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Update #60: MAGNITUDE massively expands proc-gen & mission content since launch
The proc-gen mission system in Cyber Knights combines maps + objective types + enemy factions + a ton of other factors to create unique heist experiences. With Update #60, we've integrated 10 new map + objective combos, greatly increasing the amount of playable content in the proc-gen system. You may have played bodyguard for a data courier before in the Slumroad Junction map, but now you can be paid by one of your Wireghost contacts to get a data courier through the Trucker HQ where the bridges are held against you by a bristling set of Blue Ox toughs, completely changing the pacing of the level as you need to hit the bridge guards hard and reach the extraction before things completely go off the rails. You may have raided the Streets Palisade to hack a buried quantum data-bloc, slipping through or cutting down security to open the path for your hacker. But now your payday from the Blue Ox may rely on you slogging down into the sewers, battling in close quarters against the Que Milieu Syndicate to reach a really buried matrix host to spike before fighting your way out again. Your mission choices are now feeding into the Influence of the Contacts you are choosing to work for, pushing them toward reaching 8+ Influence and being able to take actions in the simulation, mutate their positive Traits or even upgrade their underworld services to your benefit. And soon (not quite ready, still balancing), those you're working against will be suffering Exposure gains, pushing them to mutate negative Traits, downgrade their Power Level, taking negative actions in the story or increase their risk of death. As your options for jobs explodes, who you work for is mattering even more.
The team is working on multiple fronts back at Trese Brothers HQ - loading the game up with more content as well as finalizing a number of major roadmap items. We are in testing, integration and final visual tweaks on a lighting engine and post-processing layer upgrade that will help play up the look of cyberpunk world of New Boston - gritty, dark but still vibrant and glowing.
We're very pleased to say we've cleared some challenging hurdles that have been blocking a working Mac version. With those out of the way, the new lighting engine is one of the last elements needed to finish it, so these two roadmap items will come nearly hand-in-hand. We know our Mac player community and Kickstarter backers are eagerly waiting to try out the game, so this will be a grand day.
Finally, we have completed the functional work for safehouse base building. There is a ton more work, testing and balance to get it player-ready, and some time needed for our own team to put it through its paces and complete a first round of tweaks, UI improvements and any minor functional changes. But it is clearly on the horizon now. Due to the amount of content that will be coming in the release of base building, we're now marking this as a Q2 2024 item on the roadmap. This includes blueprint crafting in a safehouse workshop, giving you the ability to use the high-value blueprints you can find on missions. Being able to create your own weapons, armor and items will give you new options to avoid the expensive market and create uniquely rare and valuable items. And the plan is that as blueprint crafting opens up, so will a set of contacts you can sell your blueprints for cash to, so you can sort through your stash and chose which you want to keep for nano-fab and which you want to sell for hard U-Duhs.
The movement alerts for motion detectors were not correctly taking Line of Sight into their warnings and posting up incorrect or too early warnings. This is now resolved and all checks include line of sight as well as your speed and distance to get the best results possible.
If you happened to run into a Street Charger like this with 121% Armor, they stole some items from the lab. It was not intentionally, and they repaired their armor above the maximum rating. Some players figured out how to shred their armor or pile on the Pure Dmg until they were dead ... but now we've fixed this issue. High armor targets are coming with higher level enemies, drones, etc. But not like this, not like this.
We've fixed a number of small issues with the inventory and market. First, if you had rescued the Wireghost in the Carnivore mission, after the latest round of updates to Contact Trust and Influence, he stopped selling cyberdecks and programs. We've resolved that minor bug! Second, if you are checking out weapon mods with optimal range changes, the +/- are now included all the time so it is clearer if the mod is increase or decreasing your optimal range band. Finally, we fixed a bug that could cause the UI to lock up if you were comparing weapons when buying or selling those weapons. Oops!
- Added 10 new proc-gen mission combinations, doubling amount of playable proc-gen missions - SCU in Q-Gap Spike matrix terminal in Street Palisade map now controls multiple security cameras - Added missing +/- signs to weapon mod changes to Optimal Range - Fixed movement warnings for Motion Detectors to respect line of sight - Added ability for hover to show hotkey associated with a button or action (i.e. ENTER shown on End Turn) - Added helpful message to Legworks if there are no available characters - Fixed issue where new Wireghost Contact from Carnivore was not selling new cyberdecks and programs correctly - Fixed issue with invincible enemy who was using an item to increase their Armor Protection Points beyond max - Fixed Matrix issue where you could Jam a device that the Sec AI hasn't woken up yet - Fixed secondary objectives for "less than 3 Sec Level" to fail on 3 correctly - Fixed controller issue that could cause the mouse cursor to disappear - Fixed Damage and Bleeding out messages overlapping on screen to make them unreadable - Fixed inventory and market issues that could lock the UI if buy/sell during compare - Fixed issue where sometimes Blend's hologram styling could stay after buff ends - Fixed issue where too much loot in a mission could break the formatter
[ 2024-03-14 18:00:31 CET ] [ Original post ]
It's a boom economy for Cyber Knights. With this update we have now doubled the amount of proc-gen missions available, creating 10 more combinations between existing maps and proc-gen objectives. Combined with a milestone we hit in January doubling the amount of unique story missions (many of which are multi-stage), there's more opportunities than ever for your crew to earn some serious credits.
If you're enjoying the on-going updates and improvements for Early Access, remember you can leave a review now and always edit it later.
+10 Proc-Gen Combos
The proc-gen mission system in Cyber Knights combines maps + objective types + enemy factions + a ton of other factors to create unique heist experiences. With Update #60, we've integrated 10 new map + objective combos, greatly increasing the amount of playable content in the proc-gen system. You may have played bodyguard for a data courier before in the Slumroad Junction map, but now you can be paid by one of your Wireghost contacts to get a data courier through the Trucker HQ where the bridges are held against you by a bristling set of Blue Ox toughs, completely changing the pacing of the level as you need to hit the bridge guards hard and reach the extraction before things completely go off the rails. You may have raided the Streets Palisade to hack a buried quantum data-bloc, slipping through or cutting down security to open the path for your hacker. But now your payday from the Blue Ox may rely on you slogging down into the sewers, battling in close quarters against the Que Milieu Syndicate to reach a really buried matrix host to spike before fighting your way out again. Your mission choices are now feeding into the Influence of the Contacts you are choosing to work for, pushing them toward reaching 8+ Influence and being able to take actions in the simulation, mutate their positive Traits or even upgrade their underworld services to your benefit. And soon (not quite ready, still balancing), those you're working against will be suffering Exposure gains, pushing them to mutate negative Traits, downgrade their Power Level, taking negative actions in the story or increase their risk of death. As your options for jobs explodes, who you work for is mattering even more.
Roadmap "Coming Soon"
The team is working on multiple fronts back at Trese Brothers HQ - loading the game up with more content as well as finalizing a number of major roadmap items. We are in testing, integration and final visual tweaks on a lighting engine and post-processing layer upgrade that will help play up the look of cyberpunk world of New Boston - gritty, dark but still vibrant and glowing.
Mac OS support
We're very pleased to say we've cleared some challenging hurdles that have been blocking a working Mac version. With those out of the way, the new lighting engine is one of the last elements needed to finish it, so these two roadmap items will come nearly hand-in-hand. We know our Mac player community and Kickstarter backers are eagerly waiting to try out the game, so this will be a grand day.
Safehouse Base-Building
Finally, we have completed the functional work for safehouse base building. There is a ton more work, testing and balance to get it player-ready, and some time needed for our own team to put it through its paces and complete a first round of tweaks, UI improvements and any minor functional changes. But it is clearly on the horizon now. Due to the amount of content that will be coming in the release of base building, we're now marking this as a Q2 2024 item on the roadmap. This includes blueprint crafting in a safehouse workshop, giving you the ability to use the high-value blueprints you can find on missions. Being able to create your own weapons, armor and items will give you new options to avoid the expensive market and create uniquely rare and valuable items. And the plan is that as blueprint crafting opens up, so will a set of contacts you can sell your blueprints for cash to, so you can sort through your stash and chose which you want to keep for nano-fab and which you want to sell for hard U-Duhs.
Motion Detector Warnings
The movement alerts for motion detectors were not correctly taking Line of Sight into their warnings and posting up incorrect or too early warnings. This is now resolved and all checks include line of sight as well as your speed and distance to get the best results possible.
High Armor Targets!
If you happened to run into a Street Charger like this with 121% Armor, they stole some items from the lab. It was not intentionally, and they repaired their armor above the maximum rating. Some players figured out how to shred their armor or pile on the Pure Dmg until they were dead ... but now we've fixed this issue. High armor targets are coming with higher level enemies, drones, etc. But not like this, not like this.
Inventory / Market Fixes
We've fixed a number of small issues with the inventory and market. First, if you had rescued the Wireghost in the Carnivore mission, after the latest round of updates to Contact Trust and Influence, he stopped selling cyberdecks and programs. We've resolved that minor bug! Second, if you are checking out weapon mods with optimal range changes, the +/- are now included all the time so it is clearer if the mod is increase or decreasing your optimal range band. Finally, we fixed a bug that could cause the UI to lock up if you were comparing weapons when buying or selling those weapons. Oops!
v1.4.25 - 3/14/2023
- Added 10 new proc-gen mission combinations, doubling amount of playable proc-gen missions - SCU in Q-Gap Spike matrix terminal in Street Palisade map now controls multiple security cameras - Added missing +/- signs to weapon mod changes to Optimal Range - Fixed movement warnings for Motion Detectors to respect line of sight - Added ability for hover to show hotkey associated with a button or action (i.e. ENTER shown on End Turn) - Added helpful message to Legworks if there are no available characters - Fixed issue where new Wireghost Contact from Carnivore was not selling new cyberdecks and programs correctly - Fixed issue with invincible enemy who was using an item to increase their Armor Protection Points beyond max - Fixed Matrix issue where you could Jam a device that the Sec AI hasn't woken up yet - Fixed secondary objectives for "less than 3 Sec Level" to fail on 3 correctly - Fixed controller issue that could cause the mouse cursor to disappear - Fixed Damage and Bleeding out messages overlapping on screen to make them unreadable - Fixed inventory and market issues that could lock the UI if buy/sell during compare - Fixed issue where sometimes Blend's hologram styling could stay after buff ends - Fixed issue where too much loot in a mission could break the formatter
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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