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Update #83: Cleaners


Last week, we snuck Update #81 and #82 into the big safehouse update new post but now we're getting back to regular order and we're going to have a lot of patches and new things coming this week. The safehouse base building roadmap item is complete and it's time to roar the engines on to the next thing! But for a little longer, we're hitting all the bugs and quality of life improvements we can from your Steam posts and your F10s. If you like the latest improvements, big feature adds and pace of updates, please support our Early Access efforts by leaving a review. Remember - you can always edit it later.

Our previous RPG is featured in Steam's Endless Replayability Fest!


Cyber Knights: Flashpoint is our 9th game; we love in-depth RPGs & strategy games. Many of you may already know us from our previous game, Star Traders: Frontiers, but if you're new here, give Star Traders a look! Our sci-fi captain RPG is an open-ended space sim that's been called "Firefly meets Dune" by players and one of the best RPGs on PC by Rock Paper Shotgun. Trade, recruit, hunt, spy, or more across the galaxy; fight in turn-based ship and crew combat; choose how you'll build your rep, skills, and fortune. Bounty hunter, merchant, carrier commander, smuggler, pirate... what kind of captain will you be? https://store.steampowered.com/app/335620/Star_Traders_Frontiers/

Safehouse Room Fixes


We've hit a bit list of most popular F10 issues in the safehouse with Update #83.
  • If you were having screen freezing using the Inject Matrix Loot leverage option, that is now all working correctly.
  • The Counter-Intel Pods now show the HUD details for Heat and Head Hunters, which is pretty important info for the types of actions you can take there.
  • You can access the Command HQ even if there are no missions, so you can get to the build/upgrade screen. Keep mind, any time you want to jump directly to the build/upgrade screen, hold down the [R] key (or whatever you have bound) while clicking on the room in the safehouse. This jumps you straight to build/upgrade. Not well documented, but we'll work on that. Save a click, hold [R].
  • For token offers that have lists in a pop up like recruits and contacts, if the offering is not available it is correctly styled and darkened row.
  • Some old saved games showed a 3rd utility that doesn't exist. Fixed!

Custom Difficulty: Game Speed


Game Speed in your difficulty settings now correctly applies to all safehouse tasks. We've also improved the text/hover for both story and game speed to be clear that increasing the value (from 100% to 125%) makes things go faster. So, if you want shorter build times, you want to raise the value to 125%.

Lock on Level Start with T-Pose


Some players were getting games into certain states that could result in a mission being loaded with their characters in T-Pose and the game hard locked. These games will now just resume and play forward under Update #83. Apologies for the hard-lock pause, but you're back on track!

Cybernetics


We had a few issues with cybernetics, all fixed now. We've improved the implant for MatrixLink 2 and also you can now correctly upgrade any cyberware that is required for a class, such as from MatrixLink to MatrixLink 2 for the Hacker. Also, putting mercs into the Simstream Detox was causing them to show that they had an invalid cybernetic called "Implant.Name.-1", now fixed.

File Set Minting


When you Mint a File Set, the result is always a new File. Then you can chose to Use that file to call in its special action, like creating a mission, compiling code for a Cyberdeck Program or connecting with a Contact by their V-Chip. But, this is a separate Use action because you can also chose to Sell that more expensive resulting file. The file that is created is now marked as new with a nice yellow dot to help you find it. Also, we've fixed issues with the Inventory back button and other parts of the Ui locking up after attempting to create a Hacking Mission from a file.

Tutorial Improvements


We've continued to make improvements to the tutorial text and how it picks when and what to offer as advice. We've improved the system never to offer advice if you're at your maximum tasks, so it won't pester you if you can't do anything. A number of prompts received additional clean-up and clarification. Also, if you don't want the safehosue tutorial, just disable it either with a new game or through the options menu directly.

v1.6.7 - 5/13/2024


- Fixed issue using "Inject Matrix Loot Accounts" Leverage locking up screen - Improved MatrixLink 2, fixed bug preventing upgrading to this new implant - Files that are newly minted from a set get the "New" yellow dot - Counter-Intel Pods displays Heat and Head Hunters details in the HUD - Even if you have 0 missions, you can enter Command HQ in order to upgrade it - If a token offer for recruiting or contacts is not available, the row style is grayed out correctly - Fixed issue where level could lock up before HUD is loaded, mercs in T-Pose - Old saved games that were showing a 3rd type of Utility on Command HQ no longer have this bug - Fixing invalid implant ("Implant.Name.-1") appearing on characters who were in Simstream Detox - Reduced possible Safehouse HUD overlaps on certain resolutions and UI scales - Improved safehouse tutorial prompts - Fixed reported typos - thank you!


[ 2024-05-14 02:28:53 CET ] [ Original post ]



Cyber Knights: Flashpoint
Trese Brothers Games
  • Developer

  • Trese Brothers Games
  • Publisher

  • 2022
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 253  
    🎹🖱️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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