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Update #64: New Lockdown Station Map
The new Lockdown Station map has joined the proc-gen pools to create 3 new objective combinations. Lockdown Station is a particularly security heavy site providing some new challenges with overlapping and difficulty security devices and - at least at the start - lighter patrol presence. You can encounter Lockdown Station with a Scavenger objective, as a target of a Q-Gap Spike or in Kill 3 Captains objective. We had planned to get this map out during the Spring Sale to pair with the big MAGNITUDE update that added +10 map and objective combinations, but testing took a bit longer and here we are with +1 new map and +3 new map and objective combos.
We've added 7 new matrix host templates across different types of missions including hack only missions and for hosts that might be guarding SCU or you need to spike their CPU. These new hosts include some exciting new setups, some challenging CPUs and more. With Update #64, we've also fixed a bug that was created a sudden fall off in matrix host security and response level. If a mission had high enough Power Level it could suddenly go over a cliff in the difficulty math and end up with Green or Blue low level host responses.
Dumpshock has a nasty debuffing effect which can last for a few turns. With Update #64, we've improved its penalties such that it can cause Stress and also even small amounts of Injury time. Taking these types of major brain-frying hits during a hack is never good and now it has proper touch in all the systems related to getting beat up or shot up. Now your Hackers can feel like proper Soldiers, needing some downtime after a particularly gnarly hack.
We've adjusted all of the cyberware install durations so that they are even on the day (12 days instead of 11 days and 16 hours). A minor fix but it's very nice for calculations and the UI simplicity. In addition, we fixed a bug where cyberware recovery time was not advancing by the game time that a mission took to complete. Usually less than a day, still it is important to clock this time for those sitting back at the safehouse.
We've fixed issues with the Tox Cloud that were accidentally introduced last update. Last update fixed its saved game persistence issues but suddenly Tox Clouds started going faster and faster every turn. This is now resolved and they keep their nice steady pace and remember their position after a retry turn ore reload of the save.
- Added new proc-gen map, Lockdown Station, which supports Scavenger, Kill 3 Captains and Q-Gap Spike objectives - Added 4 new host templates to proc-gen matrix hack only missions - Added 3 new large host templates for SCU access and spiking CPU missions - Improved balance of dumpshock, better Stress generation and can even cause Injury time - Expanded camera zoom range from 10m-45m to 5m-60m (get closer or zoom out even more) - Rounded off all cyberware install times to an even day count, no more 12d 6h - Improved balancing for matrix host Security Level and Response Level for non-hack only proc-gen missions - better scaling - Fixed bug with accelerating Tox Cloud moving faster each turn - Fixed issue where high Power Level hacking missions could suddenly fall off in Security and Response Level - Fixed issue where some safehouse timeline events were not advanced by mission passing time, such as cyberware recovery - Fixed issue with extracted characters creating a dead zone preventing line of sight - Fixed issues with texturing properties for tattoos that made them seem very metallic
[ 2024-03-23 03:58:23 CET ] [ Original post ]
Welcome to Update #64, Knights. New Boston is rolling tonight with an all new map to play - Lockdown Station, 7 new matrix hosts to try to hack, meaner Dumpshock results that hit both Stress and Injury Time and a big pile of fixes for your F10s!
Thanks to everyone playing and posting feedback on the Steam forums and F10! We couldn't keep up this pace of updates without your help, your shares and your reviews!
New Map: Lockdown Station
The new Lockdown Station map has joined the proc-gen pools to create 3 new objective combinations. Lockdown Station is a particularly security heavy site providing some new challenges with overlapping and difficulty security devices and - at least at the start - lighter patrol presence. You can encounter Lockdown Station with a Scavenger objective, as a target of a Q-Gap Spike or in Kill 3 Captains objective. We had planned to get this map out during the Spring Sale to pair with the big MAGNITUDE update that added +10 map and objective combinations, but testing took a bit longer and here we are with +1 new map and +3 new map and objective combos.
Matrix Host Go Boom and Host Balance
We've added 7 new matrix host templates across different types of missions including hack only missions and for hosts that might be guarding SCU or you need to spike their CPU. These new hosts include some exciting new setups, some challenging CPUs and more. With Update #64, we've also fixed a bug that was created a sudden fall off in matrix host security and response level. If a mission had high enough Power Level it could suddenly go over a cliff in the difficulty math and end up with Green or Blue low level host responses.
Dumpshock Gets Teeth
Dumpshock has a nasty debuffing effect which can last for a few turns. With Update #64, we've improved its penalties such that it can cause Stress and also even small amounts of Injury time. Taking these types of major brain-frying hits during a hack is never good and now it has proper touch in all the systems related to getting beat up or shot up. Now your Hackers can feel like proper Soldiers, needing some downtime after a particularly gnarly hack.
Cyberware by Days
We've adjusted all of the cyberware install durations so that they are even on the day (12 days instead of 11 days and 16 hours). A minor fix but it's very nice for calculations and the UI simplicity. In addition, we fixed a bug where cyberware recovery time was not advancing by the game time that a mission took to complete. Usually less than a day, still it is important to clock this time for those sitting back at the safehouse.
Tox Cloud Speed Fix
We've fixed issues with the Tox Cloud that were accidentally introduced last update. Last update fixed its saved game persistence issues but suddenly Tox Clouds started going faster and faster every turn. This is now resolved and they keep their nice steady pace and remember their position after a retry turn ore reload of the save.
v1.4.37 - 3/22/2024
- Added new proc-gen map, Lockdown Station, which supports Scavenger, Kill 3 Captains and Q-Gap Spike objectives - Added 4 new host templates to proc-gen matrix hack only missions - Added 3 new large host templates for SCU access and spiking CPU missions - Improved balance of dumpshock, better Stress generation and can even cause Injury time - Expanded camera zoom range from 10m-45m to 5m-60m (get closer or zoom out even more) - Rounded off all cyberware install times to an even day count, no more 12d 6h - Improved balancing for matrix host Security Level and Response Level for non-hack only proc-gen missions - better scaling - Fixed bug with accelerating Tox Cloud moving faster each turn - Fixed issue where high Power Level hacking missions could suddenly fall off in Security and Response Level - Fixed issue where some safehouse timeline events were not advanced by mission passing time, such as cyberware recovery - Fixed issue with extracted characters creating a dead zone preventing line of sight - Fixed issues with texturing properties for tattoos that made them seem very metallic
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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