sewers + Kill 3), as well as secondary objectives for all proc-gen missions, better rules for Legwork's XP bonuses, an update to the time and cost of healing Wounds, a series of tutorial improvements and fixes for the bugs in Shock Mines and Nano Stimkits. It's a huge update, packed to the brim so let's look at each item!
If you think we're headed in the right direction with Cyber Knights's Early Access process, we hope you'll leave a review to help us continue our work!
Extraction Rule Update
We're very excited to roll out the new individual extraction rules for all levels. While previously, the game required your entire team to gather in a single location to exit the level, now each merc is allowed to extract when they reach the extraction point -
Once your character reaches an extraction area, you can click Extract in their button bar. All players will get a one-time warning about this rule change in the game to help reduce confusion about the new rules. Each extraction is individual extraction - this means when your merc reaches the exit point, a button in the to bar next to Yield enables. This button is the Extraction button.
- It is a one-way exit from the level. When the merc clicks the button, they immediately disappear.
- once extracted you don't have to skip that merc's turn anymore, no one can shoot you, and you can't be spotted by enemies. You're completely gone from the level.
- Once you leave, you cannot come back. If another merc who hasn't extracted is in trouble, you've already left and can't come back to help.
- However, you don't have to click it. You can hang around the extraction point if you wish until the team is closer or it is the right moment to leave.
- If all living mercs are extracted, you win.
- If at any time, all living mercs who have not yet extracted are in the extraction point, you win.
New Proc-Gen Objective + Map
With Update #48, we've added a new combination of objective type and map. The power of proc-gen continues to be in the crossing of these two entities, and this release adds the ability for the sewers map to send you hunting 3 gang leaders to gain your payday. While this is a small add in scope for the number of proc-gen mutations, we're in progress testing the next objective type (playing bodyguard on the go) and a new map as well which, combined, will be a very nice sized expansion to the scope of proc-gen today.
New Proc-Gen Secondary Objectives
All proc-gen missions have now gained secondary objectives that offer additional XP and money rewards for completing missions under certain thresholds. These extra incentives may give you are reason to push a little faster or quieter. Currently, the supported set of secondaries focuses on completing missions under certain Sec Level or under a certain Turn limit but more types will be coming.
Tutorial Improvements
We've continued to listen close to feedback and adjust the tutorial. With this update, we've refined a lot of the text of the prompts, seeking to make them short and clear. We've also moved the lootbox so that it is more easily accessible and less time is spent just running around.
Security Tally Clarity
There have been a number of F10s about unexplained Security Tally appearing. We've found that these are almost exclusively from dead body timers running up. To help, as a first step, we've added a log entry to the combat log when a timer expires and listed exactly how much Sec Tally is added. The further step here will be to get the Tally to show up in yellow in the Sec Tally bar on the Turn it will happen so you can be pre-warned about upcoming Escalations correctly. We also fixed a few places where secondary objectives were listing their Security Level maximums ("less than Sec Level 2") in Sec Tally ("less that 36 Sec Tally") which is just confusing.
Shock Mine and Nano-Stimkit Fixes
Both of these items were bugged and now both are fixed! A bug crept in during January that caused Shock Mines to be far more powerful than intended and honestly very OP. If thrown as a grenade, they would shock all enemy targets instead of just one. We've fixed the bug and updated the description to be more clear it is a single target. We will try to catch up with the VFX to show a single arc of electricity striking a single target. Nano-Stimkits were bugged as they only refused to stim up any character who had HP damage even though they don't do any healing themselves. Now fixed!
XP for Legwork
We've adjusted the calculating used to provide Experience for attempting, failing and passing Legwork. Before this was randomly generated off a static range of XP, now we are granting a range of XP equal to a % of your next level's XP. The range goes from 2% to 6% of the XP needed to gain the next level. This is a great boost for Legwork which now grant a meaningful amount of XP - in the best case, success - regardless of your level.
Wound Healing
The price and timeline for healing wounds has now increased from the bottom-barrel values it started at. For a while, there was no wound healing, so when we added it to the game, we gave a 2 month grace period to get that pile of wounds healed up cheap. If you haven't then now you'll be paying the price.
v1.3.9 - 2/7/2024
- All extraction converted to individual extraction rules - extract by button in team bar (top left) - Added pop-up for all players (one time) and into end of tutorial explaining new extraction rules - Proc-gen raid and Kill 3 missions all gain randomized secondary objectives (Sec Level, Turns for extra XP or profit) - Internal rules changes to secondary Sec Level objectives may result in some missions with "less than 36 Sec Level" objectives - Moved lootbox in tutorial to be easier to directly access - Further improved tutorial dialog and prompts - Combat log now includes entry for when a dead body's body timer expires and +2 Sec Tally is added - Increased time and cost of healing wounds to more reasonable values - Increased XP rewards for Legwork up to 4-6% of next level requirement for successful Legwork, 2-3% for failed - Improved and increased naming variety for proc-gen missions and stages - Removed nonsense 2% Default Crit Chance from accuracy breakdown - Fixed additional cases where enemy could waste 1 turn "Security in my ear" - Fixed bug with Soldier's Recoup Talent that could activate even on misses - Fixed issue where Soldier's Roll With It Talent upgrade 5 was causing -10% Optimal Range (wut?) - Fixed issue where Nano-Stikmit refused to activate unless the merc was wounded (but it doesn't heal!) - Fixed bug / updated description of Shock Mine to highlight that it never hits more than 1 target - Fixed some enemies spawning inside crates in Sewers proc-gen levels - Fixed issue in Cube Run where trying to abort the mission still went forward into stage 2
We had 2 updates in the space of 24 hours as we are chasing every little reported issue with the tutorial to the ground and buffing it out until this one shines. We've fixed and improved everything from defeat to specific dialog lines, cleaned up a few more bugs or rare misses within the tutorial script and also caught up with some additional changes to hovers for the new armor rules and movement alerts to better represent the updated Alert Status rules and surprise attack rules.
If you like the progress or got a chance to try out the new tutorial - please leave a review! We are smashing hard on tutorial update so we can be done with it and move on to new features and content, so let's buff it right out and keep on truckin.
Updated Movement Alerts for Alert Status Changes
To match the new rules for Alert Status we have adjusted how sight and hearing movement alerts work. If your character is Hidden or Hunted, these alerts are now shown correclty even if the guard is Alerted, as they still care about your presence and detecting you. Also, we no longer post an alert is the enemy is not going to respond, so if you are Spotted and they are Alerted, we are not showing the visual warning anymore because the guard is just going to keep shooting you and not change any state by seeing you (again).
Other Key Fixes
We fixed the bug that was causing the game to lock after the Vanguard reappears last night. We fixed a bug that could cause the Overwatch guard not use Overwatch about 25% of the time. We now offer Retry Mission on any difficulty for the tutorial if your team gets wiped out. We fixed some ugly broken lighting in the scene. We fixed, we fixed typos, we rewrote sections based on your feedback. Thank you! A huge thanks to everyone shooting in the F10s, you're helping us make big progress. Check the change logs below for both patches as there have been 2 about 15 hours apart.
v1.3.5 - 2/1/2024
- Added exit summary of most key points at tutorial victory - Fixed movement alerts and enemy behavior when enemy is Alerted by player is not Spotted - Fixed issue where Overwatch guard in Tutorial wouldn't Overwatch 25% of the time - Fixed issue with camera swinging into the walls during tutorial explanation scenes - Fixed duplicate dialogs that could appear in some sections - Fixed broken lighting layer in tutorial from hotfix (woops) - Fixing issues with damage taken, items used not being restored after tutorial - Fixing defeat during the tutorial to always offer a retry - Added ESC to return to main menu from defeat
v1.3.3 - 2/1/2024
- Fixed issue where Vanguard could lock game near lootbox in tutorial - Fixed issue where you could not Retry Turn / Level on higher difficulties in the tutorial - Fixed issues that could be caused by skipping tutorial sections and the UI highlight ending up in the wrong place - Fixed duplicate dialog that could be caused by switching to pistol before Full Auto section - Fixed issues with clipping into Red Door frame near end of tutorial - Fixed typos and confusing sentences, thanks F10s!
The GROK-KIT major milestone releases an all new combat and stealth tutorial and a host of improvements, rule changes and fixes to support it being successful and awesome. The new tutorial boasts 2 characters, covers all the major combat and stealth mechanics and uses tips that highlight and call-out the HUD and UI to demonstrate, highlight and point out details and actions.
We're excited for the tutorial to help welcome new Knights into New Boston and, perhaps teach a thing or two to the veteran players.
If you like the improvements and the pace of improvement overall, we hope you'll take a moment to share the game with a friend or leave a review.
With the first major milestone wrapped up for Q1 2024, we still have an ambitious schedule ahead of us with big features, upgrades, new platforms and more. The public roadmap is a fluid document, and we're updating it as we go to track progress and noting changes in the Roadmap Announcement so you can always check there for the latest detais.
All New, Expanded Tutorial!
Cyber Knights' in-depth combat mechanics give you lots of options. We want to make sure new players understand the mechanics, while at the same time not annoying experienced players with lengthy explanations always showing up in the interface. Short tooltips can only do so much (though we're continuing to improve these too); a good tutorial is key for giving an overview and explaining how things like initiative, chance-to-hit, stealth, etc. work in Cyber Knights specifically. This update brings a brand new, expanded tutorial that covers all of our essential combat & stealth mechanics. Movement and sightlines, manipulating the initiative order, accuracy and glancing hits, weapon noise, guard alert states, and more. Matrix hacking will get its own tutorial a bit later, but this one aims to cover everything you need to know to about Cyber Knights' tactical gameplay. We'd love your feedback on it! Even if you've been playing for a while, you might find some details you didn't know in here. Try it out and help us make sure it's in great shape for new players, so that down the line we all have a great community to share builds and talk tactics with as we continue to add to the equipment, classes, and challenges in the game. The Matrix tutorial script has been drafted now and we're starting to work through the exact particulars of what needs to be covered and in what order - so stay tuned for that exciting addition as well.
Rules Updates and More
As we wrapped up the tutorial, it felt like we had something really good on our hands because it demanded that we improve the game, UI and rules in a number of ways. So, thanks to the tutorial, we've got some new rule changes, balance changes, HUD updates, bug fixes and more to discuss!
Rule Change: Armor Shredding
The rules for how Armor Protection is reduced by Armor Shred has been updated with this milestone release. Here is a summary of the changes: [olist]
Rule Change: Enemy and Merc Alert Status
First, with the help of our awesome Discord (and big shout out to @DoomFluffy), we've simplified the overly complicated 5 Alert Statuses the game kept for enemies and mercs down to 3 Alert Statuses each. Your mercs are Hidden (never been seen or tripped any security devices), Hunted (someone is looking for these droids) or Spotted (seen by the enemy and probably in a firefight). Enemies are Unaware (bored), Suspicious (looking around) or Alerted (aware of intruders, trying to start a firefight). While this change is really in the display, labels used and the iconography in the merc / enemy hovers, it greatly simplifies the tasks of explaining how Alert Statuses work to not have 5 and 5! To help make this as clear as possible, your mercs Alert Status are now visible in their hover at all times like an enemy. The rule change comes down to when you can qualify for a Surprise bonus. Previously, the enemy had to be Unaware. But this mean if your Soldier starts a firefight, anyone who becomes aware of the Soldier can no longer be Surprised by the Vanguard who has taken all that time to hide behind those crates! Therefore, the Surprise rule now states you get +25% Accuracy bonus against an Unaware target OR if you are in Alert Status Hidden. This is a big boost for sneaky characters, snipers, patient killers (as your Alert Status drops every Turn if there are no living, Alerted enemies), and your team in general as there are more changes for Surprise attacks.
Accuracy Breakdown Improved
A number of new additions have popped up in the accuracy breakdown in the top right, thanks to the tutorial work. If you're guaranteed a Glancing Hit due to weapon type (melee), your Glancing Threshold (80% usually, 60% for Precise Burst) or just being really close (proximity) then this is noted in the Accuracy Breakdown. Also, your Armor Shred % are included there as well, including any buffs or bonuses. Finally, we fixed a bug in the Accuracy Breakdown that wasn't showing the weapon's name in the weapon accuracy row.
Full Auto Targeting
There was an issue introduced with Full Auto targeting that prevented you from effectively moving the cone of fire between different targets. The cone stayed kind of stuck on the highest Accuracy target in your shot. This is now fixed, switching to a new target will shift the center of the Full Auto cone. Also, we've made sure the keybinding to increase and decrease targets (default, Pg Up/Down) is noted in the Ui circle. This is a powerful tool if you want really precise control over your Full Auto or perhaps want to just use its burst damage ability against a more limited number of targets or even a single target. We fixed the bug where sometimes you'd have to hit Pg Up / Pg Down multiple times to see a change as well.
Floppy, Flop Ragdolls
During this work, while we were shooting lots of guards to test the tutorial we noticed some odd extra floppy ragdoll behavior. A little investigation found that when an enemy was shot but didn't die, they stashed the physics forces from those shots until later, when they did die! Then they applied all the physics forces at once and FLOPPY FLOPPED around the place. Lol ... well, we've fixed this bug so the ragdolls should have less extreme moments at least! This is most noticeable and funny when 2 mercs are shooting the same enemy target from different angles. I had Aitana lay into a guard with Full Auto and then the Vanguard Razza kill the guard from a 90 degree angle from Aitana. Then the guard went [i[flying in the wrong direction ... as if Aitana had made the kill. Cartwheels of joy!?
Rebuilt New ESC Menu[/h2[
We got a nice new pause menu! Things are better organized, with the Retry Turn / Restart Mission being grouped with the Save Slots on the right and the regular menu - along with some new external links - on the left. Nice upgrade, that!
v1.3.1 - 1/30/2024
- All new and upgraded Tutorial (stealth & combat)
- Armored degrades protection % every time is loses an Armor Point
- Compressed 5 previous Alert Status into 3 for enemies (now, Unaware | Suspected | Alerted)
- Compressed 5 previous Alert Status into 3 for characters (now, Hidden | Hunted | Spotted)
- Merc hover now includes their Alert Status, improved/simplified Alert Status icon in character/enemy hovers
- Mercs in Hidden Status always qualify for Surprise bonus regardless of target's Alert Status (advantage sneakers and snipers)
- Rebuilt pause menu for main mission mode - better save slots, retry options, keybinding display
- Added hint for keybinding to Add/Reduce targets in Full Auto (Pg Up / Pg Down by default)
- Fixed issue with Add/Reduce targets for Full Auto sometimes needing to be hit twice to take effect
- Fixed issue causing estimated Recoil for attack change slightly every time you target
- Added Glancing Hit rules to the Accuracy breakdown in HUD
- Added Armor Shred % to Accuracy breakdown in HUD
- Fixed issue in Accuracy breakdown in HUD where weapon name wasn't shown
- Fixed a few last places where Armor Crit % was used instead of Armor Shred %s
- Fixed issue with Full Auto targeting refusing to budge from highest Accuracy % target, making it hard to get best shots
- Fixed issue where Focus Fire label was incorrectly shown while targeting enemies out of range
- Fixed issue where Vanguard's Lure would let you activate it even if none of the guards were going to respond
- Fixed issue where physics forces were building up on enemies over multiple attacks to cause ridiculous ragdoll antics
- Fixed issue where a movement destination could be accidentally set during automatic camera transition to an attack target
- Reduced slight input delay after setting an attack target
Update #45 brings a new story event, improvements to cyber surgery replacement, class tree improvements and new upgrade nodes, some key UI tweaks requested in your F10s and more.
We had a few days break from updates because back at Trese Brothers HQ, we're hard at work on the next major roadmap milestones. Coming up will be a complete Tutorial refresh for stealth and combat (and Matrix to follow after) as well as an improved lighting engine, Mac OS support, and safehouse base building. We've got an ambitious schedule for Q1 2024 but are excited that we'll start really checking some of these big boxes soon.
If you're liking the progress and think we're heading in the right direction, please leave a review to help us continue! You can always edit it later to add more details or thoughts.
New Story, Growing Depth
With Update #45, we've added a new echo story event that can come after your Syndicates Debts origin storyline. The long-arm of the D-Cartel law is not easily avoided, so you'll find yourself scrapping to avoid consequences. As always, this will appear in new and existing games. We're continue to work on growing the depth of the story simulation to the point where the Casting Director and the contact simulation can really start swimming. Without enough options in the hopper, the paths that Director can pick are limited. In addition, new key factors are coming into play from more angles -- Obligations and Head Hunters are all burgeoning on the horizon. With the latest storyline, you may find yourself with a few more of both burdens, and soon these will be joining the game both as a sudden and demanding story mission and as a dangerous and surprising threat mid-mission. With Update #45, we also fixed an odd little story "miss" where your Knight wasn't being healed along with the story event where the Face and Knight discuss it.
Cyber Surgery with 6 Implants
We've fixed a common issue players were having where once you reached 6 implants on a character, you could no longer replace them. Now, while the other limitations are still in place, you have the option to try out new builds, swaps and upgrades for your heavily cybered mercs.
Class Tree Improvements
With Update #45, we've completed another big quality sweep on the class trees. There are so many small details, and we appreciate players who are pointing them out, discussing Talent and upgrade balance and helping us tune and tweak the trees.
- We've improved the Knight's Interference Spike Talent to allow a second charge if trained to its max
- The final upgrade for Soldier's Savagery that increases the duration to 2 now costs 2 leveling points
- We've fixed a ton of formatting issues where you'd get a sudden negative stat (such as -10% Evasion) instead of the expected positive (+10% Evasion) if a Talent didn't include that stat (Evasion) in its original bonus set. This affected Aegis, JTAC, Entrench and more.
- We fixed the upgrade node to the Hacker's Overclock that stated it was reducing the AP cost by -5 when Overclock already costs 0 AP.
UI Tweaks
With this update, we've improved the dialog interaction to allow you to click anywhere on screen (not only some central, unexplained hitboxes). We've also fixed the Contact screens to show a reasonable number of decimal places (unless you need to know that Origami's Power Level isn't 7.00 its ... 6.998888854). Finally, we fixed the Delay button being enabled if you had 0 AP but still had MP. In order to Delay you must have Action Points left.
Map and Pathing Improvements
In some levels where lootboxes were optionally added, they could "ghost" and still cause pathing issues around them. This is now resolved for lootboxes, terminals and other objects that had the same issue. Under the hood, we've expanded the optional system to now include Terminals, which is going to make for some exciting new arrangements of levels and challenges possible. We've also resolved a number of odd corkscrewing actions that re-appeared on stairs after we improved their colliders and mesh rules.
v1.2.45 - 1/26/2024
- Added new story event: the Long Arm of D-Cartel Syndicate - Raised the level point cost of Savagery's duration booster to 2 - Added 6th training upgrade for Knight's Interference Spike to add a second charge - Fixed formatting issues for many Talents including Aegis, JTAC, Entrench turning a potential buff shown in yellow into a debuff - Fixed issue with Overclock upgrade giving -5 AP cost when AP cost was already 0 - Fixed issue with Replace in cyber surgery not working once you had 6 implants - Fixed issue in some levels where inactive lootboxes or terminals could cause pathing issues - Improved dialog interaction - click anywhere to advance dialog - Fixed bug allowing Delay option with 0 AP when you have unused Move Points - Fixed extreme decimal places shown in Contact Power level - Fixed small miss with timing of Cyber Knight healing at start of game - Fixed some issues with corkscrew pathing on stairs
Hello weekend! Update #43 is here with new cybernetic implants, a new stand-alone inventory screen, improved cyber surgery tags and rules, improved enemy thinking for Carnivore mission (no more standing around!) and other cases and some great improvements to the Matrix to help avoid mistakes while hacking.
If you're enjoying the steady stream of updates and seeing improvements, we hope you'll leave a review to encourage more, more more!
New Cybernetics
With Update #43, we've added 3 new cybernetics, both offering an improved version for your Bone Grafts and all new types: the Display-Link and Neural Accelerator. The upgrade to Di-Aluminum Bone Grafts adds extra Strength, Hit Points and Wound Resistance at the cost of a little Move Speed. Display-Link implants integrate into the optic nerve, transforming the function of the eye to include real-time data streams superimposed onto the natural sight, including instantaneous trajectory calculations and tactical analysis. These types of implants grant bonuses to ranged Accuracy, Critical %, Crit Dmg Bonus and are very common among Soldiers and Snipers. For the Hacker, Neural Toner implants fine-tune neural pathways and intensify synaptic responses to create a high-velocity synergy between the brain and a Matrix-Link, Now we've added the other option, the Neural Accelerator implants optimize pathways in the amygdala and brainstem to supercharging physical reaction speed. Neural Accelerators add to stats like Evasion, Initiative, Tech and Reaction and are great for anyone constantly on the move and in the heat of combat.
Cyber Surgery Improvements
As new cybernetics and new types of cybernetics are rolled into the game, we've made a much needed first round of upgrades to the cyber surgery screen. First, you can now replace a cybernetic implant with another one. By going into cyber surgery, picking an implant and picking Replace, you're able to swap it out with another. This is a more restrictive process because if it is a class-specific implant like the Chameleon Skin it cannot be replaced except with another Chameleon Skin. This enables things like replacing the Cyber Knight's Dermal Plating with Chameleon Skin to allow for a Cyber Knight + Vanguard multiclass.
In addition, when browsing to add new implants, we've fixed all the conflict cases to be more clear - if you're installing a new implant, you can't install Dermal Plating for example because you have a Chameleon Skin already in the Skin Slot and you can't install a Chameleon Skin because you already have that exact implant.
New Inventory Screen
The investigation as to why there was never a stand-alone Inventory screen in the first place has conclude. All fingers point back to an UltraTek design team claiming that "Inventories aren't cool anymore" back in 2227. From there, multiple SVPs signed off on the change and the megacorp resolved to usher in a brighter future. Now, in 2231, that design team and all those SVPs have had their citizenship revoked and were recently unceremoniously dropped off on a street corner in the worst part of Ward 4. And now, we have an inventory screen lol.
From the top header, your Inventory can be easily accessed to browse and sell all your gear. You can still see notation of how many you own (let's say 3) and how many are carried (let's say 2) shown as 2/3, but none of this is mixed in with what is for sale. We've swapped up some filters - the Market now offers only an "Already Owned" filter so you can consider repeat purchases. And the inventory offers a "Can Sell" which lets you find things you own that you want to sell quickly. If you go from the Market to Inventory or Inventory to Market, your category is remembered, so you can quickly drop between shopping and checking what you have. In addition, we've toned down the ability of the market to remember filters, as it was a little over-aggressive. Now, when you leave the screen the filter is forgotten. We'll continue to work on this, but for now a temporary memory (as you swap between types) is helpful enough.
Carnivore Improvements + Enemies Standing Still
We've fixed a big issue that could occur near the end of the Carnivore mission. What should have been a highly challenging arrival of some late joiners turns out to be a non-issue as they just ... stood around ... for Turn after Turn ... doing nothing! This didn't always happen but when it did it was very non-climactic in a story moment that should have been very climactic :D Now this is fixed, so watch out - they are coming in hot. The fix has also addressed a number of other edge cases where enemy might end up standing around all silly like.
Matrix Unload Confirmation
There is a rare case where you might want to unload a program in the Matrix. But clicking to unload is a bit too easy and usually would be a mistake for a player. We've added a confirmation pop-up to unload a program to help you avoid misclicks. We've also fixed a little visual glitch in Matrix hacking on the second Turn where loaded programs are shown just offscreen a bit.
v1.2.43 - 1/20/2024
- Added 3 new Power Level 2 cybernetic implants: Di-Aluminum Bone Grafts, Display-Link, Neural Accelerator - Improved cyberware clinic display, tags and conflict text - Fixed rules for upgrading and replacing cyberware - Fixed issues with stacking cyberware in the same slot - Added stand-alone inventory screen matching market - Browse and sell your owned equipment from inventory screen - Adjusted filters - Inventory has "Can Sell" to quickly find items you can sell - Adjusted filters - Market has "Already Owned" to items for sale you already have in your inventory for repeat purchases - Fixed issue with Market filters being remembered too aggressively, now forgotten on closing screen - Fixed issue with some buttons along top of Market were not clickable in their upper half - Fixed issue in Carnivore where some enemies were staying in their starting positions - Fixed a number of other situations in which enemies could not move / skip their turn - Improved appearance tab to avoid flashing of colors while mousing over color palette - Added matrix confirmation dialog if you click to unload a program - are you sure? - Fixed matrix bug where loaded programs were shown off screen at start of second hacking turn - Fixed issue with Legwork where all character levels were shown as 0
Welcome to all the new Knights who joined this week during the sale - the New Boston Zone is here to chew you up and spit you out if you don't keep your cards right. Exciting to see so many new players piling in, posting, and hitting F10 for everything you'd like to see in the game. To that end, we've got a big update here with #43 - a rewrite and clarification about the rules for CPU and APU Spiking in the matrix, now allowing duplicate program builds for your Cyberdeck, new proc-gen matrix host templates, improved safehouse UI for story conversations, timeline event icons to help read the timeline better and more.
Thanks to everyone leaving a review! Remember you can always edit your review, so if you feel like we're heading the right direction (and at the right pace!) with 43 updates, please drop a review to let us know!
Spiking CPU and APU
Update #43 improves and clarifies the rules around spiking CPUs and APUs.
- Every Matrix Host has a CPU, the heart of the system. Spiking it can complete mission objectives, will result in a reduction of the Q-Sec Level by 50% (Q-Sec Level 4 becomes 2) and a zeroing out of all current Q-Sec Tally. This reduction likely takes the Q-Sec Tally below an Escalation that has already happened (you Escalated at Q-Sec Level 4, spiking the CPU takes you back to Sec Level 2, Tally 0) then the Escalation will not be repeated (to your advantage).
- Matrix Hosts that have APUs are directly tied into the Sec AI's brain. Spiking an APU will reduce the Sec Tally by 10 points immediately. If this reduction takes the Sec Tally below an Escalation that has already happened (you Escalated at Sec Level 2, spiking the APU takes you back to Sec Level 1, Tally 5) then the Escalation will not be repeated (to your advantage).
Duplicated Program Builds
With Update #43, we've fixed the limitation (and bug) that prevented you from installing exact duplicates of the same program on a matrix cyberdeck. Previously, installing Attack I twice over would make the second one impossible to use during a hack. This issue has been unwound and now your hacker builds have more freedom than before to develop new strategies.
More Proc-Gen Matrix Hosts
We've completed the design and testing for another 2 matrix host templates for proc-gen hacking missions, continuing to expand the digital catalog of missions you can end up on. The meatspace proc-gen mission catalog is next up for an expansion.
Safehouse Story Conversations
With Update #43, we've updated the result when clicking directly on a character in the safehouse. If there are story conversations available, they now display immediately in a pop-up window for easy access to chatting. The window has a hotkey and clickable option to proceed to their Roster entry. If there are no story conversations to be had, then we skip you into the Roster immediately. We've been holding off a bit on safehouse story conversations with characters until we could get this update done, as the click > roster > find conversations list was not the most comfortable flow. We've also improved that flow a bit, adding a matching icon and story conversation count to this area in the roster so that you can visually match it to the conversation icons in the safehouse and timeline to help reinforce the connection.
Timeline Event Icons
It may look minor at a distance, but updating all the timeline icons to a specific type icon - healing, cyberware, mission, legwork, etc - is a very nice change for the safehouse timeline. When checking out a larger list of icons - especially once the details are "below the fold" - its nice to have some instant visibility into what type of events we're talking about here.
F10 Round up
We also completed a big round-up of your F10s -
- Vanguard's Refract was too short to block a lot of Security Cameras, now taller!
- Sometimes dead mercs persisted in the Mission assignment screen. Zombie sighting confirmed!
- Weapon mods were not clear enough (using + and -) whether adjustments to Reload AP cost were good or bad
- Sometimes we used Armor Crit % and sometimes we used Armor Shred %, now clearer
- Added a missing combat log when we are fired on by enemy overwatch
v1.2.41 - 1/17/2024
- Revised Matrix Hacking's APU and CPU Spike Routines - CPU Spike reduces reduces Q-Sec Level for matrix host by half and zeroes out the Tally - APU Spike reduces Sec Tally in real world by -10 - Hacker Cyberdeck can now use duplicate programs (Attack I and Attack I) without issue - Added 2 more Matrix proc-gen host templates - Added additional Combat Log entry for hostile overwatch attacks - Added timeline event type icons to the timeline bar - Increased height of Refract wall to better block cameras - Upgraded story pop-up when directly clicking on a character (instead of defaulting to Roster) - Upgraded roster's notation of story conversations to match icon and count from safehouse - Fixed very short Legwork in new Southie Strut storyline - Fixed Matrix Host attempting to unload unloaded programs - Fixed "Armor Crit" vs. Armor Shred confusion - Fixed issue always showing all characters as Level 0 in Legwork selection - Fixed save slots bug when using default faces without customizing character - Improved display of Reload AP to reduce confusion - Fixed bug allowing hacking of some security devices even if not enough AP - Fixed issue where recently dead mercs could show up in mission planning lists
Update #42 follows in the footsteps of #41: Kickbacks with a whole lot of F10s fixed, improvements, closing a final memory leak in appearance and more. Your Knights are descending on New Boston and playing a lot right now, so we're taking extra time to cater to your F10s right now.
If you like updates and you know it, leave a review!
Go Loud! Community Challenge
Also - we are excited that @Liviana has just share the latest community challenge for Cyber Knights: Flashpoint. The previous challenge was swords-only and was a real exciting affair, a while ride of blood and keen edges. This one is a bit louder, boom, boom, go go go! Hope you'll join in the fun and share your team and after-action-reports! https://store.steampowered.com/news/app/1021210/view/6770665671988890022
Appearance Updates / Close Memory Leak
For a while, we have had reports of a memory leak in the appearance tab if a player worked in there for 10-15 minutes. It has finally bubbled up to priority and we found he offending textures that were being created and then leaked. This is now fully closed up and the memory bucket is no longer leaking! A big thanks for players hitting F10 on this one! As part of the work here, we've improved the quality of the headshots for new game characters even if you are using lower Texture Quality. Unfortunately, before the face shots were getting pretty munged until you customized. Now, they're nice and clear. Extra bonus, we fixed some lighting conditions between the New Game and Safehouse so that the headshots created in either screen will be consistently lit and presented. Finally, we've updated some of the lighting to get a better and cleaner look for all the portraits. This feels like an eternal quest - we're just going to keep improving the character visuals and portrait captures. Some of the next items include a rim light shader tweak that will help punch them up more and better texturing for skin.
Proc-Gen Adds
With Update #42, we've added another 2 hosts to the Hacking-only proc-gen missions. As the pool grows, your chances of encountering the same host multiple times is starting to slip into the shadow. We'll keep improving here until its a long forgotten memory. For raid proc-gen missions, we've updated the objective to be more clear with its language between Lockbox (as seen in the hover) and lootbox (a meta hallucination). When raiding, you want to "Loot the lockboxes" and "Extract your team" before it gets too hot.
Matrix Locker IC
The Locker IC lost its powers after the big SCU update allowing you to re-up the security device disables. Now, its back with full force! If a Locker IC is present and enabled in a node, you will be unable to disable any devices until you've dealt with the troublesome little pest.
Weapon Mod Adjustments
We're catching up on a few fixes from Update #40's new weapon mods. The Rostock Suppressor will now correctly slot into the barrel of your Sniper Rifle. The MaxCap Magazine mod is now correctly priced - it was so cheap! While talking pricing, we've adjusted a few more cyberdeck prices to get everything where it needs to be.
Legwork 0%
We've fixed a bug that was keeping Legwork chance shown at 0% when the merc was able to do the Legwork due to certain types of faction relationship or backstory tag.
v1.2.39 - 1/16/2024
- Fixed memory leak in Appearance customization - Improved quality and lighting of headshots during Appearance customization - Improved quality of default headshots for new game characters if your settings are lower, not using Best Texture Quality - Improved clarity of raid proc-gen mission Objectives, fixed language around Lockbox vs. Lootbox - Added 2 more Matrix proc-gen host templates - Fixed bug with Locker IC not preventing security device disabling - Fixed odd visual overflow of Matrix AP near the Connect/Scan button - Added Message Icon / Count in the Roster screen to help highlight character messages there - Fixed bug causing Rostock Suppressor to attach to scope mod slot - Fixed pricing for MaxCap Magazine Mod - Fixed Legwork success chance displayed as 0% when using a faction background/relationship - Fixed cyberdeck pricing oddity that made Nikklon Cylor 11.0 the cheapest of all
Hello, Knights! It's time for another CKF Community Challenge. Last time we challenged you to go quiet using only Swords to get through your heists. This time we are going the other way and want you to go in guns blazing in our "Go Loud" challenge.
There are two requirements for this challenge:
- Complete a mission (or missions) going loud by turn 2 (going loud means using guns, grenades, anything that makes noise).
- No silencers or suppressors are permitted.
You can use swords and any other weapons, but you must make noise with a loud weapon by turn 2 at the latest.
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of squad during the mission, the guards after you are done with them
- After Action Reports of your missions, challenges you faced
- Your strategies for telling with going loud immediately in a mission
- Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only loud boom-boom: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #go_loud_challenge to join in on the conversation!
After a big story Update like #40, it always feels best to kickback a major quality and F10 fixer like Update #41: Kickbacks. This one fixes stats on the Sniper rifle mods -- including improving the default suppressor noise reduction (cheers!) -- remembering filters in the market, adding Heat and Headhunter display to mission planning, fixing Ironman issues with Restart Mission and Retry Turn, fixing the defective Take All button, and melee-says-one-target bug (again!) and more. It's a huge pile of F10 fixes straight for your posts, roundtripped through our team and kicked back to you in the form of glorious fixes and improvements. So, let's take a look!
If the rapid pace of development feels good, if having your F10s directly addressed is nice -- it makes us warm and fuzzy inside to get reviews! If we're doing Early Access right, consider - you can always edit it later and add more as the game continues to develop.
No More Slidey-Slide
We've applied another round of fixes to the enemy's decision making and movement rules. This set should completely eradicate all cases where the enemy or character doesn't move correctly but instead of just "slides" across the floor.
Heat and Headhunters
While the significant impact of both Heat and Headhunters are still pending, they're importance will be growing over the following weeks as we keep improving on the strategy layer. They are now visible from within the Mission planning screens, as that is one of the times they will be most important once they start kicking.
Outline, HUD and Hover Updates
With Update #41, we've ensured that the distance to an enemy target in their hover is updated as you try different movement positions. We've improved the rendering of character and enemy outlines to be smoother and cleaner which is a nice boost. We've also fixed some issues where sometimes an outline would get stuck on someone, like on a weapon and just hang around for a long time. Finally, after 3 attempts at fixing it (and fixing some part of it), we believe we've put the bug where your melee weapon in the corner says you can attack 1 enemy but when you click on them it says they are Out of Range. These are now better synchronized to use the exact same set of checks.
Market Filter Memory
We've improved the market to remember basic filter types like Rarity when swapping between types of equipment that are sold -- weapons to weapon mods, for example. Now if you pick things you Can Sell or exclude Common goods, that will be remember whenever you return to the market and swapping between equipment types. [h2[Neural Toner +10 Matrix Action Points
To all the excited mercs who laid on the cyber surgery table and had the Neural Toner installed for the extra +10 AP.... we are truly sorry. This one may not be for you. Neural Toners are a Hacker's implant and grant +10 Matrix AP...
Buttons: Restart Mission and Take All Fix
We had to fix or remove a few buttons in Update #41. If you're playing on Ironman difficulty, we've now correctly removed your option to Restart Mission. And, while the Take All button appeared in Lootboxes even with 1 item left a few updates ago, it is now correctly functioning.
v1.2.37 - 1/14/2023
- Improved / fixed stats for Sniper mods: XCAN Suppressor, Rostock Suppressor, Vector R-Driver - When switching categories in the market, filters like Rarity are kept - Heat and Headhunter Threat/% now displayed in all mission planning screens - Fixed bug allowing Retry Turn and Restart Mission even in Ironman difficulty - Fixed "Take All" button to work at Lootbox with only 1 item - Distance to enemy is updated in hover when checking different movement locations - Fixed matrix bug where repeating scan on an already scanned 2/2 node would still increase Q-Sec Tally - Fixed (again!) bug causing melee range mismatch when trying to attack versus count you can attack in bottom left - Fixed bugs where some movement warnings (pressure plates, laser fences, motion detectors) could be left on screen incorrectly - Fixed odd appearance of movement warnings sometimes near a rotated laser fence or pressure plate - Fixed bug allowing you to attempt to yield if next merc only has 1 Initiative - Fixed typos in difficulty descriptions, new story dialog - Fixed bug where sometimes the red or green outline would stay incorrectly on player or enemy weapons when outlines disabled - Fixed Neural Toner displaying +10 Action Points when it is +10 Matrix Action Points - Fixed issue where some parts of red/green outline would stick around incorrectly - Fixed monsters sliding around the place at start of move or randomly when surprised by something - Improved text overflow display in mission victory screen for payments - Improved text overflow display in timeline events
Tonight with Update #40, we're excited to be dropping a new storyline, with an optional new mission type the Live-Wire Negotiation, and a bunch of cool rewards that can expand your options in buying weapons and weapon mods. We've also rebalanced the Matrix missions for proc-gen (last update, they got a little ... out of hand), repriced cyberdecks and a number of weapon mods, fixed Secondary Objectives that were related to Sec Level to be clearer, plus we fixed a nice sized pile of your F10s.
If you're enjoying the pace of updates and new content added, please leave a review! Remember you can always update a review, so if we're headed in the right direction, please drop a is highly appreciated now.
New Story / 2 Possible Jobs
With Update #40, we're excited to roll out another storyline, this one continuing to fill in the Treat of '31 story era with additional storylines rising from the arrival of the Warner-Braun megacorp in New Boston. I won't go into much detail about the story - but you need to be above Power Level 2, the Treaty of '31 Era must have started and you'll get word from a Gun Runner contact. This is a story that will get cooler and deeper as more character and recruit options open up to players, so looking forward to how you are able to see it from different angles even now. The results of the story are pretty variable based on your choices, who might be in your crew, and how the job goes. One possibility runs through a new type of mission, a Live-Wire Negotiation that sees your meeting face to face with a powerful underworld contact to cut a deal on the fly or decide to try to fight your way out. If you play your cards right, you can gain access to multiple new Power Level 3 Weapons and Weapon Mods, including new types of SMGs and Shotguns with new special rules. Scrapfor it, Knight!
Matrix Revamp v2
With Update #39, we released a revamp of how proc-gen hacking only missions were generated. Pretty quickly, we heard a lot from players that this hadn't hit the mark and it lacked progression and felt like too much RNG. With Update #40, we've fixed a lot of the RNG elements and pushed the proc-gen mission creator to create a more smooth (but still surprising at times) progression of challenge in the hosts that your hacking. This also has resulted in some increases in the Turn Limits for the hacking missions, where a regular hack only mission might have stipulated 2 Turns only, against a Red Sec Level with Wild Response Level, you could see 4 Turn maximum, etc.
Update Cleanup
We've fixed a number of misses from Update #39 as well -
- While Neural Toner did in fact add the bonuses, they were not showing correctly. Now they do.
- The new cyberdecks were insanely expensive! Now fixed.
- Security Devices disabling from the matrix wasn't reliably allowing you to re-disable. It also wasn't disabling the number of turns the device was disabled in the matrix which was making the whole situation more opaque. Now the Turns remaining are displayed right with the Security system's title so it is nice and clear.
Backstories and Relationships and Missions
With Update #40, we've added the first set of rules -- which will continue to expand -- as to how your backstory and relationships affect missions. The first set of improvements here are to block mercs from going on certain missions given their backstory and relationships.
- Mercs who hate a certain faction will refuse to go on a mission for that faction. In future updates, they will get angry if you work for that faction and happier if you snub them.
- Mercs who are strongly loyal to a certain faction will refuse to work against that faction. In future updates, they will get angry if you work against the faction and happy if you support it.
- Mercs who are deserters from a faction and are in hiding will refuse to go on a mission against that faction in order to avoid revealing they are still alive.
There is so much exciting ground here to work with between faction and personal relationships, so this is an area to watch develop! Stress, Hype, Loyalty and more will start to build up from tags, relationships and backstories. And of course more as well - check the full changelog below! Thanks for your support and reviews :D
v1.2.33 - 1/12/2024
- Added new Treaty '31 Era storyline "Southie Strut" with 2 possible missions, new allies/enemies - New mission type Live-Wire Negotiation sees you cutting a deal on the fly or fighting your way out - Storyline can unlock new Power Level 3 Weapons and Weapon Mods - New types of SMGs available, new shotgun special rules available - Character faction relationships (Loves/Hates/Deserter) may now block mission deployment (Emille Hates Matsumoto and won't work for them) - Rebuilt Matrix proc-gen difficulty - better progression of Sec Level and Response Level - Higher Sec Level and Response Level in proc-gen Matrix missions increase Turn Limit for hack - Number of turns a Security Device is disabled is shown in matrix SCU clearly - Increased Recoil on E-Rifles, Increased Full Auto Arc for SMGs across Power Levels - Repriced all weapon mods, some increases - Repriced all cyberdecks, fixed extremely high prices - Fixed bugs mission final XP did not always match the displayed XP + bonuses - Fixed issue where secondary objectives with Sec Level used large numbers like 36 instead of Sec Level 3 - Fixed issue with Neural Toner not displaying its stats correctly - Fixed brother/sister confusion in some cases in Sibling Breakout storyline - Fixed report typos and map bugs
Update #39 comes roaring in with major matrix improvements, important shifts to the enemy agent thought process while pursuing suspicious events (and fixes!), updates to proc-gen for hacking only missions, updated Cybernetics, 2 new cyberdecks for sale, better save slot read out and an improved roster UI for Stress and Hype (renamed from Edge). Obviously that's a lot but there is even more, so let's get looking!
If you're enjoying the pace of improvements, the style of the game or how we do Early Access - please take a moment to leave a review to help our efforts continue!
Enemy Improvements
We've fixed a number of issues with the enemy agents - such as stopping the random case where an enemy who heard your gunfire would teleport right next to you. We've also fixed a number of cases that could cause enemy agents to just stand around and do nothing for a few turns after starting to investigate some event. Overall, enemies are better at prioritizing what events they know about which are most important for them to investigate. They are willing to hunt longer near an event if it is higher priority and won't give up looking so quickly. Overall, their reaction to suspicious events is improved and smoothed out and you will hopefully see less questionable behavior.
New Cyberdecks and Neural Toner Cybernetic Update
Two new Cyberdecks have gone up for sale with this update, expanding your options for Hacker's build and programs. Along with the boosted I/O Speeds, Active Memory and Storage, these two beastly new decks offer Cyberdeck Rating 5 and 6. The Neural Toner -- sold by a street doc after the Clinic Investment story has been completed - has received an upgrade that helps focus it more squarely on Hackers. The Toner now adds +10 Matrix AP boost and +100 I/O Speed. Ask your Cyber Knight for their credit card, Hackers!
Matrix Updates: Q-Sec AI Tuning, Proc-Gen Variations, New AP Rules
Just like the meatspace Sec AI, each Matrix host has its own Q-Sec AI that determines what reactions it can take to Security Escalations. With Update #39, we've started the process of improving these Q-Sec AI's to have more variation from each other. The first step is to remove some of the higher powered responses from lower powered Q-Sec AI like those in Green and Blue hosts - which can no longer teleport your hacker or slash your Connection % with a massive Degrade action. We've also majorly expanded the options for proc-gen hacking missions. Be careful, all proc-gen hacking missions before featured Blue hosts with Mild Response. The proc-gen system can now generate from Blue to Red and from Mild to Wild response systems. The pricing and XP of the missions follows the risk that you're being asked to take but know that you may find some of these missions suddenly a bit more stiff of a challenge than they were before Update #39. Finally, we've added pop-ups to warn you and about the actions the Q-Sec AI is taking against you like relocating your avatar, re-activating all IC in the host and more. These should help demystify the Q-Sec AI's actions and make Hacking less opaque as we work toward an improved UI to show the back-and-forth battle in the digital streams. We've tightened up the rules about connecting to the matrix, matrix AP boost and the cost of exiting the matrix with Update #39. This helps avoid a few exploits and oddities about the matrix cycle:
- You can only connect to the Matrix if you have at least 1 AP.
- You only gain the Matrix AP boosts from your deck, Traits and other sources once per Turn. Disconnecting and reconnecting no longer grants these bonuses again.
- When disconnecting from the Matrix, you are guaranteed to exit with at least 1 AP less than you connected. Previously, it was possible - with enough boost - to hit a matrix host, hack your boost AP and exit without any real-world cost which just isn't right.
Hacking Security
If you've reached an SCU (Security Control Unit) with your Hacker's avatar and are ready to smash some security devices, you've got even more options and power after Update #39. You can now target disabled devices and kick them back to the full disabled duration. This lets your Hacker backfill for other characters - if a Vanguard hit the camera for 2 Turns disabled, your Hacker can still come by and knock it out to 5. And also it gives the Hacker a potential play of hanging near the SCU to re-up their security smashing -- hit all the devices out to 5 Turns, go to loot some data warehouses and then stop back by the SCU before leaving two Turns later to knock the devices back from 3 Turns to 5 Turns again. You've invested a lot to be in there at that SCU, and this gives the Hacker the right level of power for that.
Talent / Item Blockers
There were a number of minor issues hampering certain Talents from working as expected:
- The Vanguard's Projection can now be used even if you have less than 3 AP. This Talent allows you to move up to that amount of AP, but you can make shorter moves too.
- The Cyber Knight's Unflinching Stare now works correctly even if during enemy Overwatch or their Turn.
- Medi-Cloud items are working correctly again after a short outage. They display the correct grenade toss arc, can be bounced like grenades. Like a grenade's damage, the healing nano is not intelligent and will heal friend or foe within the radius.
Map Tweaks
A big thanks to everyone posting minor issues they've found with different mission maps. We've fixed some sight line blockers around the pit in the Carnivore Chem-Factory Front and some barricades that couldn't be jumped over in the Sibling Breakout Cargo Field.
v1.2.31 - 1/10/2024
- Improved Stress/Hype (was Edge) display in Roster with hover and display of Loyalty as well - Improved Neural Toner cybernetic implant, adds focus on Hacker stats - Improved enemy hunting behavior around suspicious events, fixed multiple cases that could lead to standing around doing nothing - Proc-gen hack only missions now feature variety of Sec Level (Blue to Red) and Response Rate (Mild to Wild) with price impacts - Fixed bug causing Leverages like Suppress Reinforcements to never end - Added new matrix hosts to proc-gen generation capabilities - Reduced appearance of "Relocate" and "Degrade" Host response on Blue Hosts - Improved warning pop-ups for major Matrix events like Teleport - Starting to hack a matrix terminal requires at least 1 AP - Hacker only gets bonus Matrix AP from buffs and deck once per turn (avoids repeat connection loop) - Added two new Cyberdecks for sale - Hacking can now target disabled security devices to increase their disabled duration - Revised "Attack III" and reduced Program Rating to 6 - Fixed misnamed Matrix Program AOE Attack 2 to Nuke II - Improved sound processing for AI that are fully alerted, less meaningless alerts - Loot All option now always appears in Loot Boxes - Highest and Lowest Game Turn Save Slots are labeled to make picking your slot easier - Reversed order of timeline event log so newest events appear at the top - Fixed bug preventing Medi-Cloud items from healing at range - Fixed bug preventing use of Vanguard's Projection Talent with less than 3 AP - Fixed bug preventing Cyber Knight's Unflinching Stare passive Talent to activate - Fixed bug where enemy might suddenly teleport upon hearing gunfire - Fixed sight line issues in Chem-Factory Front in Carnivore job - Fixed non-jumpable concrete barricades outside of prison in Sibling Breakout job
Welcome to 2024! We're still trying to catch up and getting all the engines firing at full pace. Update #38 is a culmination of some F10 hunting, crushing bugs and hitting on pain points and feedback posted up by the community. We're excited for 2024, we'll be adding and fixing thousands of your suggestions and issues - so let's get going!
If you're enjoying the pace of updates, don't forget to leave a review to help us keep moving forward. Remember, you can always update your review, so if we're heading in the right direction, let us know now!
Vanguard's Overdrive
There have been questions about how to use the Vanguard's Overdrive Talent, which is a really clutch Talent. We've done a round of improvements on the description in game that will hopefully help. Basically, Overdrive has a chance to interrupt the action of an enemy who spots, usually because they are patrolling or moving around. If your Vanguard is spotted and the enemy hasn't previously spotted a team member (i.e. in combat mode) your Vanguard gets a big +Initiative boost. If this Initiative boost puts you as the top Initiative in the Turn, then you get an interruption and now it's your Vanguard's turn!
Echo-Jammer is Back!
For a moment, the Echo-Jammer accidentally fell out of sale on the markets. but it is now back.
Corporate Enemy Balance
We've smoothed out the balance for a number of corporate enemy types. The entire set of KEMCO and Warner-Braun enemies have gained more distinction between Power Levels of enemy guards, In addition, enemies with heavy armor in the corporate set like Shotgunners and Blades have all had their HP modified and reduced by a solid chunk. Their armor is giving them high effective HP and they don't need so much raw HP in addition to that.
Smoother Hack Only Jobs
With this update, we've removed some extraneous information shown during Hack only jobs. There was a red Sec AI phase being displayed between Turns as if you were breaking into some enemy facility and the physical Sec AI was ticking up. Neither of these systems are in play during a hack only mission so both have been suppressed, matching the style of pure combat missions.
Blueprint Prices
While Blueprints can't be sold today (on the list!) some of their prices have been raising eyebrows. Exactly how much is $2400K again? A lot! We've adjusted the Blueprint prices toward a more realistic spot, though they will likely be adjusted against as they need to each take into account the exact price of the item they are able to produce and how many productions they can support before they are exhausted for their pricing to really stick.
Fixing Skips and Locks
As the game has continued to stabilized, we're putting extra emphasis in 2024 in squeezing out the odd edge cases that can cause locks, skips or odd AI teleports. With this update we fixed a bug where Stunned enemy might teleport on their patrol path, where a character killed by Overwatch while trying to throw a grenade could cause a lock and one situation where killing an enemy who is in Overwatch could lock the game too.
v1.2.29 - 1/7/2024
- Improved description of Vanguard's Overdrive Talent - Restored sales of Echo-Jammer for those selling basic military and tech gear - Improved Contact client/target display for jobs, sometimes missing name or fully empty - Reduced HP values for corporate shotgunner and blade - Improved enemy scaling for Warner-Braun and KEMCO Salvage corps - Fixed extreme high prices in some Power Level 4 and 5 Blueprints - Improved Hack Only missions to hide the physical Sec AI and null out the physical Sec Tally - Fixed bug where Stunned enemies could teleport suddenly along their patrol route in rare cases - Clarified tutorial from new game is a Stealth focused tutorial
It's Update #37 with a big set of improvements to looting, loot allocation, new things to loot and more money for your loot. Call 'em Digis, Credits, U-Dahs, U-Dubs, Dollars, Bucks, Creds, Lettuce - this update is all about loot and your money, your big stack. Update #37 also resolves all issues with empty lootboxes or data nodes, improves weapon pricing, fixes Heat generation for combat missions, adds a new journal entry, changes up the Combat Drug providers and hits a nice sized pile of your F10s!
If the steady stream of updates, rapid pace of advancement and quick turnaround on your F10s is feeling good to you, we hope you'll chose to leave a review to help us keep going. Remember, you can always update your review later but if you feel like we are on the right track a helps immensely!
Loot Overhaul + No More Empty Things
With Update #37, we've sunk significant time into improving the loot allocation, rules and results in both the physical world and in the matrix. First, we cleaned up a ton of mistakes and bugs that could lead to empty matrix data nodes and sometimes even empty lootboxes. Many were related to Team Power Level, so as your team progressed, the game would actually start to try up loot and matrix files. Not fun - now it is fun! Let the loot rain down. Also, the loot that is generated is now more directly in line with the Power Levels of the missions you are running, so you'll see more exciting files, items and more the farther you play into the game. This helps overall make missions like the raid proc-gen missions more reliably profitable and if not always highly profitable at least discovering higher level Items that your team may prize for use instead of sale. The good thing is - lots more expensive things to buy are coming soon :D
New Cred Chip Loot!
With the new loot overhaul, one of the major additions is a very nice, very smooth Cred Chip. That is hard cash straight into your vault at the end of the mission without any questions. The Cred Chips can range from $1K to $50K at this time and have a big impact on missions, especially helping to make raid missions more likely to turn a solid profit. More types of new loot are also in the works that will further shake up what options you may find in physical lootboxes, so stay tuned.
Weapon Pricing
After the update of all of the Power Level 2 and 3 weapons from in Update #36, we've returned to this zone to slash some prices. About 20% has been taken off the top for Power Level 2 and 3 weapons, making them faster and more fun to upgrade once you are taking on some missions. All part of a healthy round of economic balancing tied into the loot to make the game smoother, line your pockets with U-Dahs and help you keep the underworld economy running hot.
Combat Drug Seller Swap Up
As we are working our way through the underworld contact and services matrix -- weapons, medical, balance, pricing, the works -- we've adjusted the two points of sale for combat drugs you can get out of the gate in the NBZ. They were previously swapped - the Vudu Doc was a better source of Combat Drugs than the Doper, which we've now flipped to even things out per their places within the underbelly of the city. We've also fixed a mistake where the Legendary Medi-Cloud item was on sale for your basic Street Doc for a hot minute.
Straight Combat Missions
For those missions - like DEAD DROP - that are 100% combat, we've fixed the fact that they were generating Heat from an invisible Sec Tally kept in the background. Now these missions will generate a flat Heat score of +8.
Bio-Chipped Journal Entry
We've added a new entry to the journal next to Nano-Fabbing about Bio-Chipped weapons and the restrictions the UNA places on them and why jailbreaking them is such a big deal for a gun runner. We'll keep piling in more lore as we can with each release until those sections are overflowing with the world's lore.
F10 Catch Up
We have a lot of F10s to catch up on from the end of the year holiday season. We will be working through these as fast as we can and appreciate everyone taking the time to submit them. We've fixed the broken sorting for High Edge in Roster - it was nonsense. Thanks to everyone reporting the odd case where you could fall through the bridge in the Truck Stop proc-gen mission. A few AI even were spotted trolling around down there. This is now resolved! Also, in the Truck Stop, we've fixed a few exit trigger areas that had strange gaps against the wall or wouldn't activate if you were behind a shelving unit, etc. Some of the toughest characters didn't always start the Rooftop level at 100% HP and now they do! Also, if you received cyberware during a break between missions, you're sure to always start the next mission with the right HP.
v1.2.25 - 1/4/2024
- Major overhaul to looting allocation rules - better loot is being dropped, better matched to mission Power Level - New Cred Chip loot type immediately converts into $1K, $5K, $10K all the way up to $50K - Fixed issues with empty lootboxes and empty matrix nodes as your team gained in Power Level - Improved profitability of raid missions coming out of proc-gen or story - 20% reduction for all weapon prices in Power Level 2 and Power Level 3 ranges - Missions that are forced combat like Dead Drop just add +8 Heat flat - Adjusted Vudu Doc / Doper Contacts offering of Combat Drugs - Doper now has more options, Vudu Doc less - Fixed bugs with Combat Drugs that could yield extra AP/MP on Retry Turn - Fixed issue with Medi-Cloud Power Level 3, 4 and 5 were being sold by Contacts, not intentional - Fixed issues with single firing mode weapons (pistols, snipers) sometimes getting odd data printed after attaching a mod - Fixed issue with Dead Drop job not correctly displaying its client - Fixed Roster sort by High Edge not working - Fixed movement bugs in Truck Stop proc-gen level that might cause you to fall through the bridge - Fixed some of the exit areas in Truck Stop proc-gen which were uncomfortably placed or sized - Fixed issue with some character's HP not being 100% at start of rooftop level - Fixed last 3 placeholder icons in appearance for short shave beards - Added journal section about bio-chipped weapons
Update #36 is more bristling than most - full of good balance changes, upgraded weaponry, reworked medical items, easier to use Lure, helpful new 0 AP display for Talents, improved Tutorial and some key upgrades to the enemy agent reactions to grenades and spotting dead bodies. Exciting progress on so many fronts - so let's dive in!
Want more updates? Leave a review! Remember, you can always update your review later but if you feel like we are on the right track a helps immensely!
Gun Runners Refreshed
With this update, we're starting to round out a big package of updates and improvements to the strategy/underworld layer for the game. The first focuses on weapon upgrade balancing and Gun Runner contacts. The main improvement is that Gun Runners now sell a clear upgrade path with Power Level 2 weapons. Overall, a few weapons were removed (for the moment) from circulation (until you Gun Runners can upgrade their weapon services) including weapons like the hromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag. If you happened to have purchased these before, you'll find they've been upgraded to Power Level 3 weapons, so well done. For those weapons that are still actively for sale, there is the Power Level 1 tier -- which includes some of your starting weapons -- and a clear upgrade to Power Level 2 weapons. Power Level 2 upgrades are not fancy, they are functional and valuable -- the weapons add to their Damage types, some increase Armor Crit %, others add more Full Auto shots. With more Damage comes more Recoil. We're glad to have left the previous set behind -- those weapon upgrades were trying to be too fancy, offering lateral upgrades and trade-off specializations. For upgrades from Power Level 1 to 2, this was overkill -- that will be great for Power Level 5+ variations, but for your first weapon upgrade, you want a clear step up. Still, in terms of combat gear progression, we expect to keep seeing players first upgrade Weapon Mods as the first go to.
Medical Supplies and Items Rebalanced
There have been some key changes to Item rules in Update #36. First and perhaps largest change is that all Items require at least 1 AP. This is a key ground rule -- especially for low Power Level Items -- that will allow cool flexes with cybernetics, Talents and high-powered Items later on. We have established a better floor with the rule, from which we can make cool exceptions. This includes changes to -- all Combat Drugs, Bio-Stitch Bandages and one type of IO-Charger. We know you may be screaming nerf, but this is the best for the future item and item-modifier meta for the long-term. Second, we've upgraded First Aid kits -- increasing both their HP healing values and granting 2 charges for the Power Level 4 and 5 variations. Alongside the nerf of Bio-Stitch Bandages to require 1 AP, the medical item balance is much better off now. Some of the next steps in this department will be to high Power Level Bio-Stitch options available that grant 4+ charges while still keeping to lower heal-per-charge values.
Enemy Decision Improvements
A few improvements to the enemy agent decision trees have been added to Update #36 to continue to tune up enemy response. First, we fixed a gap where enemies would only spot the body of a dead ally when their Turn came around in the Initiative Timeline. Now, enemies will immediately spot and report dead bodies. The second set all deals with grenades and Shock Mines. If an enemy is Damaged or Debuffed by a grenade they will correctly upgrade to aggressive (as they have been attacked) instead of standing around confused. If a Shock Mine is thrown like a Grenade (thrown at the feet of an enemy and immediately going off) then they respond as if it was a Grenade and go into aggressive mode. If an enemy walks into a Shock Mine used like a mine (left there and they trigger it while moving) they will upgrade to Alerted (knowing their are intruders but unsure where they may be).
Talent / Item AP Always Shown
Previously, Talents and Items that cost 0 AP did not show any icon or value for AP. This hid their power in a way and also left some confusion about their activation requirements versus other Talents. Now, all Talents show their AP but those with 0 AP cost have a grayed out, easier to ignore version of it. This helps them really stand out -- Talents like Tactical Surge, iron Grip, Marker Sights -- all bring a special extra level of power to the table simply for their surge capability, using at the very end of your Action with 0 AP left or used back to back without cost to gun, grip, aim and gun again.
Clearer Lure
Lure continues to be a Talent that has some confusion when players first try to use it, so we're working to improve that situation still through basic UI cues. With Update #36, a small red circle now appears under an enemy agent who would be affected by the Lure, helping reinforce the idea that the inner circle that follows your mouse is the area that the Lure will draw from and help make it clear if an enemy is near the border of the Lure's area, whether or not they will be targeted. In short, it's very similar to Grenades but without the damage indicator.
Tutorial Upgrades
With Update #36 we've made another round of improvements to the tutorial and the Gameplay Basic sections. First, in the tutorial we've started to push the guiding text into highlights of actual HUD elements instead of through more clunky character dialog that doesn't play at the same time as the UI. The first prompt suggesting Jamkit be used to knock out a security camera is now explained with Jamkit directly highlighted. If this improvement pans out, we'll be sweeping the rest of the tutorial to move everything into HUD highlights.
Second, we've added annotated images to and updated the Gameplay Basics section on Action Points. For any players checking the Gameplay Basics for help, this section provides a ton more very clear and pointed explanation.
Hover Priority
Up until now, attempting to hover over any interactive element -- a merc, enemy, terminal, lootbox, security device, etc -- would just give hover priority to the nearest element. With Update #36, we've improved the hovering situation to put priority on players and enemies. if an enemy is behind a Laser Mesh, the hovering will now prioritize the enemy's hover and focus over.
v1.2.21 - 12/30/2023
- Updated Gun Runners Diego and Origami Joe to sell clearer set of weaponry upgrades - Street weapons for Sale Power Level 1 and Power Level 2 are clear upgrade, less weapons for sale, better offering - Check your weaponry, some weapons have been upgraded to higher Power Levels - Some weapons previously for sale (Chromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag) no longer immediately available - Enemies now correctly spot a dead body falling into their sight cone, don't wait until their turn - When damaged or debuffed by a grenade, enemies now correctly upgrade to aggressive - Enemies getting hit by a Shock Mine will emerge in Alerted state - Non-passive Talents always show AP cost even if it is 0 AP for clarity (of their high value) - Improved and rebalanced Item Action Point costs - all items cost AP to use - All Combat Drugs and Bio-Stitch Bandages now cost 1 AP to use - First Aid Kits at Power Level 4 and above gain a second charge and higher HP healing totals - Power Level 3 IO-Charger now costs 1 AP to use but adds a buff - Fixed bug where Talents and Items targeting dead bodies could not next/previous targets - Fixed bug sale prices with Bio-Stitch Bandages - Added glossary entry explaining Pure Dmg Upgrade rules - Fixed incorrect message about witnessed vs. heard grenade explosion
Update #35 keep the Winter Sale running hot with still the best price of the year, new appearance options for your mercs, new items for sale from your underworld corrupt cop friend, improved Contact Traits Indebted and Partner and more fixes and improvements straight from your F10s!
If you're enjoying the pace of improvements and the speed of support for issues, please leave a review! You're always able to update your review later but if you feel like we are on the right track a helps immensely!
New 'Dues, New Hues
The marketing department made me write it; I swear. But its true - we've added 6 new haircuts total for your characters to check out and try. And we've also added a new row of browns to the color picker for any appearance item's colors.
New Military Items for Sale
During the Carnivore storyline, it is referenced multiple times that the corrupt cop is willing to sell military gear under the table for a higher price. This contact service was never correctly connected to the contact in the story. With Update #35, we've resolved that for existing games (it will immediately appear) and new games running Carnivore. The new milsec item options include higher power IO-Chargers, Frag Grenades and access to other rare items like Echo Jammers and Patch X-Kits. It's good to have a corrupt cop on the payroll, indeed.
Indebted and Partner Traits
Those Contacts who get the Indebted or Partner Trait are now delivering on their promise of +1 Favor per 30 days. These are added with a new Timeline Log but otherwise quietly. In existing games, they will add on the next 30 day tick, and new games they'll just add from the start. Especially for the Doctor, this is a nice way to pile up some free good will and a nice reward for your investment in the clinic.
Clarity on Passive Talents
Passive Talents (and all Talents actually) were hiding their charge count when they had no more charges ready for use in the character pop-up mid-mission. We've now fixed that issue so that the charge count is always displayed and you can see also the number of turns to recharge. This can give you a lot more clarity about the coming and going of passive Talents. If you have questions about Passive Talents, the best place to check is your character's pop-up in the middle of a mission. Click once on the portrait in the Initiative Timeline to focus the camera on them and the second time to open their status.
Loading Lock Up, Passive Talent Lock Up
Thanks to the awesome F10s coming in from the community, we've fixed two more issues that could cause mid-game freezes requiring a Turn restart. The first could effect a number of Passive Talents like the Sniper's Fleeting. If the Talent activated (for Fleeting, you killed an Unaware target) but then failed in a secondary check of its more complex requirements (for Fleeting, you can't currently be standing in an enemy's sight cone) the game could lock up on this case. Very excited to have this fix deployed to the field as it undoubtably will help other Talents too. The second could occur if a minor map change was made that might affect a character and they end up in a non-playable area. This is now always checked when reloading a mission and characters are moved to the nearest playable area.
Class Tree Cleaning Continues
Even with only 6 classes currently active in the game, the class trees are immense data structures. We've got an entire bucket of F10's dedicated to issues with them, but the list getting shorter and shorter and into small and smaller issues. With this update, we've:
- Fixed redundancy in
- Fixed Hacker's Null Op munging up the damage values
- Fixed Sniper's Skullshot was stating a buff was going to an enemy when really it is yours
- Fixed one node in Splatt-Patt that was giving multiple effects
v1.2.19 - 12/28/2023
- Added 6 new haircuts for new appearance options - Added brown color scale to the appearance color pick list - New items for sale if you make friends with corrupt Brave Star cop - Added new items - power level 3 Frag Grenade and IO Charger - Fixed missing item sales services for corrupt Brave Star contact from Carnivore - Contact Traits "Indebted" and "Partner" now grant +1 Favor every 30 days - Fixed bug that could cause character to be unable to move after loading level that was modified - Fixed bug that could cause game freeze after failure to use some passive Talents like Sniper's Fleeting - Fixed Sniper's Fleeting description to be clearer, adjusted upgrades for more Accuracy against Unaware/Suspicious targets - Fixed bug in character status pop up during missions that did not show Talent charge pips if none were left ready - Fixed display of Null Op Hacking Talent previewing damage of upgrade nodes - Fixed text in Skullshot upgrades to be clear about who is getting the +25% Critical buff - Fixed multi-effect upgrade nodes in Soldier's Splatt-Patt - Fixed odd position of Select/Options button in appearance selection - Fixed all reported typos - thank you!
Let's keep the Winter Sale cheery with another update! Update #34 hits on a ton of F10s and requests from the community -- fixing a critical story issue that was reducing story content available in the game, adds dark mode to the F10 menu, improves multiple reactions and decisions from the enemy agents, correct the special rules for Revolver mods, making Matrix AP clear and always visible in hacking and more.
If you're enjoying the updates, we've got more coming! We hope you'll tell a friend and leaving a review. You're always able to update your review later but if you feel like we are on the right track a helps immensely!
Missing Story / Recruits
Some players have been reporting less-than-expected story counts and a lack of recruits. Due to holiday travel, we haven't been able to address this quickly enough but it is now fixed with Update #34. About 50% of the game's stories and all recruit options could possibly be effected, depending on the age and stage of the game when the bug was introduced. Stories like Sibling Breakout and Cube Run were on the skip list. In all cases, all games are now fixed and regardless of age or stage, the stories/recruits will begin to appear as the timeline is run. Sorry for this ugly bug!
Enemy Agent Improvements
Update #34 includes a sweet set of changes for enemy agents. These changes always require a lot of vetting and testing, so they've been percolating here for a while as we need to make sure the decision tree changes are good for the AI in all its forms over a lot of scenarios. This work is in preparation for allowing you to skip or fast forward enemy turns, so that is coming but not ready yet. For Update #34, we've -
- Resolved some issues that would cause an enemy agent to repeatedly skip turns at an investigation point once they had reached it.
- Resolved some issues that would cause an enemy agent to suddenly teleport to an investigation point.
- In some cases, enemy agents could end up lying down on the ground in a bugged state that made them really hard to deal with. Fixed.
- Enemy agents were really silly when hit by a grenade and not already aggressive. Their reaction is much more reasonable now, in that they will head toward the point of grenade tossing to investigate. If you're throwing grenades from out of sight, you still have a chance to scoot and lead the guard Alerted instead of Spotting you.
F10 Dark Mode
Dark mode FTW - F10s now have a far more pleasing dark mode styling, easy on meat eyes and easy on cyber eyes too.
Matrix AP
In Update #34, we've made two changes to make your Matrix AP more clear. We've labeled in the center screen where you've got the action options like Scan and Hack. We've also added an ever-present AP bar to the top left that shows your Matrix AP at all times. These changes should help make it more clear as you're burning through your AP and your turn is starting to dwindle down to only a few last actions.
Revolver Special Mod Rules
While they are able to equip regular Pistol Mods for their scope, barrel and body mod - Revolvers still have a few special rules that limit their mod options. Specifically, they cannot attach a barrel mod suppressor that reduces the noise of their shot and they cannot attach a body mod that increases their ammo capacity. These rules are now correctly enforced during weapon modding.
Loadout Bugs
There were a few issues with loadouts when changing carried items from the roster. These could lead to have more items than you were supposed to be allowed to carry for certain characters. These issues have now been resolved - thanks to the group of players who all sent in highly detailed F10s.
v1.2.17 - 12/26/2023
- Fixed Casting Director bug blocking about 50% of stories and recruitments steamfacepalm - Fixes issues with Revolvers equipping mods that silence/suppress or extend ammo max - Fixes issues with loadouts, item assignment and roster - Fixes issue where enemy agents would sometimes go to an investigation location and just skip turns there - Fixes issue where enemy agents were clueless when investigating a grenade thrown as the opening attack - Fixes issue where sometimes enemy agents teleport suddenly to an investigation point - Fixes issue where sometimes enemy agents could end up lying down and bugged - Improved Matrix hacking label of Matrix AP and added AP bat to top right - The F10 Feedback menu converted to dark mode - Multiple items of the same type carried by a character are grouped in backpack dropdown - Further improvements to motion detectors and radar arrays - Fixed issues with missing strings in movement alerts for security devices - Fixed certain types of 4m fences that could resist being jumped in some levels (like Tutorial) - Fixed typos in Gameplay Basics section
Merry Winter Sale, mercs and Knights! It's the best time of the year to jump into the New Boston Zone with the best deal of the year. These heists won't heist themselves!
Update #33 brings some updates to your class trees, a new Talent for the Soldier and the Hacker and a pile of class tree fixes from your F10s. Thanks to everyone playing, posting feedback and sharing the game with a friend.
Happy holidays - hope you'll leave a review on Cyber Knights this season!
New Soldier Talent: Plaster-Cross
Your Solider now has a new option to handle heavily armored targets with Plaster-Cross. Parallelling Splat-Patt as a firing technique enabling more powerful and wider range of Full Auto fire, Plaster-Cross is a special firing technique for Burst First firing mode that greatly increases drilling through and destroying the reactive materials of modern combat armor and increases the Armor Crit % significantly against targets. Got a hard nut to crack? Lay into them with your AR and Plaster-Cross to soften up their armor before unleashing Full Auto destruction.
New Hacker Talent: Upchain
Your Hacker can now exploit in the last seconds of an enemy drone's existence as its circuits and systems collapse under gunfire or slicing blades with their Upchain Talent. The unauthorized burst into the drone control system can send out shockwaves of disruption to all nearby drones and hit all nearby drones with a powerful debuff reducing Initiative and AP. The Hacker's new passive Talent is the sole Talent to activate on the death of an enemy drone and is helping to continue to build out the options your team will have to face off with dangerous enemy drones as they prepare to become more prevalent in the enemy's security forces outlay.
Simplified Soldier's Red Dot
The Soldier's Red Dot Talent had an overly restrictive clause that needed a Full Auto weapon to use. This didn't make a lot of sense, so we've reduced the restriction to only require a ranged weapon.
Cybersword's Lightfoot
There were cases where the Cybersword's Lightfoot Talent was incorrectly disabled in the Talent bar even though you had the charges and the AP/MP to use it. We've resolved the situations so that it's always enabled when it should be.
Class Tree Cleanup
In Update #33, we've done some cleanup for the class trees to help ensure all the icons and text are fully correct. We've fixed a few places where the wrong icon was used in upgrade node. We've also worked on correcting some of the text for the upgrade nodes, where the wrong syntax was listed -- where a buff was being upgraded but the text would say the "target(s) suffer X effects" as if it was a debuff.
v1.2.15 - 12/23/2023
- New Soldier Talent: Plaster-Cross Talent, now adds Armor Crit % and Ballistic Dmg to single Burst Fire attack - New Hacker Talent: Upchain debuffs nearby drones whenever an enemy drone is killed by the team - Removed hidden Full Auto requirement from Soldier's Red Dot Talent, now simply requires a ranged weapon - Fixed incorrect Strength icons to Reaction icons in Knight's class tree - Fixed issues where Cybersword's Lightfoot Talent was wrongly disabled in Talent bar - Fixed issues where upgrades in class tree would state "target(s) suffer X effect" when the Talent was a team or self buff - Fixed mistakes and typos in new Gameplay Basics sections
Welcome to the Winter Sale and our best discount of the year - save 33% on Cyber Knights: Flashpoint today! You'll get the game and a river of free updates, coming fast and shiny.
Update #32 officially cracks into the Tutorial Roadmap milestone (a good start but more coming), improves and adds the rest of security devices to movement alerts, fills in missing item descriptions and Smoke Grenade rules, gets Overwatch visualization to respond correctly to sight blockers and cover and more. It's a huge QoL patch straight from your F10s! So, let's get to it.
If you're enjoying the pace of updates and improvements to the game, be sure to leave a review!
Tutorial Starter Refresh
While our work is far from done with improved tutorials, with Update #32, we've officially started on the road and have marked the item as "underway" in the roadmap. For both the tutorial level (below the rooftop) and the rooftop there is now an ever-present button for players of any skill level to access "Gameplay Basics" which gives access to the top 6 basic gameplay features you'll need to know to get started, including movement, movement alerts, using items, Action Points and Initiative.
At the beginning of the tutorial we use a new highlight system to point out the button to make sure players know to start there with that button. This is the first of use of the HUD / UI highlighter but the next steps for the tutorial improvements will for this new feature to creep across all of the content and replace (disconnected) character dialog to directly highlight and detail the parts of the screen and actions you can/should be taking. We also did a big pass of improvements on the dialog tutorial and sequencing. It's a bit tighter and highlights more important points but is still due more improvements. Finally, this let us remove all of the tutorial video content from the game which was getting no play time but soaking up more than 1 GB of game size. A nice bonus!
Overwatch and Full Auto Indicate Lines of Sight
For enemies and players alike, your Full Auto and Overwatch cones displayed on the map now respond correctly to environmental elements that block line of sight and to cover as well. While you can shoot targets in the yellow hashing, this sometimes can explain why you may have reduced accuracy if the target is near cover-granting element. This is especially helpful for just showing areas that are completely out of sight so you can shift through enemy overwatch where possible without getting tagged.
Movement Alerts Cleanup
With Update #32, we've fixed a few gaps in the movement alerts system. This system has been a huge success and we're pushing to have full coverage over all security types and to close some gaps where things are not all working as expected.
- Motion Detectors, Pressure Plates and Laser Mesh all now give movement alerts
- All movement alert icons are now shown in yellow to get off the overloaded red color and to match the alerts shown in the enemy hovers
- We've fixed issues where "You may be seen" was incorrectly reported when you were crouching and would be staying low behind cover.
- We've fixed issues where you could be reported that you'd be shot even outside of the range of an enemy overwatch cone.
- Sometimes multiple movement alerts at the exact same location would stack, this is now improved to be more clear.
Smoke Grenades and Item Descriptions
We've fixed Smoke Grenades broken description making it clear they created a sizeable cloud of smoke that blocks sight and security devices alike. No attacks can be made out of, into or through smoke except for melee attacks which are not effected. Go cyber ninja, go! A tip for smoke grenades, turn on highlight (default H)! Sorry, other grenades no longer bounce off smoke grenade's smoke. steamfacepalm Also, for a number of items we fixed places where their rules had been entered into their themed description and have now included their proper in-world explanation.
v1.2.13 - 12/20/2023
- Improved tutorial / rooftop access to "Gameplay Basics" with updated top 6 items in Basic Gameplay - Added "Gameplay Basics" button to HUD in Tutorial and on Rooftop for quick access to explanation of movement, combat and gameplay fundamentals - Reduced total game size by more than 1 GB - Overwatch and Full Auto area of affect display now take into account cover and blocked sight - Added movement alerts for Motion Detectors, Pressure Plates and Laser Wires - All movement alerts are recolored yellow, red is overloaded in visual - Improved "You may be seen" movement alerts to be more accurate in regards to cover - Fixed movement alert bug that could indicate you'd be shot out of range of enemy Overwatch - Fixed issue where multiple movement alerts stacked vertically but was unclear - Fixed issue with Knight's Sync Talent not clearly updating Initiative Timeline - Fixed issue with grenades bouncing off smoke grenade clouds - Improved use of mouse in appearance, removed constant flickering as mouse moves between items - Improved display and readability of Combat Log, clearer fonts, stronger background gradient - Fixed issue where mission stage options were not red even when locked in Victory/Defeat - Fixed Custom Difficulty pop up window to correctly respond to screen scaling - Fixed issue with Zero Interrupt Talent in Matrix printing names of unscanned IC to the logs - Fixed Talent description of Smoke Grenade to be clear about it rules, duration effect - Improved item descriptions in game, removing places where rules were listed in themey description section - Reduce number of items in inventory/market where names were cut off by ellipsis - Removed confusing numbers on the end of some First Aid Kit item names
Update #31 bumps the level cap up to level 20, fixes the proc-gen issue with empty Matrix data nodes, adds a new powerful Trait and some Tags to the starting Sniper, improves the flow of the Clinic Expansion storyline and completes another big sweep on appearance items cleanup, this time making all the hats fit so nice.
If you're enjoying the pace of updates and progress in the game, please take a moment to leave a review!
Level Cap Raised
With the new proc-gen system released in December, merc groups were starting to hit the previous level cap of 14. With Update #31, we've raised the roof a bit up to Level 20. Reaching this character level is past what the enemy AI is capable of fielding to meet you and will exceed things like available gear and cyberware in the game by a lot. We're working hard to catch up in those areas.
Missing Matrix Files
The proc-gen updates caused a lot of hosts to be generated that were missing files in their Data Warehouses, Manufacturing Vaults and any kind of data-focused node. With Update #31, we've fixed that key bug and you can now hack on, download on, and profit.
Liat Tags and Traits
For all new and existing games using the starting Sniper (default name, LIat) we've upgraded your Traits to include Longshot (very good bonuses for Sniper) and some additional Tags about your history with the Free Streets Compact that will help out down the line with upcoming stories. This affects all games, so good for everyone!
Clinic Expansion Improvements
With the Clinic Expansion, you now get a clear timeline event appearing if you invest in the upgrades. This makes it obvious just how long you have to wait to get your new cyberware and upgraded medicals. In addition, we've adjusted the start of the storyline to offer a real delay option, allowing you to put off the conversation / decision / legwork for up to 2 months if you want to.
Further Appearance Focus
We've been putting in extra time on fixing all the clipping, geometry overlaps and little things that make some of the appearance combinations not look as nice as they should. With Update #31, we're clear on all hats with all heads now, across the board. We're still cleaning up some of the feminine hairstyles for some very minor tweaks and then will move on to eyewear.
Carnivore Fixed II
If you were in the slice of games that completed the Carnivore job but still didn't have the Corrupt Cop in your Contacts list, you should be all set after you visit the safehouse now.
Rooftop Terminal
Too many players were getting confused by the (confusing!) Terminal on Plan B Rooftop level. You don't have a hacker, so this was a bad thing to have present. It has now been replaced with a lootbox.
v1.2.11 - 12/18/2023
- Raised level cap from 14 to 20 - Fixed issues with empty data nodes in Matrix hosts for proc-gen and any other missions - Improved options in Clinic Expansion storyline, now has delay option - Improved result of paying for the Clinic Expansion, a timeline event now broadcasts when the upgrade will be complete - Improving Liat's starting Tags and added "Longshot" Trait for new and existing games - Fixed prop of large tarp covering crates not blocking sight correctly - Fixed overlaps and geometry clipping with all types of hats and heads - Fixed some games where Corrupt Cop had still not shown up after Carnivore - Replaced confusing Matrix Terminal on rooftop with a lootbox
Tonight we're dropping a quick patch to address some issues that crept out with Update #30. A small 60 MB drop to fix a few key issues -
If anyone was having issues reloading a game mid Hack or retrying Turn with a Hacker already in the matrix, this addresses the bug.
For @gekido - stuck on the rooftop, this fixes your issue.
We're also making a big push to fix all of the appearance cosmetic issues with clipping and overlaps. With this update, we've swept through the masculine hair styles and everything should be clean and looking good. We'll keep pushing into hats next.
v1.2.9 - 12/17/2023
- Improved Warner-Braun enemy set, new variations and stats, watch out their Captains carry Revolvers (Pure Dmg!) - Fixed bug preventing proper Retry Turn / Reload Game while hacking - Fixed navigation bug on Aug-Clinic Rooftop could get stuck - Fixing missing corporation name in Warner-Braun hack only mission - Fixed overlaps and geometry clipping with all masculine hairstyles
Update #30 brings new angles to the generation of the proc-gen missions, allowing new employers and new targets. We have also added the options menu to the game, so you don't have to retreat to the main menu to tweak and test your settings. We've improved some of the equipment for sale, made Nuke matrix program work as expected, and fixed a huge pile of your F10s and community suggestions.
Thanks to everyone playing, posting and leaving reviews! Every bit helps us keep sharing and improving the game.
Proc-Gen Premises: Warner-Braun Strikes Back
One of the big advantages of proc-gen within the larger simulation of the New Boston zone is that with enough premises for the proc-gen missions, we can help ensure that any contact that makes any sense can offer you a wide variety of missions. With Update #30, we've expanded the available set of proc-gen premises so now the Warner-Braun contacts who have come to the dome will be able to offer you a variety of missions as well. So, you can work the other side of the coin. You can work both sides of the coin! As the game's faction, influence and reputation simulation tightens up and evolves, these choices will become more and more important and meaningful.
Options in Game
Classic gaming stuff - but, you can now access and change the Options menu from the ESC menu in both the safehouse and from inside a mission. This is particularly helpful if you need to tweak display settings or want to tune how fast your camera rotates or pans. You've also got easy volume control now as well, and can drop into Borderless or Window mode right from inside the game. You cannot yet modify the keybindings from inside these screens but that is coming next.
Nuke and Matrix Fixes
The area-of-effect Nuke program in the Matrix can cause major damage to all IC in a single node. It can be a fast way to clear out a data node or wipe the CPU for a spike. it even hits IC you can't see yet. It is now working as promised, with a Nuke button appearing above the entire IC list for on global access. We've fixed a bug that was plaguing Spike CPU proc-gen missions where disconnecting the same turns as spiking the CPU could result in a hang in the matrix itself.
Reo-Flex Armor
We've improved the balance of the Reo-Flex Lightsuit armor to be in line with its price. While it boasts the same 1 Armor Point and high Armor Protection (before its Armor Point is shredded), it now offers superior protection if/when the 1 Armor Point is shredded.
K-Protocol, Blend and Proejction
We've made some balance improvements to the K-Protocol Talent for Vanguards, fixing one node that had two effects and increasing the cost of its -1 Recharge Turn upgrade. We've fixed a set of bugs around Blend and Projection that could result in soft locks, or the holographic display for your character to stick around, or for certain parts of the character not to correctly join the holographic display, like your weapons. Everything is smoothed out and working nicely now.
Seniority Sort
The team seniority sort now works as expected in your merc team's roster. The Knight and the Face are always the most senior of the team and then the sort will run by date of joining the team and then sub-sorting by Experience if there are matches (common among your initial mercs).
v1.2.7 - 12/16/2023
- Added new proc-gen premises for Warner-Braun; now work for the Corp VP you met - Options menu is now available in Safehouse and Mission Map - change settings, windowed mode, camera speeds - Options menu in Safehouse and Mission Map cannot yet change keybindings, but that is coming - Nuke program in Matrix now working correctly, the Nuke button appears above all IC list - Fixed issue in Matrix where you could load programs without paying the AP cost - Fixed issues with empty loot boxes in proc-gen Truck Stop level - Improved Reo-Flex Lightsuit to have superior armor protection values if degraded - Adjusted balance with Vanguard's K-Protocol, fixed node with 2 effects, added 2 point cost to recharge improvement - Fixed issue that could cause Matrix Hack CPU mission to hang if disconnecting directly after Spike CPU - Fixed odd hang when hovering over or selecting a remove option in appearance, player now correctly previews with item removed - Fixed sort by Seniority in merc roster to work correctly - Fixed bugs with Blend and Projection, swapping weapons and soft locking the game - When enemies are spawned into a mission, if highlight is on they are correctly highlighted - Fixed unlinked text in cyber surgery screen ("Implant.Desc.2000") - Fixed incorrect face used for Warner-Braun VP in Contact list - Fixed flickering camera in Loophole Heist, bench you could walk through in Cube Run - Fixed appearance for Oscar Kova Brave Star Contact
Update #29 brings some great improvements to the HUD, improves the visual of characters while you're customizing their appearance, fixes broken items like Nano-Stim Kit, fixes bugs where Radar Arrays didn't see dead bodies and more more more. This one is a full F10 smashing bonaza - your bugs fixed and your suggestions added to the game.
If you're enjoying the pace of updates and the improvements to the game please remember to leave a review steamhappy
AP / MP in the Timeline
One of the nicest F10 improvements for this update is to get the AP/MP ticks into the Initiative Timeline under each character's face. Regardless of what Turn they are in; this data is immediately available in a consistent spot on the screen and does not require you to do any scrolling or looking for the teammate to know their exact status.
Slashslide Improvements
The Cybersword's Slashslide is one of the best maneuverability Talents in the game and allows taking out multiple targets in on series of deadly attacks. We've taken some time with this update to improve Slashslide's animation and visuals. This is not the final resting place for Slashslide - we have bespoken animation for it - but this is a big step forward where before it always felt random what the animation was doing now it's clear, sequential and times the hits to the Damage displays and always drops a visual attack on each target. Last update we fixed bugs where it could result in the character oddly teleporting after using it and with Update #28 we've fixed the bug where you could teleport before using it. And we've resolved the issue where sometimes it failed to attack the 2nd or 3rd target for a variety of different reasons.
Updated Lights in Appearance
After we updated all the lights in the mission and safehouse dialogs, we've heard a lot of good things about how much more that helps the characters pop and feel cool. We've been able to migrate that lighting setup (with some tweaks) to the appearance tab now, letting you stylize and build out your character in a much more dynamically lit environment instead of the overly lit "flat" that was previously used. We're very pleased with the results and hope you are too! We're also making a big push on cleaning up any and all of the clipping issues. One big problem was that minor adjustments to avoid clipping with elements like beards and hair were not being made correctly when you selected / moused over the elements. So, flying down a row of beards, everything just looked wrong until you clicked. Now these adjustments are being made correctly during the preview. Second, we just have to put in the time to clean up every clipping and misplacement. For Update #28, we have completed the task to get every beard and every face working together. They should all be very well positioned, no oddities. If you see any, please F10! Next, we will tackle hair.
For Proc-Gen
With proc-gen now out for a few days, we're still cleaning up a few more issues with the new feature and content set before we go on a rampage of adding and more adding. We've resolved oddities in the Truck Stop mission where your movement lines on screen were oddly shifted and further tweaked the duration of Hack CPU missions to be one Turn longer across the board. Some of the hacking hosts created by proc-gen had disconnected nodes and those have also been resolved for future proc-gen missions.
Sword Range
If you ran into an issue where the bottom left weapon display would report that you sword could attack 1 person from your movement destination ... and then when you got there, you can't attack anyone -- this should now be fixed. We fixed at least one cause but there may be more. If you see this please F10!
Sec AI Orders
We've fixed some issues where the Sec AI and individual enemy agents were forgetting some of their state if you used the Restart Turn feature. They could feasibly forget about security infractions they had been instructed to investigate or drop from Alerted back to Unaware without explanation.
V-Sync Option
We've fixed an issue with the V-Sync option where it was not always set correctly when the game started up. Now it is and you don't have to go back to the options menu to toggle it. Thanks for the F10s!
v1.2.5 - 12/13/2023
- Added AP / MP into the Initiative Timeline under each character - Improved animation and timing of Slashslide, fixed issues where it could miss second or third targets - Improved lighting setup characters in appearance tab to be more dynamic and exciting - Improved preview in appearance tabs, previewed appearance option is now placed correctly - Fixed all placements of beards in appearance for all faces - Renamed Contact filter Known to Friendly - Fixed issue where item charges would be reset between mission stages - Fixed broken Nano-Stim kit item (now very good) - Better balance of Spike CPU hack only mission duration, now more closely based on Matrix host size - Fixed issue with movement lines being unaligned in start of proc-gen Truck Stop mission - Fixed disconnected nodes in some of proc-gen hack missions - Fixed floating crates in Cube Run mission, other prop tweaks - Fixed bug where some Sec AI orders down to enemies could be forgotten if Retry Turn - Fixed bug that could cause Slashslide to teleport player if canceled - Fixed bug where bottom left would report sword was in range before movement but then it would not be - Fixed bug that prevent Radar Arrays (long-range cameras) from spotting dead bodies - Fixed issues where zooming out matrix would scroll the IC panel - Fixed issues with V-Sync not being set correctly when game is restarted - Fixed issues with memory leaks in appearance tab - Improvements to custom difficulty window, sliders, thanks for the F10s!
The CUSTOM RIDE major milestone got stuck in a traffic jam behind ENDLESS, so they piled out of the gate together in a big rush. Back-to-back Major Milestones? That's a first :D Don't let the tempo belie the size and scope of this monster update - it rivals proc-gen. CUSTOM RIDE now allows you to tailor your difficulty settings with exacting precision, changing 20 different Difficulty factors during New Game. And you can also just customize your difficulty anytime during play if you'd like to adjust how its working, made a mistake, or need a reprieve or to dial it up a bit.
Add to that new options for windowed, borderless and fullscreen in your options menu, new Auto-Dump threat in the Matrix, fixing Slashslide missing / teleport bug, 2 new helpful market filters and more ... Also, since Proc-gen was just released in ENDLESS, we have added an extra section to the change log just focused on proc-gen stuff (new map! many fixes!) as well. And of course, the traditional mountain of small fixes, typos and QoL requested from your F10s!
Let's say - we've been busy! If you like the improvements and the pace of improvement overall, we hope you'll express your thanks in the form of a review!
The roadmap has started taking some major body blows, it's going to be a photo finish for 2023's items!
So let's dive in!
Custom Difficulty
With Custom Difficulty, you can fine tune the 20 different settings that make up each default Difficulty setting. You can easily start with one -such as Hard - and then tune a few settings off Hard's baseline or you can go all out and change everything you please. You can modify how / if the game makes automatic saves and if you can make manual saves. You can control who can die on missions (mercs, knights, no one!). You can tweak all the timers and game speeds, the power level of enemies, matrix and their HP pools. If you'd like to make more money or gain more or less XP, the Rewards section can help. You can tweak the default settings for resistances to negative traits, wounds and death. Finally, the economic difficulty settings let you adjust prices for 5 major categories in the game. Twenty settings are a lot of settings! We recommend you lean on the major default categories and then change things where you know you want a different experience.
Remove Security Tally per Turn "Timer"
For players who do not like the pressure built into having the Sec AI increase the Security Tally every Turn, you can now remove this entirely with a new difficulty field Sec Tally Mod. With custom difficulty you can also slow the story events down massively if you're feeling overly pressured with the timing of the game's story. If you don't want to turn of Sec Tally complete, you can set it 1 lower all the time or for the hardest difficulties, you can pop it up by +1 per Turn.
Flexible Difficulty - Change Any Time you want
Custom Difficulty is amazing during New Game but why stop there? During any point in play - from the Safehouse or during a Mission - you can now convert your game's difficulty to Flexible and then just customize it on the fly, as often as you like. Decide the timers are too much? Nuke 'em. Started on Hard but it's killing you? Fix it. With flexible difficulty you can change any aspect of difficulty as often as you would like. Tweak this, tweak that, don't like it? Tweak it again! We know this is also going to be very helpful from players who already started games who might want to adjust their starting difficulty. Maybe it wasn't what you expected or you dislike the security timers more than expected - tweak on, Knight. There are some warnings that we need to post up front before you make the change.
- This is a one way conversion from Hard or Custom or whatever to Flexible. You won't be able to take screenshots showing that your on Hard Difficulty anymore. That seems fair.
- Not all changes can be retroactive. If you change Story Speed, story events that were already created and given deadlines will not slow down or speed up based on your change.
- Difficulty is IN each individual saved game. So, if you've made previous manual saves, they will not be changed and any auto-saves like Retry Level or Restart Mission also do not have these changes (until you start a mission after the changes are committed). So, keep an eye on that!
Windowed, Borderless, Fullscreen
We've completed the work to add windowed, borderless and fullscreen options, and their paired resolution offerings, to the options menu in the game. Sorry we didn't have this before, glad to be able to add it with Update #28.
Proc-Gen: New Level, Many Fixes
There is a solid list of improvements for Proc-Gen here with Update #28. We've added a new level, using the mission map from Forward Op to the list of proc-gen missions, allowing you to Raid and Kill 3 in this new zone. More new maps are coming, but we wanted to get this online quickly to increase variation. We've also redone how CPU Spike missions were working. Previously, the instant you spiked the CPU, the mission was over. Now, you can spike and stick around until the time runs out or you walk away to the blue glowing exit area. From a balance standpoint, we've significantly tightened up the Max Turns you can take to complete the CPU Spike on these missions. They are 1-2 Turns shorter, putting extra pressure on your hacker to move quickly and leaving less time at the end for random looting.
Matrix Auto-Dump + Dumpshock gets Teeth
The new Auto-Dump feature of Matrix nodes puts some extra challenge and risks into sliding through the quantum networks. Incinerators, CPU and APU nodes now will all auto-dump your hacker if your Turn is ended in the node. Be careful with your AP, watching out for Traps and other IC that might prevent you from getting out quickly enough - you may end up kicked to the Hard Disconnect and end up with Dumpshock. Speaking of Dumpshock - with Update #28 it has grown some teeth! It now nerfs Move Speed and Wound Res both at -25%. We removed its Accuracy Debuff because that's never fun.
Owned and Ready to Sell Market Filters
Update #28 adds 2 new helpful market filters - Owned and Can Sell. The Owned filter converts the market (which is really a list of what you can buy and notes about what you own in that list) to a full Invetory, just showing everything you own. Can Sell does the same but filters this list down to items which are truly ready for sale. If you have Pistol Silencers 5/5 (5 used and 5 owned) then this will not appear in your Can Sell while your RapidFire 1/2 (1 held, 2 owned) will, making Can Sell a quick way to find things to sling to your Contacts without having to look through the list yourself.
Cybersword Talents & Skill Tree
We unwound some issues with the Cybersword's Slashslide Talent that could result in an odd teleport after it was used. We've also fixed issues with Talent upgrades for Aegis and Deflection Field not lining up and making sense. More, actually a good deal more - check out the full release notes! v1.2.3 - 12/11/2023 - Change any aspect of your game's difficulty you want with over XX options in Custom Difficulty - Disable Timers by modifying Security Tally per Turn and Story Speed in custom difficulty - Adjust your game's Difficulty during playing from the Mission or Safehouse menu (only some changes take immediate effect) - Added options for Fullscreen, Borderless and Windowed mode and accompanying Resolution into game options - Matrix CPU, APU and Incinerators all Auto-Dump if Hacker ends turn in the node, causing an immediate Hard Disconnect - Upgraded Matrix Dumpshock Debuff to be -25% Wound Res, -25% Move Speed, -10% Evasion, -1 AP - If teleported in Matrix by a Blackhole, game now centers on and selects your new node position - Fixed bug with after-Slashslide teleport, Slashslide not hitting 2nd or 3rd enemies - Fixed issues with and improved Cybersword's Aegis Talent upgrades - more invulnerable tokens, bonus Evasion - Fixed issues with and improved Cybersword's Deflection Field Talent upgrades - adding range options - Fixing Item Class "ECM Tech" is "Hi-Tech", fixed IO-Charger to be Hi-Tech and Patch X-Kit to be Medical - Easy to spot and use "Remove" option now available for all optional appearance categories - Added new market filter "Owned" which shows everything you own not mixed in with what is being sold by contacts - Added new market filter "Can Sell" which shows only what is ready to sell to Contacts right now - For finger convenience, H now toggles pop up in class tree (close and open) - Extended duration for Forward Op mission - Fixed issues with over-aggressive graying out of Talents and prevent previewing range circles - Fixed issue in safehouse timeline that could cause a crash when starting an interaction with timeline running - For Proc Gen: - Added additional mission map (from "Forward Op") to map rotation for proc-gen - new maps and new objectives coming soon (but not at same times as other Major Milestones lol) - Rebuilt how Spike CPU missions work so that you can hang around after spiking the CPU for extra looting - Tightened the timelines on Spike CPU missions, dropping 1-2 Turns - Fixed Raid proc-gen missions incorrectly stating they were against Warner-Braun when they are against a gang instead - Improved sewer levels high walls beyond play area and the camera bounding areas - Fixed props issues with trashbags and desks in new proc-gen mission maps - Fixed issue with desk corners you could walk through in new proc-gen mission maps - Fixed odd glowing zones appearing on the bridges when they were crossed in proc-gen missions - Fixed typos in Treaty of '31 starting Legwork ("Blur is snooping around Blur")
The ENDLESS major milestone rolls out the proc-gen mission feature and the first wave of content types that it can create to give you freedom to keep playing as you please. In addition, ENDLESS adds the first Story Era for Cyber Knights - a major city-wide event that sets up stories, proc-gen premises, new contacts and more. The proc-gen system also forced a lot of good updates to other guts in the game which has resulted in some exciting changes for levels like Loophole Heist, Haven Smokeout and Forward Op -- more fun, more variation. And of course, we fixed a towering mountain of small bugs and QoL issues.
We're a little behind on the roadmap timing, but it was worth the wait to get proc-gen right. You can read a full review of how we have approached proc-gen below, but here the tldr; we've released the proc-gen feature (the game can make randomized content within a set of rules) and the first set of content. The content and rules are still limited, so you'll find repetition if you play enough proc-gen missions. Our next step for proc-gen is to rapidly expand the content and rule set until you repetition fades away. We will not delay, expect more content and rules every single week.
If you're enjoying the pace of updates and improvements to the game, please remember to leave a review!
Proc-Gen Missions
Proc-gen is a pretty wide open term - while we're all talking about the same concept (RNG, rules, content blocks, combining, endless play) the implementation from game to game is always different. For Cyber Knights, proc-gen means creating unique, replayable and repeatable missions that are directly tied to your contacts and current world events in New Boston. The major milestone ENDLESS and Update #27 complete the major task of creating a fully functioning set of rules and content that can be recombined into many different mission experiences. The Cyber Knight's system is capable of generating, randomizing and combining elements including:
- Individual mission maps (currently limited to 3 maps)
- Starting positions, exit options, enemy locations and patrol routes
- Missions stage structure (pending, but more complex missions like Carnivore will be created)
- Objectives (currently limited to raids, assassinations and CPU Spiking hacks)
- Employer, Enemy and friendly factions
- Matrix hosts connected to terminals
- Loot from lootboxes and matrix downloads
- Leverage, Special Rewards
But, as any multiplier category of rules or content grows within the set, the resulting possibilities will grow very quickly. The most important areas of growth will be level maps and new objective types. Wo while we may be here (^) today, we're excited for the steady stream of updates to include constant adds to proc-gen until we get here - and then we'll go ahead an update until that looks small too.
Needing More and More
Proc-gen will put a lot of pressure on every other system in the game. We will work hard to meet that pressure but it is impossible we will keep up. For example, you're going to have money now - a steady income if you want it - but there aren't going to be enough guns to spend your money on. Your team is going to level up, and you'll find that for many factions, the enemies aren't ready for you past Power Level 4. And on and on. The answer is clearly updates. So we will be serving that dish hot.
Story Eras
Story Eras are major events that have lasting effect on the game's story and simulation elements. Things are changing in the world of 2231 - big things - and they majorly impact the world, New Boston, the megacorps and the underworld. As these events unfold, you'll often have an opportunity to be involved in how they unfold or how you navigate the aftermath or exploit the opportunities. Such events always create situations in which Cyber Knights and their covert op teams are needed. Update #27 opens the door to the first Story Era - the Treaty of '31. We won't go into depth or spoil it. To be honest, the feature we focused on adding here was proc-gen missions, but the Story Eras (as there can be more than one running at a time) set the context and premise of many of your proc-gen missions. So, this first Era has some of its proc-gen premises added but is light on story and missions. The job of the next few weeks will be to fill it in both regards.
New Era Content
New Eras will introduce new factions, new contact types, new weapons, story, recruit opportunities and always new proc-gen premises. The types of proc-gen missions you were encountering - including their objectives, the employer and the targets - will changes as the Eras change. Eras are key establishing the living and dynamic nature of the city in Cyber Knights, and a lot of that is in the new things each Era can bring to the table or unleash upon New Boston. For example, with the Treaty of '31, we've added 8 new types of Contact Traits including Influential, Uninspiring, Easy to Please, Guarded, Vengeful, Detail Oriented, Hard as a Nail and Weak Organization. Contact Traits can now impact new types of things that they did not before, like speed of Influence gain for Contacts, what types of services they are interested in adding or upgrading, their ability to resist attempts on their life via Death Res and more. Also, the new event has spurred the addition of new Contact Types with unique service offerings: Corporate VP, Dockmaster, Spec Ops CO.
Haven Smokeout, Loophole Heist, Forward Op Improvements
The new proc-gen system has necessitated the creation of a number of new and exciting authoring tools for levels and their myriad of challenges. These improvements have been rolled out first to this trio of missions and we're excited to see them spreading to every mission in the game. For all 3 levels, we've improved the balance, placement and counts of enemies from play to play. Head counts are better tuned up, placement and patrol paths are tightened and (like proc-gen) you won't find that everything plays the same every time -- enemies, objectives and patrol paths are now in flux -- so keep your wits about you and don't lean on old memories to get you through. Loophole Heist level 1 has a new starting point, making it a more exciting and dynamic level. We also fixed an issue with an enemy patrol being under the floor.
Merc Profile Access
When prepping to deploy for a mission now, you can use a newly added and very helpful button to jump directly to a Merc's Profile. From there you can fix loadout issues, double check a Wound or complete any training you need. Upon hitting ESC, you'll return to the mission deploy screen, ready to dive back in again.
Other Fixes
The memory leak in Appearance had persisted, we had fixed 50% of the leak but missed the other half. Now it should be 100% water-sealed. Aitana will no longer appear unexpectedly in the tutorial if you reload the turn or level. The ESC button is working again from the Matrix. We've removed the floating, disconnected nodes in Carnivore hosts. Weapon Mods like Rapidshot Mecha now correctly list that they reduce AP for reloading by -1. We've removed some unnamed and unused filters from the end of the weapon mod's filter list.
v1.2.1 - 12/9/2023
- Proc-gen system can now create missions for your team continuously - Proc-gen has limited permutations now but will continually expand through Early Access - Proc-gen missions currently include Raid (free looting), CPU Spikes (hack-only) and Kill 3 (taking out military targets) objectives (key expansion point) - Proc-gen missions draw on a pool of 3 mission maps (key expansion point) - Introducing the first Story Era - a major event and the aftermath in New Boston - Added 8 new Contact Traits: Influential, Uninspiring, Easy to Please, Guarded, Vengeful, Detail Oriented, Hard as a Nail, Weak Organization - Added 3 new Contact Types: Corporate VP, Dockmaster, Spec Ops CO - Added helpful "Merc Profile" button to mission deployment screen to make quick changes before deploy - Improved balance, enemy counts, positions and level variations for Haven Smokeout job - Fixed mission tagging on Haven Smokeout to indicate that there is a Hacking opportunities for looting - Adjusted starting position, enemy counts and positions for Loophole Heist stage 1 - Fixed bug where new Soldier Aitana could appear in the tutorial accidentally on reload - Fixed issue where game menu would not open during Matrix Hack when hitting ESC or (B) (default) - Fixed issues with weapon mods that decrease or increase Reload AP cost (like Rapidshot Mecha) - Fixed issue with display of Security Tally, not Security Level, on Save Slots - Fixed issues with disconnected nodes in Carnivore matrix hosts - Fixed issues with default host names appearing in some missions - Fixed memory leak in changing character appearance, sorry for crashes! - Fixed broken string in movement alerts for cameras and overwatch - Removed 2 unnamed Weapon Mod filters at the end of market filter - Fixed bug with enemy ending up underground in Loophole Heist level 1
Update #26 rolls out the final movement alert type for Overwatch threat ("You will be shot!" -- that's pretty important!), resolves some issues with the newly updated dialog character renderer, improves marketing and inventory sorting options, fixes different bugs with 3 types of high power Matrix nodes and improves the appearance options for beards and specifically for the hacker's beard. Update #26 is a great set of fixes and improvements, getting us ready for the next big Update --
We've been circling it for a while but finally at the point we can say "Update #27 is Proc-Gen"!
If you're enjoying the pace of updates or the steady progress we're making polishing and improving Cyber Knights: Flashpoint, we hope you'll leave a review!
Overwatch Alerts
With Update #26, Overwatch alerts now joins the bevy of other useful alerts for players. "You will be shot!" will be displayed along with the Overwatch icon if you're going to run out into an enemy's Overwatch and they will be able to see you at that position. This is extra helpful as (for the moment at least, boooo!) the Overwatch onscreen display does not correctly take line of sight into account and so it can be hard to see where you are really at risk if you're able to move behind sight-blocking cover or walls. This alert will pinpoint that exact spot.
Dialog Sizing Oddities
The new dialog character updates in Update #25 were a huge step forward, fixing such a long list of bugs but they didn't escape the lab without their own bugs. There are a number of situations, characters and screen resolutions that were causing odd sizing issues with one or the other character. Sometimes one character was so big you could barely see their abdomen on screen. Other times, one characters was just 8% larger than the other one. We've resolved a big class of miscalculation math and things should now have stabilized here. If you see any issues, please do report!
Power Level and Rarity Sorting
The sorting of items for "Weak and Common" and "Rare and Powerful" was missing the correct comparison for Power Level, so the results were always a big jumble. Both sorts are now fixed, first comparing Power Level and then, if the Power Levels are the same, the Rarity is compared next to sort within the PL group. Now the results read very nicely and the sort is quickly helpful to find the best stuff to use or the worst stuff to sell, for example.
Matrix Node Fixes
A number of new Matrix node types have trickled into the game over the last 10 updates -- the Data Fortress, Manufacturing Vault and Financial Fortress. Each is a hardened version of its less cousin, such as Data Warehouse. The IC spawning there are generally more dangerous and Security Tally cost of operating in these nodes is higher. We've fixed three bugs with these node types in Update #26 - some Data Fortresses had no files; some Manufacturing Vaults had no IC and some Financial Vaults caused extreme Security Tally to be added on to the cost of every action. We also fixed a minor bug where sometimes the IC icons over the map would not update correctly, with some IC sticking around after death or not flipping to disabled directly after the action.
Appearance Updates
For a while, Dade (or your customized version of the hacker) has been stuck with a beard that you couldn't control or remove. You can recolor or remove the beard just like any other beard. This beard isn't exactly where we want it to be in terms of texture quality, but we hope to improve it and it is the model of adding lots of short shave type beards like basic 5'oclock shadow. To assist with this change, we also now allow you to modify beard (and therefore hair) color directly from the beard appearance options instead of always having to use the hair's color selector. We've also fixed an issue where changing an appearance option was setting the character's rotation which was just plain annoying when you're trying to get a cool look! Finally, more outfits have their over shiny arms and hands corrected. There are a few more to fix, and each one takes a chunk of time. We will get to full set soon.
v1.1.21 - 12/5/2023
- Improved alerts system to include "You will be show!" alerts when entering enemy Overwatch - Fixed issues with mismatched size between characters in dialogs at times - Sorting in market for "Common and Weak" or "Rare and Powerful" is now correct order (sort by Power Level > Rarity) - Fixed UI issue where you could force incorrect weapon mods onto weapons - Opening the timeline history popup correctly stops the Timeline - Fixed matrix issue where sometimes IC icons over the map would not update after action - Fixed issue where new node type Data Fortress could be without files - Fixed issue where new node type Manufacturing Vault had not IC - Fixed issue where new node type Financial Fortress had very high security tally - Can now control color of beard directly from beard selection instead of having to use hair - Fixed issues with Dade's beard, it can now be removed or changed, can be added to other characters too - Fixed issue with changing appearance resetting character rotation annoyingly - Fixed issue with new game keybindings disappearing after exiting game - Improved consistency of icon use for Program Size throughout market and Deck Mgmt - Improved some outfits with still overly shiny hands or arms - Thanks for all the story and typo F10s - tons fixed!
Update #25 is here and it's a huge upgrade to the alert system (previously "You will be heard" but now majorly expanded), immediate and easy access to exactly which enemy agents will hear an attack from any give location, a revamp of the Injury Time math, a rebuild of the character dialog to address a ton of nagging issues and improve light and more more more.
This is perhaps one of the biggest QoL updates we've released yet and we hope you find it helpful!
If you're enjoying the pace of updates and improvements, please consider leaving a review and sharing the game with a friend.
We've slipped on our posted roadmap schedule, missing November with Proc-Gen but that milestone, and Custom Difficulty are both circling, very close now.
Movement Alerts
Whenever you are considering a move, you can now see a new set of alerts. Joining the previously available alert for "You will be heard" we now offer "You may be seen" and "Camera will spot you". This new layer of details - including exactly where in your move path you'll hit the issue - makes it much easier to make movement decisions without worrying about checking every guard in the area against your path. In the case where you are going to be spotted or heard by an enemy agent, a yellow icon appears under their hover now, making it clearly exactly who-will-what. This is a great upgrade for the noise system which needed this before and is just as useful for the new vision alert. Overwatch is pending some finalized code and testing but will join the alert set soon with "You will be shot!"
Who Will Hear an Attack?
Update #25 now exposes exactly which enemies will hear your attack with a new yellow under-hover icon. The upgraded icon also appears in the bottom left of the screen with your weapon, how many enemies will hear your attack (from the current position or from your set movement destination). This exposes a very useful set of details very quickly as you play and can help you make faster and more accurate tactical decisions about when and where to make your attacks.
In addition to knowing the number, you can now easily see exactly who as you drag the movement destination around and the yellow alerts come and go under specific enemies. Aitana is just around the corner from these two with her UAR primed - they're going to hear it, but not sure it is going to matter.
Better Injury Time Calculations
We've taken a moment to revamp the calculations used to determine how much Injury Time you have in the safehouse after taking hits. First off, if a hit is less than 20% of your max HP, it now can never cause any Injury Time. This is a good starting point as grazing hits aren't going to cost you. Once you're over 20%, the Injury Time is going to scale pretty directly based on Damage and % of your max HP. This is a big help in making the injury time feel right - take a big hit, get more time. There was too much RNG in the old system, and if the dice fell the wrong way, even a small hit could end up with more Injury Time than a big hit that rolled low. In addition, any time you get smacked with a Critical Hit or get knocked to Bleeding Out status, you'll get an elevated Injury Time roll, but it is still based on the damage caused compared to your max HP.
Spiking Requires Scan 2/2
We've improved the hover on the button for Spiking CPU and APU to include an important rules clarification. To Spike, you must have destroyed all the IC with an Attack program and the Scan Level must be 2/2. We'll keep working to improve this but the hover at least can now point you in the right direction!
Dialog Character Revamp
With Update #25, we've made some important changes to the rendering of characters during dialog. We've taken the time to tune up the lighting stage for the characters while not making any huge changes to the setup. However, the underlying change of rendering technique resolves a lot of issues that were cropping up with the system. in short, we no longer render the characters with the main, perspective camera which fixes issues like:
- No longer rendered by a perspective camera, so they no longer start to look stretched out on wider screens.
- It is impossible for characters to clip into level geometry sometimes.
- If the main mission camera takes on odd rotations, the characters in dialog are not negatively effected.
- The characters are no longer affected by level lighting, which avoids any scenarios where their lighting was really out of band.
Improved Combat / Matrix Logs
With Update #25, we've improved the logging for regular missions and hacking. They now have a bit more space between every line and have stopped truncating log lines so that you aren't losing out on half the valuable data. Thanks to the players who F10'd this, it's a nice incremental improvement with more to come.
BioScan Field Fix
We fixed a bug with the BioScan Field security device where it would still cause a Tally increase and post security events even after you disabled it by hacking. That's a painful kick in the butt for your hacker who worked hard to silence that thing. Now fixed!
v1.1.19 - 12/1/2023
- Improved alerts system matching the "You will be heard" alerted - "You may be seen" warning when you are crossing into a guard's line of sight - "Camera will spot you" warning when you cross into a Camera or Radar Array line of sight - Enemies who will hear this attack number on weapon in bottom left now matched by alert icon in enemy hover - Updated icon for "enemies who will hear this attack" to separate from "movement will be heard" icon - Improved injury time calculation based off damage (no injury for 20% or less, less random results, critical hits and high damage yield more injury time) - Fixed issue with Covering Fire 5th upgrade node having 2 effects, added new upgrade node - Fixed issue with BioScan Field still reporting to Sec AI even when disabled by hacking - Improved placement of mercs under their UI element while planning mission deployment - Improved combat and matrix log readability - Clarified Hacking CPU / APU Spike rules - Scan Level must be 2/2 and all IC Destroyed to Spike - Removed last few placeholder icons in character appearance - Removed confusing mentions of friendly fire in combat log when it really isn't - Fixed issues with many non-English characters like umlauts - Fixed issues with some narrator dialogs being oddly aligned to the right - Fixed issues with dialog characters sometimes clipping into geometry, feeling oddly squished, having odd lighting, being at odd rotations
Update #24 comes alive in just the last days of November with some important balancing changes for Matrix, sweeping improvements to the class tree icons and upgrades for clarity, better timeline calculations for healing wounds and injuries and level fixes as well. We're still gunning to get the first iteration of proc-gen out during November, so stay tuned for more soon!
If you're enjoying the pace of updates, please drop us a review and share the game with a friend!
Matrix IC HP Drop
With Update #24, we've made adjustments to the HP totals for Matrix IC of all kinds to help improve the Attack program meta within the game. You'll find that IC have lost HP across the board and more types can be single hit by an Attack program. As the Matrix Hosts and IC power levels increase, these totals will go up but the starting IC are now better in line with the starting Attack programs, making the entire experience -- and especially spiking the CPU -- less difficult and multi-turn.
Class Tree Upgrade
With Update #24, we've done a major sweep across the class trees to simplify and fix all upgrade icons and Talent quadrants for the upgrades. The icons are a bit larger and simpler and we've also used some automation to ensure that the icon always matches the effect (if its duration, the icon is duration). We've also applied similar automation to then putting the right pip in the right quadrant around the Talent on the main class tree so you can see what you've trained and also easily share your exact class build with a single screenshot through the preview screen.
Part of this process was to fix all of the Talent upgrades that incorrectly had 2 effects. In many cases, we've split these out into a new upgrade node entirely to maintain the same options, such as in Marker Sights, Glasswalker and others. In a few other places, we've just fixed mismatches or incorrect update data.
Safehouse Medical Treatment Time
After the last update where we added medical options to recover from your Wounds, there were a few mismatches in the time offered during the purchase process and the time that appeared on the timeline in the end. We've made the necessary adjustments to be sure the right time is shown and carried all the way through to the timeline. Healing Wounds is notably still very cheap and very fast - so, get in there and get healed now!
Comparing Full Auto Weapons
We fixed an issue when comparing the Ballistic Damage of Full Auto weapons, the second weapon's damage was not filled in correctly.
Salvage Breakout Fixes
We've fixed a number of issues with the first level of Salvage Breakout. There was an odd truck you could walk through (now you can walk on it). And there were some ghost security devices that weren't visible but showed up only when you were trying to establish a target with your Talent. All resolved now.
v1.1.19 - 11/28/2023
- Improved calculation of IC Hit Points to buff Attack program strategies - Improved duration calculations for Wound Healing and Treatment contact services in safehouse - Improved look, scaling and simplicity of Talent upgrade icons in class trees - Corrected all icons for all Talent upgrades in all class trees - now fully correct - Fixed all pips surrounding Talent nodes in the trees to match buff/duration/range/charges upgrades - now fully correct - Fixed all Talent upgrade nodes that had 2 bonuses (buff + recharge rate) - Fixed 2 bonus issue for Talents including Centering, Red Dot, Covering Fire, Marker Sights - Adjusted upgrade balance for Marker Sights, Coordinated Charge, Glasswalker added new upgrade nodes - Fixed issue in comparing 2 weapons with Full Auto firing mode, second one's damage was blank - Fixed some cover and sight lines in Forward Op mission - Added correct descriptions for a number of keybindings like / and + etc - Fixed issue with truck you could walk through in Salvage Breakout - Fixed issue with strange invisible cameras in Salvage Breakout you could target with security talents - Fixed a heaping pile of typos
Today we're rolling out Update #23 which includes the key feature to heal longterm Wounds that your characters accrue, improving the data shown when purchasing medical services of any kind, adding contact filtering, fixing a sneaky memory leak and more.
Because Proc-Gen will let you play forever, Wounds stepped in front of Proc-Gen as a priority. You'd play forever and slowly kill your groups with more and more Wounds. This update is giving you a chance to prep, buy down any Wounds you have and be ready for the next update -- the first wave of Proc-Gen missions.
If you're enjoying the pace of updates and constant improvement, please leave a review and share the game with a friend!
Healing Wounds
You can now pay for doctors to help resolve Wounds that have developed due to injuries. These long term Wounds are Traits, which can become worse on their own if untreated, eventually reaching Level 4 with major penalties. At first, they are minor and -- in isolation -- could be ignored for a while with the merc still pulling active duty. Because these have been sneaking up on a lot of your groups and you've had no way to deal with them, we're running a fire sale on healing them. They are healing in about 2 days for about $6K. This will not be the longterm pricing or timeline but for now, we encourage you to get them healed quickly for cheap.
Healing Injuries / Wounds Timeline
We've also added specifics about the timelines for healing services to the offers in the purchasing pop up. Each contact is not only offering a unique price based on their Traits but also a unique timeline, so some are faster than others and now you can see that data with "$6K + 1d 6hrs". For example, you can now see that Doctor Shaduke's "Hack Saw" Trait makes him a faster, if more expensive, surgeon.
Contact Filtering
You can now filter Contacts by their status and their major faction group, like Street Gang or Syndicate. For status, you can currently filter on Known Contacts, Enemy Contacts and Dead Contacts. As the Contact meta and the importance of using these screens continues to improve, we'll be adding more filters to this now useful UI.
Memory Leak in Appearance Tab
There has been a memory leak in the appearance tab for a while. A huge thank you to the players who pointed it out and logged F10s about it and especially to @Sophismata on our Discord who provided the final clue to getting it fixed. Also, in the appearance screen, we've fixed the hotkeys (A/D or right stick by default) so that they will continue to work to rotate your character even when focused on the face.
v1.1.15 - 11/24/2023
- Added advanced Wound Treatment from the roster - currently cheap and fast, get it while it is hot - Improved details in purchase offer for healing injuries to include time / discount %s - Contact filters by Faction type (milsec, megacorporate, etc) are now working - Rebalanced Contact Traits Face-Splice 1-4, Steady Hand 1-4 and Hack-Saw 1-4 to have more impact on price - Fixed memory leak in changing character appearance, sorry for crashes! - Fixed issue where hotkeys (right stick or A/D by default) were not rotating when face was focused
It's Update #22! We've done a lot of work in this update with targeting, targeting lines, best targets first and we've also fixed the "bodies disappear on reload" issue. Now, every bone and position of your slain enemies is remembered and restored dutifully.
If you're enjoying the pace of updates and how the game is improving, please remember to leave a review!
Before Proc-gen is ready, we just need to roll out healing wounds and then it is time!
Dead Bodies Visually Restored
First -- because this perhaps our most popular F10 still standing -- dead bodies now restore! When an enemy goes down, their dead body becomes a liability. Someone is eventually going to come looking for them. Up until Update #22, if you reloaded a saved in the middle of a mission, the dead bodies (specifically, the ragdolls) would not appear. However, the bodies were there, you could hover them and other enemy agents would still see them. With Update #22, we've finally resolved this reload issue and dead bodies are now going to appear in every game you reload. If it's a pre-Update #22 game, you might see a lot of enemies flopping around for a second at the start of your reload, but it's all expected -- we just need to get those ragdolls into their final resting place so we can remember it for the next reload. Thanks to everyone F10ing to make this a hot issue - fixed and ready for the next step, dragging bodies.
Best Target First!
With Update #22, when you select your attack Talent we will now sort the list of targets by the highest accuracy to lowest. Previously, we were selecting the nearest target which could result in targets that were out of sight, low % accuracy or just not what you might want as your best default. Now, your best shot is always presented first, so if you like it you can take it but if you need something else for the tactical situation, it is also very clear what type of best accuracy chance you're skipping on to take the harder shot.
Melee Weapon Targeting Oddities
With melee weapons there was a situation in which the "can attack" value in the bottom right corner would report a "1" but you'd be unable to attack the target. This mismatch in calculations has been resolved. We've also fixed the issue where melee weapons could show a large number of gray lines to enemies when considering a movement destination, even if those enemies were out of sight.
Targeting Lines Update
If you switch weapons now, the targeting lines immediately update. This is really helpful, you can now test a movement destination and swap back and forth between your weapons without having to change the destination just to get the lines to update.
Sword Only Talents Gray Out
The sword-only Talents like Aegis and Deflection Field were not correctly graying out if you had a non-sword selected. These Talents now check this correctly and will indicate that they can't be used until you switch weapons.
Switch to Sprinting
We've seen a few players recently miss the idea that you can change your movement mode to Sneaking or Sprinting altogether. This needs better coverage in the tutorial, but we've updated the UI text to try to further highlight that option.
v1.1.13 - 11/23/2023
- Improved ordering of targets when selecting attack - highest accuracy now first - Dead bodies for characters and enemies now correctly restore on reload - Fixed issue where weapon numbers in corner would report a sword could attack but it really couldn't - Targeting sight lines (gray, blue, red) update immediately when switching weapons - Fixed issue with too many gray targeting sight lines when moving with melee weapon selected - Fixed issue where Talents that require swords (Deflection Field) were not graying out when using other weapons - Improved label for "Switch to Sneaking" and "Switch to Sprinting"
Welcome the Steam Autumn Sale! Come right in, merc - a new quantum rider in your spine is 20% off. Just be sure to meet Dr. Eckman at the Aug-Clinic after hours. Surgery starts at 2 AM, your extract from the rooftop as a newly minted Cyber Knight is scheduled for 0300.
Now with Update #21, it is possible that the new Soldier, Aitana, (or your newly personalized and created character) will be waiting on the rooftop for your Knight. With this update, we've also made a big pass upgrading the Mission requirements to be clearer in all their many cases, fixed some nagging issues with the HUD and improved controller defaults and keybinding display around the appearance tab.
If you're enjoying the pace of updates and content, please consider leaving a review!
New Game Option: Aitana
One of our goals for the new game team selection is to ensure that each class group has a number of compelling, cool and well setup characters for you to customize as your starting point. Each new character brings their own backstory (Aitana is an ex-Blue Ox striker), Traits (new Muzzle-Face Trait added here), unique tags (Aitana is a member of the Old Hammer Church, a small group of believers who recognize the entities that humans claim are the Artificial Consciousness they created in the 23rd century are actually timeless entities that humans have always known and were once named by a parade of old world civilizations as the old gods), unique Contacts (Aitana's has stayed close to her old Blue Ox Gang Boss and her beliefs have led her to be friends with Doc Shaduke, a street doc and Old Hammer Church member as well) and their own starting equipment (Aitana can lay down some devastating Full Auto punishment on the rooftop with her UAR).
So, Aitana (or whoever you create) comes from a stranger and more spiritual underside of New Boston than you've encountered with other characters. Her presence, unique Tags and Contact connections will feed into different story expressions than Aaron, with his more straightforward milsec connections and mother who might want him dead. Down the line in the roadmap, we'll be letting you pick Traits for them as well and we are in discussions about stat buys for your Attributes too. We're going to keep working on this new game experience until it is overflowing with awesome options.
Mission Requirements Get Simpler
There are 3 prevalent types of mission requirements that show up in missions today -- having the right number of mercs for the job, bringing a merc with a specific class (such as Cyber Knight or Hacker) and bringing a specific character (such as Emille, etc).
Before, these were all a bit confusing. Sometimes the requirement (like 4/4 mercs) would disappear as soon as it was satisfied. In multiple missions, the text for the specific character required didn't have the character's name. Other times, we were just too wordy for our own good. We've now resolved all of these cases to use simple, clear, single items. If a Knight is required, it says "Knight" and indicates if you've got one going along with a checkmark. If you need Zasha, well - it jus says "Zasha". And the merc counter now is just always there be it 0/4, 2/4, 4/4 or 7/4.
Fixing HUD / Talent Display
With Update #21, we've fixed two minor issues that crept into the HUD. First, an odd X was appearing at the center of every Talent targeting element. This wasn't needed for all sorts of Talents, so it is now correctly hidden. Those Talents that target a specific point on the floor and affect an area around that point use this X, such as Vanguard's Lure, Cyber Knight's Lookahead and Sniper's JTAC. Also, all types of grenades have a blast mark that appears in the same way - in the exact point on the floor that wlll be targeted. Finally, there was a strange issue with the word "Button" appearing on screen after unpacking an Item like a medkit in the HUD. This is now resolved.
Rotating Character in Appearance / Mission Pop Up
For a little while, the rotation keybindings in appearance have shown "NO NO" instead of anything useful. This is now resolved (defaults to A/D) and the controller default is now nicely setup (right stick) as well. This also carries over into the character and enemy pop ups in the mission map, giving you easy access to rotation and the correct keybindings. Of course, you can also click and drag the model to spin it to your little cyber heart's content.
v1.1.11 - 11/23/2023
- Added additional Soldier character option to New Game - Aitana with Urban Assault, new Traits, Ex-Blue Ox Backstory & Contacts - Improved mission requirement display for merc count (4/4 Mercs), now always visible even when satisfied - Improved mission requirement display class requirement (Knight, Hacker) to be simpler and clearer - Fixed issues with mission requirement for specific character not correctly listing their name - Fixed odd floating text "Button" after browsing item backpack - Fixed confusing X appearing at the center of all Talent targeting - Fixed issues with unlisted keybindings in appearance customization screens for rotating character (click and drag, or use keybinds)
Update #20 is another big patch full of important fixes and improvements straight from the forges of your F10s! We're clearing the decks as best we can because we've got some exciting changes coming in over the weekend - more options in New Game and the next major roadmap milestone - the first wave of Proc-Gen Missions!
If you're enjoying the pace of improvements and the game itself - please leave a review and share Cyber Knights: Flashpoint with a friend.
Matrix IC Actions
We've taken a big pass through the text describing when IC take action and what the result is to help clear up lingering questions about the causes-and-effects during Matrix hacking. Programs that act whenever you take an action (such as loading a program, downloading a file, using an Attack program) state that clearly. Other programs that are triggered only by specific actions like loading a program are more clear about their trigger and resulting action. We've got a lot of work to do to increase the visibility of all the action around ICs and what they are doing as you take your actions (see the log, the details are there) but it needs to be much more visible.
Matrix Looting
For those of you hacking, the files, blueprints and accounts you've been stealing from Matrix hosts were not showing correctly in your mission victory screen. This is now resolved and they appear under a Matrix Downloads list so you can gloat over your ill-begotten riches. In matrix land, we've further smoothed out zooming in and out on the map. And, we've fixed a bug where once you used the Show button to inspect a door or security devices in an RCU or SCU, the lines would stay on screen after you left hacking.
Splitting UARs
Urban Assault Rifles (shorter range, Full Auto focused) have slipped out of the bonus category for Assault weapons and joined the close-quarters combat bonus. Traits that used to give +3% Accuracy to Assault Rifles and Urban Assault Rifles are now only +3% Accuracy for ARS and instead, you can end up with +3% Accuracy for Close-Quarters Weapons (UAR/Shoguns/E-Rifles). This is letting us achieve a more interesting break in the weapon categories and Traits that are built around them.
Default Keybindings / Remove Controller
With this update we've fixed some issues that were plaguing customize keybindings and multiple controller support. You can now reset the defaults in each context (mission map / safehouse) nicely and get immediately back to the default settings Then tweak away! Also, for anyone who has a controller plugged in that is giving the game a tough time like a pedal, you can now correctly remove the controllers from the registry on the keybinding screen.
Overwatch Locks
There were quite a few overwatch lock ups caused in the game last week and reported with F10s. These mostly resulted in unlikely timing and a race condition from killing multiple targets at once (not overwatch) or getting in an overwatch duel (shooting someone using overwatch) or when an overwatch character would miss. We've fixed what looks like all of them but there may be more cases floating around out there -- so please F10 if you hit any other snags.
Also, we fixed an issue with enemies and characters who are Stunned being able to fire Overwatch reaction shots - that's exactly the kind of action you can't take when you're Stunned!
Disappearing Hovers
We tracked down an odd bug that could cause all hovers to suddenly stop working in the safehouse. It was caused by different screen transitions and ordering. Now press F, its gone and hovers reign supreme.
And so much more - check out the full list of improvements below!
v1.1.9 - 11/21/2023
- Fixed customize keybinding/controller functions "Reset Defaults" and "Remove Controller"
- Improved text for all Matrix IC actions, clearer when they act and what they do
- Adjusted bonuses for Close-Combat Weapons to include Urban Assault Rifles (UAR), removed from bonus to Assault Rifles
- When finishing a mission, all files, blueprints and accounts downloaded from matrix are correctly listed in loot summary
- Improved hovers in matrix over End Action for Turn button
- Fixed program display in market and cyberdeck management to correctly show max uses under program icon
- Fixed issue with utility programs having the wrong icon once you reach Matrix hacking
- Fixed issue with Overwatch duels or killing an enemy on Overwatch that could lead a soft lock in UI
- Characters/Enemies who are stunned cannot attack with Overwatch
- Fixed issue with Q-Endpoint objective in Haven Smokeout - larger trigger area and character will finish movement before triggering
- Fixed outfits to have better tint areas, improved skin color support for body to match face, reduced over-shiny outfits
- Fixed issues with starting Soldier outfit (Aaron) not tinting with colors correctly
- Fixed minor mismatch in XP shown in victory screen
- Fixed issues with class tree icons for Faked Vitals, Downed Shields, Rampage
- Improved faction assignment during new game, less duplicate tags about faction allegiance
- Fixed bug with newly spotted guard not immediately becoming highlighted when toggle highlight is on
- Removed programs from Cold Storage as they already appear in Market
- Improved zoom smoothness on Matrix hacking
- Fixed bug where Matrix hacking inspection lines would stay on screen after looking at a security device or door
- Fixed bug where hovers would stop working suddenly in the safehouse
- Improved hotkeys for training so that the hotkeys never swap around based on trained/untrained
- Removed duplicate hotkey use of H (default) in appearance for both remove (stays "H") and rename (now "T")
Disappearing Hovers
We tracked down an odd bug that could cause all hovers to suddenly stop working in the safehouse. It was caused by different screen transitions and ordering. Now press F, its gone and hovers reign supreme. And so much more - check out the full list of improvements below!
v1.1.9 - 11/21/2023
- Fixed customize keybinding/controller functions "Reset Defaults" and "Remove Controller" - Improved text for all Matrix IC actions, clearer when they act and what they do - Adjusted bonuses for Close-Combat Weapons to include Urban Assault Rifles (UAR), removed from bonus to Assault Rifles - When finishing a mission, all files, blueprints and accounts downloaded from matrix are correctly listed in loot summary - Improved hovers in matrix over End Action for Turn button - Fixed program display in market and cyberdeck management to correctly show max uses under program icon - Fixed issue with utility programs having the wrong icon once you reach Matrix hacking - Fixed issue with Overwatch duels or killing an enemy on Overwatch that could lead a soft lock in UI - Characters/Enemies who are stunned cannot attack with Overwatch - Fixed issue with Q-Endpoint objective in Haven Smokeout - larger trigger area and character will finish movement before triggering - Fixed outfits to have better tint areas, improved skin color support for body to match face, reduced over-shiny outfits - Fixed issues with starting Soldier outfit (Aaron) not tinting with colors correctly - Fixed minor mismatch in XP shown in victory screen - Fixed issues with class tree icons for Faked Vitals, Downed Shields, Rampage - Improved faction assignment during new game, less duplicate tags about faction allegiance - Fixed bug with newly spotted guard not immediately becoming highlighted when toggle highlight is on - Removed programs from Cold Storage as they already appear in Market - Improved zoom smoothness on Matrix hacking - Fixed bug where Matrix hacking inspection lines would stay on screen after looking at a security device or door - Fixed bug where hovers would stop working suddenly in the safehouse - Improved hotkeys for training so that the hotkeys never swap around based on trained/untrained - Removed duplicate hotkey use of H (default) in appearance for both remove (stays "H") and rename (now "T")
Update #19 rolls out at the end of this weekend in response to a lot of the F10s submitted by the players who are loose in the NBZ, running heists, keeping their head above the cutting line and building their legends. This quality of life and bug fix patch caps off a big weekend and preps us for the next major push - adding proc-gen missions.
If you're enjoying the pace of improvements, remember to leave a review!
New Defaults / Clear Options Button
We've been working on and testing a bundle of improvements to the keybindings and default controller setup and are excited to roll them out to players in Update #19. For all keybindings in the safehouse, this update is going to clear and reset any custom bindings you've made and you'll need to rebind them. For the mission map set, the minor change we made will be applied unless you already customized the Toggle Mode key. Here is a full of changes we made:
- For controllers, left and right shoulder are now correctly bound to previous and next in lists, timeline and tab groups. These simply weren't bound before so they were showing as Q / E.
- For keyboard, we've consolidated safehouse and mission map to work the same, and now TAB and Shift are used everywhere as next and previous (replacing Q/E in safehouse).
- We've stopped using ALT as a hotkey, that was bad practice given ALT+Tab and other AL+Blah system hotkeys.
- In the mission map, you now use C to Toggle Mode, such as sneak/sprint and also to toggle firing modes from full auto and back again.
- In the safehouse, where ALT was used was always as the top level UI confirmation, so it has been switched to ENTER.
- In New Game Appearance, this also helped remove a duplicate use of ALT (continue or remove optional cosmetic). Now continuing is ENTER by default and removing an optional cosmetic is H.
Melee Weapon Fixes
With Update #19, we've corrected in the stat line for the Stunstick with better Damage and a new more powerful debuff for its Charged Attack. In addition, we've fixed the missing text for the E-Cutter Blade which can guarantee the shredding of one armor point with its Charged Attack.
Sorting Contacts
To help get a handle on your underworld network, we've added new sorting options. You can now see owes you the most Favors easily as well as who you have built up the most Trust with. In addition, you can check out a Contact's Power Level (their raw power) and their Influence (their power within their faction). As proc-gen comes online and more Contacts are making moves, shifting their stats and adjusting their services due to these changes, this will become even more useful. We still need to push some of these stats (like Favors) up into the summary row so you don't have to check each Contact's detail. That'll be coming soon too.
Training Tree Upgrade
With Update #19 we've made a really nice update for mouse players, enabling you to click directly on the upgrade node of a Talent in the class tree without having to first click "Train" or "Upgrade". This may sound minor because its what you'd expect to be able to do, so now its nice and before it was frustrating with a mouse. Thanks to everyone F10'ing issues big and small and helping us improve and polish every aspect of the game. In addition, we've fixed upgrade icons for Talents like Lure, Blend and Iron Grip to match the upgrade's effect. And finally, the issue where training an AOE boosting upgrade would break the display of the Talent's regular range is now fixed (train Lure +6m AOE would set Lure range to 6m... display only but bad!)
Edge Scroll in UI
We received enough F10s about wanting to edge scroll even when there is a UI element that we adjusted this feature to work just that way. If you're feeling like it shouldn't let us know and it's probably time for an option.
v1.1.7 - 11/19/2023
- Improved default keyboard / controller bindings for safehouse, dialog, appearance screens - remove ALT, cleaned up overlaps, better controller bindings - Added Clear Preferences button at bottom of options list - Added sorting Contacts by Favors, Power Level, Influence and Trust - Improved click-ability of class training tree - now click directly on the upgrade to focus on it - Fixed Power Level 2 Stunstick to have correct stats and unique debuff on Charged Attack - Fixed missing Charged Attack description for E-Cutter Blade - Camera Edge scrolling now works even over UI elements when enabled - Fixed bug with market or cold storage incorrectly starting as empty first time loaded - Fixed bug where sometimes checking a Talent, then canceling it could cause AP to stop flashing - Fixed issues in class tree where training an upgrade that boosted AoE range would cause regular Range to decrease (display only) - Fixed issues with class tree icons for Lure, Blend, Iron Grip
Update #18 rolls out some key improvements for the timeline and your ability to look back on your team's past activity as well as a ton of new improvements throughout the game. While we're waiting a few more days for the first wave of Proc-Gen Missions to hit, your F10s and suggestions on our Discord and here on the Steam forums are keeping the update pipeline firing on all jets.
If you're enjoying the pace of improvements and updates to the game please leave a review - nothing is more helpful for us to keep improving and sharing the game.
Also, we're excited to announce the first Community Challenge -
https://store.steampowered.com/news/app/1021210/view/5454483600070048449
We've rolled out our first community challenge for everyone to try and enjoy. Nothing strict, just a different spin on how you play the game to put some focus on a certain playstyle and get players chatting about meta and melee.
How long can you survive in the game only using blades? Sneaky, quiet, stabby? Check! Out ranged, out gunned, pinned down - hopefully not. Let's see what your sword-only team can do.
Timeline History
The small button to the left of the timeline (if you are on page 0) has now activated to show a history of timeline events. Events like cyber surgery, mission expiration, mercs recovering from injuries, and more all appear within the list. We need to keep adding more events to get full coverage but you'll be able to see a wealth of history about your activities already. In addition, events that were previously invisible can now be checked out in the timeline history, like the specifics of a failed Legwork attempt, Trait mutations for your characters (as negative and positive Traits gain or drop in power level) and when Injury devolves into a true Wound. These events will soon have a confirmation pop up that makes such important events even more clear, but for now exposing them in the history is a big move. As a new feature, this list will start empty for your team. Events that occurred before Update #18 will not appear here.
Quit from between Missions
If you've completed a level, won a mission or are just anywhere in between levels on a multi-stage mission, you can now choose to easily exit to the main menu.
We recognize that levels are long and so often, getting to the end of one is the full play session and maybe your mission isn't over but you'll have to pause and come back later. ESC can get you back to the main menu and when you resume play you'll drop right back into the stage or mission victory.
Cyberdeck Health
Your Cyberdeck's health % is now visible in all screen related to cyberdecks. We've fixed a few places were buttons were not clickable in the Cyberdeck management screens (specifically install and delete programs). We've fixed some issues where the storage bar for your deck wasn't always updating correctly and also now if you select an already installed program, we will highlight how much space it is taking up in the deck's storage bar in yellow. Also, if you're out cruising the matrix you can now pan the matrix map with the same hotkeys (WASD, left stick by default) as the main mission map.
No Transitions Camera Mode
This option was rolled out a few releases ago to allow you to play in a mode where the game took as little control of the camera as possible. It has had a few issues, specifically with the Cybersword's Slashslide and with Hacking, both of which are now fixed.
Appearance Improvements
When setting up your character's looks, we've made some fixes and improvements as well. You can now rotate your character while looking at their face detail. We've also fixed an issue where switching between sliders when changing the aspects of their face would reset the previous slider.
v1.1.5 - 11/17/2023
- Added timeline event history to saved game, review details and timing of past timeline events - Turn events like Legwork fail, Trait mutation, Wounds from injury now visible in logs - Added option to return to the main menu from the Victory screen, allowing to resume there later - Now pan Matrix with same keybindings (default WASD / right stick) as main mission map - All displays of Cyberdeck in market, inventory and deck management now display health % - When forcibly disconnected from the matrix, a popup explains reason (deck hacker, burnt out deck, cut connection) - Fixed cybernetic implants that were showing +/- with their buff or debuffs - Fixed issue where changing between face sliders in appearance would reset previous slider value - Now allow rotating character in appearance while focused on face - Fixed issue with Blueprint count sometimes being wrong in Cold Storage (missing item will appear) - Fixed issue in Cyberdeck Mgmt where deck's storage bar was not always updating correctly - Fixed issue in Cyberdeck Mgmt where some buttons we're clickable - Fixed issues with No Transitions option for camera with Slashslide and Hacking - Improved rendering performance for market and other long lists
Hello, Knights! As our first foray into CK:F challenges we are going to do a what Im calling a mini-challenge or to be more on theme, a nano-challenge. These nano-challenges will run for just a couple of weeks and have less specific requirements that our bigger challenges. Our first nano-challenge is Swords Only and will run until December 8th (though freel free to do the challenges any time you want, we always love hearing about people tackling them).
There is really only one requirement for this challenge:
- Complete a mission (or missions) using only swords as your weapons. If you are unable to afford all swords, you can take other weapons along but you cannot use them.
- You may use any combination of mercs, talents, and items, but your only weapons are to be swords.
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of squad during the mission, the guards after you are done with them
- After Action Reports of your missions, challenges you faced
- Your strategies for sneaking up on guards, sneaking past guards
- Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only your sword: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #swords_only_challenge to join in on the conversation!
Update #17 lands in the short minute between Hacker's Nest release and the upcoming release of Proc-Gen Missions. It's a monster of a polish release, squashing bugs and F10s left and right. Even as we add new features and content, we're working hard to increase the overall polish and ease of play.
For the full list of fixes, check out the entire change log below. We'll hit some highlights here.
If you're enjoying the pace of updates, please leave a review and share the game with a friend!
Attack Program Resize / Rename
We've done some balancing from the early feedback we've heard on cyberdeck builds that has reduced the size and program rating of some of the Attack programs to help them better fit into your strategies, and better allow for multiple Attack program strategies that are already developing. In addition, there we some places where "AOE Attack" was showing instead of "Nuke" and those are now resolved. We also resolved an issue where some programs were incorrectly showing a recharge Turn counter once they had some charges used up. Programs do not work this way - you refresh their charges by reloading them through your IO buffer. Fixed!
On-Going Story Fixes
Any time we get a report of a story bug that causes a permanent defect, we'll be working to issue a story fix that will resolve it in all games new and old. Last update, we resolved an issue with the corrupt cop from Carnivore not appearing as known after the missions. In Update #17, we've resolved a bug report that Dr. Ashe could end up with the Greedy Trait instead of the Partner Trait. This is fixed for all future and past games, so if you've previously played through this section and paid for the clinic, check Dr. Ashe for the Trait upgrade.
Heat Generation
For a few releases, Heat generation from missions has been way off -- just too high all the time. We've fixed the bug and adjusted the range. The lowest Heat any mission can generate from Security Level is 2 (even if your Sec Level is 0) and the highest you can generate from Security Level is 14 (which is Sec Level 7 and up). This fixes the bug first and foremost, but also widens the range to further reward very quiet players and also give incentive to louder players to keep moving quickly.
Improved Tutorial & Rooftop
We've made some balance changes to the tutorial to ensure we're giving an easy space to learn, make mistakes and play. We've tweaked the rooftop starting setup and dialog to reinforce the different options of sneaking OR fighting your way through the different challenges.
v1.1.3 - 11/15/2023
- Reduced program size and rating for Attack Programs - Fixed issues with Nuke Program not always being named correctly - Removed incorrect recharge turns being shown on loaded programs - Fixed Clinic Expansion story issue where Dr. Ashe was getting Greedy Trait, now fixed to Partner in all games - Fixed Forward Op navigation issue - you can squeeze through the 2 trucks now - Fixed bug with weapons / swords not showing expanded ammo capacity in HUD on missions - Fixed missing sprite for max reloads for weapons like E-Rifle - Fixed bug with minimum Heat generated by missions being way too high - Fixed issue with Knight's "Rewind" Talent bonus getting undone if you Retry Turn the next turn - Added hovers to the Play and Fast forward buttons in safehouse timeline - Fixed issue with no automatic movement camera mode, reduces hitches in pan/rotation while changing Turns - Fixed issue with camera panning or rotating while typing into F10 feedback form - Improved Training screen display of Training Points / Talent Limit to make training more clear - Improved starting setup on Syndicate Debts Plan B rooftop level - Improved balance of tutorial enemies - Fixed issue where Roster would incorrectly report "1 Injured" sometimes, randomly - Fixed missing label for high ground accuracy bonus (+10%) when at least 2m above target - Fixed forward ballcap cosmetic for all masculine faces
We've been hitting an aggressive pace of 1 update every 2 days since launch, so you know when a few days go by -- it's gotta be something big! And indeed, it is - Update #16 delivers on the first Roadmap Milestone for November, the Hacker's Nest. This update also includes multiple other improvements for hacking the matrix as well as the first use of a self-healing system for Contacts which will help us continue to deliver on the promise of never invalidating saved games.
We've got a packed roadmap schedule for the rest of November with the first wave of proc-gen missions coming and some big updates to the existing tutorial, and we'll be working on new content, features and polish in between those larger roadmap milestones, so stay tuned to this stream right here.
If you're enjoying the progress the game is making and the pace of updates, we hope you'll leave a review and share the game with a friend!
Hacker's Nest
The features for the Hacker's Nest are a combination of the ability to browse, swap out and upgrade your cyberdeck's programs from your roster plus the market options to shop for and buy cyberdecks and programs. This now gives you autonomy over how you want to setup your Hacker's and their cyberdeck's programs. It's a big win for the Roadmap and for the matrix and hacker meta, letting you plot your own course in the matrix now. In addition, we've introduced new program types include Nuke (which damages all IC in a node) and utility programs like Data Filter and Trace Vector. Utility programs grant a buff when they are loaded and remove the buff if they are unloaded. So, loading them into your cyberdeck's Active Memory and paying the IO cost for the first Turn of loading can net you a powerful multi-Turn buff. Check out the new options with Utilities and higher level Scan, Attack, and Nuke. When building our your deck's, one limitation you have to plan around is Deck and Program Rating. Simply put - a Deck cannot install a Program the exceeds its DecK Rating. Therefore, a Rating 5 program requires at least a Rating 5 Cyberdeck. Also - keep in mind that installing a program on a deck permanently burns it into the quantum chips and removing it is a permanent delete.
Contact Self-Heal
Contacts and the services they offer are very dynamic - as the game progresses, each Contact has the opportunity to level up or downgrade their services (such as paying Dr. Ashe to upgrade the medical clinic and cybernetic options) as well as adding new services altogether, or even temporary or one-time services (like Origami Joe's special rifle). With all this possible change and depth, and as we add entirely new service offerings to the game, we need a tool to be able to fix Contacts who missed something due to the age of a saved game or fix a mistake that was made at some point. So, with Update #16, we're rolling out the first set of Contact self-healing changes. There was a mistake where Syndicate Bosses, Blades and Financiers all sold Cyberdecks - that's not great. Now in all games - new and old - that will be fixed immediately on load. Also, your friendly neighborhood Wireghost was not selling enough of the options for Programs and Cyberdecks, so we've upgraded all Wireghosts in all games - new and old. Protecting your saved games and letting you play them forward without concern for loss or invalidation is a commitment we take into account whenever we do anything technical related to saved games. This new self-healing system took some time to get just right it is another piece of the puzzle to deliver on our promise. In addition, we've made a fix in story self-healing so that if you've previously played Carnivore mission but ended up without knowing the corrupt cop in your Contact list, that is now resolved the next time you return to the safehouse.
CPU Spike
We know CPU Spiking has caused a lot of questions - as we have helped field them too! With Update #16, we've upgraded the UI around CPU Spiking so that it appears in the list in the same size and style as an IC or a Door in an RCU. In addition, we've included clear rules about the requirements to Spike the CPU - that is, you must destroy (and not just disable) all IC within the node before you can spike.
Respec Fixes
If you multi-class into a cyber-class by getting a cybernetic implant, we've fixed a loophole that would let you Respec out of that class. In the future, we may enable this option if you confirm it and can have the cyberware removed, but right now it was causing bugs and needs to be protected against. So, take your time considering spec'ing into a cyber-class like Vanguard or Hacker, you can't Respec out anymore.
v1.1.1 - 11/14/2023
- Hacker's Next: Cyberdeck and Program Management now available - Purchase and upgrade your cyberdeck to better models - Install, delete, upgrade and strategize with your program set - New program types and levels available - Nuke, Trace Vector, Data Filter - New utility programs provide a buff while loaded into active memory - Install CPU Spike is better formatted, lists rules and displayed above IC - Fixed all pricing issues with Cyberdecks and Programs for sale - Fixed issues with Contacts like Syndicate Boss incorrectly selling Cyberdecks in all saved games - Fixed typo in Matrix Attack programs damage, now clearly 37-50 Dmg (etc) - Fixed issue Respec'ing with multi-class cyber classes like Hacker or Vanguard - no longer removes root node - Fixed all games - if you've completed Carnivore, corrupt cop is now a Known Contact
Update #15 drops with a number of option improvements, further polish on the tutorial, tweaks to the new Forward Op and some of the most recent F10s. If you're enjoying the pace of fixes, tweaks and improvements - please leave a review and share the game with a friend!
Mouse Rotation Options
The mouse rotation option did not have a wide enough or granular enough range to take into account all the mouse configurations and sensitivity settings that players might be using. We've cranked this open to 4X what it used to be and broke the granularity down from steps of 25% to steps of 10%. Also, the default is double speed. It should help a lot - if you it still isn't enough for your setup (too fast, too slow) please just let us know.
Camera Transitions: None
For those players who want the game to take over with as little automated camera movement as possible, we've added a new camera transition option: None (no automatic movement). If you select a Talent, we won't focus on the target. If your character starts their turn, we won't focus on them. During an enemy's turn, there are no changes to the camera unless you make them with input. If you're a player who prefers this option - let us know how we did! If there are further changes needed, we'll keep improving.
Tutorial Improvements On-Going
We're going to keep improving and polish the tutorial. Some big changes are coming to its structure and how the information is presented that will make it even better and easier to use at your own pace. For this update, we've fixed an issue where some of the objective markers could disappear at the wrong times. Also, - if you rack up any Security Tally (unavoidable) or Sec Level (avoidable) , this Security status is reset at the end of the tutorial so you don't suffer the consequences (and Heat!) of any early learning mistakes you might have made.
Hacker Blank Screen
If you were getting a blank screen in hacking, this is due to some incorrect variable management which is now fixed in Update #15. One common cause was using the ESC menu to retry the turn when the character was also hacking the matrix as the same time
v1.0.43 - 11/10/2023
- Improved option for mouse rotation speed, doubled default and now can crank it to 400% - Improved option for camera transition control to include "None (no automatic movement)" - Fixed ESC key to correctly cancel movement or Talent before opening game menu - Fixed issue in Forward Op mission where camera could get stuck outside the bounds - Fixed issue with disappearing objectives in stealth tutorial - Fixed issue with Security Tally and Level carrying over from tutorial level to rooftop - Fixed issue with retrying turn or reconnecting to Matrix could result in a blank screen
Update #14 is another major polish and quality of life update -- bringing sweeping improvements to the UI for mouse players, improving the playability and zoom in Matrix, making the economic rules more clear in the game, completing a first pass of improvements on the tutorial, adding new lore to the Lore Journal and improving how Leverage is queued up and used so it is more obvious to players.
There is a lot more coming in November, so expect more updates soon!
If you're enjoying the pace of updates and improvements, we hope you'll consider leaving a review and sharing the game with a friend. Cheers!
Play by Mouse Only
We've completed a major UI upgrade in Update #14 to make the entire game playable with only the mouse. If you see it, you can click it.
The design and plan was always to get here and we're glad to be bringing this one home and making the Ui more friendly to mouse only and even mixed mouse and keyboard players. We hope you find it improved! There are no changes for controllers at this time, but our next big step in UI polishing is to work through specific screens and areas of navigation for controllers that are causing issues.
Matrix Updates
This update fixes a ton of issues with Matrix. First up - we've heard you want to see the whole map, so you can now use your regular map zoom controls to zoom out twice as far as before, which should reveal the entire or nearly entire matrix node map to you, depending on the host and screen settings of course. We've also fixed a huge pile of Matrix F10s - from spacebar now working on the Blackhole warning to ESC bringing up the menu when looking through cameras you can disable in the SCU.
Physical Goods Economic Updates
We've made on important fix for the market this update which is to get the sell button to correct its estimates for physical items. While Cold Storage was fixed in Update #13, the sell button for physical goods was showing the full price tag to buy the item (for a gun, something like $90K) and then if you attempted to sell the weapon you'd find it goes for $12K. Really, if you're buying it - $90K, if you're selling it - something less. So, the button is now correctly previewing the sell price, which is then modified by the contact's Traits, etc. Talking about physical goods, we resolved the bad description of higher level Medi-Clouds incorrectly referencing durations.
Clarified Leverage Usage
Those Leverage that you purchased which have a duration (delay Reinforcements for 2 turns) are much more clear about their use now. The action offered now is to "Activate" them ("Equip to Use" was so confusing!) and once activated they will be removed from the list and a log entry added about their use. Previously, we've been getting a lot of F10s that they could not be used because they were staying in the list (a bug, absolutely). From here, we'll be working on more clearly showing in the Objectives list which Leverages you currently have active for those with durations.
Tutorial Improvements
We've made a first pass of improvements on the tutorial. We've added some short exposition about the premise of what you're doing -- your merc leader is going into cyber surgery and you need to secure the rooftop for their exit by hovertruck. We've also fixed places where the sequencing of highlighting areas you needed to move to were not well done versus the dialog that explains the need. We've been more consistent about the language used to reference Talents ("Jamkit" not "Jam"). Finally, we've adjusted the objectives to not incorrectly fail you for killing guards -- killing your way through the tutorial is a valid way to get the rooftop secure too!
Lore Additions
The lore book is continuing to grow within the game with a number of additions this update. The focus is still on documenting and sharing details about New Boston, the Wards, the Leans the famous Charles and Mystic River and more. After we round out, finish, edit and publish this round of lore book updates, we'll move on to details about the Cyber Knight and their special implant.
Linux Lines
If you were on a Linux setup that had no lines in the class tree, matrix tree or the timeline - please check again after Update #14. Your lines should be finally visible! A big thanks to everyone in Discord who helped test with the test app to make this fixable. If you're enjoying the level of support, please take a moment to leave a review!
v1.0.41 - 11/9/2023
- Big UI update for mouse-only players - all buttons in action bars are now clickable - Extended Matrix zoom out by double, removed wiggle on zoom in/out - Improved dialog, movement pointers and Objectives in Tutorial mission - Big lore dump into Lore Journal - Wards 4 and 7, the Leans, Charles and Mystic Rivers, Day and Night cycle, more on NanoFabs and Forges - Completed pass improving first set of tutorial dialog - Fixed issue with ESC during device inspection bringing up game menu incorrectly in Matrix - Fixed spacebar not working when teleported by Blackhole IC in Matrix hack - Fixed oddly labeled "Disable" device buttons in Matrix - Fixed missing lines in hacking, training, timeline for some Linux configs - Fixed Sell button over-reporting sell value (showing "Sell ($100K)" when it sells for $12K) - Fixed incorrect Medi-Cloud descriptions referencing duration and area - Improved label for using Leverage to "Activate" and once activated, Leverages will be correctly removed from the list - Fixing incorrect hover for Reaction Attribute, you gain +1 Initiative per 5 Reaction (not 3) - Hid more tags that should not be visible in raw form, like the tag per missions the merc went on - Fixed issue with mouse hovers being too transparent - Fixed double dollar signs in some UIs - Fixed tons of typos and clarified sentences and lore - thanks for F10ing!
Update #13 drops a big economic patch so you can make some real bank off your looting efforts, adjusts and buffs Sniper class to be more fun and less restrictive, and drops a mountain of fixes on Hacking, the Class tree and polishes up the Salvage Breakout levels a bit more.
Thanks again for everyone submitting F10s! We're excited to keep the pacing burning hot and fixing and improving constant. If you're enjoying the pace of updates to the game, please tell a friend and leave a review!
Next update -- more content and then hitting some of the November roadmap items!
https://store.steampowered.com/news/app/1021210/view/3747617344190975453
Economic Loot Pricing Fixes
The biggest impact for Update #13 is the adjustment and fixes to Cold Storage pricing display and pricing value. We've resolved the issue where the shown price was often nowhere near the price you'd be truly offered by a contact. There are still going to be variations as each Contact has different interest, Traits, etc but the prices are close. Second, we've fixed the issue where so many things were simply selling for $1K. That wasn't helping your team's economy very much. Now, you should be able to make some good money, especially or Rare, Exotic or Legendary loot.
Sniper's New Bag
We've made a number of improvements and buffs to the Sniper's abilities to help make them more fun to play, less situational and more in line with the power sets of other classes like Cybersword. First off, we've removed the requirement from Skullshot, Zeroed Sights and Weak Spot to be on a Hit Streak. Hit Streak is a fun mechanic and you can build a Sniper around it but it was too restrictive to force some much of the Alpha Kill part of the class tree to rely on the rarely-move, never-miss ways of the Hit Streaker.
Second, we've improved Skullshot to do just what it always should have - grant 3 AP, enough for another Sniper Rifle shot! Let the headshots rain! Reign? Rain! With this change, the extra +Crit % bonus has been swapped out into Skullshot's upgrade tree.
Hacker's Packet Loss
Hacker's Packet Loss was previously refreshing disabled device durations which did not match how everyone was hoping and wanting to use it. Now it will add directly to disabled device durations, allowing you to keep high priority devices offline longer by hammering them with the Talent.
Matrix AP Fixed
If you were hitting issues were you were getting 0 AP after Disconnecting from a Matrix host, these are now fixed. When you connect, or your turn starts already connected, you get your real world AP x 10 + Matrix AP boosted in. Once you've disconnected, you'll get a maximum of your real world (AP - 1) or your (Matrix AP / 10) whichever is lower. So - you're charged for the Matrix at maximum 1 AP or whatever you use while hacking.
Class Tree Fixes
We worked our way through about 20 F10s about broken things in the class tree for this update - here are the fixes. Hacker's Spoof now has its upgrades showing. The Knight Stopgap upgrades have been adjusted and the +/- Evasion issue is fixed. We've removed the nonsensical multi-Turn armor buff for Cybersword's Shielded Rush and instead extended its reach another +1 AP. We've also rolled out the last 10 icon fixes for the class trees :hype:! That was 111 new icons, quite the grind.
Salvage Breakout Fixes
We've made the description of Stage 1A and 1B more clear in regards to how direct the path is with or without a hacker. We've also fixed some odd navigation along one of the fence lines that was the source of quite a few F10s.
v1.0.39 - 11/6/2023
- Fixed economics of Cold Storage - if you see a price listed, that is sell price (+/- Contact specific Traits and relationship) - Improved Sniper build options and fun of play - Skullshot, Zeroed Sights and Weak Spot no longer require being on Hit Streak - Upgraded Sniper's Skullshot to +3 AP for killing shot, moved +25% Crit bonus into upgrades - Upgraded Hacker's Packet Loss to work better and just extend disabled duration for already disabled devices - Added and updated last 10 Talent icons - Fixed issue with Stress / Edge meter always showing the same negative/positive value - Fixed bug with AP being set to 0 on disconnect from Matrix incorrectly - Improved description of 2 starting stages in Salvage Breakout and how they relate to take a hacker or not - Improved some navigation issues in Salvage Breakout stage 1 around the barrier near hoverpad - Fixed missing upgrades for Hacker's Spoof Talent in class tree - Fixed Knight class tree issues with Stopgap upgrades - Fixed 5th upgrade node of Cybersword's Shielded Rush
Update #12 is back to smashing the hottest list of F10s from the player base. Thanks to everyone for submitting everything - bugs, feedback, suggestions and awesome ideas. Thanks for the great posts to the forum as well. This is Early Access, and we aim to improve - so let's do it together.
If you're enjoying the pace of updates and improvements to the game, please tell a friend and leave a review!
Forward Op Fixes
We've fixed a number of minor issues with the Forward Ops mission. Thanks for all the F10s! The camera that was hiding its range is now resolved as well as the issue with the inability to throw grenades out of the starting zone. We've heard so much good feedback about this mission, it's exciting to see it has hit the right nerve as the first starting mission offered in the safehouse.
Missions Without Knight
During the design and alpha phases, we built for 50% of missions not requiring the Knight. From a story perspective, a benched or Injured Knight can use their powerful quantum countermeasures from nearby the heist and not specifically need to be on the ground. We're returning to this goal as we build out additional content - and especially proc-gen mission content. We've adjusted the FORWARD OP mission to not require the Knight and the DEAD DROP HIT could already be run without the Knight. In the case that you want to protect your Knight from risk or you're already injured, this design commitment will help you have more options.
X Marks the Spot
For Talents like Lure that target a specific spot on the ground, we now draw an X on the in-world geometry that will be targeted. This can be helpful just to be clear where the target is and also help indicate when the target will be on higher ground or not where you might expect it sometimes.
Hacker AP Gains
In some cases, with plugging into the matrix, the Hacker could gain AP. This bug and minor exploit is now resolved and hacking will cost at least 1 AP on top of any AP spent inside the Matrix.
Mission Difficulty Tags
There has been some incorrect mission difficulty tags showing in mission planning for a while. The difficulty shown (Moderate, Hard, Impossible!) was not actually being calculated by based on (because, this obviously makes sense) the date the mission was created. :facepalm: Until we can make some more realistic calculations, we've hidden these tags and you can look at the mission map to see its stage count and read its details to make your own call.
Hair Coloring
We've resolved all of the issues with hair styles that were ignoring being recolored. In some cases, this has resulted in the ability to apply 2 colors, like for the mohawk. We've also fixed over 40 issues with minor cosmetic overlaps, heads poking through hats, and glasses being oddly positioned on some faces. There is more to do but we've made a huge dent in the set of minor issues and resolved everything directly reported through F10 in this set.
v1.0.37 - 11/4/2023
- Fixed issue with sight lines and throwing grenades in starting area of "Forward Op" mission - Fixed potential issue with Hacker's gaining AP from hacking - Added targeting "x" to the center of Talents like Lure - Removed incorrect difficulty tag shown with each mission (often stating "Impossible!") - Removed requirement to take Knight along on the Forward Op - Fixed all hairstyles that would not allow color adjustment - Fixed 40+ minor clipping and position issues with cosmetic options - Fixed confusing dialog about paying loan payments if Forward Op is added later in timeline - Fixed broken camera in Forward Op over the lootbox on the platforms - Fixed lighting issues with lootboxes in different levels
Update #11 follows in the footsteps of Update #8 to add another new mission to the game. We've heard a lot and observed from players that the Cube Run was not the best or smoothest "first mission" after the Aug-Clinic Rooftop, and so today we've remedied that by dropping Forward Op mission as its replacement. We've also added an exciting new Vanguard Talent "Refract" which lets the Vanguard help the team with stealth and injected clear rules about Glancing Hits into all of the weapon details in equipment and marketplace.
If you like the pace of new content, updates and more, please consider leaving a review and sharing the game with a friend!
New Mission: Forward Op
We've added the Forward Op mission, a single stage raid with good variation each time it is played as the starting mission suggested as a good way to make a quick profit. It's a great mission with a lot of options about how to get your loot and get out before things get too hot. We heard from players in Discord, on the forums and through F10s that the previous starting mission, Cube Run, was a big lift in difficulty to throw out as the second mission of the game, and we could also see that a large number of players were landing in the safehouse and immediately jumping right into Cube Run without much further prep. Our analysis matches -- Cube Run is a 2 stage mission with hard difficulty and more pressure on your team to keep it together for an extended heist.
Will my veteran team be able to play new content?
Good question - because we're going to be adding a lot of new content. Our commitment is to, whenever possible, say "yes." In this case, we've swapped in a new mission, "Forward Op" for the first mission you're offered in the safehouse. It would be easy to say this content is new game only, but we are dedicated to making all new content available to veteran teams. So, in this case, they story system will introduce Forward Op to veteran groups as a regular story opportunity later when they are playing forward on the timeline. So - new team or old team, you get both Cube Run and Forward Op. Good luck! [previewyoutube=P5ejKOVPJJU;full][/previewyoutube]
Vanguard's New Trick: Refract
The Vanguard's newly added Talent is Refract which projects an 8 meter long illusion, hiding the Vanguard and their team's movement to anyone on the other side of the wall. The Refract projection prevents sight - and therefore attacks - but does not prevent movement. A patrolling or charging guard will pass right through the illusion and then be able to see to the far side. Refract gives the Vanguard new options to assist the team with stealthy operations, plugging gaps, letting them slip through enemy patrol lines and more. It's very versatile and we hope you enjoying figuring out how to make fools out of the enemy patrols using it! This cool new capability will rely on the cybernetic Holo-Pro in the future but for now is available to all Vanguards.
Glancing Hit Rules
Glancing Hits can occur when you fail your main Accuracy roll (you would miss!) but your Accuracy to hit your target is above a certain threshold. For most weapons, this threshold is 80% - so once you reach the 80% to hit mark, you're guaranteed to get a hit and do some damage. So, Glancing Hits ensure you are going to get some damage out of reliable attacks, based on the regular Accuracy and their special rules. Melee weapons are guaranteed to get a Glancing Hit with every attack. If you get that up-close-and-personal, you never get a full miss. However, the damage is highly dependent on your starting Accuracy, so first you would like to get a real hit, and if you end up with a Glancing Hit you're going to do more damage if your starting Accuracy was 80% versus 50%. Burst Fire weapons -- AR, UA and SMGs -- all have the Precise Burst Rule lowers their Glancing Hit threshold to 60%. These types of weapons have good insurance if they can lock onto a target and let out rapid burst, they're going to tag the target at least a bit. The Precise Burst rule only applies when using the Burst Fire firing mode, so switching up to Full Auto returns to the 80% threshold. All of this is now explained in game on the weapon's screens -- enjoy!
Tag and Headshot Fixes
We are working retroactively to fix some story bugs. Early games in Early Access were created without the correct Sibling Tag for Emille and her brother. Our commitment is to never lose a saved game, so we're starting a process of "healing" these games now and will continue to add more "heal checks" for other types of issues we find. Now, if you return to the safehouse with one of these teams, Emille will have the correct Sibling tag for Marcus. We also made some rules that exempted headshots from texture downgrading so that character headshots in all parts of the game are as clean and crisp as possible regardless of your quality and texture settings.
v1.0.35 - 11/2/2023
- Added new mission "Forward Op" to replace "Cube Run" as the post-rooftop mission - Cube Run joins the regular pool of stories to be selected by proc-gen as you play forward - New mission "Forward Op" available to veteran groups, it will appear on your timeline if you play forward - Added Vanguard new Talent Refract can be used to create illusory wall blocking enemy sight for short time (but not movement) - Added Glancing Hit special rules for every weapon type to the equipment screens - Fixed Emille not having canonically correct Sibling tag for Marcus in all games upon return to Safehouse - Improved rendering of character and enemy headshots throughout game on all quality settings
Update #10 rolls out a set of big quality of life improvements, level polishing and more UI hovers after an exciting weekend of new content. We're hard at work on the next mission to drop, but for the moment we've got a bevy of fixes driven by your F10s and requests on the Steam boards.
If you're enjoying the pace of development and improvement in the game, please remember to share the game and leave a review.
Icon Update
We're nearly done with a full icon update across all of the classes and Talent trees, getting all of the Talents up to the new consistent and sharper style. This drop is especially helpful as it wipes out most of the places were a duplicate icon was being used that could leave some confusion. We're one update away from wrapping up this project of re-icon-ifying!
Level and Mission Fixes
We've improved the Blue Door situation in Salvage Breakout so that it is bi-directional in the second levle, giving you even more options on how to proceed through the mission. We've fixed an area of Carnivore that was oddly unpassable and really tripping up some of your enemies as well.
Hiding Hacker Recruit
If you went through the Salvage Breakout mission, there are some paths that could lead to the Hacker being on your team but then disappearing when they went on their first mission. If you finished that mission they would have re-appeared but we've provided a fix for this in Update #10. First - all future games that take these story choices will not have a disappearing hacker and second - if you get your team back to the Safehouse, the hacker's character record will be fixed.
Hover Drop
We've added useful hovers to all stat entries for Weapons, Weapon Mods and Armor. These describe the rules of each stat in detail and should be helpful in helping you make informed decisions about your equipment to carry.
v1.0.33 - 10/31/2023
- Added and updated 30 Talent icons to consistent style - Fixed issues with story recruit from Salvage Breakout might not appear on next mission - restore to safehouse to fix - Fixed Marker Sights and other Talent's Crit Vulnerability not being shown in accuracy/crit % breakdown top right - Improved Salvage Breakout Level 2: Blue Door is now bi-directional - Improved Weapon, Weapon Mod and Armor equipment/market screens - better labels, value formatting and added rule explanation hovers to all stats - Fixed issue at end of Carnivore where corrupt cop does not appear in contact list - Fixed impassible area in Carnivore far balcony - Restored missing Tag titles in Legwork ("Tag.Name.109" etc) - Fixed typos, thanks for F10s
Since you might be seeing a series of small updates to Cyber Knights: Flashpoint in Steam, we wanted to put up a new post detailing the fixes that are going along with each. This is from a series of 3 small hotfix patches that focus on fixing the hottest issues in the F10 queues.
We're very excited to see these queues really starting to normalize and now are going around and squashing the biggest bugs left one by one. We've got more to do - always more! - but with this set of hotfixes, we're closing out some of the last major sets of soft locks etc.
If you're enjoying the pace of update and seeing the game expand and improve, please consider leaving a review and telling a friend about us!
Armor Points
We've fixed a bug that was showing that all armor had 0 Armor Points in the Safehouse UI for the market and equipment. With the Armor Points now correctly shown, the prices of these armors is suddenly justified! Armor Points are the number of times your Armor can suffer a Shredded effect before your Armor degrades to using the lower of the two Protection Values. The Poly-78 Hardsuit shown below has Armor Points 2. While it has any Armor Points left, it will use its 70% Protection value but if it is Shredded twice on a mission, it will drop to its 40% Protection. A good reason to consider Patch Kits and Talents that can repair your armor's adaptive nano-material to keep that higher value. Taking hits with 70% is going to stay minor damage ranges but if your Armor hits 0 points, you're going to suddenly start taking much bigger hits.
Overwatch Soft Lock
While rare, a situation in which overwatch started triggering and then target moved (during the short slow motion animation time) into a position where they were out of range or sight would cause Overwatch to simply hang in slow-mo forever. This is now fixed.
Blue Box in Talent Bar
If you were having a game that got stuck due to a blue box appearing in the Talent bar, we've fixed it. The suspicious is that you may have Respec'd a lot or used a lot of items. There was an unexpected bug in the game when you reached your 99th Talent as it conflicted with the default Take Cover Talent. Woops, fixed.
Pushy Cybernetics Sales
We fixed the issue that whenever you entered the cybernetics surgery market, it automatically tried to sell you one of the Plastic Bone Grafts. Hit ESC to cancel of course, but no need to be so push, Doctor. We've had some real Doctor issues around here.
Cyberdecks and Hackers
If you had any issue with newly multi-classed Hackers not getting a cyberdeck, get that team back to the safehouse and it will resolve -- all Hackers will have a cyberdeck automatically now. Also, fixed for any future multi-class training.
Everasting Stun
Shock Mines and any "Stunned!" effect were lasting forever. That is now resolved. v1.0.31 - 10/30/2023 - Correctly prevent any character/cybernetic/equipment/appearance changes to inactive/dead/recruitable characters - Fixed all display of Armors in Safehouse, Market, Equipment that always incorrectly showed 0 Armor Points - Fixed Overwatch issue that could leave the game stuck in slow motion state - Fixed bug in cyberware implant screen that would immediately attempt to install Bone Grafts on open - Fixed issue with implanting Matrix Link not always granting a cyberdeck - Fixed issues with Stun effect (shock mines, etc) lasting forever
Update #8 brings the first of many new missions to the game. Salvage Breakout is a multi-stage mission but we won't share much more than that to avoid spoilers. We've also fixed some Talent displays, improved the Accuracy breakdown in the top right, and rebalanced the Attribute spread for Knight backstories. Plus a pile of minor bugs and typos!
More missions are coming, and coming soon. And we will be delivering the proc-gen mission system in November per our new roadmap.
If you're enjoying the pace of updates and improvements, please remember to leave a review and share the game with a friend.
First New Mission!
We're very excited to roll out the first new mission after the Early Access launch. Salvage Breakout is another team-driven mission and helps fill in the stories and history of your mercs. Our unique proc-gen story engine and the Casting Director are starting to do their work here, and you'll find that this story can attach to different characters based on their history and may have different characters - based on their history and personal relationships - jumping in to make their opinions known about team business. It is very excited to see this start - and as more and more missions and stories come online, we can't wait to see what the Casting Director help you create.
High Ground Bonuses
The rules for Accuracy bonuses on high ground are now better displayed in the top right corner. If you're 2m above your target you gain +10% Accuracy and 4m above the target gains 15% Accuracy. Use these to your advantages when you can - your enemies certainly are!
Blast Radius Display
The Blast Radius display for Soldiers was missing some text - this is now fixed along with clarification for rules that these bonuses apply to any thrown object like H.E. Grenades, Concussion Grenades and Shock Mines as well. The extra range can help you get even more effective bounces and the extra AOE blast of your customized grenades can get even bigger enemy clust wipeouts.
Attribute Spread
There were some incorrect numbers floating around in the spread of Attributes for the Knight's new game backstories. We've resolved those -- all backstories generate +10 Attribute points and a small themey buff.
v1.0.25 - 10/28/2023
- Added new storyline "Salvage Breakout" with new 2 part mission - Added chance to recruit new hacker character - Improved Accuracy % of all Sniper Rifles - Improved Height Bonus label in Accuracy Breakdown (+10% for 2m+ / +15% for 4m+) - Fixed text and bonus display in Soldier's "Blast Radius" passive - New "Digital Rush 1" Trait for Dade in new games - Improved Attribute spread for Knight starting backstories, fixed imbalances (9 vs 10 pts)
Update #7 is a beast! It was intended to include the next storyline and mission, but as it's change log, feature additions and bug fixes started to run off the edge of the table and onto the floor, we decided we better get it out to the community rather than wait one more day. Update #8 will be hot on its heels with new mission content, but its better to separate these two.
There is way too much to highlight everything in the Steam update text (character limits!), so we will aim to hit the high points and let you pursue the change log if you want to know the sheer volume of work that went into this one.
If you're wondering what's up next or what major updates are in the works, we've just posted our public and ambitious roadmap for Early Access -
https://store.steampowered.com/news/app/1021210/view/3747617344190975453
If you're enjoying the continuous updates, improvements and QoL fixes based directly on your F10s, please tell a friend and leave a review!
Matrix Zoom, ESC, More
The Matrix has received a ton of good improvements based on things you have specifically asked for. Now, you can zoom in and out with the same keybinding you use to zoom the main mission map. You can also open the game ESC menu while hacking with the ESC or B key (defaults). If you get transported by a Blackhole IC we now pop up a warning. We fixed a bug that was making the Haven Smokeout host a bit broken. We've adjusted the level bulid in Cube Run to fix bugs with the Matrix host there but also to correctly connect more security devices to the host's SCU and even connect the Blue Key door to the RCU. So, another path through the lab just opened if that pesky Blue Key is proving hard to find.
Soldier's Blast Radius
The Soldier's Blast Radius ability has been expanded to have upgrades now, allowing them to spend more points on becoming a grenade and demolitions expert. These bonuses are applied to any type of Grenade from Shock Mines to Concussion or H.E. Grenades. The offerings include increasing throwing distance, pumping up grenade damage or increasing the duration of debuffing grenades. So, if your Soldiers are packing boom then this one's for you!
Market Filters
The market has received the needed filters for subtype - allowing you to drill into only shotguns, or only weapon mods for blades, or only healing items, etc. In addition, in any case where we automatically apply a filter you can now clearly see what filters have been added to the screen. This is most helpful for context-driven shopping, where you've picked a merc, their Blade, clicked to Attach a Blade Grip and then from that screen click the Market icon - you end up shopping for Weapon Mods with the Blade Grip filter applied automatically for you.
Improved Enemies
With over 20 types of factions in the the game and the ability for enemies to carry any type of weapon, armor and take Talents with full charges and cooldown rules ... we're excited just how far we can take the enemy variety in Cyber Knights: Flashpoint. We're really just getting started on this one, so its nice to get the Chopshop enemies upgraded to do their thing -- now with weaker armor but the ability to drop a nano-shielding cloud that fully soaks up to 2 attacks, these shotgun wielders are dangerous on a rush when buffed. Take them out quickly or before they become alerted if you can.
New Game Rename
You can now fully rename your characters from the New Game > Customize > Appearance screen. For your Knight and Face, you can change first, last and code names while the rest of the characters can adjust their first and last only and still need to earn codenames.
Mission Deploy Polish
If you were trying to deploy, often the mission map would overlap the button and cause click issues. The button now wins all fights ;) If no mercs could go along on a mission, we've fixed the formatting issue there. And finally, we've upgraded the speed and snappiness of that UI to prevent it from lagging a little as it waited for the character's 3D model.
v1.0.23 - 10/26/2023
- Added Zoom In / Zoom Out on Matrix - Open ESC menu from within Matrix - Added warning confirmation for Hacker when teleported by a Blackhole IC - Expanded Soldier Blast Radius ability with its upgrades to further focus on grenade damage, range and debuffs - Improved HUD objective listing to always show the full text - Added subtype filters to Market screen for weapon types, mod types, armor types, item types - Subtype filters automatically selected when going from Equip Weapon Mod > Market - Fully rename all of your characters in New Game now from Merc Detail > Appearance tab - Improved Chopshop monster talent, now Chop Shield blocks 2 attacks, improved their decision tree, added description - Added icons to Appearance tab for all hair types - More hotkeys listing added to the in-game ESC menu including LMB (mouse) or Right Stick Click (controller) defaults to set move destination - Fixed Matrix Host issues in Cube Run level 2, SCU now have devices connected and RCU can open Blue Door to escape level - Fixed issue with Deploy button overlapping with mission node map - Fixed issue with Matrix Host on Haven Smokeout level - Fixed issues with some combat drugs causing lock up - Fixed issue with using multiple items of the same type - Fixed wrapping Power Level value in Contacts screen - Fixed issue allowing for too many items to be equipped, odd behaviors while buying new items - Improved UI responsiveness of mission deploy screen to avoid any lag when changing characters - Improved mission deploy screen if no mercs are available
Knights, it's been an incredible first week. We're thrilled so many of you are telling us Cyber Knights is exactly what you've been looking for, or even better, more than you'd hoped to find in a game like this. We know we have plenty to improve, but by being here during Early Access you're helping guide exactly what and how.
Beyond improvements to existing systems, we have so much already in the works and planned out to make Cyber Knights: Flashpoint the game we intend it to be. Today we're sharing our Early Access Roadmap.
Content Expansions
A new heist is already being added to the next update as I write this, with another hot on its heels. Our planned scope for Cyber Knights' story content is large, as is all of the content that adds to their variety and your options as a player. Weapons, enemy types, cosmetics, contacts, cybernetics, starting characters / backstories... we've got more of all of it coming at a steady pace.
Many of the most exciting expansionse.g. new character classes like the Gunslinger and Drone Pilotwill be milestone updates we'll share details about as we add them. Because you can multiclass your characters, every new class added greatly expands the possibilities for your squad builds and talent combos. Classes that come with companion units like the Drone Pilot will have their own additional feature-sets and interactions with existing systems like the safehouse and equipment / cybernetics built out to support them.
Features and Systems
Your feedback has already helped to prioritize our next big feature additions. Procedurally generated missions are coming soon, along with a big set of new capabilities for Hackers and several expansions to the tutorial. We know many of you are finding Matrix hacking hard to figure out right now, and that's entirely on us. We're rapidly adding more hovertips across the game and a Matrix tutorial is coming soon, but in the meantime the Cyber Knights wiki is a helpful resource.
Post Early Access
We stick with our games long after launch. Once Early Access is complete and the full launch has lifted off, we'll take stock and consider how to expand next. We're able to punch above our weight as an indie studio by staying smart about scope and being careful to not overcommit; many player ideas that come up during EA we'll be able to integrate along the way, but some we'll need to say no or not right now to. The post launch roadmap will give us a chance to revisit these. And with the game fully launched and the original scope complete, that's when we'll be able to add mod support, port the game to iOS and Android, and (pending player interest and each platform's full approval) potentially port to consoles as well.
We will keep you in the loop!
We will update the Roadmap graphic regularly to show progress as EA goes on. This Roadmap is a full list of our commitments -- we will complete all of them. Additions are possible based on player feedback; any changes in timing we'll communicate clearly. If you look back through our Steam news post history, you'll see a monthly update on development every month since the Kickstarter completed in 2020! We're here, in Steam forums and our Discord, and we're hyped to be building this game with you. See you on the streets, Knights. The New Boston Zone won't know what hit it.
Update #6 rounds out a very busy first week for Cyber Knights: Flashpoint with one more major patch fixing bugs before we dive into adding missions. Update #7 will add the first new mission content and we are working to keep the delay on the next mission after that as short as possible.
We've got new exciting Talents and items to deal with corpses in Update #6, a new rolling Game Tips list in the loading screens, lots of improvements to the game camera, fixing level issues, tweaking Sniper Rifles to increase their optimal range band and more. Let's dig in!
The other major item on our list this week is to post our Public Roadmap for Early Access. We just have to finish making the beautiful info graphic and we'll get it up so everyone can see the crazy plans we have for Early Access expansion. We've got some stuff coming, chowda!
If you're enjoying the game or pace of updates, please share it with a friend and consider leaving a review!
Pesky Bodies and Body Timers
It is hard to be stealthy if you're leaving a trail of bodies behind and the Security AI is always sending someone to look for Upso, who hasn't been seen in a while. While the ability to pick up and move dead bodies is coming (it will be on the public roadmap), Update #6 adds 2 Talents that can help reduce your exposure due to missing guards and rounds out a powerful item which can give that ability to non-Vanguard and non-Hacker characters. The Vanguard's new Bodybag Talent will allow you to hide a body with an illusory projection. This does not cancel the Body Timer, so the Sec AI is still eventually going to send someone to look for the missing agent. However, the body will not be discovered - so they're going to be hunting around that area for a while. On the other hand, you've got the Hacker's Faked Vitals Talent which cancels the Body Timer. Therefore, the Sec AI will never send someone to look for the missing agent but if someone does happen across the body, it will be discovered normally. Finally, the upgraded Bio-Recycler item both cancels the Body Timer and dissolves the body so it cannot be found by an agent passing through the area.
Game Tips
The loading screen is now nicely decorated with a helpful list of game tips that point out useful knowledge and complexities of the system. We hope you find it helpful reading while loading flashes by. If you've got tips you think should be included, please share them. We've got a great list going from a Discord forum thread and will be adding more as we go.
Camera Smoothing
With this update we've made a lot of small but nice changes to how the camera positions, cuts and rotates at the start of levels or when reloading a level. It isn't always perfect yet but there are a lot less mis-cuts and rotations now as we fade from black to the action.
Level Smoothing
We've fixed a ton of little issues with levels like the 60,000 HP "Target Dummy" who was spawning in the back corner of Loophole Heist level 1, and how the blue trigger zones forced you to stop moving awkwardly in Cube Run level 2. We've improved some of the patrol and reinforcement schemes in Haven Smokeout, so if you're replaying levels, don't get too complacent!
Bugs Go Smash!
Thank you for your F10s. Every one is helpful and we are able to rapidly reproduce and fix bugs based on the details your sending in. We've fixed too many minor bugs here to list and we're excited to keep polishing until your forced to F10 about only game balance instead of bugs ;)
v1.0.21 - 10/24/2023
- Hacker's Faked Vitals Talent is now correctly described and functioning - cancel dead body timers - Vanguard's Chameleon Talent replaced with correct Bodybag Talent - completely hide a body from detection - Item Bio-Recycler now permanently dissolves a body and cancels its Body Timer - Widened optimal range for Sniper Rifles by 2m (better accuracy when too close) - Game tips added to the loading screens - Improved aspects of enemy patrol and defenses in Haven Smokeout job - Added and upgraded 20 Talent icons to new style - Improved enemy reinforcements plan in Haven Smokeout - Fixed issue with camera getting stuck out of bounds in Loophole Heist Level 1 - Fixed issue with turn timeline getting out of order during a mission - Fixed issues with enemies not taking their turns when turn timeline is out of order - Improved level reload and level start camera behavior to be more consistent / less jumpy - Improved camera starting position in Cube Run and Loophole - Improved objective "blue zones" so that they don't stop your movement unless neccessary - Added missing faction flags for Arrowhead Security, Indie faction and KEMCO Salvage - Fixed bug in new game where list of backstories all showed the same short description - Fixed odd and broken spawn in the far corner of Loophole Heist level 1 - Fixed issue with Safehouse sometimes opening with UI not visible - Fixed issue with Cube Run L2 sometimes starting with just a black screen - Fixed issues with Loot Manifest appearing in wrong places and sticking around after mission victory
Update #5 comes out on the heels of #4, focusing on the next set of highest priority issues. We've got a big stack and we're just working our way from the top to the bottom. With the four big updates we've already made and the improvements in Update #5, we're looking forward to a major reduction in issues to handle which will free up our team to test, certify and release new story and mission content.
If you're enjoying the game, the pace of updates and fixes - please share with a friend or consider leaving a review!
Cyberdeck Health
For now, until cyberdeck management is completely turned on, your deck will return to 100% health each time you return to the safehouse. If you're in a level with a 0% deck already, you can use the ESC menu and then the "Abort Mission' button to drop back to the safehouse before the mission.
Spinning like a Top
There were some props in the game that were causing enemies and characters to stop during movement, fall through the floor or end up spinning like a top around a point. This is now resolved by both fixing the props and adjusting the movement system to ensure characters in motion will always move toward their destination and not get struck.
Accuracy Calculations
A few players noticed an odd reduction of Accuracy sometimes occurring that wasn't explained (70% Accuracy + 4% Buff = ... 52% Accuracy!?). We have found and fixed the errant calculation and once again 70% + 4% = 74%. Everything seems right in the world.
And More
We fixed a bug where - depending your GPU speed - the Safehouse might load without any of the UI showing. We fixed an issue where putting your Knight into medical recovery might result in missions being deleted. And we added all the useful Attribute hovers to the main New Game screen where the whole team is shown.
v1.0.17 - 10/21/2023
- On return to safehouse, Cyberdecks immediately restore to 100% health - Fixed issue with enemies and characters sometimes moving in circles or falling through the floor - Fixed race condition bug that could cause Safehouse to load without any interactive UI - Fixed bug deleting missions if Cyber Knight went into medical recovery - Fixed confusing Accuracy calculation sometimes when close to the target - Fixed bug where Leverage could accidentally re-activate Body Timers - Added Attribute hovers to new game team screen
Update #4 - it's a big one. We've received such helpful feedback and F10's from the community, we've pulled another big patch together to address all the hottest issues. We're excited that Update #4 addresses the most prominent bugs being reported and helps to "clear the decks" as we move toward starting adding more content.
Thank you all for playing, posting F10s and sharing the game. We hope you'll leave a review!
F10 on Matrix
There was a bug making F10's on the Matrix screens impossible to send. This is now resolved, F10 on my good mercs!
Reinforcement Rebalances
With Update #4, we've made some helpful changes to how the Sec AI plans and deploys reinforcements. We've removed some troublesome actions that the Sec AI could call that would balloon the number of enemies on the field, and helped pace the Sec AI not to simply call reinforcements every time once things get hot enough, as the do. It's a big improvement and should help maintain the balance in both the stealth and fighting approaches for your heists.
Brave Star Drones
In the CARNIVORE job, there were [spoiler]two types of combat drones appearing with the Brave Star forces which each had their own[/spoiler] issues with movement. We've now wrapped up their bugs and if you were getting stuck in that section, reloading your game should be enough to get you going again.
Class Tree / Training Updates
With Update #4, we've done away with the layered pop out of data for the class training trees. We've improved the visual for a selected upgrade to make it more noticeable and just included the upgrade details in the same pop out box as the Talent. This prevents any occlusion, hiding something under something else and makes the entire thing feel better. We've also made a huge pile of fixes to the class trees for Talents like Iron Grip, Silence, Atomic Stutter and more. We fixed connections, missing text, badly linked upgrades and more. There are still more fixes to make from the F10 pile but we've cleared more than half of all reported class tree issues. We've also updated the display of Passive Talents which fire automatically "When XXX" happens, to help make them more clear. They deserve more visual queues, so we'll be working on that in future updates as well.
Added Hovers on Attributes
Sorry we missed this one in the first builds - you can now see the full stack of the effects your Attributes have by hovering over them. Also, they now updated correctly after training the class tree, there was a bug that could cause them to stay cached and not updated immediately upon return from the class training screen.
Fixed Timeline Hangs
If your Timeline was hanging because the Knight went into cyber surgery or sent off to the Doctors -- well, pull this update and you should be back in business. These Doctors ... they've been trying to make people disappear from the beginning, keep an eye on them for me.
Armor Points Now Shown
Armor points was previously not being shown in hovers or wherever armor points were appearing. Now if you see the Armor shield icon when hovering over a character or enemy, you'll know how many armor points you or they have before their Armor will degrade and use its lower Armor Protection value.
v1.0.15 - 10/20/2023
- Fixed F10 on Matrix screen - Rebalanced spawning rates and rules to avoid over populating levels with enemies even if Sec Level goes high - Removed all broken VTOL drones automatically to get games moving - go Carnivore Heist! - Improved pop out positioning and behavior in Training screen to avoid overlaps, improve control, speed of training - Added missing hovers detailing effects of attributes Reaction, Strength, Will and Tech - Hover and targeting reticule show Armor Points, was previously hidden if Armor Points = 1 - Fixed 15 minor issues with class trees, missing descriptions, icons, links (Silence, Skullshot, Iron Grip, Atomic Stutter more) - Improved labeling of Passive Talents in class tree (Talents which happen automatically "When XXX,") - Improved mission deploy screen to allow for all operations with clicking, spacebar or (A) on controllers, simpler and faster to use - Fixed bug putting Cyber Knight into cyber surgery or medical recovery could stop timeline - Fixed issue unable to plan the route to a mission path unlocked by legwork - Fixed a boatload of typos
Hello mercs! Today we've cranked hard on stability and any reported blocking issue that we could fix to get you another patch. This one only focuses on bug fixing. There are a number of big fixes in here that should help bring down barriers to play or odd results after missions.
Eternally Injured Mercs
Some of your core crew, if send to see a doctor for faster recovery, could end up never coming back. We've resolved the bug and also included a sweeper which will push any mercs who have gone missing in this fashion immediately back into the active pool.
Unavailable Item Slots
There was an issue where you could end up with less than 2 items and you would be unable to reequip. This is now resolved. Remember to keep your inventory stocked with your favorite items, as your loadout choices are immediately refreshed so your loadout of items stays stocked (if you picked grenades, threw a grenade, and have a grenade, it is re-equipped for you... but only if you have one in your inventory!)
Carnivore Legwork
Attempting the legwork in Carnivore was causing an issue that locked up the screen from input. This is now resolved, apologies. We've also fixed some bugs in the roster about wounded status display, very rare occurrences where medical timeline events were not appearing and the blank screen you'd end up on if you tried to talk toa Contact from their Contact List screen.
v1.0.13 - 10/19/2023
- Fixed issues with mercs not returning to Active after medical healing - Fixed issue with getting stuck in blank screen starting a conversation from Contact list - Fixed issue with screen not taking input after attempting Legwork in Carnivore mission - Fixed issue preventing you from equipping new gear you used existing gear and didn't own replacements - Fixed HP view in roster to always show treatment status correctly - Fixed issue where medical recovery timeline events might not appear
What a busy day, mercs! Last night's Update #1 tamped down on some of the most troublesome bugs, so today has felt a little less frenetic and given us some breathing room to get back to hitting some of the early most requested RFEs (camera rotate and zoom during enemy turns), working on the class trees (so many little things fixed!) and bigger systems like Wounds (improved to better fit the Trait mold).
A huge thanks to everyone playing and sharing. If you're enjoying the game and the pace of updates, please take a minute to leave a review and tell a friend.
Camera Rotate and Zoom
We've added the ability to rotate and zoom the camera during enemy turns. This gives you the option to better control the angle and keep things in view that you like. Combined with the option to hit H (or (Y) on a controller) to toggle character highlights, this makes it easier to understand all the action as it happens.
Wounds System Improvement
There has been a lot going on with Wounds - your mercs are getting lit up in combat, ending up with Injury Time and that can result in long-term Wounds. And currently, the good Doctors are not offering to treat those Wounds. We are working on resolving the jam-up to get the good Doctors working again but we've also made a bevy of improvements to the Wound system already. First, we fixed an issue where the "Wounded" tag would show up on the Safehouse Roster whenever someone went on Legwork. Second, we ensured that Wounds are now sorted to the top of your Trait list so they are easy to see. Third, we just re-tuned the debuffs for Wounds. Previously, you were getting debuffs that were appropriate for Level 4 Wound Traits, but it's a bit early for that. We've adjusted the debuffs from Wounds to be inline with Level 1 Traits, which means that (while you can't heal them yet) they are not so devastating that you can't just ignore them and move on. Hopefully nothing bad happens, like getting shot up again or gaining a lot of Stress which can level up the Wound. Don't worry, the Doctors guild says it will open up soon.
Glossary / Rules
We've added 2 helpful sections on Hit Points, Injury Time, Wounds, Bleeding Out and Death to the Journal / Tutorial Library. The main heading is Glossary and it's a great place to brush up on any terms you're finding confusing. We'll be working on adding here consistently and backing this up with better data across the game.
Class Tree Cleanup
First off - we've upgraded 16 Talent icons to the improved, clearer style. More icons will be coming with each update now. With all the F10s coming in, there is a lot of work to wrap up issues in the class tree. Tomorrow we will focus on locking up Talents like Chameleon that are causing issues and need a little more time to fix.
- Soldier's Entrench Talent now correctly explains itself - you can designate an area and any allies within it will gain powerful defensive and armor bonuses.
- We fixed a misconnect that had appeared halfway across the Cybersword center to the right quad.
- Sniper Pathfinder upgrades were not correctly linked, now fixed.
- Knight's Centering Talent upgrade that reduced Evasion and Cover is now fixed.
And More!
There is more, there is always more. I spent an hour today tweaking and improving how cosmetic options all work together. I spent extra time on the masks and face combinations as the focus for this update. We fixed Bio-Suture Bandages PL2 which were only giving 1 charge instead of 3. Great item! We extended the Cube Run deadline by 25% as we've been hearing a lot about how difficult it is. Especially for controller / steamdeck players, we've fixed the (B) or ESC key from the options menu so you don't get stuck in there forever.
v1.0.11 - 10/18/2023
- Allow camera zoom and rotation during the enemy turn - Wound Traits are sorted first on character details to be most obvious - All Wounds adjusted to be Level 1 (as all Traits have levels 1-4) with much weaker starting debuffs. If the Wounds are left untreated they may upgrade - Fixed bugged "1 Wounded" tag shown over Safehouse Barracks whenever someone started Legwork - Added entries to Journal / Tutorial Library under "Glossary" to cover Hit Points, Injuries, Wounds, Bleeding Out and Death - Added and replaced 16 Talent icons - Fixed missing description for Soldier's Entrench Talent - Fixed Knight's Centered training node actually reducing Evasion and Cover - Fixed issues with 2 of Sniper's Pathfinder talent upgrades not properly linked ("Talent.name.-1") - Fixed misconnection Cybersword tree from center to right quadrants - Fixed Bio-Stitch Bandages PL 2 only having 1 use - Fixed placement of the second mask where it was floating away from the face - Extended deadline for Cube Run job by 25% - Fixed ESC key / (B) for back in the Options menu
Ahhhh updates are in the air! It's a brand new game with a shiny new Update #1. We're very excited you've all joined us on this journey into the dark and messy future of 2231. What a ride it is going to be.
First Update & F10 Reports
Tonight, we have our first update out - a big patch from all the things we've heard and seen today. A huge thanks to everyone hitting F10 to report a bug. If you do that, we can isolate, fix and test the bug very quickly - we have all the data we need to make an affirmative fix in most cases. Cory's done an amazing job with the bug reporter and it is going to help us harden up and close bugs very quickly. So, F10 on! As is traditional on the first day, we've focused on fixing things. We also added a number of additional conversation options after the end of the Loophole Heist, but other than that we restrained from adding things today. We just fixed and fixed some more. In tomorrow's update, we'll do a bit more of a mix of fixing and adding new content and things.
v1.0.7 - 10/18/2023
- Fixed ending of Loophole Heist not affecting your debt payments - Accepting Loophole Heist now moves the loan payment deadline back to give time to work the job - Fixed Wastelander backstory not having proper Attributes - Dialog reminders about missions that are running out of time clearly state Mission & Contact - Fixed turn order incorrect when 2 mercs had the same Initiative - Fixed camera panning and looping between security devices when using Leverage or Matrix - Fixed soft locks in Loophole Heist when hovering over wall terminal - Fixing issue where Leverage list during mission was empty - Fixed invisible wall in Loophole Heist preventing movement - Fixed backstory descriptions to update with character name and appearance changes - Fixed loadout names to start correctly generic ("Soldier Loadout")
If you're ready for an in-depth stealth & squad tactics heist RPG, then Cyber Knights: Flashpoint is now ready for you!
My brother and I have been making in-depth RPGs & strategy games for over 13 years, and Cyber Knights: Flashpoint is our studio's largest game yet. Run your crew of underworld mercenaries, pulling off high-stakes heists you choose from faction power players, to survive. These heist jobs are more than just run-and-gun; expansive stealth & hacking options let you choose the right time to go loud, or see if you can pull it off without them even knowing you were there.
The heist experience our game offers is strategic and unique. Choose your jobs to build your rep without taking on too much heat. Work your network of underworld contacts to trade favors, pay bribes, and gain advantages before taking on a heist. Plan your path through multi-stage missions, and commit your crew to legwork that could reveal new opportunities or threats.
Here's what's waiting for you in EA right now, day 1:
- 15-20 hours of story content ready for you, plus a variety of heists your contacts can offer that aren't tied to any particular storyline. We have a great pipeline of additional maps and story content already in progress, so by the time the average player has completed everything EA is starting with, it's likely we've already started added more.
- Build your crew from six classes -- Cyber Knight, Vanguard, Soldier, Hacker, Cybersword, and Sniper, plus your Face, an indispensable cornerstone of your mercenary crew. Multiclassing and recruitment give you many options for expanding or focusing your crew's capabilities. And we plan to double the number of playable classes over the course of EA.
- With one exception (base building), all core features of the game -- tactical stealth & combat, hacking, character classes & talent trees, the strategy layer of your underworld network, heist planning, gaining favors and advantages -- are ready to play! We decided we wanted to finish a few more options for base-building before we unlock that feature; you're going to need to pull off a few heists before you start upgrading your safehouse in any case. ;)
Dive in, our world is waiting for you -- in-game and out.
Join our Discord community (already 6,000+ players strong) to chat with the devs or stay in the loop on updates, guides, dev chats, and more. We're active there and in the Steam forums if you have questions or need support. Ready for your first heist? Let's see what you got, Knight. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Knights, the day you've all been waiting for is rapidly approaching. We're very pleased to announce we'll launch into Early Access October 17th! The game will release for $29.99, and we'll have a 10% discount for launch week. Make sure you've wishlisted and followed Cyber Knights on Steam so you don't miss out!
How We Do Early Access
This is our 5th game released on Steam; we have a long track record of EA success, and it's become a core part of our process to make sure we're finishing the game with what our core audience (players who know and love in-depth RPGs & strategy games) wants in mind, before bringing it to a wider audience.
EA gives us space to invest more in the systems players find most fun and create additional storylines based on player ideas and experiences. In a Trese Brothers games Early Access, you never have to worry about an update breaking your save games and we guarantee the game will not linger in perpetual EA. We listen to players, add new content regularly, and deliver on our promises.
What's Waiting for You
Start your story as a new Cyber Knight in one of the last surviving cities of North America and build your rep in the world of megacorps, syndicates, and street gangs you've decided to make a name for yourself in. Build your crew from six classes -- Cyber Knight, Vanguard, Soldier, Hacker, Cybersword, and Sniper, plus your Face, an indispensable cornerstone of your mercenary crew. Multiclassing and recruitment give you many options for expanding or focusing your crew's capabilities. And we plan to double the number of playable classes over the course of EA. We have 15-20 hours of story content ready for you, plus a variety of heists your contacts can offer that aren't tied to any particular storyline. We have a great pipeline of additional maps and story content already in progress, so by the time the average player has completed everything EA is starting with, it's likely we've already started added more. And with one exception (base building), all core features of the game -- tactical stealth & combat, hacking, character classes & talent trees, the strategy layer of your underworld network, heist planning, gaining favors and advantages -- are ready to play! We decided we wanted to finish a few more options for base-building before we unlock that feature; you're going to need to pull off a few heists before you start upgrading your safehouse in any case. ;)
Much More Ahead
We'll dive into some feature highlights and the planned roadmap in future posts; stay tuned! Thank you all who have come with us on this journey so far; incredibly exciting to be less than a month away from the big day. If you'd like to help us get the word out, you can share our posts on twitter, Mastodon, or Facebook, or post in any communities where you know there are tactical RPG fans to be found. See you soon. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Update #12 is a quick follow-up some of the top feedback and bug reports we received during Strategy Fest. It is great to see so many new Knights minted at the Aug-Clinic and hope that the start of your new underworld career was a promising one.
We'll probably have one more patch this week to wrap up issues before closing down the demo for good on September 12th -- so if you haven't had a chance to check it out in the last 3 months, it is time :D
Safehouse Tags
We've upgraded the display of Safehouse rooms to show off key metadata for reach type, including their current Power Level of their upgrade. In addition, we've displayed the different infrastructure support levels that each room has to support its currently installed upgrade -- these will be key in planning out and setting up your Safehouse once that part of the game is enabled. Finally -- a most immediately useful -- we've added tags to give immediate visibility into the status of what the room is focused on. The Barracks now displays the headcount of mercs who are ready to go, those who are injured, or off on a Legwork and the number of new recruits waiting around hoping to join up.
New Missions
In the safehouse tagging, you can now see how many missions are waiting for you at the Command HQ including the count of new missions which have been added without you yet having a chance to review their details. Once you drop into the Command HQ, you can easily find the missions by their "New Mission" tag and check them out, at which point they are marked as seen.
Fixed 2 Big Bugs
We had a number of reports of bugs during Strategy Fest so we were glad to be able to squash these two which had a pretty good number of reports. Due to some gaps in the colliders setup on the stairs at the Hovercraft pad, it was possible if the timing was right for a character to suddenly go *poof* and end up under the stairs, forever stuck running in a circle ... :facepalm: The colliders have been fixed and everyone should stay above the stairs. The second bug came from a race condition with the end of a Turn and the use of a shock mine. in the case that a shock mine's detonation ended an enemy's action and that enemy was the last to go in the Turn, there was almost always a race condition error that froze the game in the Sec AI red overlay. It could also occur other times when a shock mine simply expired or went off *near* the end of the Turn. A huge thanks to everyone hitting F10 in these scenarios and helping us finally close this one for good.
Update Size Update
It looks like the changes we made may settle us near a 4 GB update size now that we can see how Steam's compare algorithm is working with our updated asset packaging. Better but not good enough! So, back into the forge to further improve, tweak and reduce.
v0.6.139 - 9/4/2023
- Safehouse Roster and Command HQ get a set of helpful tags to count mercs ready, on legwork, wounded, recruits and missions new or ready - Missions are now noted as New or not, updated as viewed - Fixed bug cleaning up Shock mines correctly in some cases that could hang game in Sec AI processing - Fixed movement lock up on stairs at hoverpad on Rooftop Demo level
Here we go - August has closed up shop and September is now open for business, the final month of Q3 2023! It has never been busier here at Cyber Knights: Flashpoint HQ and weve got a ton of good stuff going on. The games updated and expanded demo is live in Steams Strategy Fest, weve got Alpha v2 coming up and then were on to the Early Access launch.
Every month is a big one, and weve made major progress that we are excited to share. So, first lets review the current demo, alpha and release details and then well highlight a few major development and content milestones we hit in August.
Last Chance to Play Expanded Demo for Strategy Fest
As the demo has gone live in Steams Strategy Fest, weve expanded it and doubled the available play time. The Cube Run is now available in the demo, giving you a whole extra heist to try. As one of your first hits in New Boston, this job targets a new Warner-Braun NanoFab that is being setup as the German megacorp prepares its arrival to the New Boston economic zone. There is good money to be made if you can make the right moves and scoop the loot. But it is New Boston and 2231; secrets are hiding under every new NanoFab and megacorporate welcome mat. After Strategy Fest ends, the demo will be shutting down around the end of next week (roughly, September 12th) so this is the last chance to check it out before the Early Access launch.
Alpha Version 2 Starting
As we wrap up our summer of demos, well be opening the brand-new Alpha V2 to our backers. This will give our Alpha backers the chance to be the first to play the Early Access build and give us critical feedback before our launch on Steam. Youll be the first to play the completely unlocked Cyber Knights: Flashpoint experience, and we know youll help us improve the game even as we march to the launch date. We are really excited to get back to regular Alpha updates, get the Early Access build into your hands and were proud to show off how much the game has changed since the last Alpha build.
Closing in on a Release Window!
Were continuing to hit the milestones needed to keep on target for our Steam Early Access release window. We are grinding through the final burn-down list of tasks and are closing in on a release window for the start of Q4. While estimates are always subject to change, were seeing the planets align to confirm we're on track for a strong EA launch. Launches are always a big moment in our player community, so join our Discord to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.
UX Project Continues
It has been a huge month of upgrades for game systems in the new UX design. The biggest on the list was Hacking which has benefited greatly from the work, including adding critical features like being able to peek back into the real world to preview which exact security device youll be disabling while hacking or which door youre about to open.
The UX project has also upgraded major systems like your Contact Network and were wrapping up the market and inventory systems now.
Class Trees
As we approach the Alpha v2 milestone, we are finalizing the redesign of all of the class trees in the game with better tree structures, unlocking and adding more Talent choices for all classes and even more upgrade tree nodes that can change and improve many aspects of your Talents.
Multi-classing is now fully supported which allows you to take up to 2 classes for any character. With 6 classes in the game and each one boasting ~15 Talents, the options are already very wide and very exciting. Endless builds here we come!
In order to preview and share your builds weve added a full build preview screen that is capable of showing the specific order of class tree training across one or two classes. This screen will also be the heart of exporting and importing class builds once those features are available.
Production Prep
In prep for the production launch to Steam, weve been working on a wide variety of critical tasks. First, weve been doing live testing of updating the saved game format to ensure that we will never have to break saved games due to an update. This is a pledge we make with all of our games and Cyber Knights: Flashpoint will be no different. So, weve updated the saved game format 3 times (quietly, without mentioning it) over the summer to test the system.
To cater to the wide variety of platforms and player preferences, weve been hammering away on the needed options for the game. Weve added a heap of quality preferences like V-Sync, Texture Quality and improved the Screen Scaling option. For camera controls, weve added a number of options as well to allow you to lock the cursor, disable the action camera and use edge scrolling to pan with the mouse. We are preparing to deploy an all new Cyber Knights: Flashpoint wiki. Alongside the Steam guides and our Discord, well be here to get your questions answers!
Calling all shadowy mercenary groups and cyber tacticians -- welcome to our Steam Strategy Fest demo! Cyber Knights: Flashpoint is waiting to see just how well your strategy skills hold up in our squad tactics heist RPG.
Weve got many new additions for you if youve played this demo before since its release in June (see below)!
If this is your first time, we're excited to share this demo that takes you to the very start of your Cyber Knight's career: the night of your surgery that implants the spinal quantum computer, giving you extraordinary powers of calculation and coordination to help you lead your squad. In the underworld of New Boston, nothing goes down easy and everyone has an agenda. Can you keep your head up in these dangerous waters?
Every job you choose to do for an underworld power-player allows you to tackle it with your own style and focus. To pull it off you've got to manage your team, bankroll, injuries and more from your safehouse so that you arrive ready to dominate the tactical battlefield of a heist with stealth (eluding enemy security and agents without a sound), combat (slashing, sniping, going loud at the right moments with full auto) and hacking (plugging the nano-wire from the back of your skull into a matrix host to descend into those glittering data streams -- not available in this demo but soon to come!).
Some of the highlights from this update:
New Mission Unlocked
The Cube Run is now available in the demo, giving you a whole extra heist to try. As one of your first hits in New Boston, this job targets a new Warner-Braun NanoFab that is being setup as the German megacorp prepares its arrival to the New Boston economic zone. There is good money to be made if you can make the right moves and scoop the loot. But it is New Boston and 2231; secrets are hiding under every new NanoFab and megacorporate welcome mat.
Heat Balancing
As your actions in New Boston draw the wrong kind of attention, your crew builds up Heat. Heat can affect your Contact's services (some may clam up and stop talking or selling to you altogether if you're "too hot") and can also predispose some jobs to be more difficult, as the security teams are on higher alert due to your run of espionage and destruction. Heat will cool down as time passes. We've added some new important sources of heat, including Cameras and Radar Arrays that have been upgraded to HI-POWERED status by the security system, capable of generating +1 Heat per spotting of a merc (max +1 / Turn). In addition -- based on difficulty -- you'll gain some Heat for every job (default +2) and some Heat per Security Level you trigger during a mission (+2 / Level, max +12). If you feel the heat just around the corner, it's probably time to let the game timeline run for a bit while you lay low in the Safehouse and work on upgrades, cyber surgeries, and weapon mods.
Extending the Lore Journal
We added 3 new entries to the Places category of the lore Journal and beefed up the section that was there for New Boston. This journal will be a key repository of world knowledge for you and has the capability to expand and change as game events happen, so much of it will not simply be set in stone text. We're very excited to see it starting to bulk up as we move content over from our internal lore docs into the game's format.
From previous updates: heist advantages, options expansion, security AI display, visual improvements, unit AI upgrades, and much more!
Since the demos release in June, weve steadily added in more of the player-ready features from the games main development branch, and acted on a ton of the great feedback submitted from players initial runs. Most recently, we added a big pile of options for quality like V-Sync and texture quality as well as tweaking controls like edge scrolling and camera rotation direction. We also revamped the AI's tactical decision tree to help enemy combatants more intelligent once they get in a firefight with you. You can scroll back through the previous updates on our Steam page to see details for these or other additions like heist advantages. All of the feedback that we've received from players checking out the demo has been helping us prioritize improvements across the entire game. We read every bit of feedback submitted through the game's F10 system -- keep it coming; you can probably spot a change made based on something you shared with us in the full changelog below.
We are closing in on a release window!
Exciting news for long-time followers of the game. We have assembled the final burn-down list of tasks to complete for our EA launch! The timeline is just a few weeks longer than our estimates from earlier this year; putting us near the start of Q4 instead of the end of Q3. While estimates are always subject to change, this shift is a minor one and confirms we're on track for a strong EA launch. Launches are always a big moment in our player community, so join our Discord to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.
0.6.135 - 8/28/2023
- Unlocked "Cube Run" job for demo - raid a Warner-Braun NanoFab to make your own payday - Gain Heat for every job at a rate of 2 + (2 x Sec Level) with a maximum of 12 per job - HI-POWERED Cameras and Radar Arrays add +1 Heat when spotting mercs (max +1 / Turn per device) - Switch Play/Fast Forward position in timeline for more natural setup, pressing FF will pause if already running fast - Added 3 new lore entries to the journal Places group - Fixed final bugs that could cause character or enemy lock up while moving - Fixed reported typos, some faction names missing in recruit dialogs - Improved labeling and titles in all mission planning screens ("Leverage") - Improved font weights in tags and action bars
Other Changes Since Stealth Fest
0.6.135 - Demo Update #10: Down the Pipes - Update size will be large which is required to make the next one smaller - Reduced overall game filesystem size by 1 GB (~10%) - Improved AI tactical thinking when already engaged with an enemy - Improved AI movement patterns to avoid getting too close to characters nonsensically - Improved AI movement patterns to avoid over-grouping with each other - Improved rules for Glancing Hits under certain distance thresholds for BF, FA and SA weapons - Fixed bug failing to auto-restoring items (grenades, medkits) correctly from inventory stock between missions - Fixed F10 feedback form to block keyboard input to game in Safehouse correctly - Fixed edge cases where a moving character might end up suddenly under the stairs - Fixed bug causing start of enemy Overwatch to lock game - Fixed pop-up of "Stationary VIP" appearing over Wireghost's head during Smokeout job - Fixed bugs that could lock up video player during video tutorials v0.6.133 - Demo Update #9: Options Parade - New option for Enabling V-Sync separate from Quality Setting - New option for controlling texture quality (best/good/lowest) separate from Quality Setting - New option for locking cursor to the window - New option to disable Action Camera during combat - New option for edges scrolling and edge scrolling area thickness - New option for controlling camera panning speed - New option for controlling camera rotation speed - New option for reversing direction of camera rotation when holding key / RMB https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Another week another Demo Update! With Demo Update #10, we've made some major progress on reducing the update file size (because, let's be clear -- we're going to do a lot of updates ... so that's improtant), vastly improved the AI's tactical thinking once it starts fighting, fixed all reported F10 freezes and crashes, improved Glancing Hit rules and more!
As always, we appreciate everyone playing, sharing feedback and hitting F10 on the game!
Steam Update Download Size
With this update, we've gone on the attack against the download size for the game from Steam client. Unfortunately, in order to make it better, you have to change everything first. This is going to cause this update to be a very large one (clocking in for some as high as 6.6 GB) but also clears the way for the next update to be much more modest affair. In addition to restructuring the internal bundling, we've cleaned up some assets, improved compression settings and reduced duplicates in the final game build -- reducing the overall game footprint by about 1 GB or 10%.
Tactical AI
With Update #10, we also have a big bundle of improvements to the AI's combat tactical decisions. Once engaged with an enemy, we've improved their ability to prioritize taking cover, using Talents or attacking versus moving. Previously they were very move-focused and did a lot of running around almost every turn. With the new priority and new decision tree, they are smarter at taking and keeping cover, holding position if they are at an advantage, and making short sprints to nearby advantageous positions only before thinking about how to spend the rest of the AP on Talents and attacks. In addition, we've helped the AI make more reasonable decisions by adding more rules about their proximity to your mercs and other enemies. While they will take positions near each other, they are far less likely to end up in a tight cluster and unless they are melee combatants, they no longer have an appetite for running up to stand toe-to-toe with you.
Glancing Rules Update
A Glancing Hit can occur if you miss the main accuracy roll but still are within certain thresholds defined by your weapon. In this case, you caused damage but reduced by the % of your roll and still count as getting a hit. Swords, as a weapon class, for example always score Glancing Hits. It is on our list to get this shown in the UI more clearly and once the equipment screens UX is updated (soon!) then you'll be able to see the Glancing Hit rules and % for each weapon as you equip your characters. With Update #10, we've added a new proximity rule that increases the chance of Glancing Hits as you get close to a target, as long as you're using a weapon with attack mode of FA, BF or SA which leaves SS weapons like Sniper Rifles and Revolvers in the cold but gives advantage to other classes of weapons like Pistols, SMGs, UARs, shotguns and classic ARs.
Item Refresh After Mission
We've fixed a bug in some cases where your items (grenades, medkits, etc) were not properly refreshing from your inventory between missions. If you had used these in Rooftop, you could end up in the Haven without them. Not good. Fixed!
Fixed Freezes and F10 Safehouse
Thanks to everyone reporting issues! We fixed a critical bug where an enemy starting Overwatch could lock up the game based depending on the part of the AI's turn it was as well as a bug where sometimes moving characters and enemies would suddenly warp under a set of stairs and get stuck. Speaking of F10, to anyone trying to enter an F10 while in the Safehouse, you should have an easier time now. The F10 form now blocks all keyboard input to the screen behind it, so you won't find yourself hitting all the hotkeys while typing away.
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
0.6.135 - 8/22/2023
- Update size will be large which is required to make the next one smaller - Reduced overall game filesystem size by 1 GB (~10%) - Improved AI tactical thinking when already engaged with an enemy - Improved AI movement patterns to avoid getting too close to characters nonsensically - Improved AI movement patterns to avoid over-grouping with each other - Improved rules for Glancing Hits under certain distance thresholds for BF, FA and SA weapons - Fixed bug failing to auto-restoring items (grenades, medkits) correctly from inventory stock between missions - Fixed F10 feedback form to block keyboard input to game in Safehouse correctly - Fixed edge cases where a moving character might end up suddenly under the stairs - Fixed bug causing start of enemy Overwatch to lock game - Fixed pop-up of "Stationary VIP" appearing over Wireghost's head during Smokeout job - Fixed bugs that could lock up video player during video tutorials
Demo Update #9 is going live with a big list of new game options to give you more control over your game camera, quality and performance and other key aspects of user input. In addition, we've fixed a ton of bugs reported by the community, further improved victory and defeat screens and highlighted some missing details from Talents that had been trained to change different aspects of their powers.
As always, we appreciate everyone playing, sharing feedback and hitting F10 on the game!
New Options Parade
We added 9 new options in total for this update, hitting most of the big requests we've heard from the community.
- We added V-Sync as an option, split out from top line Quality option. Helpful!
- We added a Texture Quality option ranging from Best to Good to Lowest which can help tune performance on your machine beyond the top line Quality option. Grand!
- For improved control in multi-monitor setup or if your playing in windowed mode, we've added a Lock Cursor option that will keep your cursor in the window. Especially useful for Edge Scrolling (see below). Dicey!
- There is now an option to disable all the special action cameras during combat. The camera doesn't move it all, it stays where you've placed it to see the action. Lovely!
- There is checkbox to turn on Edge Scrolling if you like that easy way of panning around the map. You can also adjust the thickness of the Edge Scrolling Area which can help tune it for you. As your mouse gets into the edge scrolling area, the panning acceleration is determined by your ratio in the area. If you're hovering near the edge of it the pan will be slower than if you run up to the window edge. So, it can be nice to tweak the Edge Scrolling Area if you like having more control over the speed. Edgy!
- Pretty straightforward - there are now percentage % sliders for panning speed and rotation speed for the camera. Useful!
- While holding RMB (or configure this to another key) then any movement of the mouse will rotate the camera. If you dislike the default direction it rotates the camera when you move your mouse left or right you can now enable this option to flip the direction of the camera's rotation. Specific!
In Other Areas...
We've improved the display of earning a codename for your mercs after they've survived a mission and earned their first level up. The key part is surviving, someone tell Emille and Zasha. We've gone through with an exciting rename of "Heist Advantages" (wha-whaa) to "Leverage" throughout the game, UI and dialog. It is a much more descriptive term that captures more of the heist feeling of the game. We also improved the positioning of the mission map in the stage and mission Victory and defeat screens to reduce overlap of elements. It turns out centering the map in this screen wasn't that helpful. We also just fixed a big pile of bugs, so thanks to everyone hitting F10!
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
v0.6.133 - 8/17/2023
New Options - New option for Enabling V-Sync separate from Quality Setting - New option for controlling texture quality (best/good/lowest) separate from Quality Setting - New option for locking cursor to the window - New option to disable Action Camera during combat - New option for edges scrolling and edge scrolling area thickness - New option for controlling camera panning speed - New option for controlling camera rotation speed - New option for reversing direction of camera rotation when holding key / RMB Other Improvements - Correctly displayed when mercs earned their new codenames - Upgraded Trait display on Roster to show the description and backstory reasons for Traits - Fixed issue where "Iron Grip" and other recover/heal Talents displayed recovery as 0 - Fixed Talent display where some buff/debuff elements added new by training were not displayed at all - Improved alignment of victory/defeat screens to avoid too much UI overlap - Improved display of HP bar / XP bar or "Level Up" upon stage/mission victory - Fixed bug where two timeline events could display as selected - Interacting a legwork on the timeline that is granting a Heist Advantage starts timeline playing correctly - Renamed "Heist Advantages" to "Leverage"
Demo Update #8 is rolling out as a follow-up to a fun and successful Stealth Fest here on Steam. With so many players spinning through the demo and posting feedback (thanks for the F10s!) we're working through the list, sorting, fixing and prioritizing everything.
As usual, our first move is an update :D
F10 Submissions going bump
In some cases, the F10 reporter was saying that "submission failed". In these cases, we did get your F10s but we didn't get either the log file or the screenshot. We've made some adjustments that should drastically cut down on failure responses and have some steps we will take in the future to nuke them to 0%. Again, a big thanks to every player hitting F10!!
Stealth Fixies
We had some players report odd AI behavior in which a patrolling agent would casually pass by a body of one of their own if it had been seen by someone else. This was a nice little hole in the AI reaction logic that has now been fixed! We also fixed a number of other decision points and barks the
Lootbox and Talent Improvements
We've adjusted the size of the lootbox UI to make it easier to read, especially for more verbose items that were getting cut off. And in prep for opening up the training the class trees for a future demo update, we've added the highlighting to the Talent text which can show clearly which aspects - like Range, duration, and specific effect fields like buffing Evasion, etc - have been modified by your training choices.
Mission Polish
The demo jobs now have more representative shapes in the mission planning tree, which is a minor touch but is a great feeling to see it coming togther. We fixed camera movement and cuts in the sequence of looking at the Command HQ, planning a Job and then picking your team to deploy. This is now much smoother without any jarring transitions. Finally, thanks to your feedback we fixed some transparency issues in the screen that could make it hard to read under certain screen sizes and mission setups.
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
v0.6.129 - 8/2/2023
- Fixed issue with unaware/patrolling guards ignoring bodies that had been seen by other guards - Fixed issue where F10 reports were sometimes getting "submission failed" - Increased size of lootbox UI to make items easier to read - Talents screen in roster is now highlighting specific Talent stats/effects that have been upgraded in training - Improved mission planning visuals for missions - Smoothed out camera transitions in safehouse / mission planning - Batched repeated Sec AI messages to show more information faster - Improved headshots of characters, fixing some characters with slightly open mouths - Fixed transparency of panels where it should be opaque, like mission map - Fixed some missing details in dialog for recruiting ex-Los Zagales Soldier - Fixed/clarified tutorial text where it mentioned wrong corners, better described movement lines
Yesterday, we pushed a demo update to help improve the Heist Advantages that rolled out with the Stealth Fest demo update. While the original set of Advantages was pretty cool, the new set is even better!
Heist Advantages
In advance of jobs and heists, as your team works to prepare for the hit, you can accumulate planned Heist Advantages. These Advantages can be the tipping point between a flawless heist and a mess of bullets and blood -- or just help you make sure it's all your bullets and their blood and not a mix at all. The new demo update includes 4 updated Heist Advantages for the Haven Smokeout job - Violent Distraction, Sense-Net DDOS, Biochip Fritz and Unplug Cameras.
Getting Heist Advantages
To gain heist advantages, you need to reach out to your underworld network, pay bribes, call in favors, lean on those you have leveraged or completing preemptive hacking tasks. These will either cost you money directly ($10K to bribe a traitor to pull the plug on the cameras) or Contact Favors (1 Favor to call in a local gang to cause a violent diversion to draw away Smokeout reinforcements).
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
v0.6.127 - 7/26/2023
- Adjusted power levels for all Heist Advantages offered for Haven Smokeout - Improved Advantage offers for bribes and favors - Improved starting Contact set to be better positioned to offer these Advantages
Calling all ninjas, shadows, and ghosts in the machine -- Cyber Knights: Flashpoint is waiting to see just how stealthy you can be in our freshly-updated free demo.
As a tactical heist RPG, every heist and job for an underworld power-player allows you to tackle it with your own style and focus. However you go about it, the major pillars of your strategy will be stealth (cutting through enemy security and agents without a sound), combat (slashing, sniping, going loud at the right moments with full auto) and hacking (plugging the nano-wire from the back of your skull into a matrix host to descend into those glittering data streams -- not available in this demo but soon to come!).
Now this is Stealth Fest, so roll up your Vanguard, lock-and-load your shock mines and power up your Chameleon suit - it's time to kill quietly, move as a shadow, become one with the patrol routes. Blades and silent pistols are your weapons, speed and silence your friends.
We're excited to share this demo that takes you to the very start of your Cyber Knight's career: the night of your cyber surgery. In the underworld of New Boston, nothing goes down easy and everyone has an agenda. Can you keep your head up in these dangerous waters?
Back for more? The latest updates include...
Your true adversary revealed! Thoughts and actions of the level's Security AI are now displayed in a special end-of-turn highlight. On almost all of the heists you take on, the guards and security devices you'll need to overcome are managed by a facility Security AI of varying levels of sophistication. This Security AI coordinates the security response, receives reports from all the agents and devices in the field, and dispatches new agents to investigate or deal with known threats. When the Security Tally reaches an inevitable Sec Level Escalation, the Security AI can play one of its major actions - such as enabling sleeping devices or minefields, turning security devices up to HI-POWER, or calling in reinforcements. Depending on the facility and faction you are facing, you'll face different kinds of Security AIs. The aging Sigma 5 security package relies more on physical manpower for instance, while Sigma 7 is snappier and more reliant on technical responses and drones. A trust heister will come to know and anticipate the responses that these different Security AI are likely to bring in order to compensate or counter their strikes.
Access to pre-mission advantages. One of the major ways a heist team can keep the enemy agents, security devices and their Security AI overlord in check is to earn some Heist Advantages in advance of going on the job. Heist Advantages are acquired during the Mission Planning phase by leveraging your network, acquiring rare items, paying bribes, calling in favors or preemptive hacking against the target. Heist Advantages run the gamut of power including slowing down the Security AI's Tally increase, delaying Sec Level Escalations or buffing your squad at a clutch moment. They also can change the job itself -- allowing you to skip a starting stage altogether, or gain access to an additional stage such as a high-loot area that is otherwise locked. Or, you might bribe someone to slip you a Red Key, avoiding having to find or steal one in the mission itself to reach your objective. Plan the heist, heist the plan. Profit?
Squad roster screens are now unlocked. While the demo only offers pre-made characters for ease of play, and character customization is still locked as we complete work for the release, you're now able to see all the details of your crew's stats, traits, equipment, and more. This also lets you review your potential recruits before giving them the offer to join your merc crew. Tons of fine-tuning, fixes, and improvements from players' feedback! All of the feedback we got from Steam Next Fest was super helpful in prioritizing improvements to the security tally's responsiveness, specific VFX & SFX, UI, and more. We read every bit of feedback submitted through the game's F10 system -- keep it coming; you can probably spot a change made based on something you shared with us in the full changelog below.
AND... we are closing in on a release window.
Exciting news for long-time followers of the game. We have assembled the final burn-down list of tasks to complete for our EA launch! The timeline is just a few weeks longer than our last estimate, putting us near the start of Q4 instead of the end of Q3. While estimates are always subject to change, this shift is a minor one and confirms we're on track for a strong EA launch. Launches are always a big moment in our player community, so join our Discord to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.
Cumulative Changelog; last update - v0.6.125
- Security AI's thoughts and actions are visible between turns - Roster is now unlocked to view characters (customization still locked) - Check out recruits in the roster before hiring on to team - Heist Advantages now available - New UI for Victory/Defeat use the mission map from mission planning - Improved SFX around moving - Fixed bug where Sec Tally did not immediately respond to camera spotting - Improved Rooftop level objective area - Fixed issues that could cause hunting AI to skip turns at times - Rebuilt mission victory and defeat screens - Medkits and other healing effects show their effect in the target's HP bar - Improved sensitivity of mouse rotation (right click, rotate) - Damage from grenades is immediately visible as the mouse is moved to target them - Improved colors in HP bars to make the damage done always visible every single frame - Improved performance of mission map hovers - will never lag behind or skip off target when panning or rotating - Cleaned up very small "skip" at the end of most character's movements - Active Buffs and Debuffs have correct icons and duration shown in character and enemy hovers - Improved visual clarity of potential damage in target's Health Bar, no frames where the value can't be seen - Improved Cameras and Radar Array to be more accurate in their detection - Improved logic as to which enemy agents can be called off their current duty by security events - Combat logs for Cameras and Radar Arrays include the character name that was spotted specifically - Fixed bug where enemy could take 3+ Overwatch shots in some situations - Fixed bug with Vanguard's Overdrive Talent, guard who spots her might not stop moving immediately - Fixed bug where engaging movement Talents like Cybersword "Lightfoot" did not update warnings about heard in movement path - Fixed control issue where Talents like Cybersword "Lightfoot" would not allow you to toggle Sprint/Sneak - Fixed bug causing aggro enemies to move to the far side of players when repositioning for attack - Fixed bug causing aggro enemies capable of attacking a player to freeze and not move for the turn - Fixed bug causing enemy agents to freeze in some security situations - Fixed bug causing enemy agents to teleport in some security situations - Fixed bug when reloading save, an enemy agent might start acting while cut-scene is running - Fixed bug causing target circle to be hidden with Charged Attack / Conduit Edge melee attacks - Fixed bug causing inconsitent "out of range" results when clicking an enemy vs. clicking Talent - Fixed bug causing Hunker buff to automatically activate if player starts Overwatch or if player dies from enemy Overwatch - Fixed bug where characters and enemies might start to float slightly off the ground after moving a few times - Fixed bug allowing you to run through the doorframe of small doors - Fixed bug allowing you to stand in the railing of elevators - Fixed incorrect keybinding shown on ESC menu, fixed Enter is really "Delay or End Action" https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
The Steam Next Fest demo is still ready to play, Knight. Schedule your cyber surgery tonight and meet us on the rooftop at 3 AM to see if you can handle what the New Boston Zone can throw at you.
The demo will be up for a bit longer, so thanks to everyone for checking out, sharing this heist RPG with a friend and posting up feedback and bugs by hitting F10.
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
Visual Improvements
We've taken a pass through the game's art, materials and character rendering based on player feedback and made some first pass improvements. There is always more work to do, but we're happy with the first step of results to improve some areas of polish. We've tweaked the materials settings for all characters, faces, hair and outfits to improve their look and reduce the plastic sheen. We've also rebuilt the lighting stage setups for character interaction in the safehouse, these were a bit dark and dull. Finally, we've addressed some issues where characters and enemies could float about 0.1 of a meter off the ground. This was most obvious in the disconnect between feet and shadows that would appear at times, or when you get into a combat shot camera you could see it clearly. No more floating, you must walk on the ground.
Props Fixes
We've made some great improvements to cover rules for some of the props in the game, especially for some of the decorative side items on the rooftop like the large antennas and their concrete bases. Thanks to everyone using F10 to report such details, as we are able to very rapidly iterate the resolve. Enjoy the demo, Knights!
v0.6.115 - 7/1/2023
- Improved character face and outfit appearance, less plastic - Improved light stages used during safehouse dialogs - Fixed issue with some characters floating slightly above the ground - Fixed some issues with props not fairly granting cover on rooftop - Fixed all typos and smoothed out some dialog segments
With Steam Next Fest behind us, we're excited to keep the demo up for a while longer for anyone who missed it during the Fest or is just finding Cyber Knights now. The Aug-Clinic is waiting, you have a $2m debt to the Syndicates and its time to get your spinal implant, Cyber Knight. The nights of 2231 await you and your merc company - so demo up!
We've got one more quality patch here to push today and then we expect that the update train will stop or at least slow down to once a week.
As always, a big thank you, Knights! to everyone who played the demo, shared the game, told a friend or hit F10 to report anything that wasn't exactly as it should be.
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
Ghostwire
The Ghostwire target in the second mission was not clearly called out, nor did he look that different than the other enemies you might be battling. We've improved this setup by getting this special character both a unique appearance and a clear label of "Ghostwire" in his hover and the Initiative timeline.
Grenade Lock on Some Kills
In the fixes we pushed yesterday to get corpses really nicely lined up with their hitbox, we introduce a new bug. In the case that you hurl grenade, killed some enemies but not some others, the game could lock up and prevent further action. This is now resolved, our apologies.
Corpse Piles
In the case that you're enemies were falling in the same spot, there were some collisions between their ragdoll and the hitbox for other dead characters that could make for some odd piles, sometimes with 2-3 feet between the bodies and the second to fall floating mid air. Now resolved!
Dialog Highlights
We've wrapped up some fixes to how dialogs were highlighting - the highlighter had gotten a little too zealous and was highlighting every pronoun and contextualized text (when a line is driven by character traits/backstory).
v0.6.113 - 6/27/2023
- Added new look for the Syndicate Ghostwire, making easy to identify - Fixed possible game lock after throwing grenade - Fixed issues floating corpse bug if enemy bodies piled on top of each other - Fixed dialog randomly highlighting things that are not names or terms
Steam Next Fest is wrapping up but we'll be keeping the Cyber Knights: Flashpoint demo up for at least another week. We've had a blast hearing your fledgling stories from New Boston and want to be sure everyone gets a chance to check it out. Schedule your cyber surgery to have your spinal computer implanted tonight and come check out the demo.
As always, a big thank you, Knights! to everyone who played the game during the Fest, shared the game, told a friend or hit F10 to report anything that wasn't exactly as it should be.
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
Immediate Tally Reduction
If you kill an enemy, any Security Tally coming from their events will now immediately be purged from the Sec Tally in the top right. This was the rule before, but it was not disappearing for a little while, often at the start of the next enemy's turn. By working quickly to take out enemies in surprise ambushes, you can keep the Security Tally low. Just be sure to clean up anyone who comes to check what happened - or be long gone before they arrive.
UI Smoothness and Speed
We've made some updates to how screens load to speed up performance and give the game UI some real snap. Especially in the Safehouse, it is feeling great now!
Grenade Friendly Fire
If you are going to throw a grenade to a spot that will cause damage to a friendly, their HP bar will now correctly appear and warn about the damage range. Also, if you happen to throw a grenade in such a way to harm yourself, we've fixed a bug that would then cause your character to lose their weapon and lock up.
Ragdolls and Hit Boxes
Ragdolls will do a lot better job settling into a final position (less hanging over things) and their hitboxes for hover and if another enemy sees their corpse are now correctly centered on the dead body's hips and chest.
Locked on Tutorial Videos
If you were watching the tutorial videos all the way to the end, there was still one timing bug that could sometimes cause a lock. That is now fixed!
v0.6.109 - 6/26/2023
- Security Tally immediately shows reduction when an enemy is killed - Grenades will warn display potential damage to your characters if thrown at them - Improved enemy dead bodies - hit boxes for sight / hovers are directly over corpse - Improved UI smoothness in all screen transitions - faster, nicer, smoother - Fixed bug could cause invisible weapon after hitting yourself with your own grenade :facepalm: - Fixed bug where sometimes your next attack could be canceled a few seconds after killing enemy - Fixed issues with shelving in starting area of Aug-Clinic Rooftop - Fixed bug when changing weapons and rapidly attacking afterwards - Fixed possible disappearing HUD if watching tutorial videos to the very end - Fixed all typos and smoothed out some dialog segments
Welcome to the weekend, Steam Next Fest! New Boston is buzzing and the heists are all happening, so jump into the demo and schedule your cyber surgery to have your spinal computer implanted -tonight.
Once again, we'd like to give a big shout out and thank you, Knights! to everyone playing the game, sharing feedback, telling a friend and hitting F10 to report a bug or share ideas. We're coming down the stretch with the festival but do plan to leave the demo up for a little while afterward - so if you're interested be sure to Follow and Wishlist.
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
SFX Improvements for Movement
We've layered in a fuller sound scape for movement with this update, including surface-dependent footsteps, SFX for mantling over barricades and sliding into cover.
Motion Detectors
if you are coming across a motion detector in Haven Smokeout, we've improved the hover to be clear that it only triggers if you "are running (not sneaking)" so these are easy enough to avoid if you have the extra AP / MP to slow down.
SIght Lines and Movement
We fixed a number of minor issues seen with sightlines and movement rules for the Haven Smokeout. Some of its messier more organic spaces needed some cleanup and we've gone through the again for Update #3. We've also hopefully put a final fix to the rare-but-still-lingering movement bug where a character can get hung up on a fence or barricade before they jump it.
Bug Fixes
With Update #3, we've improved the game's support for ultrawide monitors, which had a few special bugs just in the demo popup screens. Our apologies if you got caught up in those, now fixed! Finally, we've fixed all reported typos and made a number of dialog clarity adjustments.
Changelog 0.6.107 - 6/25/2023
- Added/improved SFX layer for movement - surface layer dependent foosteps, sliding to cover SFX - Improved hover description of Motion Sensor Fields - they detect *running* but not sneaking - Fixed / improved support for ultrawide monitors (3840x1080, etc) - Fixed lingering issue with getting stuck mantling over walls - Fixed issues in Haven Smokeout with sight lines and going inside pillar - Thanks for all the F10s! https://store.steampowered.com/app/2059870/Cyber_Knights_Flashpoint_Demo
Let's keep Steam Next Fest rolling! If you haven't already, join us in the demo and schedule your cyber surgery to have your spinal computer implanted - New Boston Zone is waiting for you, Knight. For a second night in a row, we wanted to give a massive thank you, Knights! to everyone who hit F10 and reported a bug, issue or feedback for the game. We're halfway through this festival week, so help us spread the word by telling a friend sharing the game with someone you know who loves TTRPG. Sharing is caring, even in 2231.
Added Heist Planner at Merc Command HQ
With Update #2, we've added a fully visualized job planner at your merc command HQ. While the demo heists are a bit too simple to make full use of the planner, you can still check out how larger jobs like the Cube Run or Loophole Heist look and the options that you'd have available through your underworld network in the full game.
Bug Fixes
With Update #2, we improved all the reward descriptions in victory, depending on the reward type and whether or not you succeeded in achieving the requirement. We also fixed some visual We fixed a second set of issues with tutorial videos with Update #2 that could cause the screen to lock or cause UI overlap issues. Hopefully this one is fully put to rest now. Finally, we've adjusted how the display of a take-and-hold objective area is controlled, ensuring that it doesn't appear or activate until it is ready to be used in the story.
If you haven't tried the demo yet, it offers:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
Changelog 0.6.103 - 6/21/2023
- Add multi-step mission visualization at the Command HQ table - Fixed second issue with training video causing possible lock and HUD overlap - Fixed issues with text formatting in victory screen for rewards and loot - Improved rules for take-and-hold objectives (TX-80) to appear only when ready - Fixed all report typos and clarified dialogs and hovers - Thank you for every F10! https://store.steampowered.com/app/2059870/Cyber_Knights_Flashpoint_Demo
Welcome to Steam Next Fest! We're very excited to share this demo with all of you and wanted to give a big thank you, Knights! to everyone who hit F10 and reported a bug, issue or feedback for the game. It's been a busy and exciting week already and we hope you'll help us share the demo with other lovers the turn-based tactics genre, cyberpunk and well, everyone else too.
For our first demo update, we're focused on stability and fixing bugs that are tripping up players or even in some cases locking up the game. As a studio, we're big on updates (Star Traders: Frontiers, our last game is about to hit #320) - so we'll be getting to your feature requests and feedback too (a little later, probably not during Next Fest) but items like keybinding Talents to 1-10, adding edge scrolling and so many more great suggestions are all on our list to bring forward into the final Early Access product.
A few highlights -
Movement Bugs
This patch should resolve all issues with characters getting hung in movement.
Ignoring Bodies
At times, the enemy AI agents were ignoring bodies. No longer! "Oh, a dead guard, very suspicious."
Invisible Recruit
The recruit wearing the cloak of invisibility has been revealed!
Training Video Lock Up
If you had issues where watching some of the training videos locked your game up, we believe we've fixed the root cause.
0.6.103 - 6/21/2023
- Fixed issues where moving characters or enemies could get stuck - Fixed issue causing enemies sometimes not to see dead bodies and dead body timers not to decrease - Fixed bug with invisible character being recruited - Fixed bug with melee attack reporting "No Line of Sight" if very close to target - Fixed hall of mirrors in Safehouse in some screen resolutions - Fixed dialog typos, improved clarity of some lines - Fixed issue with training video causing lock up - Fixed missing "Not Enough AP" warning when clicking target to attack with 0 AP
In this Next Fest developer livestream, studio Co-founder & Lead Developer Cory Trese will share gameplay & more details from the full game.
While playing Cory will offer some insight into the contact system that's key to our strategy layer, allowing you to expand your network of underworld contacts who can offer you resources, faction connections, and heist opportunities. Learn more about the game's factions and reputation, and dive deep in the tactical combat & stealth options available to you.
This is the last of two special developer streams we'll do this week (Monday's is here), so don't miss it! Hit that Steam "Set a reminder" drop-down to the right of (or on mobile, above) this post.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
You can join us anytime in Discord to ask questions, offer feedback, or stay in the loop on the game's road to release.
We're kicking off Steam Next Fest with a developer livestream featuring gameplay & more details from the full game. No spoilers for the demo in this stream; tune in to get a look at other levels within the game.
Studio Co-founder & Creative Director Andrew Trese will be playing & sharing details about what Cyber Knights: Flashpoint has to offer. Learn more about the unique 23rd-century cyberpunk setting, the tremendous amount of character build options you'll have for your squad, the role of Cyber Knights in this dark future, and more.
This is one of two special developer streams we'll do this week (Friday's is here), so don't miss it! Hit that Steam "Set a reminder" drop-down to the right of (or on mobile, above) this post.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
You can join us anytime in Discord to ask questions, offer feedback, or stay in the loop on the game's road to release.
In our last update we covered what to expect in the upcoming demo for our cyberpunk heist RPG. And since then we've released a revamped trailer for the game to give you a look at the latest gameplay! [previewyoutube=Zhuy_W3cAmA;full][/previewyoutube] If you have a second to give it a on YouTube and leave a comment, it's a huge help.
We've come a long way from our early prototypes...
Kickstarter prototype:
Our demo today (still pre-Early Access!):
Still further polish to do before release, but we're looking forward to seeing how you all do in the demo! Mark your calendars Knights, we'll see you at the rendezvous.
Knights, we're excited to announce Cyber Knights: Flashpoint will be included in the upcoming Steam Next Fest, an online demo festival running June 19th - 26th.
This will be the first new demo we've offered for the game in over a year, and it's the first big milestone on our road to release later in 2023. All of the game-shaping feedback our alpha players have given us, all of the new design & UX work to make this our best-looking game yet, and several features even our alpha players haven't seen yet are all waiting for you to try.
The demo will offer:
- Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.
- Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
- A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
- A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
- A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?
Don't miss it!
We'll be sharing some lore, extras, and maybe even some dev streams over the next couple of weeks. Join our Discord or follow @CyberKnightsRPG on twitter to stay in the loop. We can't wait to show how far the game has come. While we're still hard at work fine-tuning and polishing the full game ahead of our Early Access release, it's already a thrill to offer the best-looking and most advanced set of tactical combat capabilities we've ever featured in a Trese Brothers game. Especially if you're new to our games, as you try the demo we want you to know we are listening to feedback! We're active every day in the Steam forums and in our Discord, and we love making improvements and additions based on player feedback. This demo isn't just an opportunity for us to show the game off; it's your opportunity to make a mark on it. We'll see you on June 19th! If you haven't already, wishlist & follow Cyber Knights of course! <3 https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Our apologies this monthly update has run a little late due to some team travel. April was a massively productive month with the entire team at work adding content, balancing, tuning and working hard on spreading the new UX across the game. We're getting closer to our big Alpha v2 return every day.
Another big month with lots of progress toward the next major milestone, Early Access release! So, let's check out some highlights from April!
Twitchy and Blendy!
Our animator has been hard at work improving and polishing the games animation as well as catching up on animation areas where we have been lacking. Three big categories that needed work were idle twitch, getting hit and dodging animations, which have now both been added to the game during April. For idle animations, were excited to see how much it helps the natural feeling of all the turn-based actors in a level to have them looking around, checking their weapons and checking their corners.
For both hit and dodge, weve used a mix of additive animation layers which give us the ability to add the animation on top of any other animation. Characters or enemies running through overwatch fields can react to taking hits mid-stride or those who dodge can duck low and throw their hand up a defensive posture while sprinting across the field. In addition, for animations like taking hits were blending between 8 different animations depending on the exact direction of the hit to give the best-looking results.
Exciting Class / Talent Updates
In the latest iteration of the alpha, we had just 40 Talents spread across 5 classes. When we come back online, were aiming to have rewritten and added a total of 60 Talents to massively expand your build options and create more and more excellent options in your kit. The current plan for Early Access launch includes 6 classes and 90 Talents, averaging 15 killer abilities each. Here are some highlights we worked on in April -- A Knight can now spike the quantum countermeasure signal from their spinal rider to create an Atomic Stutter and stop a human or drone target in their tracks at range for a few seconds. This burst signal cant be repeated rapidly but the Stunning effect at range is a powerful piece in the Knights kit. In the case that your Vanguard is spotted by security, their passive Overdrive Talent will kick in to boost their Initiative. With a major Initiative boost, youll be the first to take action on the next Turn or if youre slated to act later in the Turn you may jump the line and become first in the Initiative timeline and immediately its your turn to act. Surprise! Soldiers are hardened leaders on the battlefield, and their Roll With It passive Talent allows them to automatically reduce incoming damage from a hit before it is applied to their armor. With extra level points dedicated to build up Roll With It, you can train this Talent to the point of negating a ranged hit completely. There are multiple ways to cut IC when hacking the matrix but one of them is just to unleash devastating attacks, spinning out scripted mayhem in an all-out assault on the enemy network. Hackers who take this aggressive approach can now buy themselves some momentary cover from spiking Quantum Security Tally by using training up their passive Scapegoat Talent which allows them to reroute and cancel out some of the incoming Tally.
AI Testing and Simulation Tools
This month, weve been building out some additional simulation tools that let us play with the AIs decision making and choice trees outside of the regular game context. This lets us test and iterate faster on these important decision points and also to drop these simulation tools into any level at any stage of production-- from basic block out to fully decorated and completed -- to see how the AI would react to different areas and scenarios. This is key as it allows us to embed the AI thinking into very complex 3D scenarios and understand what it might to do to both better tweak the decision making process or the level itself. One such simulation tool just shows the sight range rules for any given position within a map.
Another simulation tool calculates how an AI will consider flanking depending, given its position and player position.
Another simulation plans an AI's hunting routine, the process by which it will approach a security event (looking for a dead guard, heard something suspicious, was that gunfire?) and how they will path back and forth across the area in question seeking enemy contact for a number of turns.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. Were continuing to work on and refine the design of the Digital Artbook pages and push this reward toward completion. We are also working on the Lore Book and finding ways that more of its content can end up in the games Journal screens.
Sometimes it feels like these late winter months go too fast. How is March over already!? It has been a very productive month with every team member hard at work on adding new features, creating exciting content, and polishing the game in preparation for the Alpha v2 return.
The biggest two internal projects - the UX implementation and L2 pipeline are chugging along. Were definitely in the grind now, which is a heads-down crunch to the end but without the crazy overtime or deadline induced stress.
Another big month and a lot of progress - lets check out some highlights!
New Game: Picking your Backstory, Origin Story and Team
This month weve made big strides improving the new game setup for the Cyber Knights alpha. Where previously there were few options and every game started the same, weve now introduced three sets of choices which combine to create very different starting points for each game. The first is your Backstory, which tells the story of your life before you reached this point. Were you raised on the unforgiving streets of the Wards under a radioactive sky, were you brought up in the plush luxury of a corporate tower preparing for your aptitude tests or trained up as a milsec contractor? Your Backstory will define some of your initial Contacts when the game starts, your starting Attribute package and many of your characters metadata tags describing their faction, connections, skills and more. There will be numerous backstory options. The second choice is your Origin Story which answers the question of how you came to have a Cyber Knights quantum rider surgically and irrevocably spliced into your spine. The first Origin Story in the game will be Syndicate Debts, in which you and your friends have pulled together everything you had and taken a massive loan from a Syndicate financier to afford the installation of a Cyber Knights computer. The stretch goal Valkyrie Zero and the Kickstarter add-on Horizon Cypher are both Origin Stories. There will only be a handful of origin story options. As well as explaining your new cybernetic, your Origin Story sets up one of the big story arcs for the first act of the game and this story will include a set of Contacts -- be they friends or enemies. The final set of choices will be to pick your team from a list of available character templates. Youll be filling up the slots for your team from a few locked slots -- your team needs a Face, a Vanguard and a Hacker -- as well as a few free slots -- your pick of Soldiers, Snipers, Cyberswords, another Vanguard, etc. There will be numerous character template options. Each templated character you pick will have a starting name, character visual (both of which can be changed), their own Backstory, special starting equipment, optional cybernetics and at least one Contact that they know. As a sum total -- your Backstory, Origin Story and team picks will give you a strong starting foundation for your covert merc team and aims to deliver on classic tabletop RPG feels -- youll have friends and enemies, faction connections, a variety of skills and abilities and trouble already knocking at your door.
Cont. L2 Mission Pipeline
The L2 pipeline is going to roar onward from here for... well, possibly years from now. Were working every day to design new levels, challenges, and improve and refine the ones we have while also beautifying everything. Levels are now assembling into awesome heist storylines full of surprises and complications and it's feeling great. In a new and exciting development, weve added new tools for the level designers to be able to add, move, or remove key elements such as enemy spawning locations, patrol paths, security devices, and loot boxes in any map based on the storyline it is being played in. This is a huge boost in replayability for the levels; when combined with the existing ability to change entry, exit, and objectives based on the storyline, now these level spaces can be reconfigured to have completely different objectives, challenges, and rewards, such as a raid to steal loot, an escape route out of a heist, or a kidnapping mission, to name a few examples.
Cont. UX Implementation
March saw major progress across the UX implementation project, we are now nearly complete with the mission map UX with only less than 10 items still kicking around needing attention and of course, some bug hunting to wrap up. That has allowed us to move on to the Matrix UX where progress has been rapid so far. The Matrix Mk2 HUD has taken shape, weve completed the addition of missing features for hack-only missions and were closing in on starting the big central node map which is the core of the work and the key part to beautify.
A very ugly WIP Hacking screen with some of the HUD elements replaced -- there are nice things starting to gather in the corners but the main of the screen is not pleasing The final visual designs for the Safehouse screens are being handed off for review on a daily basis now, and were building up a growing style library of shared components that will help speed up the implementation once we get into the more menu-focused tasks in the safehouse.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. Were continuing to work on and refine the design of the Digital Artbook pages and push this reward toward completion. We have also started work on the Lorebook in earnest now. It will be quite a process -- gathering the lore notes from many sources, paper and separate Google Docs from all these years working on this game world and pulling them together into a single, well-organized tome of lore.
We are excited to share Februarys progress and development with you. The team has been hard at work ensuring that the game meets the high standards of Trese Brothers for quality, depth of systems, replay and world building story.
The UX project is moving along smoothly and the entire feel of the main stealth-and-fight mission gameplay is hugely improved. As reported last month, our level designers are working daily on the L2 Mission Pipeline to create compelling stories spread across impressively challenging and beautiful areas of New Boston.
Overall, its been another big month and weve made a ton of progress. Lets take a spin through some of the highlights!
Alpha v2 Update
In late February, we shared a private stream with the Alpha team to show off some of the finished progress, some of the work-in-progress and some things we are planning to work on in the coming months. This stream update really focused on the UI improvements to the game and the upgraded levels. It was great to get together with the backers and get live feedback on what we've been working on. The new features that are bundled into the UX implementation got a lot of attention and positive vibes from the crew.
Cont. UX Implementation
The UX implementation project is continuing -- its big and will go on for months now. Critically it includes major feature improvements, so it is not just a reskinning. The gameplay aspects -- easy of play and quality of feedback/hints presented to the player -- are improving dramatically with the project, all of which are key to providing the strategic planning experiences of a heist that is so key to Cyber Knights: Flashpoint. We are closing in on finishing the main mission map changes and the next step will be to tackle the Matrix.
Cont. L2 Mission Pipeline
The L2 pipeline is roaring along daily. New stories are assembling and each demands that the levels it needs sign up with their 17-point checklist, ready to be reviewed in depth. In this L2 pass on levels, were focusing heavily on quality in every single level, being really picky and turning on our perfectionist cyber-eyes. It is paying off!
Improving Controller and Keyboard Support
The Alpha included enough control binding features and basic support for controllers for us to test what we needed, but it was far from finished. This month we have implemented a system we call control glyphs that are capable of representing any bound control in Cyber Knights: Flashpoint. A glyph could be a keyboard key, a controller axis, a complex multi-key binding with modifiers or mouse click. The controller glyphs can communicate the accurate glyph for your controller, mouse or keyboard and blend into a games overall UX. It has not been a simple feat to get the game to display your customized keyboard bindings, hot swap those to controller bindings based on your type of controller or handheld -- XBox controller, Dual Shock, Steam Deck or Nintendo Switch -- and back again if your hands wander back to the keyboard and mouse.
Ignore our ugly controller glyphs, the nice ones are coming! In February, we have cracked this one as one of the last major hurdles in first class controller support for the game. As part of the UX reimplementation project, were also streamlining controls, simplifying the way controllers work and reducing overlap between bindings.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. Were continuing to work on and refine the design of the Digital Artbook pages and push this reward toward completion.
This month passed fast! With Alpha updates on pause and the workshop doors locked up tight, the entire team has been heads down working madly on everything from technical memory management to visual effects and level polish.
As we arrive in 2023, there are now 7 team members working on Cyber Knights: Flashpoint across design, coding, UX, animation and level design - so lets take a spin through some highlights of the month!
As the team grows, so do the branches in our source code control
UX Implementation
Were excited to have welcomed a new Unity engineer who is focused on the UX implementation to the project in December. With his help, weve been accelerating the conversion of the UX to the new design, adding UI features and improving the data flow to the player and also making it look great.
Still the project is massive - spanning the tactical mission map, Matrix Mk2 hacking and the safehouse with all of its interconnected systems. This is no small mountain to climb! The final piece -- the extensive set of safehouse wireframes -- just entered the final stages of visual design last week. However, the results are looking awesome; the design includes considerations for controllers and multiple screen sizes (TV, PC, mobile). We are getting nearer to completing the implementation of all the tasks for the main tactical mission map which would be an exciting milestone.
L2 Mission Pipeline
Throughout 2022, the level design team planned, designed and crafted over 70 levels (fun fact: thats more than in our previous squad tactics game, Templar Battleforce). These levels were brought up to the playable stage and many of them were loaded into the game in the Alphas Mission Playtest menu while others have just been played by the internal team. At the start of January, we engaged the L2 mission pipeline. This second pass on level design includes a review of each levels themes and its location within New Boston, integrating the level into the larger scene and surroundings, final level lighting, volumetrics and VFX, a close review of the levels security, matrix and reinforcement flows, and finally optimization and performance testing.
In addition to all these improvements, during this phase levels are also being plugged into story missions finalizing its scripting, special cut-scenes, complications and secondary objectives. Were in a good place with levels; the L1 pipeline, with thanks to all of our alpha players feedback, has produced a vast trove of well-constructed raw material for this L2 pipeline to refine. Now that the L2 pipeline is up and running, it will keep running straight through Steam Early Access, loading more and more content into the game. [previewyoutube=sjo4kq0dLqY;full][/previewyoutube]
Fuzzier Stealth
Stealth mechanics are tough! Theyve been getting better throughout the Alpha as weve soaked up the feedback from our players, studied other greats in the genre and worked hard to figure out how to achieve the right feeling in Cyber Knights turn-based gameplay. Our latest improvements makes our stealth systems fuzzier, adding much-needed padding to the concept of being spotted by the enemy. This style of AI alertness is used by some of the best stealth games in the genre and has greatly improved the feel for Cyber Knights stealth. Where previously, a single raycast from a mile away could get you spotted by an enemy (so frustrating!) being spotted is now a function of your distance from the enemy and the exact time exposed to the enemys view. The farther you are away, the longer you need to be in their view to be well-and-truly spotted. This creates a few key scenarios that didnt exist before -- (1) if you dodge between some crates at a distance from the enemy, they might not see you or they might just become Suspicious and investigate that area (2) if youre in a decent hiding spot and the AI moves past you, sweeping over you with their sight cone, you need to be in a more exposed position to be truly spotted. This gives all your mercenaries more room to wiggle in the stealth system, which is important. Starting mercs also now all come with stealth weapons equipped (silenced pistols, silenced SMGs, blades) and even classes like Soldier now have at least one stealth-capable Talent in their class tree. Going hand-in-glove with these improvements is the upgrade to the UI to warn players about detection when they are planning their movements. Removing the guesswork from moving in stealth changes the nature of the gameplay, rarely are you now failing stealth due to a simple mistake (Ah crap, I shouldnt have run that close) or miscalculation (I didnt think hell patrol that way!) but instead as a forced sacrifice (Im out Talent charges and time, I have to run for it) or due to a strategic planning failure (I shouldnt have split the Vanguard off the other way...).
Basic bounds help keep the game camera in the playable area - there is a heist here, pay attention ;P
Continued Alpha Pause; a Fresh Start Coming
Were continuing our pause on alpha updates for now, aiming for an Alpha V2 fresh start that will give you a big package of improvements and new content all at once. When the time comes to resume the Alpha, we want to get every Alpha player back to the game for a big V2 hurrah and playtesting bash as we march to Early Access. Everyone whos participated so far has given us a ton of great feedback, bug reports, playthrough data to work with. So hang tight for now; when we welcome you back itll be to a game thats taken a big leap forward, and your feedback will be that much more valuable in determining any changes we still need to make before launching to EA.
Creative Surveys Closed
Per the deadline we shared in November, all created reward surveys (except Encode Your Legend, which is not yet available) have now closed. If you have any questions, were in the #backers channel in our Discord to help.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. Weve completed about half of the pages that are planned for the Digital Artbook, including character, faces and cybernetic concept art and are working toward wrapping up that project.
Wow, what a year! Cyber Knights: Flashpoint launched into its alpha phase January 4th, 2022. Its such a natural time to reflect on everything thats happened in Cyber Knights this year and to look forward to the next year.
So, lets do it!
1 Year of Building With Our Alpha Backers
A scroll back through this years monthly updates will show you just how many milestones weve hit since starting the alpha. Players have helped us shape nearly twenty heist levels, over 100 class talents and hacking programs and a good 75% of the games intended features at launch. Alpha players feedback & gameplay have led us to add a few new features to game as well. Some have been small but fun, like being able to hurdle fences. Other additions have been more core to what makes Cyber Knights unique, like the pre-heist legwork system that allows you to build your relationship with contacts, earn pre-mission advantages, and flesh out storylines taking place beyond the tactical gameplay. On the tactical maps, feedback from the alpha has led to numerous quality-of-life changes and a major revamp of the combat/weapon rules, helping us iterate the gameplay to its most-fun. We even got the chance to make a public stealth & combat demo available on Steam a couple of times this year, particiapted in the first TactiCon and were featured in the PAX East Rising indie showcase (an interview from the PAX floor is included below). [previewyoutube=JasXWpG7xs8;full][/previewyoutube]
Current Content Pause; a Fresh Start Coming
Now, during the months of December and January, were holding off on Alpha updates so we can integrate a few overhauls too large to roll out incrementally. Were aiming to resume regular updates in a month or so, with a big package of changes and new content for the game. Itll be a fresh starting point for all Alpha players, a chance to come back and check out the latest and greatest with revamped core systems and a fresh UX and one of the last major milestones on our way to Steam.
The Road to Launch
This is the year Cyber Knights is coming to you and to Steam! Upfront, we want to let you know its not going to be this quarter. The wide scope of the UX & design project has turned out to be a much more extensive process than we anticipated the payoff in how intuitive and enjoyable the games deep, complex systems will be immense, but it does take time to create, iterate, and get right across the entire game. Although thats taking more time than we anticipated, it is going very well. As youve hopefully seen in the previews weve shown, were feeling this will be the best-designed Trese Brothers game to date.
Wireframe design for pre-heist planning
Visual design of mid-mission status page
Wireframe of the Knight's revamped class tree Another area that has expanded beyond our initial projections is the iterations on the stealth systems and related enemy AI improvement. We set quite a challenge for ourselves creating a game that seamlessly mixes tactical combat, stealth and hacking into one mission experience. Getting the balance right of just one of these pillars is hard enough. Its been essential for us to spend extra time on in the alpha on stealth, increasing the variety of security device challenges, making sure enemy units behave intelligently and convincingly as they hunt for your team, and tweaking stealth so that it feels fair and fun is a broad balancing act. Were not ready to share the specific launch timeline yet, but we will continue to keep you updated here and in Discord as we close in on it. We know you want the game; as a small indie studio I cant tell you how much we want to hurry up and release it! But the game only gets a single launch. That launch significantly impacts its lifetime success & future, and so were making sure the game we deliver is the game thats ready for you to have a blast with.
An Update on Our Team in Ukraine
With all of the hype for this games UX quality and while looking at the progress behind and ahead, we need to take a moment to mention our amazing art & design partners based in Ukraine. Its now over 10 months that Ukrainians have had to defend their country from Russian invasion & bombardment, enduring loss and horrific war crimes with perseverance and determination. While so many of us enjoy the escape and entertainment of games in the warm safety of our own countries, people just like us are dealing with tremendous hardship and worse so that we can have that luxury. We continue to stand in support of our colleagues and peers and ask that you do the same. Project HOPE, Direct Relief, and The Kyiv Independent are all worthy non-profits our team has donated to and recommended. Most of our colleagues are relatively safe in Lviv at the moment, though Russia continues to target energy infrastructure across the country to try and create a winter of suffering. Even with everything going on in their lives, these folks regularly go above and beyond for us; we really hope that soon this year their country will be able to return to peace.
Creative Surveys Closed
Per the deadline we shared in November, all creative reward surveys (except Encode Your Legend, which is not yet available) have now closed. If you have any questions, were in the #backers channel in our Discord to help.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. We have continued to work on the Digital Artbook and are cutting new pages weekly.
Another month! The last quarter of the year always goes by in a flash. During November, weve had a special focus on wrapping up the UX design process, implementing lessons weve learned throughout the alpha process and adding new storyline content to the game.
There are always way too many dev milestones to list them all here, but lets check in on a few!
UX Design Goes Safehouse
The UX design phase is beginning to truly wind down as our implementation phase is rapidly ramping up. We have a huge amount of UI work to do to make the game as beautiful and flowy as the designs but it is going to be very worth it. Most recently, the UX design time has been focused on the Safehouse and here are some of the latest drafted wireframes (not the visual design, just design of elements, spacing, organization, flow -- that is, this is not intended to be beautiful at this stage).
Cleaning out your safehouse for expanded operation
Shopping and comparing weapons
It's just Business with Origami Joe, an underworld contact
Planning your next heist
A plan comes together - paying bribes, calling in favors, running legwork and more
New Storylines
The game is growing daily and is a voracious beast for more content. Storylines, recruits, and new maps are coming online as fast as we can handle them. Were very excited to be passing through some major milestones and assembling the most complicated story and heist content yet this month. November saw the addition of a new Deaddrop storyline from your Gun Runner and if the month had another day or two left in it, November would also see the Carnivore storyline about a corrupt cop (the update is in final tweaks and testing now...). The Undercutter storyline can proc with a friendly Gun Runner who pitches you a hard to beat one-time deal to acquire a powerful E-Rifle weapon (more below). These new storylines are also seeing your squads Face coming into their own as a powerful player in the strategy and story layer. The team's Face now appears prominently in your Roster, can access their Training and cannot multi-class. The Face is your team's negotiator, fixer and voice on the comms during missions. Their special skill tree is dedicated to the strategy layer and has no tactical abilities on it. In this new storyline, you'll have the option to use your Street-focused "Razor Bargain" ability to force the best deal even if it cuts a bit too deep. The new Carnivore storyline will introduce and see the first use of Milsec-focused Hardliner ability.
The old UI is functional but not great or pretty
E-Rifles and IO-Chargers
One of the latest storylines added introduces the first chance to get your hands on an E-Rifle. This hi-tech class of weapons are mid-ranged armor melters with limited full auto capability (3 shots) and a penchant for Pure Damage and killing drones. However, E-Rifles have a limited number of reloads on a mission (all stages of the mission, not just one) so carrying one is a known trade-off and puts a lot of weight on your other weapon to work in more situations than not. Tagging along with this new type of limited-ammo weapon, the new IO-Chargers went up for sale at your local Gun Runner which shakes up the item meta for Cyberswords and anyone planning to carry E-Rifles. The IO-Charger is a mobile battery unit capable of filling the current ammo bar of your weapon. For a blade with an IO-Batt, this completely recharges the blade and enables you to use another round of Talents which rely on these critical charges. For an E-Rifle or any other reload-limited weapon, the IO-Charger will refill the current ammo bar only. If you have 2/3 reloads for the E-Rifle, you can empty the first magazine and then reload it with IO-Charge to stay at 2/3 reloads. For anyone carrying a blade (Cybersword or not!) or an E-Rifle, an IO-Charger is very likely to be a requirement in your limited item carry.
Alpha Lessons: Downed becomes Bleeding Out
Weve learned so much over the 11 months of the alpha and are constantly reapplying that learning back to systems, features and content in the game. In November we had time to come back to an important system - what happens when one of your characters takes a deadly hit. Previously in the Alpha, this would knock you into a Downed state that required healing before you could take action again (you could heal yourself). We heard a lot from the alpha player about the reasons this wasnt fun and were excited to roll out the new Bleeding Out rules this month. If you take a hit that would potentially kill you (reaching 0 HP), you get a surge of HP (up to 30% of your total) but also a nasty debuff, naturally called Bleeding Out. As soon as you receive any healing, Bleeding Out is purged. Bleeding Out costs you 20 HP a Turn and will kill you if you are not healed - it is only a matter of Turns. The debuff also slaps you with a -2 AP and -2 MP penalty but most importantly allows you to take any action or use any Talent. You can run, shoot, Overwatch or throw a grenade. Our mercs go down fighting, thank you very much. Fun! But consider healing yourself quickly or calling an ally for help -- if you take another wound that brings you to 0 HP while you are Bleeding Out, you roll your Death Save and are likely to die (see your chosen Difficulty here).
Creative Surveys Deadline
We have set a deadline for the completion of the creative reward surveys. We will be sending a private Kickstarter update next to be sure everyone sees this. Throughout 2022, we have sent out Google Forms surveys to collect information for your Kickstarter rewards. Depending on your backer tier, you will have received naming surveys, recruitable character surveys, and/or Ally, Villain, and Heist surveys. If you have not received a survey, you believe you should have, please message us here, email andrew@tresebrothers.com or reach out to Liviana on Discord so we can make sure you get them. We want to do everything we can to make sure that your characters and stories are integrated into the main story beats of CKF as much as possible. To ensure this can occur, we will be closing all of these surveys at the end of the year 2022. If you have not yet filled them out, please do so before the end of the year. If you have any questions about how to fill out the surveys, did not receive your surveys via email, or need clarification on what we are looking for, please email andrew@tresebrothers.com or contact Liviana on Discord. This deadline does not include Encode Your Legend reward which has not yet been started and is slated for 2023.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. Were continuing to work on Digital Artbook Assembly.
What a spooky month! Weve been busy with 4 major Alpha updates to Steam and hit some major development and balancing milestones for the game. Throughout the month weve worked on a major rebalance to all of the games weaponry to help all the gunfighting options have enough character and exciting strategic differences, extending the games scaling and Power Level system so longer games are continually challenging, refined the stealth gameplay, added story and dialog to improve the context of the game start. Now at the end of the month, weve officially started the massive UX overhaul project.
There are always way too many dev milestones to list them all here, but lets check in on a few!
UX Implementation Begins!
The UX project has been a real beast -- it officially started in July 2022 with study of reference games, before launching into an exploration phase that resulted in large-scale wireframing of every screen, hover and interaction in the game. Now the beautiful visual design is complete for 2/3 of the game and with the latest Alpha update, weve officially started rolling in the first changes including a custom cursor that highlights nicely over clickable map elements. This will be a long road to the animated, beautiful vision outlined by the project but the stone has started rolling!
Major Gunfight Milestone
After months of studying player feedback and reviewing all the combat rules and systems, we were excited to roll out a Major Milestone GUNFIGHT in mid-October to the Cyber Knights weapons system. The goal of the design update was to further develop marked functional differences in weapon types which enable teams to push those weapons into niche roles based on the mods you install. We had been chipping away at this update through September but it was time to finish the rest in one big sweep. In this major update, we made major changes to the rules for:
- Accuracy, including adding Glancing Hits
- Full Auto, including ability to surge damage on single targets
- Well, pretty much all the weapon stats actually :D
Controller Support
With the alpha now running officially on Steam, weve been excited to be working with players across the spectrum of controllers on testing out the game -- XBox, Playstation, Steam Controller and the Steam Deck as well. With the help of the alpha community, weve already made some configuration tweaks on the Steam end and are preparing to improve the smoothness of our controller support throughout the game as part of the UX project.
Stealth, Auto-Duck, Projection
Stealth is a key component of many heist teams strategy and weve continued to refine and improve the stealth game throughout October. Some big rule changes have been put in place, including a rule that states that Suspicious enemies (theyve heard something but arent really aware there is an intruder) are still considered Surprised. It may sound small, but its a +25% Accuracy boost and enables weapons like Blades, Sniper Rifles and Pistols to use their Stealth Critical rules Were also working to phase out any need to manage your running / crouched state. This is a hassle and only really matters when you are moving, which is control you can exercise when setting and confirming a movement destination but not something you should ever need to otherwise worry about. To ensure that being crouched has no impact on combat or stealth, your team members will now automatically duck if an enemy is about to see them and being crouched would keep them hidden. With a hiss of something like "Head down!" they just drop out of sight. Ah, simplicity! Finally, were catching up more and more to visual style and polish, so it was exciting to make the Vanguards Projection Talent look very cool.
Creative Surveys All Sent
Last month, the final major creative survey went out to invite the Power Broker and Heist Edition backers to start their creation process for allies, villains and heists. This concludes the round of survey offerings for 2022, which have covered adding names to the game, Recruitable Characters, Buffed Recruitables, and now the Power Broker and Heist. The final major survey will be for Encode Your Legend in early 2023. All of these will be on-going projects as our team sorts through the raw creative input, reaches out if we have questions and then imprints those ideas into the game for all to enjoy. If you havent received a survey email but should have, please reach out to us here or email andrew@tresebrothers.com
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. This month, weve started working on the Digital Artbook as we have finally gathered all of the concept art and 3D renders needed to assemble the final product. We cant wait to share that one with all of you!
Another month and another major set of features and content milestones have been completed! During September, we released 3 major alpha updates packed full of features, improvements from community feedback and content. Two of the major systems that we wrapped up this month are close to our hearts: difficulty and Trait mutation. Both have drawn a lot of inspiration and lessons learned from our last game, Star Traders: Frontiers. In addition, the UX team has completed the visual design for the both the main mission screens as well as the Matrix Mk2.
As always, there are far too many dev milestones to list them all here, but lets check in on a few!
UX Redesign
For a long time, Cyber Knights: Flashpoint has been living with a functional, if not beautiful, game UI. Working with our UX team, weve now completed the discovery, wireframe design and finally the visual design for the main tactical modes of the game -- the real-life heist missions as well as the Matrix Mk2 hacking you can engage in during a heist. We still have the challenging task of bringing the full UI design into the game, but all the assets are ready, and were prepared to start this week while the UX team is moving on to a very exciting discovery and wireframing process for the Safehouse. Starting with wireframes for rapid design and iteration --
^^ Wireframe of main map + character status
^^Wireframe of hacking the Matrix Mk2 We progressed to the final visual design --
^^ Visual design of main map + character status
^^ Visual design of hacking the Matrix Mk2 And then into animations --
^^Which will especially helpful to bring the overlord Security AI "to life" as an adversary --
Difficulty System
We take difficulty systems very seriously in all of our games! During September, we carved out 6 difficulties, each one slowly ratcheting up the challenge curve across all aspects of the game. The final needed addition which is planned to be added during the Steam Early Access period is our classic Custom Difficulty setting to allow you to fine tune difficulty with extreme precision -- just like you could in CK classic with famous difficulty settings like Live Fast, Die Young (LFDY) that maxed out starting credits and enemy difficulty. This is an area where weve listened closely to our Star Traders: Frontiers players over the years and weve made difficulty aspects even more nuanced than ever before. Weve also added the #1 most highly requested difficulty feature from STF which is to enable slowing down or speeding up of the games story. This will allow players who want to take more time and explore more angles of the game without feeling a time crunch to play at a more relaxed pace and also let those who love the pressure of the tick-tick-tock-tick of a very short clock to prove they can play the game with a icy calm no one else can handle. Difficulty settings can adjust a very wide range of game aspects including mission XP and monetary rewards, the cost of all types of goods and services, the speed of the story, your characters base resistance to Trait mutations, Wounds, Armor Shredding and Death as well as increasing the enemys scaled Power Level, Matrix Power Level, enemy hitpoint pools and more. Between the 6 difficulty levels (Casual, Easy, Normal, Hard, Brutal, Chrome) and the to-be-added Custom Difficulty, youll be able to tune your play to your own style.
Trait Progression
We rolled out the Trait mutation system which is an evolution of the system we built for Star Traders: Frontiers but with a strong focus on delivering a compelling experience for a smaller squad. Throughout their career, your character's Traits come from their backstory, events in their life, battle wounds and from choices they make in their stories. As your mercs career progresses, events and story choices - surviving a mission, taking heavy wounds in combat, seeing a friend die in battle, succeeding at Legwork, maxing out your cyber, etc - will build up negative and positive points in two separate pools. When either of these pools grow large, they can cause Trait mutations which can either weaken or strengthen a positive or negative Trait. Different aspects of your base building choices at your Safehouse, choices you make in stories and medical care youre willing to pay for can help manage these swings. This system allows Traits to have varying impact on your character, change and mutate throughout your characters careers as events take turns for the better or worse and still honor the Traits that make them who they are and carefully manage the number of Traits they have so there is room to add more at the right pivotal moments.
Power-Broker & Heist Surveys
Were excited to announce that the surveys to gather the first round of input for the top tier rewards - Power Broker and Heist Edition - have been sent out to backers. Cory and I are personally reviewing every incoming response and it's clear already that these big rewards are going to lead to some extremely fun co-creative endeavors with our backers as we fill New Boston up with wild, eccentric and dangerous characters. If you havent received a survey email but should have, please reach out to us here or email andrew@tresebrothers.com
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this months update, weve sent out the surveys for Power Broker and Heist Editions and so those two reward categories have moved into in-progress status.
The leaves are getting crispy here as August has already come to a close. This month was a big one! We migrated the alpha to Steam and posted two massive updates with piles of new content and features. The UX team is wrapping up the visual design for the main mission screens while 1-2 new levels are coming through the level design production pipeline every week. Everything is moving along at a very steady clip and the entire team is heads down on loading up the game with exciting content and new progression of play.
There are far too many dev milestones to list them here in a single update -- but lets hit a few high points!
Progression, Enemy Variety, and Alpha Playtest Missions
Throughout the month of August, weve been hard at work building out content sets to help establish the games progression beyond the first few upgrades and levels. In August, this included doubling the maximum length of a single game from 50 to 100 days, raising the maximum character level to 14, adding multiple levels of armor to be purchased from Contacts and adding a new storyline to introduce the concept of Legwork.
Legwork is a story system that represents any type of challenge, assignment or task that isnt part of a tactical heist. Derived from tabletop RPGs, legwork could be the type of work you do before a heist such as casing the joint, following a target, forging some IDs or afterwards, like finding a fence or sinking something you need hidden to the bottom of the New Boston harbor. Legwork always takes some time and your mercs qualify for different types of Legwork based on their backstories, traits and tags -- making who you know, where youve come from and what soft skills you have very important. For example, a merc with a history in the Fenian gang, who crewed an Atlantic cargo ship or who did a stint working at the dockyard might know where to sink that precious package under the harbors black water. Legwork is a key glue well be using to hold the storylines together, to build relationships with Contacts and to bring the city to life.
The next step for progression was to add a big dose of variety to the enemy spawn system and allow for more exciting squads of enemies to spawn. These new squads are custom designed to present a coherent type of challenge on the battlefield and often feature a captain along with different types of enemies who work well together. Their specialized roles will be even more clear as all enemies are now using Talents beyond Overwatch, including buffs, debuffs, (occasionally) heals and laying down their own types of covering fire.
The 1st of 4 playtest levels so far: Big Door In order to get faster feedback on new levels being designed for the game, weve added the Mission Playtest program, which gives alpha players the option to play a (rapidly growing) number of missions disconnected from their larger story or heist context. These playtest missions are rough cuts with basic lighting and simplified objectives. But they give us an important opportunity for our level design team to gather valuable insight into how they are playing at large before they are finished and integrated into their storylines.
Story System Dynamics
August also saw the final major pieces of the story system connected and working. Weve finished modeling exactly how the complex web of backstories, factions and relationships of all types will work to ensure they are tracked and useful to the story system. The game is constantly applying metadata tags to track everything about your choices and characters and now can also allow for multiple faction relationships (hates, loves, ex, betrayed, hunted by), as well as multiple personal relationships (sibling, parent, ex-lover, hates, friend). The casting director component which is in charge of selecting characters to slot into each storyline can use these fine-grained details and match targets by their faction at multiple scopes (Matsumoto backstory or more generally, any Megacorp backstory) as well as character or contact pairs (a pair of siblings, a character and contact who hate each other or 2 characters with milsec backstories and on and on). These final features for the story system are going to allow us to weave the most emergent and interesting types of storylines that are dependent on your past, your relationships old and new and your choices as the game spirals.
Steam Playtest Success!
We migrated the entire alpha from Microsoft AppCenter to Steam Playtest during August and it has been a major success. The wins are trifold -- for our team, the build process (build, upload, process, distribute) is much faster and the player experience is much easier (incremental downloads in your Steam client, often automatically). Finally, the game is now fully ready for Steam and integrated with its SDK.
Creator & Backstory Surveys
Last month, the surveys for Creator and Backstory Edition tiers ($250 and $500) went out and weve received over half the results already. Cory and I personally review each of the incoming responses and then set to work on planning just how your unique character will fit into the game and larger story landscape. The input from the alpha players who pledged up to these two tiers has been stellar and were enjoying every new entry. If you havent received a survey email but should have, please reach out to us here or email andrew@tresebrothers.com
Getting those loadout feels
Upcoming: Power-Broker & Heist Rewards
The next set of creative rewards due to open up for input in September are those for the Power-Broker and Heist tiers. There are in total 23 Power-Brokers with 7 of those being linked to major Heist as well. Were gathering this creative input as early as possible so we can find ways to tie them tightly to the larger game storylines everywhere we can to ensure these special contact creations are highly integrated and important.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. The latest change was sending out the surveys for the two recruitment reward tiers -- Creator and Backstory Editions -- and our next major move is gathering creative feedback for the Power-Broker and Heist creative rewards, so keep an eye on your inbox for these emails later this month.
This months update is a look at the Alpha -- how far weve come, where we are at, and what is in store next for the 1000+ alpha players helping us shape Cyber Knights: Flashpoint into a release-ready game.
Summer Checkpoint
The CK:F alpha started in early January of this year. Since then, we have gone through multiple major cycles of expansion -- new levels, new systems, new stories, hacking (!!), new classes -- followed by periods of rebalance and consolidation. The alpha backers have played thousands of games, submitted thousands of feedback and bug reports and pushed hundreds of thousands of events about levels, talents, and more into our analytics. At this mid-summer moment in the alpha, weve been in another rebalance and consolidation phase. Its been a good time for it; while the game is still getting a lot of play daily, we are seeing a clear summer vacation dip hope youre all enjoying them! Were currently preparing a major new content push of story, recruits and the Sniper class for our next expansion phase. With each passing month, the alphas scope is increasing to reach the games full scope; our pace of adding content will be rising. [previewyoutube=XcV_3dXxan8;full][/previewyoutube] We are also continuing the push to bring all the major audio-visual elements of the game up to the quality level we know we need to hit for Steam Early Access. Our UX designer continues to iterate on and improve the UI design and the SFX team is prepping for a second project in August to add more variety and depth to the game's soundscape. At the same time we're working through the game's post processing, material design, color-grading and quality settings to get everything looking as awesome as possible.
Transitioning the Alpha from AppCenter to Steam
We did our first online public demo of Cyber Knights: Flashpoint this month for PAX Rising Online, focused purely on the stealth & combat tactical gameplay over a two-stage mission, expanded from our in-person PAX East demo. Not only did we get the game in front of thousands more players, with all the valuable feedback that comes with that, but it also accomplished an important dev milestone: completing our process for building and deploying to Steam. This is very good news for the alpha backers, because well soon be using Steams awesome Playtest feature (in private mode, not public signups) to provide you with alpha access going forward. That means shorter (and more reliable) downloads, quicker builds and faster bugfixes.
Creator & Backstory Rewards
Were excited to have embarked on the first major step to completing the Creator and Backstory Edition rewards. The surveys to gather data from these key creative tier rewards have gone out and include a wide variety of questions big and small. Cory and I will personally review each of the incoming responses and work on translating your creative ideas directly into the world of Cyber Knights and New Boston. If you havent received a survey email but should have, please reach out to us here or email andrew@tresebrothers.com
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. We sent out the surveys for the two recruitment reward tiers -- Creator and Backstory Editions -- so keep an eye on your email for those and let us know if you have any questions!
June has roared by in a flurry of work and progress. The alphas received two big new updates, from which we are gathering piles of great feedback and play statistics. Our goal is to finish implementing the final feature sets in July, which will help get the entire team free to create content and polish for another big (months long!!) push stretching for that 40+ hour goal for the game.
Launch Planning
We'll start with the most exciting news first: were closing in on a launch window! All of our backers' alpha participation has been hugely helpful in driving this forward the gameplay feedback, rapid bug squashing, and clever ideas that have flooded into the Discord have been excellent. While we havent set a specific date yet, we can now say with confidence that Cyber Knights: Flashpoint will release to Steam Early Access in early 2023.
Security System Rebuild
A big improvement to the game this month was a rebuild of the games central security AI. The original security system was feeling too inflexible between levels and the security escalations being tested were limited to more enemy reinforcements arriving. With the rebuild, weve allowed every level to define its own security parameters some levels can have lax security while others are touchy and quick to react; the worst can pop off escalations every turn. In addition to customizing the pacing of security escalations level-by-level, weve also greatly expanded the tools security AIs have at their disposal to make your life... interesting. Reinforcements are still a key event, but the AI now has the ability to reset all disabled security devices, to increase its own security escalation rate, to enable the lethal setting on some security features or to buff all its troops. This has opened up a wide area for future expansion that will help differentiate megacorps and street gangs, giving each their own escalation profiles and powers.
Started Official UX Design
Weve put off diving into serious design of the games UX and UI for a while, primarily focusing on the most important part -- the gameplay. The UI is already complex and jammed full of functionality but as of mid-June weve started the official process of working through a from-the-ground-up assessment and wireframe of the games UX, style, colors, fonts and elements. It will still be a little while before any of these exciting results hit the alpha, but it is energizing to see these elements looking so good, even if it's only in design mockups right now.
Packing the Level Pipeline
As weve rounded the corner into summer, the focus is shifting from wrapping up the games system implementation and critical major reworks (thanks Alpha team!) toward full-tilt content production. We are now packing the games level pipeline with new missions. As this pipeline fills up, were starting to get an idea of how much content we can crank out for the game at full speed and it is looking very promising.
Steam Integration
Weve completed integration of the Steamworks SDK; a quiet milestone for the engineering team but an important one! All the boxes are now checked to be able to make demos available for events like Steam NextFest and, eventually, to launch the game into EA on Steam.
Animation Expansion: Movement & Mantling
As part of the Animation Expansion stretch goal, weve completed a number of new animations that are helping movement around the level environments feel more natural. These include much needed animations to make sliding into cover feel more fluid and a skidding slide movement for characters ending their movement in the open field. The most impactful new animation allows your characters to mantle (climb) over small obstacles like fences and barricades. This will be coming soon to the alpha and will greatly open up movement paths throughout levels. Especially sneaky characters are going to love this, as a way to get behind or around enemy positions. It is also highly useful in dynamic firefights where your characters need to switch to the other side of a barricade for better cover...
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. The art team has started designing the concepts for the Omega Style reward. We will show off these unique concepts in the next update! Our next big move in reward town is to gather details and backstory for the Creator and Backstory Edition rewards, where backers will create in-game characters who can be recruited to your squad.
Knights and Backers,
With the end of May, the start of summer is just around the corner and were excited that it comes with some big news on the Matrix Mk2 stretch goal. The alpha phase has continued at a great pace and were very happy with the feedback were getting and all the ways the game is improving daily. With 15 alpha updates under our belt, thousands of Knights have cruised the streets of New Boston in the early version of the game and really, were just getting started.
And a last-minute reminder: if you havent already seen it in Discord or from our Twitter or Facebook posts, were raffling off a Cyber Knights poster, featuring some of our favorite character concept art!
Well ship this 18 x 24 poster anywhere in the continental U.S., just join our Discord and enter to win. Its the last day to enter, so act quick!
Now, on to this months progress update!
Hacking the Matrix Mk2
Last week, we released the Matrix Mk2 system to the alpha team in update v0.6.1. This major milestone completes our second biggest Stretch Goal for the Kickstarter project -- introducing a Hacker class and allowing Hackers to infiltrate networks in mission maps to gain key control over the map including security devices, doors and the alarm level. And these server hosts are also gleaming with valuable data and secrets -- from blueprints (used in the future release of crafting) to straight paydata (value with your Contacts) to the Loot Manifest (revealing the contents of all loot boxes in the facility). In addition, Hackers can run hacking-only missions from the Safehouse which will allow them to steal valuable paydata, or hack to gain pre-heist advantages like the facilitys loot manifest or a forged security key. For now, all of our efforts have focused on the game design, balance and integration of the Matrix into the larger game. The UI is clunky but serviceable but it isnt inspiring at the moment -- something were working on over the summer as it punches up into isometric 3D and gets some glitz, shine and polish.
Backer-Only Studio Chat
To celebrate and share the Matrix Mk2 release, were holding a Backer-only Studio Chat on Thursday June 2, 2022 at 9pm EDT. Studio Chats are our version of a Reddit AMA -- post your questions in advance and we'll answer them live that evening! Cory and I will be chatting in a voice channel on our Discord to answer your questions, showing off the Matrix Mk2 and hanging out and talking about hacking, its challenges and inspirations or anything Trese Brothers. If youre able join us, the voice channel will open shortly before 9:00 pm Eastern. The Studio Chat will run about 1 hour and will be recorded so we will post a link in a future Kickstarter update. If you have a question youd like answered during the chat, post it in the #backers channel on our Discord beforehand (start it with studio chat q: please, and feel free to add react emojis to other questions you like). Hope to see you there!
Late to the Alpha?
If you havent joined in yet but backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here on Kickstarter or in our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up).
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. The big news for this months progress update is that the Matrix Mk2 stretch goal and the major addition of the hacking layer to the game is now complete and available to all alpha players. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
Were back from the PAX Rising indie showcase at PAX East, where we had a pleasure to meet a number of you in-person and show off an exciting heist demo. Thanks for stopping by, checking out the game youve funded or in some cases, stomping the demo with your alpha know-how :D
Weve been ripping along, adding content, maps and wrapping up implementation of the games systems throughout April. Lets get into this status update!
Check Out Latest Studio Chat
We just held another live Q&A Studio Chat on our Discord, sharing our experiences, funny stories and demo tales from PAX East, plus answering hard hitting questions like coffee or tea lol -- [previewyoutube=Fu6J8opZgqM;full][/previewyoutube] Thank you to everyone who joined us during the Studio Chat and we hope that everyone enjoys the recording. We will be doing more Studio Chats in the future, so keep an eye out for the announcements.
PAX Feedback & Results
Cyber Knights: Flashpoint did really well on the show floor. The art style and clear turn-based tactics vibes caught a lot of attention. Our demo stations were going non-stop, with over 250 players playing through the demo. It was a great chance to watch so many players who have never heard of the game give it a try (and sharpen our how we describe it to get people interested). If youd like to hear for yourself and see some of the demo, check out this interview we did (and give the video a thumbs up / leave a comment to help more people see it): [previewyoutube=JasXWpG7xs8;full][/previewyoutube] Weve come back from PAX riding on a huge wave of energy, and have dived right back into development and story writing -- we have so much more to show you all, and every month were getting closer to bringing the full game to you.
Soon: Hacking!
The next phase for the Alpha was delayed a bit to get the demo ready, but alpha players are benefiting from the work done on that demo. Both in behind-the-scenes improvements on camera work and animation debugging, and on cool new mission objectives (like rescues and squad member rendezvous) we hadnt planned to add until later. And were back at our desks now working away toward the next big addition to the alpha builds: hacking. If you havent joined in yet but backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here on Kickstarter or in our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up).
Wrapped Naming Surveys
The final naming survey went out last week, bringing the total to 5 surveys and over 50 names for backers who pledged at the Ultra Edition or higher. A final reminder email will go out soon with a link to all the surveys. They will stay open for the foreseeable future if you havent had your chance to add your names yet. While we couldnt use every name that was submitted, we wanted to highlight some hilarious and clever submissions that cracked out team up Drones:
- 4 Whom the VTOLs
- Death & Taxes (funeral home/lawyer/accountant, surprisingly successful)
- WHACKSpoetic's DictAttack Algorhythm
- Big Red Button
- Fr8Train
- BECAUSE (we have no plan)
- A Dubious-looking baseball with fuse
- Optimal technically attuned device-ma-bob
- Neo Pocket-Pets (interactive audio of hunds/cats. Audio bluffing tool.)
- Delicious Life Juice - 100 % vegan
- GoodVibes Defibrillator Mk V
- Ma Bell AT&T Special, for when you need to reach out and touch someone.
- Slashy Mc Slashface
- Ol' Pokey
- Rock'Em Sock'Em
- Guy-B-Gone Double Barrel
- PerappaTheBrappa
- Woodpecker (rat-ta-tat)
- Justin Case
Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update. The Naming Reward is now complete and next up is Encoding Your Legend. It is always exciting to see motion on this multi-year delivery plan! If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
We're thrilled to be headed back to PAX this year, selected by the PAX team for a featured spot in the PAX Rising Showcase.
Even if you're not going to PAX, this means more in store for you, including a new studio chat in Discord next week, and a giveaway of one of these awesome Cyber Knights posters:
Follow @TreseBrothers on twitter for some sights from the show, or the new Cyber Knights instagram for even more!
What we have in store for you...
Your Knight has been captured! You'll get to choose from three versions of the Vanguard in a tense rescue and extraction mission.
We're looking forward to seeing all the ways players make it through (or crash and burn) this heist -- if they get all squad members (you'll be up to 3 by the end) out alive, and which of them will be needing emergency cyber-surgery by the end. The alpha crew has already provided some great feedback, and we're hoping PAX will be the perfect place to get the game in front of a whole new set of strategy RPG fans. We'll also have at least two more chances for you to win a Cyber Knights poster, plus a photo opportunity you've already been asking for without even knowing it. Going to be there? Find us in the PAX Rising section, booth #13091:
Have a great weekend, Knights!
It has been a busy 3 months since we launched the alpha in January. With 5 Phases and 12 updates under our belt, hundreds of Knights have tested out these early versions of the game. Were getting daily input, suggestions and bug reports and are working constantly to improve Flashpoint.
Now, on to this months progress update!
Public Studio Chat
We are excited to announce that we will be doing a public Studio Chat Tuesday, April 5th, 2022 at 9pm EDT. Studio Chats are our version of a Reddit AMA -- post your questions in advance and we'll answer them live that evening! Cory and I will be chatting in a voice channel on our Discord to answer your questions, hang out and talk about CKF, STF and all things Trese Brothers. If youre able join us, the voice channel will open shortly before 9:00 pm Eastern. The Studio Chat will run about 1 hour and will be recorded so we will post a link in a future Kickstarter update. If you have a question youd like answered during the chat, post it in the #studio_chat channel on our Discord beforehand (start it with studio chat q: please, and feel free to add react emojis to other questions you like). Hope to see you there!
PAX Rising Showcase at PAX East
Speaking of hope to see you there! -- were going to PAX East 2022! We are thrilled to announce that were one of 12 indie games being featured in the PAX Rising Showcase at PAX East this April. Were very excited to be back at PAX again. Its been too long! We'll be in the PAX Rising booth and you can come and play the demo any day of the show. Come hang out, we can't wait to see you there. You can learn more about the PAX Rising Showcase and all of the games that will be a part of it at http://www.paxeast22.com/Rising
Alpha Phase 5
Over 3 months, weve cranked through 5 major phases of the alpha -- initial gameplay, training your mercs, buying and modding weapons, death and recruiting and finally with Phase 5 we added a new class the Cybersword. Weve received hundreds of in-game bug reports and thousands of pieces of feedback from the community of players. If you havent joined in yet but backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here, on Kickstarter or on our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up).
Matrix Mk2 Prototype
As we approach Alpha Phase 6, we have completed the first Matrix Mk2 prototype. This prototype hits a number of our key goals for Matrix Mk2:
- Digital Battleground -- a completely new tactical challenge awaits your hacker in the matrix. Terminals across the RL map lead to small and large computer hosts, tasked with everything from controlling a door to storing trade secrets. Your hacker must load up their programs to scan, search, slice through quantum nodes, override security and battle potentially deadly IC to find the target -- priceless paydata, control over security systems, doors or even the AIs Alarm system.
- Extensive Hacker Build Options -- your hacker will be building out a deck, hand-picking programs, installing cyberware add-ons and training on a class tree that compliments and improves their use of entire families of programs. Mix programs and class training to build a hyper-aggro hacker who smashes enemy IC or an ultra stealth hacker who ghosts through quantum nodes unseen. Decks are linked in loadouts, allowing multiple decks per hacker and multiple hackers per team.
- Multi-turn hacks -- Hackers may slice into a terminal and hack across the Matrix while their meat body sleeps. If the hack is hard enough it will take multiple turns so it is up to the team to keep the hacker safe by distracting or fending off security in a gunfight. Your Soldier may be screaming, Jack out now -- We cant hold them! but does the slumped hacker even really hear him?
Ultra Edition: Naming Surveys
For those backers who pledged at the Ultra Edition or higher, youve been receiving emails including surveys to add your names to the game. While we initially thought wed source 10 names from each backer, weve increased our ambitions to 50 names by breaking it out into 5 surveys focusing on a wider range of name types, such as characters, codenames, drones, dogs, cats, weapons, items of different types, locations and more. Weve sent 3 of 5 surveys so far and will wrap this reward up in a few weeks.
Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update. The Matrix Mk2 Prototype is now complete and the Naming Reward is on-going and will soon be wrapped up. Always exciting to see motion on this multi-year delivery plan! If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
Backers and Friends,
While we continue on pace with the alpha, were skipping a detailed breakdown of progress this month to instead focus on something much more important
Help Us Support Ukraine
My brother Cory and I have worked closely with amazing partners in Ukraine to dream, design and create the art of Cyber Knights: Flashpoint over the past 3 years. Over that time, our partnership has grown to friendship as we spent countless hours working with these wonderful and talented people. The entire Trese Brothers team is heartsick and worried to see the invasion and wanton destruction of their country missile strikes hitting hospitals, apartment buildings, even kindergarten schools. We are scared for our friends, their families and their children. They need our prayers, our monetary support and our voices raised in solidarity. Their country and thousands of refugees already need food, water, shelter and medical supplies. We hope you will join us in giving to some organizations trying to ease the suffering in Ukraine. Here are a few options: Ukraine Direct Relief Project HOPE Kyiv Independent Thank you, Trese Brothers Team
The Cyber Knights: Flashpoint alpha launched very successfully. Several hundred of you have started playing and providing feedback. This starts a massive new phase of the project -- the march to Steam Early Access release. Were hearing so much daily about the fun & challenge, surprises, and ideas for improvement; its amazing. This is a huge step forward for the project and another moment to look back and thank all of our backers who helped make this possible.
Alpha Backer? Check your email!
If you backed at the Alpha Tier ($60 or higher), you should have received both an invitation email from App Center and an instructions email from andrew@tresebrothers.com. If you do not see them in your inbox, please check your spam folder. If you have questions or didnt get the email, reach out to us here on Kickstarter or in our Discord (type max!addrole and then check out the #alpha channels).
Alpha Phase 1 Recap
From our in-game analytics:
- Total Games Played: 1500
- Total Missions Completed: 300
- Loot Boxes Looted: 1,122
- Turns Processed: 5,535
- FPS Checks Performed: 186,000+
- Total Alpha Events Recorded: 298,000+
- A team of 3 mercs armed to the teeth and ready to go
- One multi-stage mission to attempt
- A tiny slice of the game without any leveling, recruiting, healing, story, contacts, etc.
- No built-in replayability (had to start a new character)
Alpha Phase 2 Launches!
With each phase, the scope of gameplay will increase and more systems will be available to the alpha players. Alpha phases help us put a spotlight on different areas of the game; phase 2 is all about training your team and trying out new angles of stealth and combat gameplay. With a new heist mission available, the option to repeat missions, and the ability to level up your squad -- Phase 2 is significantly bigger than Phase 1.
- Skill trees for your three mercs are now available
- Two multi-stage missions to attempt
- Replay missions with the same squad to level up (up to level 6), try new ways with new abilities
Alpha Phases and Duration
With each new Phase, were providing new prompts in Discord for gameplay areas where we are specifically seeking feedback. Thank all of you for the thought and care youve been putting into your feedback! Everyone has been doing great staying on topic and focusing on the core goal of each phase. From our previous alpha experiences, this entire process will take 6-12 months, will include many Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the games development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.
If you havent yet: join us and help shape the game!
If you cant find the invite emails but know you backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here on Kickstarter or in our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up). We look forward to hearing your thoughts on the game!
Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update. We are excited to see a big white checkmark next to the Alpha! If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
Happy new year and we wanted to shoot a quick note to share our excitement -- Alpha Phase 0 launched last night on January 4th as planned. We wanted to post a quick update in case anyone missed the email.
Check Your Email for the Invites!
If you are in the alpha team, you should have received both an invitation email from App Center and an email with instructions at the email address you used for Kickstarter. If you do not see them in your inbox, please check your spam folder. If you have questions or didnt get the email, reach out to us here on Kickstarter or in our Discord (run the max!addrole command and then check out the #alpha channels.) This initial phase is a tech demo build -- it is NOT the game. It contains and tests everything required (graphics, sound & music, game engine player, all the code libraries, bug reporting, analytics) to play the game on your computer. Starting with this allows us to find any critical bugs in our new game engine on your platforms immediately while we can still focus solely on fixing these issues. It will also allow us to give priority to supporting everyone through sign up and download before we are also supporting the game. Please take a few minutes today to at least:
- find your invite email and sign up through App Center.
- join the Discord - its our hub for all alpha feedback!
- use the max!addrole command in Discord to make sure you can get access to the #alpha channels.
Alpha Phases and Duration
The Alpha is a series of Phases and the first is Phase 0, a tech demo which is currently available for download to help us identify bugs on different hardware combinations. Next, well move on to Phase 1 which will start with a limited version of the game that is completely focused on the core player experience (tactical missions). We will provide prompts and seek feedback on this core gameplay loop, then start the process of expanding the available content and systems in the game with new Alpha Phases. With each new Phase, we will provide new prompts and gameplay areas where we are specifically seeking feedback. From our previous alpha experiences, this entire process will take 6-12 months, will include many Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the games development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.
Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update even though nothing much in it has changed. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
Thanks, Trese Brothers Team
Happy holidays and happy new year. We are here with a quick update outlining the next steps for our alpha community, sharing some of the progress updates from our crazy December and getting a good laugh at ourselves.
Laughing at Our August-Selves
Sometime back in August, there must have been a discussion that went something like this: Cory: Were going to need every minute we can get in 2021 for this alpha to fly. Andrew: Right up to the end of the year? Thats going to be rough with the holidays. Cory: OK -- we cant do that to ourselves. Lets make a more reasonable plan. Andrew: Ive got it. Three days after the holidays! Cory: Thats it! Hahaha, that was a great meeting. Were glad we made that choice. Things are good. Were fine.
Alpha Phases and Duration
As the alpha kicks off in less than a week, we want to make sure everyones on the same page about how this will work. We have planned a series of Alpha Phases, starting with a Phase 0 tech demo app that will help us identify bugs on different hardware combinations. Then youll move on to Phase 1, a limited version of the game that is completely focused on the core player experience (tactical missions). We will provide prompts and seek feedback on this core gameplay loop, then start the process of expanding the available content and systems in the game with new Alpha Phases. With each new Phase, we will provide new prompts and gameplay areas where we are specifically seeking feedback. From our previous alpha experiences, this entire process will take 6-12 months, 10+ Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the games development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.
Alpha Next Steps
On January 4th, the alpha will start with invitations to download, install and launch a tech demo build for Cyber Knights: Flashpoint. The tech demo build is not the game itself but an app that contains and tests everything required (graphics, sound & music, game engine player, all the code libraries, bug reporting, analytics) to play the game on your computer. Starting the alpha with this tech demo build will accomplish a few things:
- Find any critical bugs in launching our new game engine on your platforms and allow us to focus solely on fixing these issues.
- Get all alpha players setup with accounts on the distribution system, so you can receive each new version as we go.
- Help all alpha players (who havent yet) get logged into our Discord and get their alpha roles.
Please Join the Discord
Especially if youre in the Alpha, please be sure to join our Discord. Once youve joined up, type the command max!addrole in #bot_talk to get MercerBot to add your special Kickstarter role, granting you access to private channels on the server. The hub for the Alpha will be our Discord, so getting everyone on board and ready before the launch date will help everything run smoothly and get all Discord roles setup before January 4th :D If you havent used Discord before, its easy, we almost never (0 in the last year) send @everyone notifications, and weve got a friendly server full of gamers like you -- come hang out and make this Discord community your first.
December Progress
Every moment not spent wrapping presents this month has been spent wrapping up things for the alpha. Cory has been working on the tech demo, distribution, bug reporting, and analytics systems. Early in the month Andrew finalized game content for alpha phase 1, and our internal teams been testing and iterating on it ever since. Were making sure issues you encounter are ones we have not been able to find (/reproduce) on our own and adding a layer of polish and improvements not always present to the I know exactly what that blank, un-animated icon Ive been using for three months does, what do you mean it needs a label? developers.
Yepppppp, that's bug. The "Iron Grip" Talent kills everything. Expected Damage is from 100-300. Our internal tests identified three major classes of bugs that locked up or created hangs in the game; weve fixed those and significantly improved the pace and smoothness of play. Mid-December we encountered a font corruption bug that by itself ate a few days of our schedule -- these are the kind of unpredictable delays we dread when setting deadlines, but we are back on track now.
We spent a few days fighting the AI "F0nt Sm4sh3r" but deployed our Cyber Knights and eventually won. Last but not least, were continuing to build toward more than just the next few weeks. Work continues on stories & missions for the later phases of the alpha, additional classes and their abilities, etc. Looking back at all the monthly updates weve sent out this year, its been a tremendous climb to get this rollercoaster ready to go. Were holding our breath as it approaches this first summit, and as always, so grateful youve come along for the ride. Have a happy New Year, knights. Well see you at the drop.
Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update even though nothing in it has changed. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
We are extremely excited to be taking the next steps on this project in just a few days!
Knights!
Were down to the final month preparing for the upcoming alpha. The Nightbot on our official Discord server is counting down the hours, minutes and seconds --
It has been a busy 2 years of sharing progress updates, showing the concept art morph to 3D and then into animation, and giving sneak peaks of the games many systems as they have shaped up. Were finally on the precipice of an entirely new chapter of this Kickstarter project and now the updates will turn more and more to focus on the Alpha Phase.
As in our previous updates, we will highlight 3 big areas within the game that weve been working on at the end, but this update is more focused on the procedural prep for the impending Alpha Phase.
Alpha-Only Kickstarter Updates
For alpha backers, we want to give you a heads up that there will be some additional communication this month in prep for the upcoming Alpha launch. There will be 2 Kickstarter "Alpha-only" updates published for Alpha and higher tier backers only in the month of December. The first should be out later this week and will include an invitation to complete a quick survey about the platforms you plan to play on. We will also be doing a test run with our Alpha backer email list, so everyone in the Alpha group will get a direct email announcing this survey as well.
Please Join the Discord
If youre in on the Alpha Phase, please be sure to join our Discord. Once youve joined up, run the command max!addrole to ask the MercerBot to add your special Kickstarter role. The hub for the Alpha Phase will be our Discord, so getting everyone on board and ready before the launch date will help everything run smoothly and will let us focus on the game and not Discord roles on January 4th :D If youre not on Discord yet, weve got a very friendly server -- come hang out and make it your first. Even if you arent in the alpha phase, there are special #backer channels for you, so come see what MercerBot can grant you.
Last 3 Days to Join Alpha!
When the private alpha launches in January, we will welcome more than 1,000 backers who pledged at the alpha access level or higher into an early version of the game. These players will be the first to plan heists, build their merc squad and test their skill against the enemy forces & AI. We rely on the private alpha to put the game through its paces, help us improve the systems and allow us to build out the rest of the game hand in hand with you. This feedback is critical to ensuring we create the best possible version of Cyber Knights: Flashpoint. If youd like to join that very special process, there are 2 days left to complete your late pledge to get exclusive alpha access with the option to add the alternate-start add-on reward Horizon Cypher through Backerkit.
November Progress
November has been another big month of progress -- every day hammering on the game and improving and preparing for the big day. With more than a month to go, weve been putting our current list of infrastructure, distribution and player feedback channel tasks first so that those dont end up squeezed off the end in early 2022. So -- with that said, here are 3 highlights for November --
This month, weve made another big round of improvements to our build automation framework. Weve selected our distribution channels and are wrapping up major upgrades to the build architecture to automate the build processes and push those builds up to the distribution site for the alpha. This is hard work but will save us oodles of hours with each Alpha update so it is critical. Weve also been working on the crash and bug reporting pipeline which will be key for our small team to keep up with the larger player-base for this Alpha. Were excited to share that the game will automatically send crash reports to our servers which is going to be a big help when and where we run into crashes. And, to boot the game will also feature a hotkey / button you can push to report a bug, which will immediately snap a screenshot and open a form you can fill out to add a summary and reproduction steps to the bug report.
During November we also finished a rebuild of the games Overwatch and Other Persistent Map effects system, which internally are called Tokens. While this system will be primarily used for Overwatch when the Alpha releases, it has amazing potential for future cool Talents, cyberware and gear effects. A token represents anything that persists on the map and causes an effect within a given template (such as a sphere or an arc of fire). In the case of Overwatch, the token allows a combatant to take reaction shots at anyone who enters the Overwatch template. In the case of a smoke grenade, the grenade leaves behind a token which blocks sightlines which prevents long ranged gun attacks (but not swordplay, ziiiing!). The possibilities with Tokens extremely wide open, so once we saw how cool that could be, we felt the need to invest in a bit of a rebuild to make sure the door was wide for further classes (Agent EX, Toxkit, Drone Pilot, Assassin all come to mind ...) and gear.
Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update even though nothing in it has changed. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
The private Cyber Knights: Flashpoint alpha is rapidly approaching, where we will welcome over 1,000 players into an early version of the game. These first players will plan heists, recruit and train merc squads, test their mettle against enemy security & AI, put the game and all of its systems through their paces. Their feedback will help us update the game like crazy and make it better every week.
Almost as soon as the Kickstarter ended, we started hearing from many players "I don't know how I missed it, is there any way I can still join the alpha?"
So we're excited to offer one final chance to become a backer and join the Cyber Knights: Flashpoint alpha. We're opening up late pledges through Backerkit. It's a $60 pledge, and comes with all the same rewards and privileges as the pledge level did when the Kickstarter was live.
While this pledge level does include a full copy of the game on release, we'd encourage you not to use it as a pre-order. As much as we appreciate the support, we're really offering the alpha as a way to be involved in shaping the game.
But if you're already a member of the private alpha and know an equally passionate gamer who'd love the chance to help shape an upcoming squad tactics / cyberpunk heist RPG, feel free to share this final chance to join. ;)
FAQs:
What's the alpha experience like? Is this worth it? This will be the sixth game we've offered a private alpha for. Backers get sent an early build of the game on all platforms they'd like to try it on (PC/Mac/Linux/Android/iOS), with more features & content unlocked through several phases of the alpha as we ask for your feedback on different components, iterate, and balance. You can play throughout and be one of our core collaborators, or give some feedback early and come back months later to see everything that's new. It's a really fun community experience, and shapes the game for years to come. Many game mechanics for Star Traders: Frontiers got revamped, cut, and added based on players' feedback during its alpha. If you're the type of player that loves discussing the meta of a game, or wants to be one of the experts in the community by the time we hit Early Access and the player base is growing exponentially, this is for you. Can I pledge more for some of the higher rewards (e.g. getting my face in the game), or less, just to support? Sorry, we're only opening up late pledges for the alpha level and a couple of small add-ons. Most rewards (especially those that offer benefits far above & beyond what other players get), need to remain a limited-time opportunity during a game's Kickstarter. Make sure you're on our mailing list (extremely low-volume, 2-3 emails per year) and following our socials to ensure you don't miss out on future projects. We really appreciate your desire to support though! Our Patreon is also available and comes with many special benefits of its own. Will these late pledges count toward stretch goals from the Kickstarter? No; while we will be drawing in some small extra funding from this event, we don't expect there to be so many new alpha players that we need to be thinking about stretch goals. It'd be a huge win if we reached the milestone for the extra stretch goal we already threw in.
I read to the end, where do I do the thing?
Right here: pledge to join the Cyber Knight's private alpha and thank you!
Fresh reports for you from the Trese Brothers HQ, deep beneath the New Boston Zone. As we continue to improve Cyber Knights: Flashpoint, working toward the alpha at a feverish pace, were dedicated to our monthly update schedule to keep the news flowing.
For this months update, we highlight 3 big areas we are working on -- but first we want to give the schedule update we know everyone is waiting on.
Alpha Launch Date!
As a team, we have decided to launch the alpha on January 4th, 2022. A slight adjustment -- our last major schedule update did say the alpha would be ready by the end of 2021. We were pretty sure then it would end up in late Q4, and the more items we cross off the to-do list, the more accurate that looks: late Q4. Based on whats remaining and our current estimates, it looks like we will end up checking the final checkboxes just before the end of the year. But, with October and November still ahead we are uncomfortable having so little margin of error in that estimate. And as many of you know, the start of the alpha is the start of a non-stop process for Trese Brothers. With a thousand players potentially firing up the game there are sure to be early issues we cant discover on our own. Every issue you find we will want to fix ASAP. Trying to do that over a holiday season doesnt seem realistic. With the Steam Holiday sales and winter travel, it becomes impossible. Weve settled on a date just past the new years line and hope youll agree this is the best thing for the alphas success. We are so eager to share this game with you and hear what you think! Hope youre just as excited to start 2022 with Cyber Knights: Flashpoint.
The procedure will be painless, just dont move."
Progress Highlights
One of the major tasks of September has been to complete and fully test the gameplay cut-scene director that allows the game to interrupt regular gameplay with a series of scripted events. This includes dialog, choices, camera controls, arrival of reinforcements, opening and closing doors, turning on and off security devices and more. This capability has already been worked into some of the early levels and is key in pushing the game missions interactivity with little dialog quips and mission intros as well as important map features like interactive switches, ambushes and more.
Quick demo to show the camera moving between a series of scripted events. Continuing the Jobs and Talents work from last month, we put a special focus on differentiating jobs. Were staying true to the design by avoiding and cutting out Buff salad while pushing for as many special mechanics, features and limitations as possible within each class. For example Vanguards, who rely on their Chameleon Sheathe cybernetic implant, are now restricted from wearing heavier armor which would interfere with its concealment powers. On the other hand, the Soldier has the only ability in the game to shorten or lengthen optimal range of their weapon, and the Cyber Knights ability to manipulate ally and enemy Initiative (manipulating turn order to their advantage) has been strengthened so you can pull off perfect ambushes. In addition, we have been tightening up the security systems tolerances and stealthy characters options to work around them. Talents that interfere with or disable security devices now cause the Minor Alarm Level to tick up, and have a lower duration than previous builds. At the same time, we added Talents to predict enemy patrol routes and disintegrate enemy bodies in a pinch. It's a fun formula, ratcheting up the tension while offering even more routes of play.
Were ramping up for a big sound-effects mini-sprint in October so that your boot heels will clang on metal and clomp on concrete and everything in the game will whir and buzz and beep with the right ambience playing in the background. By far, Cyber Knights is going to set a new high-water-mark for our music and SFX, and we cant wait for you to hear the entire game come alive.
Executive Producers #9
Weve scheduled the 9th Executive Producers meeting for late October to share the latest progress with our EP team and to get that key early feedback. EP #8 showed off gameplay and talked about the unique design for CKFs tactical combat engine. We wont know the topic of #9 until about a week ahead of time, as we always like to pick something exciting / in the forge with the iron still red-hot to share. As the alpha gets closer by the day, well keep meeting with the Executive Producers regularly, gathering feedback from this valuable first line of players.
Reward and Stretch Goal Progress
Per our promise, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, we have set the Alpha launch date in stone (chrome? PNG?) but otherwise there are no changes as we are hammering down to the final milestones before alpha. For anyone still waiting on 3D face deliveries, apologies from Andrew. 55 of 76 faces have been delivered -- with few exceptions those remaining are waiting on some specific haircut, beard or specific cyberware or accessory to be fully completed before we can send them out. Thank you for your patience on these, they are coming.
A day late and a dollar short might get you shot below the streets of the New Boston Zone but were hoping it doesn't come to that :D Weve wrapped up our August sprints and are rallying to charge into September. The games development is cranking along daily and were still on pace for our Q4 release deadline for the Kickstarter alpha crew.
For this months update, well highlight 3 big areas weve improved and share a cut of the latest Executive Producers meeting video.
Progress Highlights
This month weve hit an exciting tipping point on the visual display for character cybernetic accessories and display. It took some final updates to our shaders, new blend shapes, a new texture mask and some cool new 3D models for certain pieces, but things are starting to look very augmented around here.
Throughout August, weve also been refining job trees and what kind of Talent bonuses they can provide. Weve completed another design pass to clearly delineate what bonuses are granted by job trees, backstories, and attributes versus those which are granted by cyberware, gear and (on the field of battle) Talents. The following extra additions have also helped us carve out even more exciting and unique space for each of your mercs Job types and further amped the appeal of cross-Jobbing. [olist]
In a similar vein, weve been reviewing and tuning the games weapon variety, working hard to ensure every weapon class stands alone and offers unique strategic advantages and drawbacks when used -- optimal range bands, unique takes on Action Point economy, variation of firing modes like full auto and more. On top of that, we've rolled in some of the needed special rules -- Railguns now cut through enemy cover up to 10% while mercs carrying Pistols and SMG are allowed to fire these light weapons even if they lack the full AP cost of their entire attack. Powerful energy weapons -- like plasma rifles -- that bring a limited number of shots to the battle and can never be reloaded also add a major dose of spice to the weapon options.
Executive Producers #8
We held Executive Producers #8 at the end of August. This was a particularly exciting one where we focused on the unique aspects of Cyber Knights: Flashpoints tactical combat. Then, we demoed the concepts in action on an alpha mission. However, that footage is for Executive Producer eyes only (per their Kickstarter reward), so weve included a redacted excerpt of the session and slide deck where we talk about the pillars of our inspirational games (XCOM-likes) and how we've gone beyond them. [previewyoutube=Dgk4x0eK62s;full][/previewyoutube]
Reward and Stretch Goal Progress
With each update, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year. We are still delivering 3D faces -- some of those remaining are dependent on specific cyberware, accessories or beards to be completed before we can send them out. Thank you for your patience on these, they are coming.
Were running a week late on our July update because our team has been in the middle of the cross-country moves we discussed earlier this year. Everyone is excited to get settled into the new digs and get back up to full speed. The game is looking better by the day, and soon well have these time consuming but necessary hurdles cleared and we will be all hands on deck from here to the alpha in Q4 of this year.
Its Corys moving day, the day the server came down!
July has been busy! Aside from the personal projects of big moves, weve made a ton of content across the game. There are so many irons in the fire it would be overkill to include them all here. Thankfully, were continuing to use and refine the process weve used to create 8 games before this, so we know these deep waters -- weve swum out more than a few times before.
In engine render, custom scene
Development is continuing at a good pace and we are still set for our Q4 date to release the alpha to the Kickstarter crew. For Julys progress update, were going to touch on 3 cool things specifically --
This month, Wounds suddenly grew fangs, claws and got nasty. You can take a Wound by suffering critical hits on the battlefield or getting Downed (reaching 0 HP). If you do drag your injured friend back to the safehouse instead of leaving them, a Wounded merc will need a variable amount of time in a medical clinic -- if the Wound can be healed at all. Those Wounds that cant be healed have caused such irreparable trauma that only a full cybernetic replacement will suffice. In return, many types of cybernetics will prevent a Wound in the first place -- if a Faulty Heart is rolled on the Wound Tables and that part of you is already chrome, the Wound never takes.
Weve wrapped up our pre-alpha UI kit that includes all the core interactive elements of the game. It isnt the final visual style that will be in the game but it is clean and easy to use and is letting us build out the many complicated screens needed to make this game tick!
Another major improvement weve made in the last month is to dig back into the story metadata being authored throughout to ensure they help both new and veteran players alike. Weve now added tagging that identifies dialog choices as positive/accept, negative/deny, delaying options and a neutral color for dialog options that arent concluding choices at all, just as conversational or flavor chatter. For new players, this will provide a needed level of clarity and for veteran replayers, this provides speed of play.
In addition, while we added a Skip Dialog option early, weve now wired up the metadata to offer a TL;DR button, which skips as much of the entire interaction as possible up to the first required choice.
Get your cyberpunk fix on our social accounts!
In addition to our @TreseBrothers twitter where we chat game dev and share highlights from all our games, you can get specific Cyber Knights updates and sneak peaks on its Facebook and twitter account. Plug in to keep updated and get your regular cyberpunk fix. Were sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. See you on the net, Knight!
Executive Producers #8
Weve got the 8th Executive Producers meeting scheduled now on the books for mid August. From now until the alpha release, we are working to schedule monthly meetings with the Executive Producers. Its a great team and we want to keep them close to the ongoing development to facilitate detailed feedback on our design decisions. We will include an excerpt of the meeting in the next Kickstarter update.
Reward and Stretch Goal Progress
With each update, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
Still blaming the beards! We are still delivering 3D faces, and have now delivered more than 70% of them. Thank you for your patience on these, they are coming.
Weve got your June progress update here, slipping into the last few hours of the month. It's too hot to type so much, so were going to keep this month's update on the shorter side and only highlight a few of the major exciting things outside of our Kickstarter. Lets start there --
Save 50% on Steam Summer Sale
Steam always holds the biggest sale of the year right at the start of summer. If you havent picked up all of our other games yet, now might just the time to check them out as everything is 50% down. Youll see the shades of the inspiration for Cyber Knights: Flashpoint written all over these games. Sail the stars and command your ship and crew from your bridge in Star Traders: Frontiers -- https://store.steampowered.com/app/335620/Star_Traders_Frontiers Or lead an assault squad of mech pilots against xeno threats and more in Templar Battleforce -- https://store.steampowered.com/app/370020/Templar_Battleforce [previewyoutube=fCKZgHT5UNo;full][/previewyoutube] Credit to Volodymyr Shtohun (Shotgun), one of our environmental artists, for creating this amazing exploding swap of street building props! Check out his ArtStation page for more. Footage is not in-engine.
June Progress
Another month game dev has hit milestones of progress across the board. The games content, systems and balance keep moving forward and feeling smoother by the day. Things are going well and were still set on our Q4 date to release the alpha to the Kickstarter crew. For Junes progress update, were going to touch on 3 cool things specifically --
Weve completed the automation and build tooling required to build and package playable versions of the game with a single click. This type of robust tooling will make the alpha possible but is also an investment for years to come as we continually update and expand Cyber Knights: Flashpoint. Notably, this automation also includes the ability to cut specific versions of the games for different specialist partners like our SFX team. Which is exciting news in and of itself! Our SFX team at Studio Viking have started wiring up the games sound and it is obvious from the start that we are going to have far and away the best SFX and fullest soundstage of any game weve ever produced.
7 material clusters, over 30 blendshapes, thousands of combinations Also, while it feels amazingly late in the process, weve finally finalized the design for characters heads with every bell, whistle and texturing gizmo we could think of. Lets say, were planning for the long term here! The diagram above shows how the head is split out into 7 texturing areas (not shown, Ears). This technical detail is going to afford us a lot of freedom in head styling -- everything from closed shaved haircuts to facial hair to facial cyberware and more. On top of that, every head comes with over 30 blendshapes which allow for different types of modification to the structure of the face -- everything from widening the chin to making the lips fuller or thinner -- to emotional cues such as cracking a smile, raising an eyebrow or looking sneakily to the left (its always the left).
Executive Producers #7
We held the seventh Executive Producers meeting at the end of the month and crammed in a full hour plus of level design, decoration and lighting. Weve included an excerpt here near the end of the meeting as we layered in some more props to fill in the nanofacturing facility. We love giving these behind-the-curtains hours to the Executive Producers and we hope you enjoy this clip -- [previewyoutube=S3BUMOsFN34;full][/previewyoutube]
Reward and Stretch Goal Progress
Weve included the progress bar infographic as usual. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
We are still delivering 3D faces, and have now delivered more than 50% of them. Beards slowed us down a lot! Thank you for your patience on these, they are coming.
Knights, Mercs,
Were waving goodbye to May and welcoming June and so it is time for another monthly progress report. Weve been in a ton of areas, including improvements in animation integration, level building and automation tooling to help our team develop content for the game faster.
May Progress
During May we made substantial progress testing our over-map story and dialog system which is used to inject story events and mission chatter directly into the game map. This required some new loading and asset management code, to ensure that both characters on the map and characters off the map (like your teams Face and Contacts) were still able to appear correctly. Another feature that saw significant improvement during May is the snap to cover movement mechanic. While Cyber Knights: Flashpoint is tileless, weve found in testing that a snap-to-cover mechanic is a necessary one to ensure players expectations are met in regards to taking cover and controlling sight lines. When combined with raycast based line of sight detection and feedback about targets, snap-to-cover gives us a best of both worlds hybrid with the benefits of tiles where players would use them, and with the freedom of tileless where players would want it. Our animation team is completing an overhaul of the weapons targeting suite during May to allow characters to raise or lower their weapons up to 45 degrees when selecting high or low targets. Using reference frames and additive animation techniques, the engine can dynamically slide across the scale between straight out aiming to high or low or anywhere in between.
As our first set of playable levels comes together, were working hard to make sure theyre as beautiful as they are playable. Weve just completed our first four ambient-only lighting setups which will act as the baseline lighting for different levels and thematic feelings established. Unity provides a rich set of tools for both lighting and color grading and were experimenting with different tools to apply LUT and color correction in both cut-scenes and gameplay.
Let's call them, Sea green, Day Blue, Dark Night and Radioactive Haze May also included some heavy lifting on our shader implementation which is a critical pre-alpha task. Finalized physically based rendering (PBR) shaders that are both performant and beautiful and still support our feature requirements are necessary for all the Cyber Knights: Flashpoint platforms to live together. Were experimenting with replacing our custom, hand-built shaders with more flexible ones created in Amplify Shader Editor which might give us more flexibility as we approach the wide variety of platforms and hardware in our target set.
the Amplify Shader Editor Our team has grown substantially for Cyber Knights: Flashpoint, but the core machinery of the studio is still the two of us, Andrew and Cory. We dont really plan to change that for Cyber Knights: Flashpoint, and so we continue to put a major focus on automation wherever possible. In May, one area that got some serious attention was the Level Builders light probe placement and alignment system. The levels and environments youve previously seen us demonstrate and show off to Executive Producers and Twitch streams have all used manually placed probes, which weve found takes a lot of time to create and maintain. Recognizing that we will need MANY levels for Cyber Knights: Flashpoint to live up to our ambition, weve created a new light probe automation layer that will save many hours and deliver a level of fidelity in probe placement that would be challenging to achieve consistently by hand.
Each dot in the screenshot is a light probe -- I think we want to automate this one :D If you arent watching Twitch but are still looking to keep a finger close to the pulse, join us on our official Discord server or follow @CyberKnightsRPG on Twitter.
Executive Producers #6
In early May, we met for the 6th Executive Producer summit to take a behind-the-scenes look at Cyber Knights level builder and our process for building levels which weve honed throughout our entire gamedev career, as far back as Cyber Knights classic, Heroes of Steel and Templar Battleforce. Weve included a 5 minute excerpt from this Executive Producers session which ran over an hour in length. In the clip, we discuss how the heist Missions are assembled from smaller content chunks called Levels and the wide variety of Level types we are designing and building out for the game. If youre eager to learn more about how were building the game, this one's for you! Enjoy. [previewyoutube=ev0tqMkJQsM;full][/previewyoutube]
Reward and Stretch Goal Progress
As always, we include the infographic of our progress to ensure it is clear where all of our commitments on stretch goals and rewards stand. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year. [previewyoutube=n8nJyMfQdZQ;full][/previewyoutube] Also, we are hammering away still at delivering 3D faces. We have cleared a few technical hurdles related to beards specifically which had stopped delivery for a bit and so things are moving again. If you havent received your email yet, blame your beard? Lol, honestly -- we thank you for your patience. Weve been putting extra effort into getting them perfect, so each one now takes about an hour of work to set up, record and deliver to the backer.
In-engine render, custom scene
With April coming to a close and spring officially in full swing, were here with another monthly Cyber Knights: Flashpoint update. Just like today, Much like modern times, spring means extra rain in the 23rd century but it's a much more dangerous prospect under skies brewing with nano fallout. Especially for those living outside of the dome in the Wards --
In a joint venture between McKellen Heavy Industries and Matsumoto Global started 11 years ago, major new exterior sections of land have been reclaimed for habitation. Each measures roughly 8 square miles and are situated to the west and north west of the city center. As nano pollution has been slowly dropping since 2203, these areas are now deemed habitable due to high walls, massive blower units that vault pollution overhead and low range ionized shielding. Even with these precautions, Ward 4 and 7 are deemed the worst available above-ground habitation in the zone and each is home to roughly 1.5 million hardy souls.
In Aprils recap progress report, were sharing some of the major progress weve made this month on the march toward alpha, highlighting our recent Twitch dev streams and sharing some new texturing work for the Chromehawk Starting Weapons reward.
Also, while we haven't finished a fulll integration, the animations to pet each individual dog breeds are now done. You cant actually initiate a pet in the game yet, but the animation is more than half the battle. Below is a low resolution clip of the animation in our animation review tool --
[previewyoutube=sMsOobRP6rs;full][/previewyoutube]
The cats do not seem impressed --
[previewyoutube=yzE5jV_50mM;full][/previewyoutube]
April Progress
Throughout April, we've stuck to our 4 focus weeks but we are completing more and more work at a broader level to improve the balance and cohesion of the content that will be in the alpha game. For example, we've been constantly tuning the exact balance and progression of the early game weapon's dealers and prices to make sure you can sink your teeth into upgrading your gear, have access to interesting options but don't have access too early to too much. For our focus weeks in April, we've (1) completed a major rebalanced of the Talent set in the game to carve out space for special surge Talents -- are free to use, instant and powerful (but, like all Talents go on cooldown) -- which allow team members to have turns where their power level really surges (yep, exactly as it sounds), (2) improved the equipment and loadout system to better support saving, renaming, changing loadouts and even sharing equipment between loadouts on different characters (please wait your turn, only one at a time, you mercs!), (3) expanded the cyberware offering to support all 12 cybernetic slots (Skin, Spinal, Deep Brain Interface, Fast Brain Interface, Skeletal, Hands, Vision, Ocular, Heart, Lungs, Skull and Muscular) and upgraded cybernetic implants to allow them to grant their own unique surge Talents along with more constant buffs, and finally (4) dedicated a week to designing and improving our mission set as well as making needed improvements to the environment theme kits (industrial, street, skyrise, tech lab) to better support key tactics concepts like cover, stealth and line of sight (more metadata, varied physics raycasting for each).
In-engine render, custom scene
Weekly Twitch Dev Streams
Both Cory and I are now active every week on the Trese Brothers Twitch channel showing off different angles of the games development. If youre looking to keep a more active pulse on the games progress, stop by at 4 PM EST on Tuesday (Andrew) or Thursday (Cory) to check out what we are working on! Recently, Ive been showcasing visual customization options in both characters and weapons while Cory was working on the cyberware design and implementation last week. If you cant make the scheduled streams, you can always check the VOD afterwards on the channel. Here are some of our recent videos to check out if you need to catch up:
- Sharing the process to create Kickstarter 3D face rewards
- Creating a scene showing Rio in action, our archetype Vanguard character (see at the top of this update)
- Working on cybernetics catalog for the game
- Most recently, attaching scopes, silencers and other mods to weapons
Executive Producers #6
Our sixth Executive Producers meeting is scheduled for next week in early May. From now until the alpha release, we are working to schedule monthly meetings with the Executive Producersto showcase our constant progress and ensure we are getting that stream of early, detailed feedback from our biggest backers. We will include an excerpt of the 6th meeting in our next Kickstarter update.
Reward and Stretch Goal Progress
As always, we include the infographic of our progress to ensure it is clear where all of our commitments on stretch goals and rewards stand. With this update, the only change is that we have marked the Chromehawk Starting Weaponry reward as In Progress state, as the art team has returned to working on the stylish look and textures for these powerful starting weapons. Also, we are still delivering 3D backer faces, so if you havent received your email yet, we thank you for your patience. Weve been putting extra effort into getting them perfect, so each one now takes more than an hour to set up, record and deliver to the backer. They are coming!
With March coming to a close, the year is getting into full swing. Its amazing looking back -- one year ago, we were still putting the administrative wrap on the Kickstarter and the Backerkit surveys went out on March 13th. By March 24th, over 75% of you had completed them and now were at a very happy 98%!
In this monthly progress update, you can check out:
- an important schedule change
- the months 4 major focus areas
- the exciting reveal of the targeted jobs list for the alpha
- a video clip from the 5th Executive Producers meeting
- a video demonstration of the Kickstarter faces reward we're now delivering
2021 Schedule Update
Andrew and I are heads down on Cyber Knights: Flashpoint every week, making constant progress towards alpha. In our timeline update in January we ruled out the possibility that the CK:F alpha would be ready within Q1. We know many of you were optimistic that that was a roundabout way of saying the alpha test would begin in April, but we want to be upfront: we are still months away from being ready. As you'll see below, it's not from a lack of progress. Major milestones continue to be hit each month, with most of the core systems of the game coming online on schedule. Our challenge in giving a specific ETA for the alpha has been two-fold: 1) Generally, we estimate development time on features pretty accurately. However, our game dev process is iterative and flexible, allowing us to evolve, add or cut certain features during development. Until all the alpha-required features are complete, we cant review the overall game experience and content required to fill those systems to make sure the alpha isn't just "playable", but providing the intended experience. We anticipate time beyond our "feature-complete" date for further review and content creation/tuning to ensure the alpha is actually ready for your feedback. 2) For personal reasons, we're expecting a 4 week period sometime this summer that I'll be unavailable (I'm moving across the country). The timing isn't pinned down but it's something we need to schedule around. So, with those caveats in mind, the timeline we can commit to is that the alpha will be launched in Q4 2021 at the absolute, very latest. It is possible it will come earlier, but we want you to know that within this year is a guarantee. As you know, we want to get this in your hands as soon as possible as much you do (and not just so we can release and pay the bills ). In the meantime, we appreciate your patience, and hope that these updates and all the additional behind-the-scenes we're offering on Twitch and in Discord are helping you feel part of this game even before you get the chance to play it. Because as one of our backers, you are.
March Progress Update
As we explained in the January update, each week we dedicate ourselves to a particular aspect of the game and put all our energies into bringing that to alpha readiness. During March, we worked on these major features each week: (1) integrated storyteller control to allow level scripts to control doors, security devices, monsters, matrix hosts and alarms (2) designed the melee and support jobs Cybersword, Warmachine and Medic and made major improvements to how nano-blades will function in the game to be an exciting weapon type (3) redesigned the ranged combat jobs Agent Ex, Gunslinger, Sniper, Soldier (4) added rules for carrying medkits, grenades and combat stims and enabled Jobs to train to increase certain types of item effectiveness (a Medic heals for more health, stims for more duration while a Soldier can train for more grenade boom!)
While building out the tactical gameplay of the Matrix, we've been iterating on visual concepts March has been a very busy month. Every week were chipping away at a dozen smaller task lists while we smash the bigger goals. Weve re-engaged with our audio partners at Studio Viking and theyre now building out the soundstage and moodboards for the games audio environment -- from ambients to gunfire to the UI and back again. Were working with the art team to test new character customization features the team has developed that will yield a build slider letting you customize the thickness of your characters 3d model. If you'd like to check out some of the current progress on the character outfit and style options, we just broadcast an in-depth Twitch stream on it this week.
Jobs and Cyberjob Designs
Our new Job and Cyberjob system is a core component of the Cyber Knights: Flashpoint design. We spent considerable time this month on the Job system and specific Job implementations. In contrast to Star Traders: Frontiers, each Job in Cyber Knights has a unique tree of Job Nodes that contains buffs, Attribute points, Talents and triggered Passive Talents. Within each Jobs tree of Job Nodes, thousands of possible combinations exist. Each Job will have multiple roles that can be configured based on the paths you train in your Job tree.
Each Job is unique, for example the Cyber Knight Job has support, tactician and tank roles while the Agent EX has mobility, stealth and damage roles. Relying on the quantum computer riding in their spine, your Cyber Knight is a master tactician, always one step ahead of the enemy while streaming sensory data and battle awareness between the entire team. Their unique brand of support allows the Cyber Knight to manipulate the turn order to the teams advantage and focus their quantum power against both enemy drones and security. Your Cyber Knight is perfectly positioned for training a second Job -- such as adding Cyberblade or Gunslinger to bring a killing style to their powerful support build. Part of the work of reaching alpha is deciding the scope and progression of what we will include in alpha, Steam Early Access and beyond and we nailed that list down in March. The alpha will include the games 10 core Jobs:
- Cyber Knight
- Vanguard
- Hacker
- Sniper
- Soldier
- Gunslinger
- Cybersword
- AgentEX
- Medic
- Drone Pilot
- Assault
- Hunder
Stalking the field as the alpha of a pack of cybernetically enhanced war dogs, the Hunder brings the fight to the enemy -- close enough for chomping jaw and shotgun. Deploying area-of-effect pack buffs and single-target surge buffs, the Hunder stands out from other companion Jobs as a powerful short ranged and melee-focused build that works in close coordination with their pack to bring down even the toughest armored opponents. Then, during Steam Early Access we are aiming to round out the catalog with 3 more Job adds:
- Assassin (w/ cybercat)
- Warmachine
- Toxkit
Executive Producers #5
In early March, we met with the Executive Producers for the 5th time for another behind-the-scenes reveal and Q&A session about how we are approaching the design for the games pacing and progression. We shared the internal metadata scheme we are using to tag and organize different game elements for progression and reviewed some of the progression charts weve developed to help sequence game elements, challenges and player decisions -- ranging across tactical combat, safehouse team management, story narratives and down to the level of specific job types. Weve included a 4 minute excerpt excerpt from this Executive Producers session which ran over an hour in length. In the clip, we were detailing our breakdown and approach to pacing, challenge and systems introduction in the Tutorial, Early Game, Mid Game and Late Game. If youre eager more details about what were cooking, this is a great listen! Enjoy. [previewyoutube=WEmzMBQxqEU;full][/previewyoutube] From now until the alpha release, we are scheduling monthly meetings with the Executive Producers so they will have a constant pulse on our progress and our design decisions. We hope youre enjoying the clips shared in the Kickstarter, as well keep up that practice so every backer can get a sneak peak into the EP reward tier!
Reward and Stretch Goal Progress
As always, we include the infographic of our progress to ensure it is clear where all of our commitments on stretch goals and rewards stand. We are excited to announce that we have completed the final rewards that were slated to be finished before alpha -- every backers 3D face, hair and beard are now complete. There are 62 backers at this level, so that will take some time to gather every screenshot and record multiple videos for each, but the first 7 emails have gone out this week (11%) so it should not be long before you'll get yours! You can check out one of the pieces of the reward below -- a video showing off the backer's designed face and hair and then multiple different variations on that style. If the video is coming through blurry, be sure to play it on YouTube! [previewyoutube=5u4HawL7akg;full][/previewyoutube]
What a year it has been. It is hard to believe weve come around to the anniversary of the Kickstarters launch. At every milestone and checkpoint, we look back on how far weve come and on our supporters -- you! -- who made this possible and we are grateful. The eve of the launch date is a moment to remember. Last year, Cory and I were staying up late, working on perfecting our by-the-hour checklist for post-launch and trying to keep a lid on our excitement. You all blew that lid right off, funding us before the night was over. And from there, it was a straight shot to impressive stretch goals like new game environments, expanded Matrix gameplay, and most importantly... cats!
As we hit the one year mark, were proud of our progress and glad for the stretch goals and rewards weve already delivered. But we know that weve had some delays and have the lionshare of rewards and stretch goals ahead of us. We will continue to communicate monthly with big status updates and keep you in the loop as to the games progress and projected schedule. We are always grateful for your support and your patience as we work toward the alpha. To repeat the statement from the last update, in case anyone missed it -- the Cyber Knights: Flashpoint alpha will not be ready during Q1 of 2021. We are making steady progress, but there are still months of work to complete before the alpha will be ready and at the quality we want to make the best use of your time and feedback.
Get your cyberpunk fix on our social accounts!
In addition to the @TreseBrothers twitter where we chat game dev and share highlights from all our games, we now have a Facebook and twitter account for Cyber Knights! Plug in to keep updated and get your regular cyberpunk fix. Were sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. See you on the net, Knight!
February Progress
As we mentioned in the January update, were dedicating each week to a certain aspect of the game and putting all our energies into bringing that system or area to alpha readiness. During February, we worked on these major features for a week each: (1) improved level flow, lighting and dynamic security challenges, (2) pre-mission advantages which you can buy from your network of contacts in order to alter the flow of a mission, stack up insurance against reinforcements and alarms, bypass map areas or challenges altogether, or compensate for a teams lack of skill in certain disciplines (hacking, stealth, security), (3) safehouse management, including the ability to smoothly add and upgrade modules, review and recruit from potential merc pool, install workshops for all types of crafting and hacking from home, (4) improved the balance of all weapon classes and the rules for how armor plating is degraded by weapon attacks, built out the Wounds catalog for exciting types of lasting post-combat damage and figured out the scheme by which wounds can be nullified by combat stims and cyberware. It has been a huge month. And every week, were doing so much more than what we can type here reasonably, including things like adding 50 hairstyles and 15 beards to the game, adding a full step-out-from-cover implementation for combat and vastly improving the AIs ability to respond intelligently to threats. And (see below) wiring up the games environment with more intelligence to respond with VFX and SFX that are appropriate to the materials in question. Bullets ricocheting off metallic crates send showers of sparks and play the right sound while those burying themselves in concrete billow out of a cloud of dust.
Mk2 and Hacking Missions
Previously we discussed how adding and cutting scope in the right places benefits the game. Our process of development and early gameplay testing often reveals previously unseen potential. In this case, weve found a place to further expand the Hacking Mk2 system into the missions system in new and exciting ways. The missions system features multi-map missions -- for example, you might first creep across the cargo yard or into the lower utility chambers of a facility before entering the second area, the main nano-factory where you must break into the third and final map of the manufacturing data center. While it is an addition of scope, we have now integrated matrix missions directly into this mission chain so that the mission designer has the option to replace a normal map with a matrix hack or offer the option for the Knights team to pick a matrix hack over a normal map. A hacking focused team might bring their hacker on the mission and bypass the first map altogether by hacking an exposed matrix line from the sewers below the facility to open a path directly to the main factory floor. This integration helps expand the Matrix Mk2 beyond being just amazing matrix-only missions from yoru Safehouse and on-map matrix hacks to gain limited control of map elements and digital loot. Now, the Matrix Mk2 stretch goal will shine in the main mission progression as well. Your stretch goal dollars hard at work! Picking a matrix hack over a regular map will be no less dangerous but allow teams with different operational capacity to handle challenges their own way. This approach to Matrix Mk2 missions also adds an additional set of pre-mission advantages, which we worked on in the first week of February.
Executive Producers / Patreons
Weve scheduled the 5th Executive Producers meeting for early March. With 4 under our belt, weve now reviewed the art process for the game, the multi-job system, stealth action and the games story architecture. As we get closer to alpha, well keep meeting with the Executive Producers regularly, gathering feedback from this valuable first line of players. With so much going on in the game's development, well be aiming to meet with the Execs once a month now until alpha.
Streaming on Twitch
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST.
Rewards and Stretch Goals
With each update, we always include the progress bar infographic to ensure that all backers can easily see the status of every reward and stretch goal in a single glance. With this update, we're excited to share that we have completed the work for all of the backers 3D faces, hair and beards. I started prepping the wave of emails to share these but there are 60 of them and didn't quite finish the grind. Hopefully these are coming soon. So -- the 3D heads are basically done but we have the final step of game integration and sharing with backers. To the backers waiting, sorry for the delay.
Knights and Backers!
We are so excited to welcome 2021! It will be a very big year for the game as we march down the to-do list (stretch goals and rewards) towards the alpha with 1,000+ amazing backers. December ended on a busy note and as January opens, we are roaring into the new year of development!
Alpha Schedule Update
As we arrive in 2021, it is time to revisit the alpha schedule. All of our internal scheduling models show that the Cyber Knights: Flashpoint alpha will not be ready during Q1 of 2021. Were making good progress every day, but the game is big and we added a lot of scope to it through the campaigns stretch goals. This is always a hard decision. There are hundreds of factors at play. Without a doubt, 2020 has been a tough year. And, as weve learned from watching game launches over the years, and over the past few months, it is so critical to launch at the right time. It is up to Cory and I alone to make the decision as to when the alpha is ready. We are always very careful not to risk burning your trust or burning your time by releasing the game to alpha before it is ready and fun to play. We are committed to continuous updates on Kickstarter -- one a month or more -- and to being as transparent as we can be about the schedule and our progress. Were thankful for everyones patience in giving us time to get this right.
Adding and Trimming Scope
When it comes to schedules and deadlines, scope is always a top concern. Getting the right level of depth in all the right systems is key to setting a foundation that will support an amazing game. Over the last few months weve both added some scope -- as our development exposes how exciting some of these areas can be -- and judiciously trimmed scope where it feels right.
Key to gridless movement system are simplified costs and a generous "grace" in the cost of movement A good example of added scope is in pre-mission advantages, where we have found that this heist-style setup can be such a fun part of every mission. We quickly knew that pre-mission advantages needed even more capabilities (such as unlocking previously inaccessible areas in missions), more interactivity options with the maps (such as bribes to buy keys to certain doors) and that it also needed tighter integrations to the Matrix Mk2 expansion. A good example of a scope trim is that we have fully separated the venn diagram of Contact services and safehouse offerings. The original design contained some overlap between Contact services and safehouse modules that impacted your safehouse build strategy, allowing you to rely on Contacts for some things and build your safehouse to cover the others. In practice, we found this to be too much to manage and it added confusion instead of depth. A key example of the separation is that your safehouse will no longer have a cyberware clinic or hospital ward -- these are services provided by Contacts only. Your team will heal slowly at the safehouse on their own and there is no option to invest in becoming a doctors office. What's more, you don't have to weigh the decision of becoming a doctors office against truly exciting things like a drone workshop or a weapon crafting workshop.
There is only one true color for loots!
January Progress
As we march to alpha, we are dedicating each week to a specific area of the game -- finishing data modeling, adding new content, integrating more widely with other systems and pushing testing data through the game. In January, our weeks have been focused on (1) expanding the mission capabilities and allowing stories to fully create missions, (2) improving loot and mission objectives interactivity on the map and (3) Contact services, Traits and the tiered laddering of their offerings. Next up, we are revisiting pre-mission advantages again and pushing even more feature-awesome into their stack as they make up the bedrock of the heist RPG style. Then well be heading back to the safehouse to support a new set of modules including drone workshops and kennels.
Even as we work through a cycle of focus weeks, we are continuing progress every week on some major systems that are still in construction. The biggest of these in the Matrix Mk2 prototype. As promised when we set it as a stretch goal, we are taking a simple system and expanding it into something full blown with an entire job specialty, its own branch of equipment, completely new enemy type (IC) and an AI system for them, special hacking focused cyberware, cyberdecks, matrix missions and more. Were setting aside some hours each week to make progress on this big one.
A story diagram from the EP meeting showing the flow of an early storyline, codenamed Sibling Salvage
Executive Producers / Patreons
Last weekend, we met with the Executive Producers for the 4th time. In this meeting, we discussed the story design theory were using to tackle the challenge combining deep, threaded narrative stories with a squad-based RPG where you have the freedom to create or recruit all of your characters. We shared our architecture and design decisions that helped us form the games data structures and design patterns that are allowing us to create very unique storylines in each playthrough, by engaging and progressing characters and contacts in stories from many different angles. Weve included a five minute excerpt from the introduction to the Executive Producers session where we outlined the goal weve set for the games story system. It doesnt include the juiciest details we shared with the Executive Producers team, but we hope youll find it exciting to hear what kind of experience were aiming to achieve! [previewyoutube=Bml1B98RtBk;full][/previewyoutube] Next week on Thursday, well be sitting down with the Patreon crew to go through the same story design presentation. Any patron at any pledge level is invited to join us for this last Patrons Only Executive Producers meeting which is a thank you to those supporters who pledge to our efforts every month.
Streaming on Twitch
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST.
Rewards and Stretch Goals
As always, we include the progress bar infographic to ensure you can see the status of every reward and stretch goal in a single glance. Last update, we were excited to announce the last of the art stretch goals before alpha had been officially completed. With this update, were very close to closing out the major art reward for backers 3D faces in the game. Hopefully this week or next, the 3D renderings will be going out to our backers to check out!
Also, were continuing constant pressure on the Hacking Mk2 prototype, but there is still a lot of work to complete as discussed above in the January Progress section of the update.
The year of 2020 is coming to a close (imagine that!) but we didnt want to miss the chance to give you another update on our progress and to thank every single backer for your support of our project. With your backing, we are making our dream heist cyberpunk RPG.
It has been a very busy December! We're working through the game now in big sweeps, deepening systems, improving concepts and expanding and hardening the saved game format. There is still so much work to do before it is ready for first alpha contact, but the progress shows daily. Through December weve been working to build out more depth for the enemys security systems, laid the foundation for Matrix Mk2 Hacking system and started another major pass on the missions system that is the cornerstone of the heist-style gameplay-- pre-mission advantages, mission rewards and requirements and all the rest.
But, Are you saying "But murdercat, I can't wait for this game!"? Here's a chance to put your mouseclicks where your mouth is: you can vote for us in RPG Site's Most Anticipated RPG of 2021 poll. RPG Site has been covering RPGs since 2006; we just got our first coverage from them this year, and it's been great to get on their radar. If you have 20 secs to click-through and give us a vote, we appreciate the help!
Also, this holiday season the entire Trese Brothers catalog is part of Steams Winter Sale, offering the best prices of the year for gifts to gamer friends or to snag that one you haven't tried yet.
- We recommend starting with Star Traders: Frontiers, our award-winning space sandbox RPG that players have called "Firefly meets Dune."
- If youre looking for a big dose of challenging tactical combat to get ready for Cyber Knights, then Templar Battleforce might be the xeno-crushing, mech-stomping battler youve always wanted.
- Miss classic fantasy RPGs? Heroes of Steel is our early-days "hidden gem," inspired by old-school Gold Box games like Pool of Radiance.
Matrix Mk2 Prototype
Work has officially begun now on the Matrix Mk2 prototype, by far the largest addition to the games scope funded by the Kickstarter stretch goals. Weve been working to design the system, the character jobs, cyberware, decks, software, IC enemies and more over the last few months. It is a critical system due to how tightly it is tied to the game's real world as well as to the mission objectives. Every hackable matrix access point lets you link into an entirely separate matrix map and exposes digital challenges that might the physical world in very important ways -- letting you smash up security, open that blast door or in the worst case, die when a IC fries your brain stem. The first prototype is high on substance and low on graphics but our early hacker characters are now gliding from node to node across connections, seeking out data stores to steal valuable data and blueprints or control nodes to reach back into the physical world and remove obstacles for their team.
Character Customizing
Even as the art team is approaching the finish line for all of the game's assets, the wonderful creative and skilled team members are finding ways for us to create even cooler results and options. At the moment, there is some extra focus on heads, cybernetic overlays and head customization. The short video below is very early but shows off some of the ideas the team is currently testing with our 3D asset stack -- [previewyoutube=_WhxHOCyPNQ;full][/previewyoutube] The short video shows some of the options were working to bake into your character design studio -- adjusting chin, nose and eye size as well as adding cybernetic overlays, as well as facial tattoos or paint, plus facial animations (which will be used very judiciously lol) and every conceivable coloring options including eye color (glowing, red, terminator, whatever), eye makeup (none, some, purple!), skin color, tattoo or paint colors, and even lip color. Not to mention adding hair, beards, helmets, hats, masks and eyewear ...
Next Level Security
In November and December, we have been expanding the stealth and security aspects of the game in all sorts of exciting ways. Our first step here was to expand the range of security devices as well as add new capabilities, integrate dynamic elements and determine how they could be defeated by the player. New devices like pressure sensors, laser mesh fields and thermo-radar arrays have now come online. Branching out from cameras, we added listening posts which pick up the sound of nearby gunfire and create areas where you can still operate but must be careful of your weapon choices and weapon mods. Motion detectors pick up fast moving objects, creating areas where you can go but must move slowly and therefore risk being caught in the open. Our second focus was to improve the security team response and the security alarm level meta. Weve now transitioned from the prototypes immediate response model to a staggered response model where enemies and security devices have a slight delay before they are able to report their security events (seeing a dead body, one of your characters, getting shot) up to the security AI. This window dramatically improves the feel, giving your team the opportunity to synchronize ambushes and clean up loose ends before the call goes over the radio. This also means the arrival of additional reinforcements are now delayed as well. And finally, weve rebalanced the security meta and doubled the count of the major and minor alarm levels which helps slow down the extreme security responses (instead of always calling Brave Star now...!) and let us be much more granular with the security alarm values. For example, being picked up by a motion detector is far less serious than being spotted by a guard and the extra room in the scale helps model that. The larger scale also helps enable a dynamic element where security systems will turn on as you pass different major alarm thresholds. If a patrol comes across a body and punches the alarm level higher, certain security doors may hardlock and laser meshes may flicker to life to block off other restricted areas.
Scheduled Executive Producers #4
In November, we held the third Executive Producers meeting and looked closely at the games multi-job system and a stealth jobs ability to slip through security and patrols. Weve sent out the invites now for the fourth Executive Producers meeting which will take a deeper dive into advanced security systems and the Matrix Mk2 prototype. We cant wait to share another snapshot with the EPs and gain invaluable early feedback.
Reddit /r/PCGaming AMA
In early December, we posted an AMA (Ask Me Anything) on the PCGaming subreddit and were happy to get awesome reception, spread the word about the game and answers tons of questions not only about Cyber Knights: Flashpoint but about game dev, our game worlds, the business side of what we do and more. If youd like to catch up on all that, check it out on Reddit.
Reward and Stretch Goal Progress
With each update, we include the progress bar infographic to make it easy to check on our progress and where we are at with all commitments, rewards and stretch goals. With this update, weve completed the final art stretch goal slotted before alpha! The new corporate outfits are coming in looking very gilded and with a strong power-suit air. For those mercs looking to cut a classy style or for all the high-powered megacorporate connectors you might meet, these new outfits are mint.
We are excited to say, that closes out the final art stretch goal before alpha except the 3D faces for our Backstory tier backers and above. It's a major notch in the progress tracker.
Here comes 2021! Let's go!
Every week, Cory is working on different aspects of the game on the Trese Brothers Twitch channel on Tuesday or Thursdays at 4PM EST. Recently, he's been showing off the progress on the Matrix Mk2 prototype, so we hope you'll join up to see the fun in action!
It is a thankful time of the year and were taking some time to reflect on all the support that you and our wider community have given us over the past decade. That last part can be kind of hard to believe -- that Cory and I have been creating games professionally together for ten years and as a hobby for our entire lives. We couldnt have done it without you, without our repeat Kickstarter backers, without our Patreons and without our entire community. Thank you all for what youve given us, which has allowed us to give you these games in return!
Executive Producers #3
In November, we held the third Executive Producers meeting to give a demonstration of Cyber Knights multi-job system and its job trees. We looked closely at the Vanguards job tree and did a bit of leveling up to show the tree in action. Then, we took the Vanguard out for a spin in a small stealth level and used her Talents to dodge patrols, knock out security systems, jack a terminal and then quietly executed two guards who were too close to our objective. There were some rough spots -- as stealth gameplay is a hard system to get just right -- but we all had a blast and the demonstration generated a ton of useful feedback and questions. Our executive producers are our first line alpha team who receive early presentations of the games features in action and who we rely on for invaluable early feedback. Were looking forward to scheduling the fourth session soon! The more EP meetings there, are the more you know we're closing in on alpha :D
Recent Press
Were excited to share that Cyber Knights: Flashpoint has recently been featured by the some gaming sites that we love --
In our first appearance on the site, PCGamer's Jon Bolding shared Cyber Knights: Flashpoint and discussed the game's design approach and unique take on cyberpunk in the year 2231. Its been a dream of ours for a long time to be featured on top-tier gaming sites like PCGamer and we couldnt have gotten up there without your support! We also had a chance to sit down the GamingOnLinux team and discuss how Cyber Knights: Flashpoint is both classic and innovative within the tactical turn-based genre and what it has been like developing indie games over the past decade. So, check out A chat with Trese Brothers the makers of the upcoming cyberpunk Cyber Knights: Flashpoint. The Linux gaming community may be small, but they are mighty and weve been proud to bring all of our Steam games to Linux over the years.
Steam Autumn Sale
Every year, we bring some of our best deals out for the Steam Autumn Sale and this year is no exception. While youre waiting for Cyber Knights, wed highly recommend you check out its extremely well reviewed tactical predecessor, save 60% on Templar Battleforce. And dont miss a chance to sail the stars as an intergalactic bounty hunter, spy or space pirate. Save 50% on Star Traders: Frontiers where you can see the true depth of our idea of endless replay and how we lovingly support our games after launch.
Reward and Stretch Goal Progress
We always include the progress bar infographic to make it easy to check on our progress and where we are at with all commitments, rewards and stretch goals. With this update, weve completed one additional art stretch goal -- the new scout drone chassis. Coming in hot on 3 rotors, the tri-scout is equipped with powerful comms and sensory equipment making it a real boon to your team to gather battlefield intel or a real threat to expose your team and leave you in their sights.
Weve also made a minor adjustment to the progress bar graphic to be sure the timeline of dependencies is clear. We are working our way from the top to the bottom. Therefore, we have moved the Pen and Paper RPG reward to the bottom of the stack to be sure there is confusion that the alpha will not launch until that campaign is scheduled and completed. We're getting there!
Cory and I are beyond excited about the progress weve made on the game over the past year. Sometimes it is easy to get stressed about individual milestones and internal delays, but as we hit our stride in Q4 of 2020, we are taking a moment to look back with deep gratitude for all that you, our backers, have given us. Cyber Knights has now been in the works for almost two years if you include all the planning and build up to the Kickstarter and the wild ride since. But weve been dreaming about it for a lot longer. This game is built on a campaign world more than 10 years in the making, and each of you who joined us as backers have become part of this decade-long journey.
We have such a dedicated team of creative people who have put so much work into making this game a success. Along the way weve gained new partners, new allies, new team members and more. So -- while there are still mountains to climb -- we want to once again, say thank you to the Cyber Knights team!
Our commitment is to keep you updated on progress continually, even if nothing earth shattering has happened. Were making steady progress toward alpha, building out systems, playing, testing, iterating to improve.
Iterative Deepening
Our promise to you is to create complex systems with extreme replay. One of the ways we have always achieved that at Trese Brothers is to practice an iterative style of development. We trained in this style for years working with larger teams and razor-thin deadlines in the enterprise software world. It has served us very well in game dev and so in the month of October weve been doing a classic iterative deepening pass on some of the game systems. In October, weve been revisiting the distinct planning phase of missions and working to make the breadth of pre-mission advantages even more exciting and impactful. When we set out to iterate on a system, we look specifically for ways to increase player agency and help the system cleave closer to the original feeling we wanted it to create -- in this case, the pre-heist planning before the high-tension mission. As we find with many deepening passes, the new planned improvements are going to expand and make this part of the game even more important, fun and impactful on how your team approaches missions. Our focus here has been how to allow your pre-mission planning to alter a mission's structure so that if you plan for it, you can choose different entry points, skip certain segments and avoid or hunt out optional challenging objectives. And, while it may not seem like the most likely component, we have been revisiting our movement and pathing system. It is a key component that underpins everything -- from assisting a player find the right cover position to driving enemy patrol paths and hunting behavior. Weve found consistently over the last few months that we are bumping up against the edges of what we can achieve with Unitys built-in navmesh and pathing system. In this deepening pass, were coming back through to replace the movement and pathing system with a best of breed 3rd party component -- the A* Pathfinding Project -- that promises to provide the APIs we need to smooth out those edges and open up new capabilities for smarter AI movement, better handling for flying drones and improved assistance to the player when entering move orders. [previewyoutube=sPcACkoNO1I;full][/previewyoutube]
Art and Music Milestones
The art team is approaching an important alpha ready milestone, meaning they will have completed all of the art that is planned to be rolled out during the alpha phase of the game. This is a massive achievement with thousands of 3D pieces included from environments to weapons to faces. Were exceedingly proud of the work they have done and cant wait to start the next phase of the project which will be to take alpha feedback and gather the Early Access ready project manifest. On the music side of the house, both the Skyrise and Safehouse tracks are now in composition. Well share more soon but we are working on some exciting directions for the Safehouse tracks, including bringing on voice talent for one track and using a vocoder to punch up another.
Executive Producers & Patreon Meeting
The invitations for the next Executive Producers meeting have now been sent out. We are bringing together this team to do a deep dive into Cyber Knights multi-Job system and all of the abilities that they can unlock through their advancement trees. This week we will also be sending out an invitation to our 102 supporters on Patreon to join us for a separate meeting that will dive into the same topic. This is a special reward offer we have extended to our patrons who have supported our studio for a long time, many giving a small monthly pledge for years. If youre interested in helping the studio continue to grow beyond Cyber Knights and like digital rewards and sneak peaks, you might consider joining us there! https://www.patreon.com/tresebrothers
Reward and Stretch Goal Progress
In updates we always make a point to include the progress bar infographic to ensure that our dates, progress and commitments are clear. With this update weve completed two more of the art stretch goals that stand in the way of the alpha. As the art team nears their final milestone of alpha-ready were closing in all of the art stretch goals coming to pass. The art team has recently completed the Attack Drone and Support Drone stretch goals and they are looking awesome, as you can see below. These additional drone types greatly expand the options of chassis that we will be able to include in the game, making the drone pilot all that more fun, and the enemy drone fleet all that more terrifying. The heavy chassis of the support drone is slow moving on its hover rings but is capable of packing powerful weaponry as well as extra gear and powerful buffs and defensive maneuvers.
The lightweight chassis of the attack drone is built around its weaponry, speed and jets. Targets are spotted, hunted and eliminated.
Knights and Backers,
Our goal with our Kickstarters has always been to provide top tier communication to you, our backers. So, with that said, well jump right into the schedule update as we wrap up Q3 2020.
Schedule Update
Far too many Kickstarters wait until there are already major problems to update their backers. As we wrap up Q3 of 2020, we want to share our realistic estimates that it is now more likely that the Cyber Knights Alpha will start in Q1 2021 rather than late 2020. As many other game and movie studios -- big and small -- have found this year, it has been challenging to keep to previously planned schedules. There are many reasons for the slowdown including COVID-19 which has impacted not only on our team but each of our partners. Weve also made some decisions this year to focus on refining and expanding parts of the games foundation, which has traded some time for significant future benefits of features and speed of delivery. This includes rebuilding our UI kit, adding cross-platform cloud sync capability, language translation support and integrating Wwise to achieve both reactive and dynamic music/SFX. To help everyone stay on the same page, weve updated the Progress Bar to reflect the revised timeline. With every update we will continue to share as transparently as we can about any schedule changes and will always post the most up to date Progress Bar in each update so these milestone dates and progress on stretch goals and rewards are all clear. [previewyoutube=Dw4lAA6VYIE;full][/previewyoutube]
September Progress
A delay in schedule doesnt change the fact that we are working tirelessly to bring this game to the alpha phase as soon as possible. While it may feel like a set back, at this stage it is far more important that we take our time and get it right than to try to rush it to make up for lost hours in 2020. We have been cranking -- September has been a month of major progress. Were integrating systems while adding and pruning others judiciously to ensure the best flow and focus for the gameplay loop. One example is the formal addition of Blueprints, a type of item that is the plan to build another item. While we had planned for blueprint-like features within the story and crafting, theyve recently gotten the upgrade to full system. They are now first class citizens with all the necessary bells and whistles to buy, sell, loot, steal and craft items from your blueprints in your safehouse or through a crafting-focused contact.
Mergers and integrations of systems and continued refinement of the gameplay loop is naturally pushing us to take stock of the original prototype content -- weapons, armor, monsters, everything -- that we loaded into the game and balanced. To prepare for the larger content build out that is to come through the alpha, were diving back into our balancing tables, statistical models and equations. One example here is the massive pricing matrix that we are building out to preplan the relative price of all the types of resources, rewards and challenges in the game. This work is necessary in order to be certain that the scaling and balance of mission payments to maintenance cost to your stream of upgrades is balanced and fun. The starting point to this on-going exercise was to peg the basic mission payment at $500. If level 1 weapons (which you have) are $100 and level 2 weapons are $200 then you could finish your first mission and upgrade two weapons. With minor medical treatment is $10, medium is $50 and major treatment is $250, if your team got banged up a bit on the mission, your ability to purchase the 2 weapons might waver. And with level 1 armor costing $200 and level 2 armor costing $400 which means you could ... this table has many columns, rows and internal calculations! Weapons, armor, gear, items, grenades, medkits, cyberware, drones, dogs, cats, safehouse upgrades, matrix hacking rigs, mission rewards, blueprints, medical treatment, recruits ... oh my!!
Weve been working on the battle map to bring better visualization to the active elements such as Overwatch, sight lines and cover. The AIs sight lines have especially helped us fine tune the stealth and sneaking game and will be important parts of the gameplay. By improving the rules and raycasting used to detect players were getting entirely consistent and logical results.
Now that the AI understands cover and the optimal ranges of their weapons, they are running around in much more dangerous fashion, ducking behind barricades and taking flanking positions to flush your team from cover.
As always now, everything we add further expands and deepens the animation controller which has blown up the monster you see below. The overwatch animation transitions have just been added and were prepping to add step-out from cover, which will be another major chunk.
The art team is finishing the Skyrise stretch goal environment now with just a few more props to go. The concept art for the Streets environment is complete and the hard surface modeling team has transitioned to bringing those gritty pieces to life.
Progress and more progress! Were preparing in October to reconvene the Executive Producers team to give a gameplay-focused preview and to gather early feedback from that excellent team.
Cyberpunk Day is 10-10-2020 - join us for a game preview and Dev Q&A stream!
For everyone who's a genre fan or wants to dive deeper, join us and a coalition of authors, musicians, filmmakers and more in celebrating all things cyberpunk on the first World Cyberpunk Day, 10-10-2020. The day will be a hashtag-driven (#CyberpunkDay) celebration, with people sharing author readings, film highlights, new music, and more -- just check the hashtag link above on the day, or follow @CyberpunkDay for the "official" highlights. We'll be joining in the festivities by streaming a game preview and live Dev Q&A at 3 PM Eastern; add it to your calendar and check @CyberKnightsRPG for the link to watch. Join us in celebrating all things cyberpunk!
Reward and Stretch Goal Progress
As always, weve included the progress bar infographic to ensure our progress and commitments are clear. With this update, weve completed a few more of the art stretch goals that are between us and alpha. Your support on Kickstarter gave us a significantly expanded art budget to add new character outfits, drones, dogs and even cats! Were getting closer to completing all the art assets required for those even if some of them (such as cybercats) still have significant game dev needs to be game-ready. The art team has now completed both the Street Outfit and Military Outfit stretch goals and they are looking awesome, as shown below. All four of them offer a lot of new versatility to the outfit options. We hope you like the look of the street berserks and the career mercenary outfits.
The new Corp Outfits are still in their high poly phases but will be heading to be prepped for the game and textured soon.
We know a schedule slip is never something any backer wants to hear. We appreciate your patience and we will keep marching to our commitment to make this amazing game for you!
September is here and autumn is just a few weeks away. As the seasons make their steady progress across the year, we continue to make steady progress on Cyber Knights: Flashpoint. As we hit each new milestone, our work and focus shift from one area of the game to another and September is a month of changing priorities.
Were still hitting updates every 2-4 weeks here on Kickstarter, but if you want to keep up with us more regularly, were putting extra emphasis this autumn on connecting with our fans on social media. In addition to our regular @Tresebrothers on Twitter, weve launched a new cyberpunk focused account, @CyberKnightsRPG. Plug in to see the latest concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. If you want Cyber Knights on a drip, follow us here:
https://twitter.com/CyberKnightsRPG
[previewyoutube=hiQ5lCuvfJs;full][/previewyoutube]
Big Summer Milestones
All summer long we have announced major milestones and our progress on the games foundation components and infrastructure, as well as new features and stretch goals. In the June Report, we shared the exciting addition of multiple language support in the game. In Julys Update, we shared that with your funding we were able to license and integrated top-tier audio middleware Wwise from Audiokinetic, giving us features youd expect from AAA games like dynamic audio, game-state reactive music and a fully 3D sound stage for combat. Finally, in Augusts Update we announced the support of cross-platform cloud save that will let you backup, restore and sync your games across any number of machines and devices. Along the way the art team has completed a major milestone -- the concept art team is now completely done! All remaining work is now in completing all the game-ready 3D assets and final animations! Of course, as we are working through all of these major items progress is being made on the core gameplay, a new saved game format, the character professions that will be offered, the intricacies of the battle map, cover, safehouse, sight lines, stealth and more.
Integrating Systems
September is a month of change and integration. The majority of the games systems are now in and functioning per their design. The process of plugging them together and tightly integrating them has begun. For example, you can now train your teammates in their second Jobs. Some of those Jobs -- like Hunder or Hacker -- require certain cybernetic enhancements -- like an Evo Rig or a neural nanowire interface. If you need a new implant to train in a Job, you can go to your Safehouses medical clinic and pay for a new implant. Now, such surger properly takes your character out of action for a while and you have to advance the game clock before they are available for a mission again. Advancing the game clock also lets your workshop run, which might produce your new rifle scope from the blueprint you fed into it. You can snap that rifle scope onto your current AR for some extra optimal range and drop into a mission and the rifles 3D model will rock that scope. That might all sound very ho-hum, thats a game -- but it's a critical turning point in the game dev cycle to move from isolated play loops to integrated play loops. There are months of work still to go but the shift to integration is a big one.
Job Skill Trees
As August closed we were digging deep into the variety, mechanics and balance of the starting Jobs that are planned for the games alpha. The last few months have allowed us to build out a new, powerful and dynamic Talent implementation. Now were working at a detail level to spec out the separate functional domains within each Job -- Soldiers can have a territory control focus while Knights can build to be powerfully anti-drone -- as well as the exact active and passive Talents for each of these domains and how they intersect.
We have drawn on inspiration from other deep RPGs as well as our previous games like Templar Battleforce to craft a powerful skill tree system for Cyber Knights: Flashpoint. As your characters level, they will gain points to spend on the skill trees of either of their 2 Jobs. Each node on the tree can grant a wide array of bonuses, including training in new active Talents (you pick when to use them) and passive Talents (they proc automatically on game events). Other skill tree nodes can grant permanent bonuses, such as improvements to weapon accuracy, increased movement speed or additional attribute points. As you craft your build, youll also seek out nodes on the tree that can change the meta of your active and passive Talents, increasing their use refresh rate, increasing their max use count, increasing their effects or even adding completely new aspects to their effects. Soldiers can quickly snag a solid active Talent that increases defensive bonus from cover and buffs critical hit percentage, but by investing down one branch of your skill tree, you can change its aspects. On one node, you might alter the Talent to allow you to also recover Recoil, making it perfect for on-the-move mercs who dash between cover, hunker down and still need to take accurate shots on the same turn. Down another branch, you might alter the same Talent by increasing your overwatch angle of fire while reducing your movement rate, improving it for mercs who are more defensive and more focused on territory control than rapid advances. Youll be able to plot your own course through the skill tree, picking one, both or neither of these nodes with your points. Lets just say -- we cannot wait to see what characters you create with this new system. As we know the structures of the trees and their bonuses will be some of the most revised and tweaked data points in the game up to and through the alpha, were building to be flexible and ready to adjust the meta without a lot of groaning and pain. Just another place where Corys 10 years of data-driven game development is helping us cope with big systems and large data sets without losing our agility. [previewyoutube=eBm2r3NB7Dc;full][/previewyoutube]
Reward and Stretch Goal Progress
As always, weve included the progress bar infographic to ensure our progress and commitments are clear. With this update, were excited to say that three of the big art stretch goals have been completed.
Both stretch goal dog breeds -- the Support Beagle and Fast-Attack Shepherd -- have now had both their 3D models fully completed and their animation packs done as well. Theyre ready to join your hunder in the game! Weve crossed these off the list in the progress bar. The original cyber lynx cat has now completed its animation pack which is supported by a beautiful 3D model. This goal had been planned under Alpha Access but has been completed early. The cyber snow leopard also has a completed 3D model and is waiting for its animation pack.
Both the stretch goal Support Drone and Scout Drone have completed 3D models but are waiting for animation treatment similar to the previews we checked out in the last update. The Battle Drones high poly 3D sculpt has just started. These are close but not ready to be struck from the list. Were making continued progress on the 50+ backer faces in 3D. This game is going to have a lot of face options! The next set of items to flip will be more completed art stretch goals -- we'll probably be marching right down the list. For every new strike off the list, the closer we get to alpha!
Streaming on Twitch
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST. [previewyoutube=5DbOJqRLTAo;full][/previewyoutube]
We made it to August and autumn is just ahead. Trese Brothers has some exciting milestones to share with you, our backers. Not all the work of making a game is glorious 3D beauty, in fact a ton of the hardest work is down in the guts of an engine, plugins, libraries and platform support. There are a couple of big milestones here, but I am sure our community will be most excited to hear about cross-platform cloud saves!
Weve been grinding away on the big behind the curtains milestones for the game -- if you missed our July Update we shared preview details about the Level Builder, in our June Progress Update, we announced language pack support and in our End of Q2 Update, we announced the games reactive soundtrack and SFX system.
[previewyoutube=29zEysjtn7A;full][/previewyoutube]
The animation team is working on the drones this week -- you'll fear these metallic beasts or your drone pilot will be slinging mad metal and the enemy will fear you!
In addition to CK's Facebook page and the @TreseBrothers twitter, we now have a twitter account you can plug into to keep updated *and* get your regular cyberpunk fix. Sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more.
Follow us here: https://twitter.com/CyberKnightsRPG
Cloud Saves Milestone
This week, weve been buttoning up the prototypes support for cross-platform cloud saves. It is everything our community has asked us to provide for our titles -- easy to use, fast, cross-platform and with the option to make it sync automatically on session end. Play on your desktop, boot up your laptop and keep playing right where you left off. Stuck waiting somewhere? Switch to your phone and finish up that mission you paused. Come home and want to relax, that squad is ready to keep dodging through the shadows of New Boston right where you took your break! This cloud save solution can also be used for straight up transfer and backup without the automated option. It is easy to extract your games into a ZIP file to backup or just push your games from one device to another when you want and not every time you boot up a game. This is a feature weve always wanted in our games and has often been requested by the community. We are very pleased to be able to finally have the necessary support in our engine so we can deliver a first-class experience.
Alpha Platform Milestone
We have always strived to provide an uncompromising, content-rich and highly replayable gaming experience on every platform we support. As Cyber Knights: Flashpoint has seen us upgrade our game engine for the first time in 5 years, weve had a challenge on our list we havent faced in a long time: to get our games core, save system, math, sound engine -- the full stack -- running on every alpha platform, without any compromises. As a small team, our consistency and strict requirements for our cross-platform components have allowed us years of agile development without baggage once a game gets into production. Therefore, this task was a mountain we knew wed have to climb no matter the cost. Were excited to say that last week after about 9 months of on and off work, Cory has the game and every core component running in Unity on every platform we plan to include in the alpha (Windows, Mac, Linux, iOS, Android). It may not sound that shiny, it might not be the hottest blaze in the update, but it may be the most important milestone of the last few months!
Concept Art Milestone
Were excited to share a major art milestone that we passed through in late July -- all of the concept art for the games assets is now complete. Concept art is critical to define the style, consistency and clarity of design for the 3D team. This concept art is translated directly into 3D game ready assets and weve had a tightly knit and awesome team working on it since the start. This doesnt mean that more art wont be added to the game at a later date, but the initial scope for the games art, plus the very sizable addition from this Kickstarter has been completed. That means all attention is turning to the remaining months of animation, 3D sculpting and texturing that feeds into the process of integrating everything into the game in a working, beautiful state.
Backer Faces in 3D
As we mentioned in the last update, the concept art for our Kickstarter backers faces is completed and the 3D artists are hard at work sculpting more than 50 heads! Here is another set of drafts. Well keep sharing results as we get them, so expect to see more soon. Note, all the shown hair is still early draft with planned revisions.
Reward and Stretch Goal Progress
As always, here is the infographic of the progress bar to ensure it is clear where all of our commitments stand. Nothing has changed enough to alter the graphic since the last update, but we are achieving some major momentum with these platform milestones tucked under our belt. Lets go! The next set of items to flip will be completing the art stretch goals -- we'll probably be marching right down the list, starting by striking out the 2 new dog breeds. The more we strike down, the closer we get to alpha!
There's only one thing left to do -- hit that wishlist button!
With July already well underway, were back again for some show and tell about game dev progress and to deliver a reminder to everyone about the awesome MercerBot features on our Discord, and reveal the latest on both stretch goals and rewards. Its a big one, so be sure to keep scrolling!
If you missed Update #31, we announced language pack support and debuted the snow leopard design. In Update #32, we announced the games reactive music/SFX and shared all of the concept art for the backers faces.
Level Builder
In the last few updates, weve talked a lot about the foundation elements of the Cyber Knights: Flashpoint game -- including translation support, reactive sound design and our new UI toolkit. Another fundamental piece underpinning our ability to successfully build out the game is our Level Builder tool, which we are now excited to off in an early preview video. Our goals in designing the Level Builder toolkit were simple but as this is a tool where we will spend an astronomical number of hours, we had to hold it to a very high standard. Were excited to have hit the minimum requirements we set for ourselves -- with lots of room for iterative improvement -- and are now in motion with the Level Builder, logging bugs, improving its various themes and most importantly -- building levels!
- Author can rapidly block out of levels
- Author never places individual elements that are prone to error (walls, floors, fences)
- Author can play the level during development very easily
- Level Builder optimizes objects and components for efficiency (merge geometry, box colliders)
- Level Builder retains its ability to edit a level even after level is shipped to production (so that updates are easy and not painful)
- Level Builder is prepared to be a cornerstone tool of our modkit
Using MercerBot on Discord
To support our 5000+ backers on the Trese Brothers Verified Discord Server, weve written a custom Discord bot, styled after the terrifying cyber-tactician, Max Mercer. To communicate with MercerBot, you can type commands into any Discord channel on our server but you can also use the dedicated channel just for messing around with bots, #bot_talk.
Cyber Knights Volunteers
Volunteers are players interested in helping new players with advice or answer questions. You can become a Cyber Knights Volunteer using the commands max!vol to join, or the max!unvol to depart the group. Any user on the Discord server can mention the @CKF Volunteer role to ask for assistance with the Alpha Test, Discord or other community resources. We hope to have a sizable community of volunteers signed up by the time the game becomes publicly available so that these pro alpha players can help support the game and the community.
Cyber Knights Notifications
You can sign up to receive Cyber Knights Notifications from the Trese Brothers team using the commands max!subscribe to join the list and max!unsubscribe to depart from it. We will mention the @CKF Notification role when we publish new Kickstarter updates, Alpha builds or social media posts we think are worth checking out.
Star Traders: Frontiers Volunteers
Similar to Cyber Knights Volunteers, the server has a matching role for our previous Kickstarter, Star Traders: Frontiers. If youd like to volunteer to provide support there, use the commands max!vol_stf to join, or the max!unvol_stf to depart the group. Any user on the Discord server can mention the @STF Volunteer role to ask for assistance with the game.
Twitch Notifications
You can sign up to receive Twitch Stream Notifications from the Trese Brothers team using the commands max!twitch to join the list and max!untwitch to leave. We will mention the @Twitch Notification role whenever we go live on Twitch.
Stretch Goal Outfits: Milsec & Corporate
You unlocked 3 different new outfit sets (street, military, corp) during the campaigns funding run and were excited to share the second and third sets today -- milsec and corp! First, the milsec pair features a lighter set of armor of the all-day, every-day security soldier. Eschewing some of the trappings of heavier armor, the military tactsuit design enables a mobile street soldier who needs to balance speed, carry and defense.
And then those fancy corps have dressed to kill, pushing the stylistic limits of 2231 to ensure they are wearing the blaziest blaze.
Backer Faces in 3D
With all of the concept art now wrapped up for our Kickstarter backers faces, the 3D team is starting to migrate those faces into the pipeline and into the high poly sculpting phase. Were very pleased to share the early results! These are, of course, earlier drafts but we cant wait to see the entire crew in 3D glory.
Progress Bar
As a rule we include the progress bar in every update. The changes with this update are to add the 3D tag to the New Military and New Corp Outfit stretch goals as they have passed through their concept phase. If you have any questions about the current state of stretch goals or rewards, just post a comment on this update or drop us a message and we can help out!
Thank you for your on-going support! Be sure to Wishlist Cyber Knights: Flashpoint if you haven't yet. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Knights!
The third quarter of 2020 is just around the corner and we are back to share the latest game dev news and highlight the backer rewards that are fast moving at the moment. As we get into the height of summer, well be picking up the pace of updates a bit as there is going to be a lot coming together at once.
If you missed the last Update #31, we announced language pack support, debuted the snow leopard and the new Street Outfit stretch goal design.
Remember to hit that Wishlist button!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Reactive, Dynamic Music/SFX
In the last Kickstarter update, we announced that Cyber Knights: Flashpoint will be translated into multiple languages. A week later, were wrapping up another major upgrade to our music and SFX system. Part of our journey over the last 10 years has been working to always improve every aspect of our work with each new game. For those of you who have been with us for a while, youve heard this evolution as we have grown from buying $35 non-exclusive tracks, to $350 non-exclusive tracks and finally experiencing the joy of having our own custom composed soundtrack for Star Traders: Frontiers. Today were excited to share another step beyond that -- we have upgraded to Wwise, a feature-rich AAA audio-middleware that provides interactive audio solutions for games. Working with our composers and sound designers at Studio Viking, were now rigging up the games soundtrack with unparalleled dynamics -- at least for us. The ability for the games music to dynamically reflect the state of the game is a huge step beyond a beautifully composed soundtrack. The games music will now react to different gameplay modes, playing and transitioning between different music as you are sneaking versus in combat versus fighting a boss. Even more awesome, within these different musical modes the music playing is no longer just looping tracks from the soundtrack but it will actually change, increase or reduce its tempo, add and remove musical elements and intensify as the threat level (of being discovered, of the boss, or of the fight at hand) increases or wanes. Once we hit the stretch goals for Skyrise and Safehouse soundtrack expansions, we knew that it was time to take the next step up the evolution of game music and SFX. And here we are!
Legacy Campaign 1 of 2 Complete
Last week we completed the final and 13th session of the first Legacy Edition campaign reward for @DrSpendLove and his crew. The conspiracy and its secrets, final betrayals, discoveries and nail biting choices played out to the very last minutes when a final calculating decision changed the lives of Yoss, his team and New Boston forever. The results of this first campaign are packed full of game story spoilers we are not willing to share yet. Their extensive campaign has set up one of the big conflicts that will feature in-game for New Boston in the year 2231. We look forward to the day where we can reveal more about the story arc they played, the choices they made and the impacts they had on the game.
Creators Edition Faces
One of the largest creative reward sets weve been working to deliver is the concept art for over 50 backer faces. Were excited to share a sampling of those unique and exciting creations today!
With this set nearly complete, the 3D modeling team has just started sculpting the first faces, so the next step will be coming soon.
First Exec Producers Recap
We had a great meeting with the Executive Producers team last week to share the inner workings of the game's art design and process, how we have executed the project and the results we've been able to achieve. It was an exciting hour but we had so much to share we didn't cover half of it! We'll be scheduling more EP meetings with the team to finish up the art discussion, discuss major design and gameplay milestones and more!
Progress Bar Status
With each update, we always include the Progress Bar report so the current status is nice and clear. Here is a quick summary of the changes with this update:
- Weve marked 1/2 of the "Pen and Paper RPG" for the Legacy Edition rewards completed
- With the 3D team starting on the backer faces now, we've added the 3D tag to the Creator Edition Faces reward
Knights!
It has been a little longer than we expected since the last update -- a month and 3 days -- but weve got a massive slew of news today including new artwork, the snow leopard reveal, exciting language pack plans, details about the first upcoming Exec Producers meeting, reward deliveries and more. We've got at least one more Kickstarter update scheduled before the end of June, so we'll keep the pace a little more snappy.
With that much to cover, lets get going -- and remember to Wishlist now on Steam!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Introducing the Snow Leopard!
Thanks to all of our backers, we unlocked cyber cats and the Assassin Job at the $225,000 stretch goal. Even better, we decided to unlock the additional cat breed from the $235,000 goal as well -- because, two cats are better than one! And then, in a run off between three possibilities, you voted for the Snow Leopard to be the additional cat breed. And that leads us to today, where the concept art team -- led by some cat lovers! -- has delivered this amazing piece for the snow leopard design. What a beast! Clearly, this will not be an easy cat to find and recruit, but to have such a majestic animal at your Assassins side will never grow old.
Announcing Plans for Language Pack Support!
Since the close of the Kickstarter, weve been extremely busy building new engine components and adapting our workflows and content building systems for Cyber Knights. These are some major tasks that will set the foundation of Cyber Knights and include items like rewriting our UI toolkit and establishing a proper text management system within Unity.
Each of our future Kickstarter updates is likely to touch on the results of some of these major engineering tasks. Today, were excited to share our plans and progress for translating Cyber Knights: Flashpoint into many languages. Despite being only available in English, our previous game Star Traders: Frontiers has a large international fanbase and weve always hoped to be able to translate the game for those players. However, this is much easier when we have a fresh start and this Kickstarter and Cyber Knights has afforded us that opportunity. We have not finalized our language list or exact system for how translations will be available; however, the engineering work has reached a point where we can commit to translating Cyber Knights: Flashpoint into multiple languages. During the alpha, we work with interested players within the community to help test out the full translation pipeline and provide some initial community-led translations. Depending on the success of those efforts we will further engage the community and bring in professional translation services as needed to complete the project. While we cant commit to specific language nor which languages might be available when the game launches on Steam, the UI toolkit is now ready to play and well be keeping that support tested, polished and primed for translation throughout the entire game development cycle.
Stretch Goal Outfits
There were 3 different new outfit sets (street, military, corp) unlocked as the project marched up its stretch goal ladder and we are excited to debut the first set today -- the street outfits. The corp and military additions will follow soon enough, but for today were looking over a street berserker and an all too cool bubble-gum popping street blade.
Forum Badges Delivered
We have now completed the sweep of social rewards due for the project, with every backer who entered a forum username for either the backers badge or the alpha badge now tagged on our forum. For our alpha backers, this badge will grant you access to the private forum boards used for feedback, suggestions and bug reports during the alpha. Now is a good time to check your forum account and make sure you are a badged! If you want your Cyber Knights badge to be shown as your active group, you must set it to be your users display group under Edit Profile > Settings > Display Group.
First Exec Producers Meeting
As the project has been picking up speed, were now preparing to sit down with our 22 Executive Producers ($1,000 reward or higher) and give them the first big behind the scenes look. This first meeting is focused on the games artwork and the process of visualizing, designing, drawing and then 3D modeling the Cyber Knights world -- not to mention putting it all into motion. The Execs will get a special tour of the process, the tools we use, and get a sneak peak look at a lot of the work-in-progress art as it stands.
Backer Pen & Paper Game
When we last covered the pen and paper game for @DrSpendLove in our May update, wed played the first four sessions of the campaign. Last night we played out the 13th and penultimate session with the final showdown looming inexorably over Yoss and his team. Some huge final choices have to be made and the consequences will ripple through New Boston and the game's story! From where we last left Yoss, Cat, Shimmer and Lupin they dove straight into spoiler territory for the game. Their investigation led them through illicit gambling houses, corporate shadow banking and onto the trail of a secret shell corporation -- Nordic Financial Holdings Limited. In these situations, you have to follow the money, Shimmer said at the time. The Faces quote has haunted them for the rest of the campaign. The trail of money has led them through shell companies, to secret orbital communications relays, to the very top of the Matsumoto board and back down again into the dirty and bloody Los V streets of Ward 4. The trail of the money ran deep and they have peeled back layer after layer of a dizzying conspiracy until at last they saw how it all connected in Session #11. The deadly cat and mouse game has continued unabated, each side landing body blows as the team has destroyed both some key enemies and assets but have lost their safehouse, friends and limbs in the balance. The chips havent all hit the table yet and there are still more to fall.
Progress Bar Report
With each update, we always include the Progress Bar report so the current status is nice and clear. With this update, the only change is to mark off the Forum Badges as now completed and to add the little "3D" icon to those assets that have their concept art completed and are now in the hands of the 3D modeling team. Here is a swift summary, but see below for more details and art.
- All concept art for the stretch goals (dogs, drones, cats, outfits and environments) are in the hands of the concept team and most are in the review and tweak stage or completed.
- Our concept art team has completed 46 or the 55 heads turned in our backers and the concept art is getting reviewed, finalized and ready for 3D processing.
- Weve completed 13 sessions -- almost 40 hours -- of the first reward pen and paper Cyber Knights campaign. We will play our last session next week and bring the campaign to its nail-biting conclusion. We will miss the weekly chance to visit New Boston -- it has been so much fun!
Knights!
We have a lot of exciting progress to share in this report, but we wanted to start with some gratitude. Were counting ourselves lucky to have all of you with us during these difficult times. It has been only two months since the close of our Kickstarter but it feels like much longer than that. Our community is chatting and growing in our Official Verified Trese Brothers Games Discord Server so be sure to download Discord and register an account. As a backer,youre entitled to VIP standing on the server, so type max!addrole to summon the MercerBot to gain your backer or alpha role. Hope to see you all there!
Recently, we were excited to sit down with an interview with a longtime mainstay in the gaming press -- Hardcore Droid -- whose team has covered our games since the beginning when we only made Android games. We hope youll check out the Hardcore Droid Interview with Trese Brothers where we talk about the game, the Kickstarter, the industry, our relationship brothers and co-creators and more.
Progress Bar Report
With the last update 3 weeks out, we are excited to report some moving and shaking across the Progress Bar. Our schedule for rewards and stretch goals is split out into major groups (pre-Alpha, Alpha, and then the series of game market launches) and we are excited to say that all but one stretch goal and reward (waiting on Matrix Mk2) in the pre-Alpha grouping is now underway with the blue progress circle hovering by their names. The next exciting phase of this will start to see more of these items struck from the list completely finished. Here is a swift summary, but see below for more details and art.
- All dogs, drones, cats, outfits and environments are now in the concept art phase or waiting with finished concept art to get pulled into the 3D production pipeline. This includes a number of stretch goals committed for delivery during the Alpha.
- Weve turned over the first 20 references for backers 3D heads to the concept art team as well.
- Weve completed 4 sessions -- about 11 hours -- of the first reward pen and paper Cyber Knights campaign. The story, connections and risks have intensified with each new session.
Backer Pen & Paper Games
Let the games begin! We have been extremely excited to sit down with Legacy Edition backer @DrSpendlove and his friends and spin an all new story in the world of Cyber Knights. Under the New Boston dome in 2230, the Cyber Knight Yoss and his team are extremely well positioned to impact the timeline and events of the game set in 2231. Cory and I have had an absolute blast so far running the campaign together as co-storytellers and were both on the edge of our seats to see what major decisions and characters will echo into Cyber Knights: Flashpoints storyline as this campaign continues to unfold. First, let us introduce the team: Yoss the Knight, Shimmer the Face, Catalina the Gunslinger and Agent EX Lupin. And second, tell their story. Arranged by their Fixer Razor, the team agreed to work for a Matsumoto scientist to steal a Crane Tech prototype. They targeted a vulnerable moment as the prototype was shipped across the city at a commercial hover hub. The heist was complicated by additional security and a megacorporate shake-up within Crane. Luckily, Cat was on overwatch with her Customized Jaguar AT and by the time it was over, her rifles suppressor was smoking and the hover transport was a mess, but it was secure. Inside the hover transport, the close-quarters combat was savage and over in seconds. The capture cost Lupe his arm to the cutting edge of his own nanowire whip, traded for the life of the enemy's security team captain. With the prototype stolen, they escaped back into the shadowy streets but complications continued as the Matsumoto scientist changes the plan again. After a few tense days of unexpectedly sitting on the prototype, they finally got the call and smuggled the mysterious item out of the dome and into Ward 4. With the real sky over their heads, they dodged Los V gangers and Shimmers past life on those mean streets. The clandestine delivery of the hot prototype ended at the scientist secret laboratory tucked away under an abandoned factory deep in the Ward. With Brave Star and a wrathful megacorp trying to close the net on them, they slipped back to their safehouse to let the heat blow over. A few weeks passed before the Matsumoto scientist called again with a second job and even juicier pay. This time its was clear he had suddenly gained a new ally or boss with powerful connections in the Matsumoto military. The team signed up to help investigate a suspicious ransom-kidnapping by a no-name criminal syndicate, the Seven Dragons. After digging into the story across rough Fenian territory, banking records and in the seedy gambling dens halfway between corporate and the streets the team believes theyve uncovered an ugly truth -- that the kidnappers secretly work for Matsumoto and they are caught in an internal megacorp rivalry turned toxic. With session #5 and #6 coming up this week, the waters are about to get a lot deeper!
Creator Edition: Character Faces
Few things are more rewarding than seeing some of our backers joining the ranks of characters in the game. With the first 20 faces reference sets delivered to the concept team, the first finished faces started coming out of the pipe late last week. Were thrilled to get feedback from our creators, and especially when it reads like this: I absolutely love this, 100%! It came out so much better than I thought. ... You guys definitely have a top notch [art] team.
2X Dog Stretch Goal
Due to the avalanche of votes we received about the new dog breed, we committed to add two new dog breeds to the game -- both of our personal dogs. Each new breed will come with its own art, model, animations and abilities that can make it advantageous for your Hunders style. These are the first round drafts of the two dogs -- a support/sensory beagle and a fast attack shepherd. As the designs are pretty personal to us, were going through a set of revisions to tune them before they head to the 3D team. As with every aspect of the project, we're excited to share this progress!
Wishlists on Steam
Youve helped back us to create this amazing game. Now please help us get the word out by telling a friend of yours about the game youre helping to create. Invite a friend or gaming community today to add Cyber Knights: Flashpoint to their Steam wishlist and Follow the game. This will help the game build momentum for the inevitable Early Access Steam release to make Cyber Knights as successful as possible.
Streaming on Twitch
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST.
With 36 hours and counting left for our Cyber Knights: Flashpoint Kickstarter, we are sending out the "last chance" alerts and appeals to every fan. This campaign will close its doors permanently soon and if you haven't joined us we hope you will consider taking a look at the campaign!
If you enjoy the style that Trese Brothers brings to game dev, join us! We develop highly replayable and mechancially deep games with passion. We publish free updates and free expansion packs for life without any paid DLCs.
Pledge now to love the gamedev
In our last 36 hours, we're putting out the call to all cat lovers. If we can hit the $225,000 stretch goal, we will introduce a completely new stealth Job to the game and a completely new type of enhanced animal companion. For those cat lovers who have been requesting it, the Assassin and their cybercat are for you! A new animal companion would require new models, textures, a completely new feline animation rig done by our expert in animal animation, not to mention the new Assassin Job and companion rules to make sure the cybercat works and feels very differently than dogs and drones. Whew, that is a lot! The starting major differentiator for a cybercats is their surety in stealth as well as their singular one-to-one relationship with their human, where a single hunder may run a pack of multiple dogs.
Pledge now, for cats!
Cyber Knights: Flashpoint has been summarized as a cyberpunk XCOM -- and it is a great way to understand the core offering in just 2 words. However, this high level summary is missing all the details that make Cyber Knights so unique and exciting. The flexible stealth model, hacking against the enemy security system and gridless combat are all some of the ways the tactics map is different. Our mission heist system where you might bribe a cop and the management of a network of criminals from Yakzua to gang bosses to corrupt corporate agents are all some of the ways the strategic layer is different.
Pledge now for love of cyberpunk XCOM but more
Did you realize you can train a pack of cybered war dogs, pilot three drones at once or graft titanium to your skeleton and go full Wolverine with hand claws?
Pledge now for Wolverine!
We have only a few hours left, come take a look at our campaign and know that we're going to build the game with the same dedication and passion we brought to Star Traders: Frontiers.
Pledge now for Star Traders
Back the project today!
https://www.kickstarter.com/projects/tresebrothers/cyber-knights?ref=dwqayq
The Month in a Knights Life update and its big section of in-world narrative from a Knights perspective was so well received that we have decided to focus this update on a similar theme. Weve pulled a ton of headlines and story hooks from the story prep work weve been doing for the game and compiled them into a month of news and media simstream headlines flowing across the New Boston matrix.
Cyber Knights setting in 2231 has given us a unique ability to dream beyond the standard near-term cyberpunk tropes. Were extremely excited to share this world with you in all its madness, hype and beauty.
We hope you'll join us on Kickstarter and pledge to the campaign today to pick up a heavily discounted pre-order copy, join the alpha team or more!
Of course, the news is focused on the big events and the disasters but -- what can we say, it's a mess out there in New Boston!
4/15/2231
Rising simstream star Cody Nari, who was reported missing two months ago, has been found in a residential tower in the Atlanta MetroDome. His cause of death has not been reported and rumors continue to swirl regarding an allegedly off-contract recording project Nari was said to be working on.
4/16/2231
The Jupiter Corp deep space shuttle Glacier 7 successfully docked at the Fadelight Constellation in orbit of earth, its first stop before starting its three month trip to the Mars colonies. Global performing sensation LTS visited with VIP fans on Fadelight. The band told reporters that they will be spending some of the journey in cryostasis and some working on their next holovid.
4/18/2231
A hypersonic flight bound for SFZ from New Boston went down over the Rocky Mountains with all 368 passengers. A United North American tactical recovery team is onsite investigating and a GTSBs spokesperson indicated that UNA and GTSB were in close coordination with Navi Aerospace, the Jupiter Group subsidiary that manufacturers the NX-35 Spaceplane.
4/20/2231
The members of the synthmetal megagroup, Seven Banners Burning, have all arrived in New Boston for their upcoming seven nights of back-to-back shows at the BX HyperGarden. The controversy surrounding lead vocalist SnowFires comments about AI Liberation Front members arrested in New Boston has not hurt ticket sales.
Crane Technologies has once again refused to extradite the renowned scientist Berndaze Korbin, further straining tensions with the United North Americas prosecutors office. Crane Technologies continues to stick to its claim that Korbin is a Crane corporate class A citizen, regardless of the proof that she was acting as a foreign intelligence agent at her time of naturalization. The UNA lead prosecutor, Mark Blain, would not make a statement as to what further actions they may take against Crane Tech.
4/23/2231
An explosion during a routine test of a rocket booster on the Arotech Corp space launch platform in the Boston harbor reportedly left 12 dead and more than 40 injured. Arotech officials have not commented on how the incident may affect the upcoming launch of their first Mars colonizer. The company says they will conduct a full and thorough investigation.
4/27/2231
Jupiter Group has confirmed the reports of a contained meltdown at the Oneida NanoReactor on the shores of Lake Ontario. Jupiter Groups assurances that no human habitation -- except the on-site work forces -- is within range of the fall out has done little to placate the public outcry. Public records show that the Oneida NanoReactor was an aging Gen 3 NR and had been scheduled to be phased out of operation 7 years ago in 2224. A UNNR hazard and recovery team has been dispatched to investigate the damage and evaluate the NanoReactor for reactivation.
McKellan Heavy Industries and Badenhawk Global officials met to formally set off the first explosive charges at the site for the new South Shore Dome extension. McKellan, who will be completing the dome construction on behalf of Badenhawk Global, has indicated that work will begin in earnest next week.
5/3/2231
A new wave of security vulnerabilities in the Sigma 6 security stack have been released online today by the anonymous hacker group Ginja. Matsumoto Global Technologies officials have not been available to comment at this time. Any facility still running the five year old security network is now at high risk of exploitation.
5/6/2231
Simstream star LivLarge has completed an assisted free fall from the Arotech Aro Constellation in orbit to the Earths surface for a recording setting distance of 256 miles. The grueling multi-week descent reported tested LivLarges physical and mental preparation to the max. Arotech Media has promised that the sim recording will be released on June 2nd. LivLarge is currently admitted to New Boston Bio and in stable condition.
5/8/2231
Terrorist agents from the Free Streets Compact have claimed responsibility for the detonation of the biological bomb outside of an Arotech Corp security checkpoint. City and security officials are calling on Ward 4 residents to turn in those responsible, calling the FSC attack a hack-job by paid terrorists.
5/13/2231
Injectors of SheerTech Revolution, the new biomedical body reinforcer by Badenhawk Global, has sold out on its first day. Pharmas across New Boston are clamoring for more product. A Badenhawk official press release states that the next transatlantic shipment is not expected to arrive until June 12th and that customers should never use less than 7 injections as indicated on the packaging.
A magnitude 3.5 radioactive nano-storm has been detected moving across Canada. Unless conditions change, the storm is scheduled to arrive by Wednesday. UNA health officials urge all residents of the outer Wards to secure their residences and stay indoors for at least 2 days. Shelters inside the New Boston Dome are already at capacity. The Boston harbor will be closed and all external construction and repair projects are suspended until the storm has passed.
Remember to power up your nano-scrubber and shutter the windows on your safehouse, Knight. A storm is coming.
Soundtrack!
We have posted one of the first full songs of the games original soundtrack on SoundCloud for everyone to enjoy. You can also hear more of the OST in any of the Cyber Knights video content that weve been sharing. https://soundcloud.com/user-613956692/cyber-knights-flashpoint-soundtrack Thanks again for your support and remember to pledge today! https://www.kickstarter.com/projects/tresebrothers/cyber-knights?ref=2c0e89
[previewyoutube=TC23PlW6CSU;full][/previewyoutube]
Were shooting out an update tonight just shy of the Animation Expansion stretch goal. By the looks of it, we will cross it overnight. Lets pet some dogs! Thanks to everyone supporting the campaign and getting the word out. Weve crossed the halfway point and are careening toward a big finish ...
Pledge for a pre-order copy or more on Kickstarter now!
Pre-Mission Advantages
Tonight, we wanted to share with you a stylized story capturing the life of a Cyber Knight over a month. The safehouse strategic layer of Cyber Knights will be another aspect that sets it apart from other games in its genre. From your safehouse, youll be managing contacts, cutting deals, finding resources and shilling out bribes. Youre managing a team of mercs who are constantly burning through cash, looking for their next hit and trying to keep each other alive. The prose retelling of the events leading up to Operation Blackpool give both a look into the type of experience you can expect from playing Cyber Knights as well as the types of strategic actions youll be weighing with a special focus on pre-mission advantages. Pre-mission advantages will be available for every big mission. Youll be able to source them from your network of contacts or even meet new contacts who can help fulfill them. They will all have a price -- which you might not be able to pay in cash. While you gather these in advance of a mission, they will come into play while you are on your mission. Some will allow you to approach a mission differently, skip a specifically dangerous stage of a mission, gain special bonuses against the security system or even delay the ability for the enemy to call in reinforcement squads. While a lot of missions will not require this upfront investment, the big ones will warrant it. Of course, you can try operations without pre-mission advantages to increase your profit margins but youll be fighting uphill against tougher challenges.
A Month in the Life
I hope you enjoy the teams story as they prep to line everything up just right to take on an Operation that is going to test their limits. The timestamps show a realistic timeline of events for your team, and we focused on including events that you will find in the game -- like downtime between missions, bi-directional comms with contacts, purchasing armaments and gear, running side missions, getting laid up by wounds or cyber surgery and stewing in your safehouse. I really enjoyed writing this one, please let me know what you think in the comments below! To make the reading of the timestamped story a little easier, weve typed up a list of names that are mentioned below here -- Your Team
- Mirage, Stalker
- Pillz, Warmachine
- Rocket, Gunslinger
- Augma the Kid, Sniper
- Classic 20, Hacker
- Miss Siren, Fixer
- Skeet, Hacker
- Lt. Mark Kesimir, BraveStar
- McKellan Heavy Industries, corp
- Jupiter Group, megacorp
- Arotech Corp, megacorp
- BraveStar, milsec corp
- Los V, gang
- Fennians, gang
Operation Blackpool
21:00, 4/15/2231: Our contact, Miss Siren, has turned up a big one. She proved she can deliver the big payouts when we kidnapped that Arotech scientist from the North Eiser Tower about 3 months ago. Shes been quiet for a while, but this is probably why. The cash on the table offer is $215,000 but there is definitely a barb between those bills. Were going to need a lot money to even make a run at this or its a suicide mission. Unfortunately, the tank is pretty low on cash flow. Were going to have to get creative, there is no way we walk away from this one. 11:00, 4/17/2231: Weve looked over the specs together. We can make the hit for Miss Siren. Weve got a lot of work to do to crack the security on the McKellan lab, but Siren is willing to wait to get it done right. Shes given us two months. Were calling this one Operation Blackpool. 18:00, 4/17/2231: Our warmachine, Pillz, is going under the knife again. Were going to need him at full speed and strength for the Blackpool. A new layer of subdermal and MuscleHype nanomuscle grafts will make sure he can survive running point on this one. Hes going to be out for almost three weeks. 15:30, 4/19/2231: Finally got that Hacker Skeet pinned down about the security on Blackpool. He says he can get the worm we need for the network for Blackpool. But, the McKellan security system is running Sigma 11. The price for the worm is out of the question, but Skeet offered another option. He wants us to pick up some gear from a crypt-locker below street level, Los V territory. He admitted someone is probably watching it and that we should expect trouble. 23:30, 4/20/2231: We are back, mostly in one piece. We needed Pillz on this one. They waited until after we had unloaded the crate. Their sniper thought hed take us out one by one, starting with our Stalker, Mirage. He didnt realize just how fast she is. We were doing well until their big guy came in too fast, cyber claws out. Our Gunslinger, Rocket, had to draw blade and meet him head on. Rocket put him down and Rocket is mostly in one piece. Wish Pillz had been there, he would have can-opened their muscle boy. 02:15, 4/21/2231: Rocket is pretty bad. Weve bundled him up and shipped him out to Dr. Fixits clinic, we need him back faster than we can handle here. The good Dr. says he will make it. 08:00, 4/21/2231: For once, the Hacker Skeet was prompt. Hes picked up the storage brick we nearly died to get last night. He says the Sigma 11 worm will take a week to finish. Blackpool just got a lot more likely. 11:30, 4/24/2231: Talked to our guy on the payroll in BraveStar, Lt. Mark Kesimir. His prices keep going up, probably because he knows we need him. The McKellan lab is in the BraveStar district and theyd be all over us if the on-site security AI raises an alert. Hard to argue with a lawman though. He says it will be $50,000, which we dont have -- Pillz and Rocket set us back a bit. 20:00, 4/24/2231: Its been three months since our Sniper, Augma the Kid, told me about this side job. I guess when he used to work for Arotech he had some security clearance. He stole a few things as they were kicking him out the door. I wonder if that has anything to do with why he lost his job there? Doesnt matter -- I havent had a reason to follow up before but his offer has just been waiting. I dont like hitting Arotech before Blackpool, but its a quick smash and grab. The fence money off it should easily pay for Lt. Kesimirs bribe and cover any other gear expenses before we go. 22:00, 4/27/2231: That was too easy -- I dont like it. Augmas intel was still good and we slipped past security like the thieves we are. Still wish we had Pillz with us, hes a big comforting hulk. Our Hacker, Classic 20, cut the security on their data-bank pretty easily. Augma has the tip on that too. Its some kind of research lab -- even Augma doesnt know much -- so the data will go to Hacker Skeet for a decent price. 22:00, 4/28/2231: Ratchet gave me a call today. The weapons smuggler is my best friend whenever he has a hot deal. This time it is red hot -- hes gotten a hold of a few Crane Tech Vanguard DragonRail and hes offered me the right of first refusal. The best I could do is promise to buy one. Put it on ice, Ratchet. If we survive Operation Blackpool, I hope he still has one of those monsters. Punch a hole in the side of a drone the size of your cybercat. 11:00, 4/29/2231: Good on his word, Hacker Skeet has delivered the Sigma 11 worm. All we have to do is reach an unsecured terminal and our Hacker, Classic 20, can deploy the virus. Its a hot looking sploit kit. Skeet has never let us down before -- were going to have to trust this will work fast. 20:00, 5/1/2231: Miss Siren called to check in -- she wants to know when we will be ready for Blackpool. I lied and said soon. 18:00, 5/8/2231: Pillz is back on his feet. Hes ready to rip. Between the new subdermal and the MuscleHype, hes massive. Hes heard enough about how we needed him when Rocket got sliced -- hes looking for something to crush. 13:30, 5/9/2231: Rocket is back from Dr. Fixit. Hes got a bit more chrome in him than the last time I saw him but he also has a lot more blood in him than the last time I saw him. Ill take it as a win. The team is back to full strength. Blackpool is coming. 18:30, 5/9/2231: The Jupiter Corp security officer Kolstrad called with a new job offer tonight. Once again, hes gunning to make a name for himself at any cost. This time he wants us to track down some Fennian gangers who attacked a Jupiter transport coming off the 182 lifts. He wants us to take them out, kind of make an example of them. The money is good: $65,000 for one night of bloody work. I told him well get to it and to send over the specs. But nothing can get in the way of Blackpool now. 18:30, 5/11/2231: The bribe is in for Lt. Mark Kesimir. Hell be managing the district the McKellan site is in on the 15th, so thats our night. He will flag the first alert warning as a spoof. Weve bought a few minutes after the first alarms go off before BraveStar boots are hitting the concrete. With the size of this facility, its only a matter of time before something goes boom and the security system wakes up angry. 04:30, 5/14/2231: Rocket went missing for the last twenty-four hours. Hes twitchy as hell and not in the mood to talk. Neither am I, so lets chalk this one up to needing to blow some steam off after a few weeks in the clinic. 14:30, 5/15/2231: Tonights the night ... Operation Blackpool.
With that, well leave you to dream of the hard fought battle, friends wounded or lost and the rich reward for taking on Operation Blackpool. Certainly, they worked hard to get to the starting line, but the real test is just ahead! It was a great deal of fun for me to write this up and I hope you will share your thoughts about the story and how the gameplay is portrayed in a comment! Pledge for a pre-order copy or more on Kickstarter now!
Twitch Schedule
We stream every Tuesday and Thursday at 4 PM EST on the TreseBrothers Twitch channel. Hop on and follow or watch some previous videos! As we are on our way to PAX East next week, our last pre-PAX stream will be Tuesday at 4 PM EST. Hope to see you there!
PAX East
As a reminder, we will be at PAX East in Boston, Massachusetts from February 27th to March 1st. We will be in the Kickstarter room right above the main convention floor from 10 AM EST to noon EST every day of the con. If youre there, please take a detour up to the Kickstarter room to say hello!
"Savage 700" Update
The Savage 700 keeps growing with more backers upgrading and pledging to join the alpha team. Since we rolled it out, weve had 70 new joiners to the alpha and we are creeping up on the goal of 700 with 571 alpha players on the team! Let's get to that goal of 700 and the double-sized Omega Style Collection!
Pledge for a pre-order copy or more on Kickstarter now!
Were nearing the halfway point now in the Cyber Knights: Flashpoint Kickstarter campaign and weve got another huge update for you. Your support and your help sharing the project keep propelling us forward and were gaining steam toward the major Animation Expansion stretch goal now! Lets pet those doggos!
Savage 700 Alpha Drive!
We are extremely excited to say that we already have 518 Knights registered for the Cyber Knights: Flashpoint alpha! We knew the community has wanted us to make this game for a long time and now with your support were funded and still hitting stretch goals. We had just under 350 players in the Star Traders: Frontiers alpha from our last Kickstarter. We never dreamed wed have an opportunity to double the size and strength of the alpha team, but now we're staring to down -- only 198 Knights to go! We want to make it happen, so let us introduce a new bonus reward challenge: the Savage 700! Join the Kickstarter today to help us reach the Savage 700 goal! The Star Traders: Frontiers alpha was an absolute success and improved the game on every level -- from features, to content, to performance and more. We got to preview and show off the first sets of storylines and get feedback on the feeling of the world, story pacing and writing style. We tried out some ambitious new game mechanics and some fell flat on their faces while others soared. The game changed dramatically throughout the alpha for the better. If you can upgrade your pledge or are considering joining the campaign, take a look at the Alpha Edition ($60)! It is a unique experience in the game dev world and we hope youll join us and make the Savage 700 a reality! If you're upgrading or pledging, post a comment in the main comment stream to encourage others to join you and let's get savage! Now, on to the other topic of the update! [previewyoutube=mwYacHCDcfg;full][/previewyoutube]
Weapon Customization
A mercenarys best friend might just be their tricked out assault rifle. Or maybe the backup hand-cannon which puts down enemies who get too close. Or the slicing energy blade that sheers through drone armor like nothing else. A soldier of fortune comes to love his or her weapon after it has saved the day, saved their life or saved a friend. They come to love and cherish a weapon when theyve rigged up a new scope or replaced the stock so it feels perfect, downright comfy against their shoulder. It might be the chemical burns on the muzzle or the scar where that cyber ninjas sword glanced off the casing. Either way, if youre going to survive in this line of work, youll come to know, modify and love your weaponry.
Multi-point Modification System
Each weapon type will have a series of modification points where you can change out a part or attach a new customization. Every weapon will feature the ability to attach specialized scopes to the top rail which will increase accuracy, change optimal range mechanics and more. Almost all weapons will allow for a barrel modification that can silence or suppress the noise or recoil of a shot or increase accuracy among other options. Most rifle-based weapons will allow stock replacements that can help soak recoil, increase aiming speed and more. And finally, some weapons can support an under-the-barrel attachment that provides a wide range of utility and targeting options. The bonuses from mods will be powerful so you won't want to wait to get early upgrades These customized attachments and replacements wont come cheap or easy -- but their powerful bonuses will make them highly coveted. Most attachments are tech-heavy pieces that can only be used once as they integrate into the guns onboard electronic systems. Youll need to know the right weapons smuggler or corporate fixer to buy such kits. And to make the complicated mods you will either need the help of a skilled gunsmith or a safehouse upgrade for your own weapons workbench.
Optimal Firing Range
Even while shooting inside their maximum range, weapons will have different optimal range mechanics that affect accuracy. Some weapons like shotguns will have shorter optimal ranges with a rapid fall off in accuracy outside of their optimal firing zone. Other weapon types like sniper rifles will struggle at shorter ranges but excel when an enemy is within a wide range band at a safe distance. Optimal ranges will cause a constantly adjusting dynamic on the battlefield as different combatants vie to keep their enemy in their optimal range band. Firing modes -- which adjust the optimal range mechanics of a weapon -- will also come into play as you trade accuracy for recoil, damage and other benefits or disadvantages. All the more reason to carry a varied set of weaponry onto the field of battle! Your squad will need options when an enemy goon dodges under your snipers range. Time to pull out that hand cannon and put the goon on the deck.
Recoil
Cyber Knights: Flashpoint will include a fully featured recoil system. As you move, take hits and shoot your own weapons you generate recoil points. These points burn off quickly but primarily make firing your weapon accurately more challenging. Some weapons will be more touchy about movement recoil than others -- such as a sniper rifle -- while others are strong on the go -- such as tactical shotguns and some pistols. Inside your character's build, youll have tons of options on how to increase your recoil soak -- if it is a priority for you. Characters who want to move fast, take hits, and shoot as many times as possible in a turn will need to consider recoil compensation in their weapon mods and cyberware. In addition, single-use items, Talents and cyberware can provide methods to soak up recoil quickly so youll have many options to build characters and weapons that can operate effectively under high recoil situations.
Sneaky Silence!
During missions, youll have the option to operate from stealth -- by sneaking past enemy guards and disabling security or by taking out guards quietly. Youll need weapons with suppressors attached to achieve this level of stealth but these silencers will be a barrel modifier that is available early. Each weapon will feature a volume level attribute and the tech of your suppressor mod will reduce that volume, which in turn reduces the range at which nearby guards will hear your gunfire. Therefore, with the right suppressor mod or a lighter weapon, you'll be able to achieve stealth kills without worry about other guards unless they are very close. However, with heavier weaponry, you'll still be able to achieve stealth kills, but you will need to be more wary of guards who are too close and may hear your gunfire's boom.
Reloading and Ammo Types
Depending on how often your shooting and the firing mode you are using -- such as full auto -- you may burn through a weapon's ammo faster and thereforel need to spend Action Points to reload your weapon more often. Because we are using an action pool system instead of a strict 2 actions system, this wont take half your turn, but it will still be an important thing to try to manage and get ahead of as you fight through tense situations. Every weapon will be able to use a variety of ammo types. While you will have some options, we do not intend to make ammo the star of weapon customization over the multi-point mod system. Ammo types will be viable and useful, but not on the same level as weapon, grip, scope, barrel and cyberware.
Speedy 3D Model
Let's end today's update with a high speed video of one of our artists working in ZBrush to sculpt a new character outfits. [previewyoutube=us2EPYzdiOc;full][/previewyoutube] And lets do this Savage 700! If you join the alpha team to help us get to the Savage 700 be sure to post a comment on the main Kickstarter page. If you've been through a Trese Brothers Alpha phase for another game, feel free to post about how much fun you had :) https://www.kickstarter.com/projects/tresebrothers/cyber-knights?ref=92jvz1
Knights!
Welcome to day 4 of the Cyber Knights: Flashpoint Kickstarter! What a blazing start weve all had together. In the initial project rush, weve blown past our funding target and our first four stretch goals. Today, were rolling out our next wave of funding goals all the way up to our ambitious $200,000 stretch of Matrix Mk2.
Weve still got lots of time with 27 days remaining. Please help us get the word out by continuing to share our project with your friends and gaming communities. Tell someone new every day and help us keep this project blowing up and getting bigger and better! Here are some ideas --
- Post the campaign to social media
- Share our interview with Rock, Paper Shotgun with gamers!
- Tell your gaming group
- If youre an active member on a gaming community site, share it there (dont spam)
- Tell a friend who is going to PAX East about us in the Kickstarter room, 10 AM to noon daily
Enough blaze, lets get down to the details.
Lorebook Unlocked!
The Star Traders: Frontiers Lorebook has been one of our favorite resources for the game. Its a great introduction to the universe and its history both old and new. It introduces the factions and all the interesting ways the intergalactic society functions that are vastly different than ours. With your successful funding of the On the Street stretch goal, weve now committed to publishing an illustrated lorebook for Cyber Knights: Flashpoint that will be publicly available. Based on the current content, timeline and art we have lined up wed expect it to be upwards of 50 pages.
One of the new street outfits! Street, Military and Corp Outfits ($120K, $180K)
Style is the lifeblood of cyberpunk and we want to keep cramming more visual options into the game. The game will already include 30 options for outfits along with a wide variety of facial accessories (glasses, earpods, implants and more) and the ability to shift color on outfits. Weve already unlocked the Streets Outfit stretch which will add 2 new streets outfits. Through the $130,000 Military Outfit and $180,000 well add 2 new outfits of each of those types for your soldiers of fortune who want to dress like soldiers or want to wear that high style blitz.
Doggos! ($110K)
In 2231, decades of breeding and cybernetics have transformed some dog breeds into hunds -- cybernetic wardogs of the future. We already have two dog breeds ready for the game -- the doberhound attack dog and the pithund tank dog. Each of the breeds will come with different strengths and weaknesses -- where the doberhound is faster and a powerful attack dog, the pithund is a nigh unstoppable tank with jaws of steel. At the $110,000 stretch goal, we will add a third dog breed to the set. If we reach the stretch, well hold a poll if it should be a support/utility dog like a hound (beagle!) or a fast attack dog (shepherd). Yes -- we are going to make you choose between our dogs -- King Tut or Rigatoni.
Drones! ($120K)
In the same mold as hunds, each drone chassis will have its own capabilities, strengths, weaknesses and armament options. We already have four drone chassis ready for the game and are excited to now have just unlocked a new scout drone to add to the set. The scout drone will have lighter weaponry, scanner talents and be more stealthy engines to avoid detection. New on the list is an additional battle drone at the $120,000 stretch. If were able to add this drone it will function as a combat support drone capable of both boosting defense while using its hardpoints to lay down heavy fire against enemy targets.
Animation Expansion ($140K)
The depth and variety of a games animations has a huge impact on its final beauty and polish, especially in the heat of combat. Our animation budget has so far covered the bases we need -- running, walking, crouching, leaning into cover, reloading and more. But wed love to open up more budget to add even more important animations to the game -- like petting the dog. Some of the additional animations would change gameplay in interesting ways if we can afford them -- lifting and dragging bodies (unconscious targets, dead guards) or vaulting over barricades (giving even more movement flexibility). This expansion would benefit both the mission combat map as well as the safehouse. Improved idle animations, doggo pets, relaxed walking and hand gestures would all be welcome additions for safehouses and cutscenes. In addition, this stretch goal frees up some additional budget for better animation blend trees to improve the 3d aspects of directional animation, like the character taking a bullet or being killed by a grenade. Were confident the current animation budget will look good, but with this additional funding we can really polish it and take the games characters to the next level.
Skyrise Environment ($150K)
Every mission environment in Cyber Knights: Flashpoint will bring a unique set of props, level design, enemy types and security systems. The 3D environments weve shown so far are all the industrial environment which covers warehouses, industrial facilities and secure bunkers. Another environment already in development is the urban environment which covers the underground tunnel systems, open street fights and dilapidated slum habtowers. The Skyrise Environment stretch goal will let us add a completely different environment. Instead of infiltrating a corporate facility, data lab or a gang den, youll be breaking into a luxury residence. These high lifestyle residences may be inside an arcology or just high in one of the towers, hundreds of stories above the street level of the NBZ. This new environment type will open up a new set of guards, security system behaviors, map challenges, loot and mission types. In the Skyrise missions, youll capture high value targets, steal data, liberate corporate citizens or assassinate executives whove outlived their usefulness.
Soundtrack Expansions ($160K, $190K)
Studio Viking has already helped us compose an impressive soundtrack for the game but having more music -- especially music tailored to environments -- goes a long way to keep a game feeling fresh and deep. At each of these two stretch goal levels, we will be able to increase our budget to work with our composer to add 3 tracks (per stretch) to the games soundtrack -- which of course will be available to all $25 Soundtrack Edition backers. The first expansion will focus on the Skyrise and have a softer feel of a lux residence. The second will focus more on the industrial synthrock music you might find blaring out of the sound system of a criminal safehouse.
Matrix Mk2 ($200K) Like to save the best for last? Yes, yes we do! While we are very excited about the current design of how hacking will work in the game, we know that it could take a bigger role. Cyberspace has always been at the heart of cyberpunk fiction and if we can, we want to make the hacking capabilities within Cyber Knights even more amazing. First, lets talk Hacking Mk1 (without this stretch goal) -- because it's already pretty awesome. Your hacking-enabled characters will seek out terminals, access panels and other hackable objects that are scattered across a mission map. If your hacker can reach these youll be able to access the hacking mini-game. Once connected to the terminal, youll spend your turns Action Points on trying to break through different security protocols -- hopefully while your Stalker team member hangs nearby and uses their Action Points for their turn to overwatch and guard your six. Youll use a mix of cyberware and Job Talents to break through the computer security and depending on difficulty it might take you multiple turns and attempts. If youre successful, youll be able to download and steal any valuable data on the system or control something in the real world through network functions -- such as shutting down or taking over security systems and door locks. Now, lets all collectively drool over Hacking Mk2! Hacking Mk2 will deepen the existing design. During missions, the gameplay will be very similar except that the actual hacking of an enemy terminal will have more depth.
- When your hacker accesses a hackable target, youll gain access to the root node of an internal node-map for that system. Each node on the interconnected map will contain valuable data to steal, system functions like opening a door or dropping the alarm level and of course, the ever-present IC security protocols. In the same way as Hacking Mk1, your hacker will spend their AP each turn overpowering the security and moving between nodes on the map to access the different goals in the matrix system node-map. Adding this additional depth to each terminal will open up a lot of exciting variation -- small shallow terminals with easy maps all the way up to the quantum mainframe with highly challenging maps that your hacker must conquer while the enemy security closes in and the rest of your team is fighting for their lives.
- New safehouse upgrades that will allow your hackers to run matrix hacks from within the Safehouse to gain pre-mission advantages. Hacking will no longer be only a mission feature but something you can do independently from your safehouse! If you dont want to hack yourself or want your team to focus on other capabilities, you can pay Hacker Contacts to do this work for you.
- With additional depth in the hacking system comes additional depth in the hacking gear. Your computer equipment and programs are going to get a boost in the variety and tactical capabilities to support the new node-map based hack experience.
Hello! Before I had a chance to get to writing this news update, a lot has happened. We've already funded the Kickstarter campaign in under 12 hours and passed our first stretch goal. We have heard for years that our community wanted us to make another Cyber Knights game but now youve shown us just how serious you were about it.
We've also had some exciting appearances in the press with a Rock, Paper Shotgun interview and a shout out by Linux Gaming Consortium (full Linux support, day 1).
Before we talk more stretch goals, we want to take a moment to just reflect on the community's amazing support. We've been fortunate to build a big community on Steam with Star Traders: Frontiers and Templar Battleforce and we are so thankful that you have all helped blow this project up! We are blown away. Thank you all for the encouragement and positive energy!
If you're new to Trese Brothers or don't like to do Kickstarter, we hope you'll Wishlist the game on Steam instead!
We've included the Stretch Goals graphic below. This first wave of stretch goals! This first set includes a mix of bonus rewards for every backer, new character outfits and drones and ends with the Valkyrie Zero story expansion at the $100,000 mark. Were keeping the $150,000 and above stretch goals hidden for now as we dont want to get ahead of ourselves.
Thank you for your support,
Cory and Andrew Trese
Cyber Knights: Flashpoint
Trese Brothers Games
Trese Brothers Games
2022
RPG Singleplayer
Game News Posts 244
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(507 reviews)
http://www.tresebrothers.com/cyberknights.html
https://store.steampowered.com/app/1021210 
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- Turn-based Tactics: Deep and tactical gameplay using a turn-based, gridless third-person combat simulator. Cover! Overwatch! Recoil!
- Dynamic Cyberpunk Story: Unique interwoven narrative with depth, meaningful player choices and hundreds of hours of gameplay
- Sophisticated Missions: Combine stealth, hacking and combat across multi-stage missions. Gain pre-mission advantages from Contacts
- Endless of Builds: Experiment with endless combos of Jobs, cyberware, weapons and gadgets to build the perfect team
- Evolving Characters: Your team evolves as the story, your choices and battle leave lasting wounds, add Traits and threaten to strip their humanity
- Safehouse Base Building: Construct a custom safehouse and upgrade rooms such as weapon shop, hund kennel and medical bay.
Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.
The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).
And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.
The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.
We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
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