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Update 17: Mystic Monster
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!
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.
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.
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.
- 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
[ 2023-11-16 05:17:19 CET ] [ Original post ]
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
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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