Warning: Trying to access array offset on null in /var/www/html/base_dbid.php on line 93
Deprecated: str_replace(): Passing null to parameter #3 ($subject) of type array|string is deprecated in /var/www/html/base_dbid.php on line 93
Update #2: Spinning Under the Lights
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.
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.
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.
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.
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.
- 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
[ 2023-10-19 04:59:26 CET ] [ Original post ]
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
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
GAMEBILLET
[ 5922 ]
GAMERSGATE
[ 987 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB