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Update #75: Wax On


Welcome to Update #75 in the New Boston Zone, where we smash your F10s and polish the game up some more. Just because we're working around the clock on the next major roadmap update doesn't mean you shouldn't have improvements to the game every other day during Early Access! So here we are - with the most requested F10s fixed. Thanks to everyone playing, sharing feedback and especially posting F10s! We hope you'll take a minute to share the game and if you like the direction we're headed or the pace in which we are going, please take a moment to leave a review. Now, let's look at what we've improved for you in Update #75 - but if you missed Update #74's major face textures improvements, don't sleep on that one either :D

Secondary Objectives Automated


If a mission offers a special reward like extra money or XP or anything if you finish within a certain Turn or Sec Level limit, that is now always shown in the secondary objectives. We previously had a system in place that required the author to put them in, but that wasn't going to be easy or reliable enough for all the mission scenarios and especially for proc-gen. Now we detect them and inject them as needed so they are always present. Thanks to everyone putting in F10s about this!

Spike Reasons


If you are in a CPU or APU and can't spike it, we now show the exact reason inline with text and a warning icon. The causes are because your Scan is not 2/2 yet or there are surviving IC in the node, but sometimes that can be pretty opaque and was tripping up a lot of hackers. Even after the new matrix tutorial arrives, this will still be very helpful to have the reason always shown.

Matrix Files and Account Placement


We've made a major pass of improvement to the routines that selected Files and Accounts to place within matrix systems. This should both make sure that data and financial nodes never end up empty but also ensure that the Files and Accounts you can find there are correctly linked to the right faction, make a lot more sense and are possibly much more exciting and valuable than what you were finding before. We're always grinding to improve all these aspects of the game, so thanks to everyone submitting F10s here!

+2 Matrix Host Templates


As we prepare for new types of Hacker-only missions, we've dropped in 2 new matrix host templates to keep the possible list of hosts you can encounter in proc-gen hacking missions ever growing.

CPU Spiking Improvements


We've improved the rules for CPU Spiking which specifically reduce the Q-Sec Tally levels. The new rules are clearer and more valuable to the player in all situations. The Q-Sec Tally level is reduced by 200% whatever Tally is required to raise an Escalation. If its 35 Tally per Escalation then you can see a drop of 70 Tally. Unless you were below 70 Tally to start, this will buy you 2 "free" Escalations where the system passes the Escalation point but takes no action. It doesn't wake IC, or cause lethal damage or anything - it just sleeps on it. So, reaching the CPU and Spiking it can buy you a big gap of time where you are free to run rampage over the system now. There are even helpful log messages that detail the loss of Q-Sec Tally and the number of free Escalations you'll get. The Sec Tally UI doesn't respond intelligently yet, but that is on our list. We're going to circle back to APU after this and tune up some of its numbers to make sure it is taking the same kind of approach.

Overwatch Targeting


For those players who were struggling with getting their perfect Overwatch angle and distance but finding that OW only targeted if your cursor was over floor tiles ... we've fixed your F10s! Overwatch will now target in whatever direction and distance you point, regardless of what you're pointing at. This gives you freedom to get the best cone and direction no matter the terrain or a crevasse or a wall or anything.

Yield and Delay Preview Fixes


Both Yield and Delay previews were bugged in that they would lie about the final placement of your merc if a merc and an enemy shared the same resulting Initiative after the action. Your mercs always win ties against enemies, so if you both have 7 then the preview now correctly shows - for Yield and Delay - that your merc will take the first action.

Headshot Retakes


With Update #75, we've adjusted the lighting setup for the camera used to capture your character's 2D headshots. With the new skin detail pass, the lighting there as too bright and we've toned it down for its best look. All default portraits and contacts in the game are immediately updated to update your custom squad members, you'll need to grow through the roster, open the Appearance tab and for each character hover over some options. You don't need to set any, and you'll see the portrait change. Sorry we couldn't automate this one!

Roster Tags and Updates


We've fixed a number of cases where the tags in the roster were not updating fast enough if you took action related to Wound or Injury Treatment. Now they all update on the spot and also they all use abbreviated timestamps ("12d and 4h" instead of longform "12 days and 4 hours") which fit a lot better in the small space. Thanks to everyone submitting F10s and helping us improve!

v1.5.15 - 4/20/2024


- Secondary objectives tied to rewards for complete in less than X Turns or less than Y Sec Level always displayed in Objectives list - Added inline explanation with warning icon explaining why you can't spike APU/CPU (not Scan 2/2, not all IC destroyed) - Improved routines for placing Files and Accounts are placed in data and financial nodes, improves variety and prevents empty nodes - Added 2 new matrix host templates for Hack Only proc-gen jobs - Improved rules for CPU Spiking - reduces Q-Sec Tally by 200% Tally required to Escalation, gaining 2 "free" Escalations - Improved Overwatch targeting mouse input that prevent targeted it toward impassible areas - Fixed issues with Delay and Yield preview that could show wrong result (player after enemy) - Injury and Treatment Tags in roster uses shortened date format (11d 4h) - Treatment Tag in roster correctly updates when status changes - Fixed issue with Mission timer sometimes reading "Immediately left" - Improved performance of Talent list and effect list in character hovers


[ 2024-04-20 17:02:16 CET ] [ Original post ]



Cyber Knights: Flashpoint
Trese Brothers Games
  • Developer

  • Trese Brothers Games
  • Publisher

  • 2022
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 255  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Very Positive

    (507 reviews)


  • Review Score

  • http://www.tresebrothers.com/cyberknights.html
  • Website

  • https://store.steampowered.com/app/1021210 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • 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.


    • 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
    RECOMMENDED SETUP
    • OS: Ubuntu 14+
    • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
    • Memory: 1000 MB RAM
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