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Update #65: Gold Loot Zone
We've heard some natural confusion about the inaccessible Gold Key loot area in the new level, Lockdown Station. To help make this more clear, we've added a new tag to the mission list to give you warning that there is a Gold Key loot area within a level.
So, what is a Gold Key Loot Area?
So we've fixed that and enabled the Leverage which we had accidentally left in the "dev-only" state. Check with your Contacts who can offer this Leverage for a Favor to see if you can get a Gold Key before hitting the site. If you can, make an extra stop and reap the golden rewards.
With Update #65, we've hit a bit list of improvements with the Matrix. One of the first improvements we've completed is to condense the grid by about 20% to help get more on screen at once. The new matrix grid is still separated enough to be easy to read and use but also a bit closer to reduce your need to zoom in and out so much. We have also improved the timing of opening and closing the matrix screens - when starting a hack, resuming a Hackers turn, or going to look at Security devices or Doors from the Matrix. Everything runs faster, and its nicer for it. We fixed a bug where the Matrix host's Escalation might try to unload programs that were not loaded. And we fixed an issue with the Hacker's Trunkpatch which was not immediately reducing Q-Sec Tally and updating display as described.
We've improved the hover for Matrix programs to be clear about the AP cost of loading a new program. This was a hidden cost before, but the 5 AP cost is now clearly visible before you load the program. Then, the second AP cost which is highlighted once the program is loaded is the cost to execute the program code. We've also fixed a bug that was charging you 5 AP to unload a program, which was not intentional and not helping for those players making mistakes with load and unload.
In prep for some upcoming Matrix active Leverage options which you can use to affect a Matrix host or specific node, we've added the ability to call in Leverage directly from the Matrix action bar. For now, this is useful to allow you to use Leverage without having to disconnect from the Matrix, if you have a character who needs to Scramble Protocols or the like. In a near-term update, we'll be rolling out new Leverage types that are a matrix-specific and make this Leverage-in-Matrix ability even more important.
With this update, we've added 2 new sorting options for Contacts - by Contact Type and by Faction. Both of these are A-Z and are really useful to help you find somewhere you're looking for if you can't remember their name. For simplicity, we've only offered A-Z options for both of these, because you can just scroll to the end of the table if you're looking for UltraTek.
If you're looking to discuss a map with other players or with the dev, it can be a little difficult because the maps use different names during proc-gen and storylines that aren't always the same. To help with this possible point of confusion, we've exposed the map's codename, such as Lockdown Station, in the ESC menu, in the top right.
We've improved the font colors, sizes and background opacity to make hovers over doors, security devices, interactive panels, lootboxes and hacking terminals easier to read. Thanks to everyone posting up F10s!
Don't worry - we're not quadrupling the reinforcement counts, we were just testing this fix! In Update #65, we've resolved the issue where multiple enemy spawns could end up on top of each other instead of finding some nearby empty space.
- Added Gold Key leverage offer for all missions going to Lockdown Station - gold keys cannot be gained except via Leverage - Clarified Gold Key Loot area, highlighted mission tag now appears if one exists in a level - Added mission level "codename" to the ESC menu so you can always know the level's meta name ("Lockdown Station", "Trucker HQ") - Added new Contact sort options for A-Z Contact Type and A-Z Contact Faction - Added option to use Leverage directly from inside Matrix, such as Suppress Reinforcements without disconnecting; opens the way for more Matrix Leverages - Improved matrix Program hover to show both the AP cost to load the Program and AP cost to use program separately - Condensed matrix map brings all nodes 20% closer together and reduces need to zoom so much to see everything - Reduced delay when exiting matrix screen to main map screen to change turn, disconnect or check security devices - Fixed bug with Hacker's Trunkpatch Talent not immediately reducing Q-Sec Tally and updating display - Fixed matrix bug where you were charged AP cost of loading a program to unload it - Fixed matrix bug where host's Escalation response might try to unload programs that were not loaded - Fixed matrix bug where Q-Sec Level and other HUD stats might not always update on jacking in - Fixed issue with enemy spawning where enemies could end up stacked - now they will find a nearby available location - Fixed some matrix host bugs with diagnol connections - Improved readability of hover for security devices, loot, doors etc on map - Prevented issue where Wound Traits could appear in Hype Limit Break options - Fixed bug where Cyber Knight's Rewind Talent was reseting matrix program charges - Can no longer modify cyberdeck or programs for any hacker who is waiting to be recruited - Fixed bug in hovering over empty or unavailable item slot in roster showing randomized item
[ 2024-03-24 20:01:45 CET ] [ Original post ]
Update #65 is a huge pile of improvements including new Gold Key leverage option, new mission tags identify Gold Key Loot Areas, a huge pile of Matrix improvements including letting you use Leverage's directly from inside the Matrix, and a lot more. Let's check it out below!
If you're enjoying the progress, wild pace of updates and on-going improvements please take a moment to leave a review and help us keep going. You can always edit the review later or at full launch.
Gold Key Loot Area
We've heard some natural confusion about the inaccessible Gold Key loot area in the new level, Lockdown Station. To help make this more clear, we've added a new tag to the mission list to give you warning that there is a Gold Key loot area within a level.
So, what is a Gold Key Loot Area?
- Gold Key areas are locked areas that always contain high-value loot. They may be heavily guarded from the outside but won't have guards inside them.
- If you hover and check the Gold Key Loot Area's rules, you'll see a warning that once you deploy into the job, there is no way to gain access to the Gold Key area.
- The hover in the job is also more clear now that you cannot access this area and no matter how many lootboxes you pop open, you will not find the key. The only way to obtain a Gold Key is through Leverage.
So we've fixed that and enabled the Leverage which we had accidentally left in the "dev-only" state. Check with your Contacts who can offer this Leverage for a Favor to see if you can get a Gold Key before hitting the site. If you can, make an extra stop and reap the golden rewards.
List of Matrix Improvements
With Update #65, we've hit a bit list of improvements with the Matrix. One of the first improvements we've completed is to condense the grid by about 20% to help get more on screen at once. The new matrix grid is still separated enough to be easy to read and use but also a bit closer to reduce your need to zoom in and out so much. We have also improved the timing of opening and closing the matrix screens - when starting a hack, resuming a Hackers turn, or going to look at Security devices or Doors from the Matrix. Everything runs faster, and its nicer for it. We fixed a bug where the Matrix host's Escalation might try to unload programs that were not loaded. And we fixed an issue with the Hacker's Trunkpatch which was not immediately reducing Q-Sec Tally and updating display as described.
We've improved the hover for Matrix programs to be clear about the AP cost of loading a new program. This was a hidden cost before, but the 5 AP cost is now clearly visible before you load the program. Then, the second AP cost which is highlighted once the program is loaded is the cost to execute the program code. We've also fixed a bug that was charging you 5 AP to unload a program, which was not intentional and not helping for those players making mistakes with load and unload.
Using Leverage from Matrix
In prep for some upcoming Matrix active Leverage options which you can use to affect a Matrix host or specific node, we've added the ability to call in Leverage directly from the Matrix action bar. For now, this is useful to allow you to use Leverage without having to disconnect from the Matrix, if you have a character who needs to Scramble Protocols or the like. In a near-term update, we'll be rolling out new Leverage types that are a matrix-specific and make this Leverage-in-Matrix ability even more important.
Contact Sorting
With this update, we've added 2 new sorting options for Contacts - by Contact Type and by Faction. Both of these are A-Z and are really useful to help you find somewhere you're looking for if you can't remember their name. For simplicity, we've only offered A-Z options for both of these, because you can just scroll to the end of the table if you're looking for UltraTek.
Map Codenames
If you're looking to discuss a map with other players or with the dev, it can be a little difficult because the maps use different names during proc-gen and storylines that aren't always the same. To help with this possible point of confusion, we've exposed the map's codename, such as Lockdown Station, in the ESC menu, in the top right.
Better Hovers
We've improved the font colors, sizes and background opacity to make hovers over doors, security devices, interactive panels, lootboxes and hacking terminals easier to read. Thanks to everyone posting up F10s!
Fixing Spawn Piles
Don't worry - we're not quadrupling the reinforcement counts, we were just testing this fix! In Update #65, we've resolved the issue where multiple enemy spawns could end up on top of each other instead of finding some nearby empty space.
v1.4.39 - 3/24/2024
- Added Gold Key leverage offer for all missions going to Lockdown Station - gold keys cannot be gained except via Leverage - Clarified Gold Key Loot area, highlighted mission tag now appears if one exists in a level - Added mission level "codename" to the ESC menu so you can always know the level's meta name ("Lockdown Station", "Trucker HQ") - Added new Contact sort options for A-Z Contact Type and A-Z Contact Faction - Added option to use Leverage directly from inside Matrix, such as Suppress Reinforcements without disconnecting; opens the way for more Matrix Leverages - Improved matrix Program hover to show both the AP cost to load the Program and AP cost to use program separately - Condensed matrix map brings all nodes 20% closer together and reduces need to zoom so much to see everything - Reduced delay when exiting matrix screen to main map screen to change turn, disconnect or check security devices - Fixed bug with Hacker's Trunkpatch Talent not immediately reducing Q-Sec Tally and updating display - Fixed matrix bug where you were charged AP cost of loading a program to unload it - Fixed matrix bug where host's Escalation response might try to unload programs that were not loaded - Fixed matrix bug where Q-Sec Level and other HUD stats might not always update on jacking in - Fixed issue with enemy spawning where enemies could end up stacked - now they will find a nearby available location - Fixed some matrix host bugs with diagnol connections - Improved readability of hover for security devices, loot, doors etc on map - Prevented issue where Wound Traits could appear in Hype Limit Break options - Fixed bug where Cyber Knight's Rewind Talent was reseting matrix program charges - Can no longer modify cyberdeck or programs for any hacker who is waiting to be recruited - Fixed bug in hovering over empty or unavailable item slot in roster showing randomized item
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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