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Update #24: Attack Mega Blaster
With Update #24, we've made adjustments to the HP totals for Matrix IC of all kinds to help improve the Attack program meta within the game. You'll find that IC have lost HP across the board and more types can be single hit by an Attack program. As the Matrix Hosts and IC power levels increase, these totals will go up but the starting IC are now better in line with the starting Attack programs, making the entire experience -- and especially spiking the CPU -- less difficult and multi-turn.
With Update #24, we've done a major sweep across the class trees to simplify and fix all upgrade icons and Talent quadrants for the upgrades. The icons are a bit larger and simpler and we've also used some automation to ensure that the icon always matches the effect (if its duration, the icon is duration). We've also applied similar automation to then putting the right pip in the right quadrant around the Talent on the main class tree so you can see what you've trained and also easily share your exact class build with a single screenshot through the preview screen.
Part of this process was to fix all of the Talent upgrades that incorrectly had 2 effects. In many cases, we've split these out into a new upgrade node entirely to maintain the same options, such as in Marker Sights, Glasswalker and others. In a few other places, we've just fixed mismatches or incorrect update data.
After the last update where we added medical options to recover from your Wounds, there were a few mismatches in the time offered during the purchase process and the time that appeared on the timeline in the end. We've made the necessary adjustments to be sure the right time is shown and carried all the way through to the timeline. Healing Wounds is notably still very cheap and very fast - so, get in there and get healed now!
We fixed an issue when comparing the Ballistic Damage of Full Auto weapons, the second weapon's damage was not filled in correctly.
We've fixed a number of issues with the first level of Salvage Breakout. There was an odd truck you could walk through (now you can walk on it). And there were some ghost security devices that weren't visible but showed up only when you were trying to establish a target with your Talent. All resolved now.
- Improved calculation of IC Hit Points to buff Attack program strategies - Improved duration calculations for Wound Healing and Treatment contact services in safehouse - Improved look, scaling and simplicity of Talent upgrade icons in class trees - Corrected all icons for all Talent upgrades in all class trees - now fully correct - Fixed all pips surrounding Talent nodes in the trees to match buff/duration/range/charges upgrades - now fully correct - Fixed all Talent upgrade nodes that had 2 bonuses (buff + recharge rate) - Fixed 2 bonus issue for Talents including Centering, Red Dot, Covering Fire, Marker Sights - Adjusted upgrade balance for Marker Sights, Coordinated Charge, Glasswalker added new upgrade nodes - Fixed issue in comparing 2 weapons with Full Auto firing mode, second one's damage was blank - Fixed some cover and sight lines in Forward Op mission - Added correct descriptions for a number of keybindings like / and + etc - Fixed issue with truck you could walk through in Salvage Breakout - Fixed issue with strange invisible cameras in Salvage Breakout you could target with security talents - Fixed a heaping pile of typos
[ 2023-11-28 19:18:17 CET ] [ Original post ]
Update #24 comes alive in just the last days of November with some important balancing changes for Matrix, sweeping improvements to the class tree icons and upgrades for clarity, better timeline calculations for healing wounds and injuries and level fixes as well. We're still gunning to get the first iteration of proc-gen out during November, so stay tuned for more soon!
If you're enjoying the pace of updates, please drop us a review and share the game with a friend!
Matrix IC HP Drop
With Update #24, we've made adjustments to the HP totals for Matrix IC of all kinds to help improve the Attack program meta within the game. You'll find that IC have lost HP across the board and more types can be single hit by an Attack program. As the Matrix Hosts and IC power levels increase, these totals will go up but the starting IC are now better in line with the starting Attack programs, making the entire experience -- and especially spiking the CPU -- less difficult and multi-turn.
Class Tree Upgrade
With Update #24, we've done a major sweep across the class trees to simplify and fix all upgrade icons and Talent quadrants for the upgrades. The icons are a bit larger and simpler and we've also used some automation to ensure that the icon always matches the effect (if its duration, the icon is duration). We've also applied similar automation to then putting the right pip in the right quadrant around the Talent on the main class tree so you can see what you've trained and also easily share your exact class build with a single screenshot through the preview screen.
Part of this process was to fix all of the Talent upgrades that incorrectly had 2 effects. In many cases, we've split these out into a new upgrade node entirely to maintain the same options, such as in Marker Sights, Glasswalker and others. In a few other places, we've just fixed mismatches or incorrect update data.
Safehouse Medical Treatment Time
After the last update where we added medical options to recover from your Wounds, there were a few mismatches in the time offered during the purchase process and the time that appeared on the timeline in the end. We've made the necessary adjustments to be sure the right time is shown and carried all the way through to the timeline. Healing Wounds is notably still very cheap and very fast - so, get in there and get healed now!
Comparing Full Auto Weapons
We fixed an issue when comparing the Ballistic Damage of Full Auto weapons, the second weapon's damage was not filled in correctly.
Salvage Breakout Fixes
We've fixed a number of issues with the first level of Salvage Breakout. There was an odd truck you could walk through (now you can walk on it). And there were some ghost security devices that weren't visible but showed up only when you were trying to establish a target with your Talent. All resolved now.
v1.1.19 - 11/28/2023
- Improved calculation of IC Hit Points to buff Attack program strategies - Improved duration calculations for Wound Healing and Treatment contact services in safehouse - Improved look, scaling and simplicity of Talent upgrade icons in class trees - Corrected all icons for all Talent upgrades in all class trees - now fully correct - Fixed all pips surrounding Talent nodes in the trees to match buff/duration/range/charges upgrades - now fully correct - Fixed all Talent upgrade nodes that had 2 bonuses (buff + recharge rate) - Fixed 2 bonus issue for Talents including Centering, Red Dot, Covering Fire, Marker Sights - Adjusted upgrade balance for Marker Sights, Coordinated Charge, Glasswalker added new upgrade nodes - Fixed issue in comparing 2 weapons with Full Auto firing mode, second one's damage was blank - Fixed some cover and sight lines in Forward Op mission - Added correct descriptions for a number of keybindings like / and + etc - Fixed issue with truck you could walk through in Salvage Breakout - Fixed issue with strange invisible cameras in Salvage Breakout you could target with security talents - Fixed a heaping pile of typos
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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