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Demo Update #8
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!!
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
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.
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.
- 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
[ 2023-08-02 18:19:50 CET ] [ Original post ]
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
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 
[0 B]
Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics. The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.
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.
- 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.
MINIMAL SETUP
- 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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