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 #19: Urban Bindings
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:
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.
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.
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!)
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.
- 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
[ 2023-11-20 05:34:06 CET ] [ Original post ]
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
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