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Update #56: Round Out
The latest proc-gen mission type of Battle Striker has a wide variety of factions that it can run against, based on the types of contacts you are working with. It turns out - as enemy variety and power levels are growing - that one of those combinations was against Brave Star which could have put you into a very difficulty fight very early in the game if you happen to end up with the mission. We have now limited the Battle Striker missions by putting some Power Level restrictions on faction target and you won't end up against Brave Star below Power Level 2 again.
We're catching up on a number of minor improvements to the Stress / Hype system after Updates #55 big add of player-driven mutation choices. We've fixed the limit break events to only if you have 80%-100% Stress or Hype (it was happening at lower values before) and removed the Flush Stress option (which removed all Stress) if you Stress is 30% or less. We've also increased the high Stress upgrade paths to allow for an increase in demanded Pay Rate % if your Discontent is higher than 50%.
With this update we've added a line to every weapon's description block that includes the names of any and all mods that are attached. This also appears during comparisons so it can be much easier to find, equip or sell modded weapons now.
With Update #56, we've added missing timeline events for mission victory and mission failure. These are badly needed as missions are such milestones and guideposts to help make sense of the entire timeline and what happened when. They will only start appearing after you install Update #56, sorry it's impossible to backport them. We've also improved the event logs to have the ability to show substats like money earned (mission) and XP granted (legwork, missions) to give extra clarity to some events and historical data you can check later.
On the appearance front, we've fixed a ton of minor issues with hats and glasses and different faces. We've also resolved an issue that was preventing the slouchy beanie hat from responding correctly to coloring. A big thanks to everyone reporting typos, we know it takes time but we fix every single one. We've also improved Shock Mines and Dazzler items to be sure they always cancel Overwatch correctly when used on enemies. Stunned Overwatch wasn't doing anything anyway, but they could end up staying in the stance which was confusing.
- Prevented some variations of Battle Striker mission (vs. Brave Star!) from appearing too early in the game - List of installed mods now shown in weapon detail and can be seen in comparison - Added timeline event logs for mission win or loss, including payment and XP gained - Timeline event logging for Legwork now includes XP gained - Further tweaked Hype/Stress upgrade paths - high Stress and Discontent can cause increased Pay Rate % - Hype Limit Breaks and negative mutations only occur when Hype/Stress reach 8-10 - Adjusted Flush Stress hype upgrade offer to only appear if Stress is 2+ - Removed Hyped tag from mission preamble, kept Stressed out tag - Fixed issue with buff/debuff areas not displaying full sum of all effects of upgraded Talent (such as Morass) - Fixed stunning items like Shock Mine and Dazzler to always correctly cancel Overwatch - Fixed lots of minor cosmetic details, overlaps, glasses placement - Slouchy beannie hat now responds to color changes - Fixed a ton of reported typos
[ 2024-03-05 20:43:53 CET ] [ Original post ]
Welcome to Update #56! We're adding QoL improvements, fixing your F10s and pushing another round of improvements into the Hype/Stress system before the next map and mission arrives. There is a lot of great stuff in this one, so read on, good Knight.
If you're enjoying the pace of updates, improvements and liking the direction we're heading (as you can always edit it later!), please take a moment to leave a review
Limiting Battle Striker vs. Brave Star
The latest proc-gen mission type of Battle Striker has a wide variety of factions that it can run against, based on the types of contacts you are working with. It turns out - as enemy variety and power levels are growing - that one of those combinations was against Brave Star which could have put you into a very difficulty fight very early in the game if you happen to end up with the mission. We have now limited the Battle Striker missions by putting some Power Level restrictions on faction target and you won't end up against Brave Star below Power Level 2 again.
Hype Limit Break Improvements
We're catching up on a number of minor improvements to the Stress / Hype system after Updates #55 big add of player-driven mutation choices. We've fixed the limit break events to only if you have 80%-100% Stress or Hype (it was happening at lower values before) and removed the Flush Stress option (which removed all Stress) if you Stress is 30% or less. We've also increased the high Stress upgrade paths to allow for an increase in demanded Pay Rate % if your Discontent is higher than 50%.
Weapon Mod Clarity
With this update we've added a line to every weapon's description block that includes the names of any and all mods that are attached. This also appears during comparisons so it can be much easier to find, equip or sell modded weapons now.
New and Improved Timeline Events
With Update #56, we've added missing timeline events for mission victory and mission failure. These are badly needed as missions are such milestones and guideposts to help make sense of the entire timeline and what happened when. They will only start appearing after you install Update #56, sorry it's impossible to backport them. We've also improved the event logs to have the ability to show substats like money earned (mission) and XP granted (legwork, missions) to give extra clarity to some events and historical data you can check later.
Fixed your F10s!
On the appearance front, we've fixed a ton of minor issues with hats and glasses and different faces. We've also resolved an issue that was preventing the slouchy beanie hat from responding correctly to coloring. A big thanks to everyone reporting typos, we know it takes time but we fix every single one. We've also improved Shock Mines and Dazzler items to be sure they always cancel Overwatch correctly when used on enemies. Stunned Overwatch wasn't doing anything anyway, but they could end up staying in the stance which was confusing.
v1.4.15 - 3/5/2024
- Prevented some variations of Battle Striker mission (vs. Brave Star!) from appearing too early in the game - List of installed mods now shown in weapon detail and can be seen in comparison - Added timeline event logs for mission win or loss, including payment and XP gained - Timeline event logging for Legwork now includes XP gained - Further tweaked Hype/Stress upgrade paths - high Stress and Discontent can cause increased Pay Rate % - Hype Limit Breaks and negative mutations only occur when Hype/Stress reach 8-10 - Adjusted Flush Stress hype upgrade offer to only appear if Stress is 2+ - Removed Hyped tag from mission preamble, kept Stressed out tag - Fixed issue with buff/debuff areas not displaying full sum of all effects of upgraded Talent (such as Morass) - Fixed stunning items like Shock Mine and Dazzler to always correctly cancel Overwatch - Fixed lots of minor cosmetic details, overlaps, glasses placement - Slouchy beannie hat now responds to color changes - Fixed a ton of reported 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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