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Update #49: Catch a Thief


After the big feature update of individual extraction which touched every single level in the game, we're coming back around to fix bugs, F10s and smooth out a few things. Thanks to everyone for reporting issues with F10, for posting in Discord and chatting on Steam. We're about to reach Update #50 here with some really big things on the docket this month. We're working hard for to improve the game daily through its Early Access period and hope you'll help us keep up that pace by posting a review.

Wound Saves


We have adjusted the rules, percentage rates and timing at which Wounds Res is checked during play. Previously, this was checked when your Injury was fully healed which lead to an unfortunate feeling of "Oh, I'm finally healed and ready to ... oh I'm Wounded." Sad! With the updates, the Wound rolls are now made at the end of a mission and tied more closely to your Injury coming out of the mission. Your Wound Res is more directly impacted by number of Turns you are Injured and the Wound will appear immediately in the safehouse. For future improvements, we're going to get a section in the scrolling victory panel that will let us show more detail for each merc and their individual outcomes.

Proc-Gen Sewers Issues


There were a few issues with the proc-gen sewers level after the last release. Evidently, the new extraction feature didn't sit well with that specific level :D All are fixed -
  • You were not getting the payment for each kill in the Kill 3 proc-gen premise.
  • Objectives were not updating correctly for Sewer Kill 3
  • In some proc-gen cases, you could start inside the extraction zone and immediately win
  • In other proc-gen cases, there was no extraction zone. If you're stuck like this, reload your level after the update to get out.
In other proc-gen fixes, we've improved an exit zone in the Truck Stop that was badly marked and giving players headaches. Hack-only missions were also having issues with early extraction, now fixed.

Head Hunters - Show your Numbers!


With a recent update to the HUD to get Heat and Head Hunters show in the mission screen as well as main timeline, a bug crept in that disconnected the Head Hunter display from the real numbers. Everyone should find that their Head Hunter counts are now back and correct.

Crit Chance in Accuracy Breakdown


The Critical Chance calculations in the Accuracy Breakdown have been wrong for a while. We fixed one cause a few updates ago and now have tackled the second. They should all be nice, neat and make sense in a mathematical way at last!

Pop Slot Action Points


We've fixed a bug that was constantly complaining there were not enough action points to use the Soldier's Pop-Slot.

v1.3.11 - 2/8/2024


- Improved Wound rolling to be rolled at the end of a mission instead of later in the safehouse - Fixed issue with payment not always being granted in Sewers Kill 3 proc-gen mission - Fixed issue with new Sewers Kill 3 proc-gen level appearing too often from the generator - Fixed issue with exit not appearing in all Scav versions of Sewers proc-gen level - Fixed issues with Head Hunter count not correctly updating - Fixed bug with Soldier's Pop-Slot Talent always reporting "Not Enough Action Points" incorrectly - Fixed bug with Crit Chance % often being wrong in accuracy breakdown - Fixed inability to extract early from hack-only proc-gen missions - Fixed issue with Sigma 6 Sploitkit not loading in inventory - Adjusted problematic exit zone in Truck Job - Fixed missing faction subject in proc-gen offer ("BLANK is constantly harassing our movements...")


[ 2024-02-08 19:10:23 CET ] [ Original post ]



Cyber Knights: Flashpoint
Trese Brothers Games
  • Developer

  • Trese Brothers Games
  • Publisher

  • 2022
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 244  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Very Positive

    (507 reviews)


  • Review Score

  • http://www.tresebrothers.com/cyberknights.html
  • Website

  • https://store.steampowered.com/app/1021210 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • 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.


    • 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
    RECOMMENDED SETUP
    • OS: Ubuntu 14+
    • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
    • Memory: 1000 MB RAM

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