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Update #50: Big QoL Catchup


Update #50 - it's just a number but it's a nice one! We're excited how our Early Access journey has progressed so far. We've knocked down multiple major milestones from the roadmap, added content, systems and more to the game in constant stream of improvements. While we're working toward what is next, we've prepped a very nice quality of life update here that smacks down a lot of the F10s coming in, improves some UI elements, tweaks the tutorial and more. What is next is the bodyguarding objective for proc-gen missions and a whole new class, currently named codenamed Toxkit (the current working name), We've just opened up a thread for you to share ideas and inspiration around the Toxkit class, so we hope you'll join us there! If you feel like we're heading in the right direction with Early Access as we hit Update #50, please take a minute to leave a review!

Secondary Rewards


We've improved the rewards for proc-gen by making XP rewards clearly a percentage (+10%) over a hard number (+7 XP). We also fixed issues where in some scenarios the Sec Level rewards were not being granted.

Injury Time / Wounds


There were a few issues and misses on balance here. One issue was that if a character had recovered from an injury in the past, they were far less likely to get injured again. We've resolved a number of issues and are in a more reliably correct place with injury time and wounding rules.

Smoother Camera


We cleared up about 5 different cases that could cause the camera to hitch at the start or end of moving. Everything feels a lot smoother now!

Proc-Gen Fixes


The extraction rules update did a bit of a number on the sewers proc-gen level it seems. We've fixed a slew of minor bugs from enemies spawning right next to your start location to your crew having 3 dialog lines every time they take out an enemy captain. We fixed the occurrence of a blank screen if talking to the Warner-Braun VP sometimes.

ESC in Victory / Defeat


We shifted the keybinding for returning to main menu away from ESC in the mission victory and defeat screens as way too many of us are accidentally exiting from that screen. It now defaults to ENTER. And a lot more check out the full change log!

v1.3.17 - 2/11/2024


- Converted secondary objective rewards for XP to +10% XP instead of +7 XP - Fixed cases in which secondary reward for low Sec Level might not be rewarded - Improved balance of Injury Time from damage - Fixed bug where Injury Time of 1-day or less was immediately healed - Improved smoothness of all camera panning, removed tiny hitch at end of some pans - Fixed case in proc-gen Sewers level where an enemy might spawn looking straight at your team - Fixed bug that could put up a blank dialog when Warner-Braun VP is offering proc-gen mission - Fixed bug with over chatty dialogs when killing enemy in Kill 3 proc-gen missions - Fixed issue with Hacker class recommending Neural Accelerator when it wanted Neural Toner - Fixed a bug with one of Soldier's Plaster-Cross upgrades actually upgrading Pop-Slot - Removed all-to-easy to hit ESC from Victory / Defeat, now defaults to ENTER to return to main menu - Improved and shortened some tutorial lines about Full Auto and Alert Status - Updated description for Chameleon Sheathe cybernetic implant


[ 2024-02-10 06:30:17 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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