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Update #73: Escalating
With Update #73, we've pushed some new Sec AI Escalation options that are exciting and dangerous. As we continue to grow the options and deepen the rules for Sec AI Escalations, the differences between the 6 Sec AI (gang, syndicate, Sigma 5, 6, 7 and 9) we have in the game today will become more and more apparent. We've added a new chain of Escalation options for any map that features a disabled minefield of Prox-Mines. The first time that the Sec AI spends an Escalation turning on Prox-Mines it will turn on 3 (as usual). However, now if it is returns to enable Prox-Mines after that it will jump to enabling 5 at a time. This can help situations where - with larger prox-mine fields - the Sec AI could burn Escalation after Escalation slowly turning them on 3 at a time. We've also added an all new Escalation type - the Active Bio-Sweep. This Escalation searches for bodies that have active timers and reduces their timer by 1 to 2 Turns each. The older Sigma Sec AI - 5 and 6 - each only reduce the timer by 1 turn while the new, cutting-edge Sigma 7 and 9 each can reduce the timer by 2 each. The Escalation happens after body timers expire for the Turn, so the worst that can result from this Escalation is at the end of the next Turn, more bodies will have been rushed to expiring their timers. Notably, gang and syndicate Sec AI never do Active Bio-Sweep. We're very excited to keep expanding these catalogs and interlinking them with chains and rules so that the Sec AI becomes more exciting adversary to face.
We've added two new types of eye - a Terminator-style eye with a hot glowing center and a glowing eye with only a targeting symbol shown over the pupil without an iris. It's exciting to round out this category with some new options and now that we've hit 8 different eye looks, we'll be moving on to other categories to continue to add new cosmetic options and looks.
We have also fixed an issue with the snake and burning sun eyes that was causing them never to achieve darker hues. They always stayed very light in color. Now you can go deep red or green if you please!
With Update #73, we've made some nice improvements to Hacker's Spoof and the Soldier's Red Dot. Spoof - with is a passive buff that can block Matrix Q-Sec Escalation - has gained a new upgrade node costing 2 points that will add a second token. This allows a single use of Spoof to block up to 2 Escalations over 4 Turns, if you're fully upgraded. Red Dot - has not been correctly connected to its upgrade nodes since ... the beginning of the Talent? Anyway, we've fixed the bug and now Red Dot has all of its correct upgrades available. We also increased the distance of the Talent and fixed its text formatter to correctly display the debuff that it hits the target with, which you can also upgrade with the "new" upgrade nodes. If you're using your Soldier as an occasional bait for a trap or to pull a security target off course with Red Dot, you'll find these new improvements helpful.
Death Res (previously called Death Save, but that's confusing as we have Stress Res and Wound Res) has been simplified in this update by removing it from all in-game effects. Death Res is set by your Difficulty setting and only by your Difficulty setting. All buffs, Traits and combat drugs that increased Death Res have had it removed. We've also moved Death Res up into the "Death and Saves" section as this is where it is most relevant and improved the hovers on both Death Mode and Death Save. We've got a thread going on our Discord about further updates and simplifications coming for Death Res if you want to check out the rules change preview and chime in.
Grit and Below the Level both lost bonuses to Death Res with this update, so they've been improved in new ways. Grit now adds Wound Res and Below the Level adds XP % bonus.
We've improved the description for Utility programs and fixed a bug that was preventing their hover from showing in the Matrix Talent bar.
With Update #73, we've fixed a mistake with the Ether Reflex Sight for AR/UAR/E-Rifles, where it was reducing the maximum optimal range of the weapon. Now it correctly reduces the minimal optimal range. For changes to the arc fire (Overwatch or Full Auto) we now use a + and - sign to correctly denote bonuses and debuffs. And we've fixed a bug that was preventing certain fields, especially if the value was negative, from highlighting correctly in compare.
- New Sec AI Escalation option: Active Bio-Sweep all body timers are reduced 1 Turn (Sigma 5 or 6) or 2 Turns (Sigma 7 or 9) - New Sec AI Escalation option: Minefield Pulse (wakes 3 prox mines), if run again then Minefield Surge (wakes 5 prox mines) - Added 2 new eye designs - terminator glow and target reticle and improved tinting of snake and burning sun - Improved Hacker's Spoof passive Talent with a new upgrade node that adds +1 Spoof Token - Fixed bug which was hiding Soldier's Red Dot's debuff ability and upgrade nodes in the class tree, increased range - Fixed issue where Trace Vector and other Utility programs did not show description correctly hovering in Matrix Talent bar - Rebalanced Trace Vector 1 and 2 utility programs - Removed changes to Death Res from all Traits, Wounds and buffs/debuffs - this is a Difficulty-only value - Moved Death Res in custom difficulty to be next to Death Mode, vastly improved hovers - Rebalanced Grit to have +Wound Res and Below the Level to have +XP% bonuses as they lost Death Res - Fixed bug preventing weapon mods to properly show compare colors on some stats like Noise and negative Dmg - Fixed Ether Reflex Sight for AR/UAR/E-Rifle to reduce minimum Optimal Range - Fixed weapon mod display of changing Arc degrees to include +/- - Fixed issue with using Faked Vitals and Body Bag on the same target causing negative numbers in hover - Fixed lingering mention of -1 Point to train multi-class in training screen - Fixed lighting issues in Haven Smokeout mission
[ 2024-04-12 20:29:07 CET ] [ Original post ]
Here comes Update #73, another big polish and improvement update with some nice new things to boot. While we motor toward the next set of major roadmap milestones, we're still hard at work improving every aspect of the game with all haste - as any good Early Access project should!
If you're enjoying the pace of updates or think we're just heading in the right direction, please take a moment to leave a review. Every review helps us keep going, go faster and do more.
New Sec AI Escalations
With Update #73, we've pushed some new Sec AI Escalation options that are exciting and dangerous. As we continue to grow the options and deepen the rules for Sec AI Escalations, the differences between the 6 Sec AI (gang, syndicate, Sigma 5, 6, 7 and 9) we have in the game today will become more and more apparent. We've added a new chain of Escalation options for any map that features a disabled minefield of Prox-Mines. The first time that the Sec AI spends an Escalation turning on Prox-Mines it will turn on 3 (as usual). However, now if it is returns to enable Prox-Mines after that it will jump to enabling 5 at a time. This can help situations where - with larger prox-mine fields - the Sec AI could burn Escalation after Escalation slowly turning them on 3 at a time. We've also added an all new Escalation type - the Active Bio-Sweep. This Escalation searches for bodies that have active timers and reduces their timer by 1 to 2 Turns each. The older Sigma Sec AI - 5 and 6 - each only reduce the timer by 1 turn while the new, cutting-edge Sigma 7 and 9 each can reduce the timer by 2 each. The Escalation happens after body timers expire for the Turn, so the worst that can result from this Escalation is at the end of the next Turn, more bodies will have been rushed to expiring their timers. Notably, gang and syndicate Sec AI never do Active Bio-Sweep. We're very excited to keep expanding these catalogs and interlinking them with chains and rules so that the Sec AI becomes more exciting adversary to face.
Added 2 New Eyes
We've added two new types of eye - a Terminator-style eye with a hot glowing center and a glowing eye with only a targeting symbol shown over the pupil without an iris. It's exciting to round out this category with some new options and now that we've hit 8 different eye looks, we'll be moving on to other categories to continue to add new cosmetic options and looks.
We have also fixed an issue with the snake and burning sun eyes that was causing them never to achieve darker hues. They always stayed very light in color. Now you can go deep red or green if you please!
Spoof and Red Dot Talents
With Update #73, we've made some nice improvements to Hacker's Spoof and the Soldier's Red Dot. Spoof - with is a passive buff that can block Matrix Q-Sec Escalation - has gained a new upgrade node costing 2 points that will add a second token. This allows a single use of Spoof to block up to 2 Escalations over 4 Turns, if you're fully upgraded. Red Dot - has not been correctly connected to its upgrade nodes since ... the beginning of the Talent? Anyway, we've fixed the bug and now Red Dot has all of its correct upgrades available. We also increased the distance of the Talent and fixed its text formatter to correctly display the debuff that it hits the target with, which you can also upgrade with the "new" upgrade nodes. If you're using your Soldier as an occasional bait for a trap or to pull a security target off course with Red Dot, you'll find these new improvements helpful.
Death Res Simplification
Death Res (previously called Death Save, but that's confusing as we have Stress Res and Wound Res) has been simplified in this update by removing it from all in-game effects. Death Res is set by your Difficulty setting and only by your Difficulty setting. All buffs, Traits and combat drugs that increased Death Res have had it removed. We've also moved Death Res up into the "Death and Saves" section as this is where it is most relevant and improved the hovers on both Death Mode and Death Save. We've got a thread going on our Discord about further updates and simplifications coming for Death Res if you want to check out the rules change preview and chime in.
Better Traits: Grit and Below the Level
Grit and Below the Level both lost bonuses to Death Res with this update, so they've been improved in new ways. Grit now adds Wound Res and Below the Level adds XP % bonus.
Utility Programs
We've improved the description for Utility programs and fixed a bug that was preventing their hover from showing in the Matrix Talent bar.
Weapon Mods Improvements
With Update #73, we've fixed a mistake with the Ether Reflex Sight for AR/UAR/E-Rifles, where it was reducing the maximum optimal range of the weapon. Now it correctly reduces the minimal optimal range. For changes to the arc fire (Overwatch or Full Auto) we now use a + and - sign to correctly denote bonuses and debuffs. And we've fixed a bug that was preventing certain fields, especially if the value was negative, from highlighting correctly in compare.
v1.5.11 - 4/12/2024
- New Sec AI Escalation option: Active Bio-Sweep all body timers are reduced 1 Turn (Sigma 5 or 6) or 2 Turns (Sigma 7 or 9) - New Sec AI Escalation option: Minefield Pulse (wakes 3 prox mines), if run again then Minefield Surge (wakes 5 prox mines) - Added 2 new eye designs - terminator glow and target reticle and improved tinting of snake and burning sun - Improved Hacker's Spoof passive Talent with a new upgrade node that adds +1 Spoof Token - Fixed bug which was hiding Soldier's Red Dot's debuff ability and upgrade nodes in the class tree, increased range - Fixed issue where Trace Vector and other Utility programs did not show description correctly hovering in Matrix Talent bar - Rebalanced Trace Vector 1 and 2 utility programs - Removed changes to Death Res from all Traits, Wounds and buffs/debuffs - this is a Difficulty-only value - Moved Death Res in custom difficulty to be next to Death Mode, vastly improved hovers - Rebalanced Grit to have +Wound Res and Below the Level to have +XP% bonuses as they lost Death Res - Fixed bug preventing weapon mods to properly show compare colors on some stats like Noise and negative Dmg - Fixed Ether Reflex Sight for AR/UAR/E-Rifle to reduce minimum Optimal Range - Fixed weapon mod display of changing Arc degrees to include +/- - Fixed issue with using Faked Vitals and Body Bag on the same target causing negative numbers in hover - Fixed lingering mention of -1 Point to train multi-class in training screen - Fixed lighting issues in Haven Smokeout mission
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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