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Demo Update #12: Penultimate Demo Patch
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.
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.
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.
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.
- 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
[ 2023-09-05 03:27:20 CET ] [ Original post ]
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
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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