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Save 20% + Update 22: Harbor Sludge
First -- because this perhaps our most popular F10 still standing -- dead bodies now restore! When an enemy goes down, their dead body becomes a liability. Someone is eventually going to come looking for them. Up until Update #22, if you reloaded a saved in the middle of a mission, the dead bodies (specifically, the ragdolls) would not appear. However, the bodies were there, you could hover them and other enemy agents would still see them. With Update #22, we've finally resolved this reload issue and dead bodies are now going to appear in every game you reload. If it's a pre-Update #22 game, you might see a lot of enemies flopping around for a second at the start of your reload, but it's all expected -- we just need to get those ragdolls into their final resting place so we can remember it for the next reload. Thanks to everyone F10ing to make this a hot issue - fixed and ready for the next step, dragging bodies.
With Update #22, when you select your attack Talent we will now sort the list of targets by the highest accuracy to lowest. Previously, we were selecting the nearest target which could result in targets that were out of sight, low % accuracy or just not what you might want as your best default. Now, your best shot is always presented first, so if you like it you can take it but if you need something else for the tactical situation, it is also very clear what type of best accuracy chance you're skipping on to take the harder shot.
With melee weapons there was a situation in which the "can attack" value in the bottom right corner would report a "1" but you'd be unable to attack the target. This mismatch in calculations has been resolved. We've also fixed the issue where melee weapons could show a large number of gray lines to enemies when considering a movement destination, even if those enemies were out of sight.
If you switch weapons now, the targeting lines immediately update. This is really helpful, you can now test a movement destination and swap back and forth between your weapons without having to change the destination just to get the lines to update.
The sword-only Talents like Aegis and Deflection Field were not correctly graying out if you had a non-sword selected. These Talents now check this correctly and will indicate that they can't be used until you switch weapons.
We've seen a few players recently miss the idea that you can change your movement mode to Sneaking or Sprinting altogether. This needs better coverage in the tutorial, but we've updated the UI text to try to further highlight that option.
- Improved ordering of targets when selecting attack - highest accuracy now first - Dead bodies for characters and enemies now correctly restore on reload - Fixed issue where weapon numbers in corner would report a sword could attack but it really couldn't - Targeting sight lines (gray, blue, red) update immediately when switching weapons - Fixed issue with too many gray targeting sight lines when moving with melee weapon selected - Fixed issue where Talents that require swords (Deflection Field) were not graying out when using other weapons - Improved label for "Switch to Sneaking" and "Switch to Sprinting"
[ 2023-11-24 04:56:12 CET ] [ Original post ]
It's Update #22! We've done a lot of work in this update with targeting, targeting lines, best targets first and we've also fixed the "bodies disappear on reload" issue. Now, every bone and position of your slain enemies is remembered and restored dutifully.
If you're enjoying the pace of updates and how the game is improving, please remember to leave a review!
Before Proc-gen is ready, we just need to roll out healing wounds and then it is time!
Dead Bodies Visually Restored
First -- because this perhaps our most popular F10 still standing -- dead bodies now restore! When an enemy goes down, their dead body becomes a liability. Someone is eventually going to come looking for them. Up until Update #22, if you reloaded a saved in the middle of a mission, the dead bodies (specifically, the ragdolls) would not appear. However, the bodies were there, you could hover them and other enemy agents would still see them. With Update #22, we've finally resolved this reload issue and dead bodies are now going to appear in every game you reload. If it's a pre-Update #22 game, you might see a lot of enemies flopping around for a second at the start of your reload, but it's all expected -- we just need to get those ragdolls into their final resting place so we can remember it for the next reload. Thanks to everyone F10ing to make this a hot issue - fixed and ready for the next step, dragging bodies.
Best Target First!
With Update #22, when you select your attack Talent we will now sort the list of targets by the highest accuracy to lowest. Previously, we were selecting the nearest target which could result in targets that were out of sight, low % accuracy or just not what you might want as your best default. Now, your best shot is always presented first, so if you like it you can take it but if you need something else for the tactical situation, it is also very clear what type of best accuracy chance you're skipping on to take the harder shot.
Melee Weapon Targeting Oddities
With melee weapons there was a situation in which the "can attack" value in the bottom right corner would report a "1" but you'd be unable to attack the target. This mismatch in calculations has been resolved. We've also fixed the issue where melee weapons could show a large number of gray lines to enemies when considering a movement destination, even if those enemies were out of sight.
Targeting Lines Update
If you switch weapons now, the targeting lines immediately update. This is really helpful, you can now test a movement destination and swap back and forth between your weapons without having to change the destination just to get the lines to update.
Sword Only Talents Gray Out
The sword-only Talents like Aegis and Deflection Field were not correctly graying out if you had a non-sword selected. These Talents now check this correctly and will indicate that they can't be used until you switch weapons.
Switch to Sprinting
We've seen a few players recently miss the idea that you can change your movement mode to Sneaking or Sprinting altogether. This needs better coverage in the tutorial, but we've updated the UI text to try to further highlight that option.
v1.1.13 - 11/23/2023
- Improved ordering of targets when selecting attack - highest accuracy now first - Dead bodies for characters and enemies now correctly restore on reload - Fixed issue where weapon numbers in corner would report a sword could attack but it really couldn't - Targeting sight lines (gray, blue, red) update immediately when switching weapons - Fixed issue with too many gray targeting sight lines when moving with melee weapon selected - Fixed issue where Talents that require swords (Deflection Field) were not graying out when using other weapons - Improved label for "Switch to Sneaking" and "Switch to Sprinting"
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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