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Update #87 continues to press on community F10s, quality of life requests and bug reports. We've got some major things cooking back at HQ and some milestone items coming up, but for now we're making sure everything in the latest massive base building update is working as it should be. We've fixed a number of issues, improved the matrix to prep for the tutorial and made some much needed changes to the UI pattern in dialog to ensure that confirm-is-confirm.
If you're enjoying the pace of updates, please consider leaving a review. Thank you!
[previewyoutube=HXn6OSRzvIQ;full][/previewyoutube]
Hacking YouTube Tutorial
As we are still working on getting everything ready and done for the proper in-game Matrix Tutorial, we've taken a moment to record a brief and focused YouTube tutorial for anyone looking for help here. Learn to hack to drop the alarm level, control security devices, get valuable paydata, and complete CPU spike missions.
Confirm to Advance Dialog
With Update #87, we've fixed the longstanding issue where TAB was by default used to advance dialog instead of the regular UI confirmation, spacebar. This issue stemmed from the regular concern over controller and keyboard players hitting space rapidly and accidentally selecting the first dialog option without realizing it in a rush of mashing buttons. To address this, we've moved the selection for keyboard and controllers to a prompt above the choices - so, hit (A) or (space) to advance the dialog and when a choice comes, you can't make a choice until you use your D-pad or arrow keys to navigate down.
In the same vein, there is a dead spot on the screen that refuses to accept "click to advance" clicks during dialogs. This area is the area where the choices will appear and is there to prevent you from spamming clicks into an area where dialog choices are going to be shortly, and then accidentally mashing your way through a choice. The dead zone is now highlighted in a darker color to make it clear so you can click elsewhere.
We've also added an attribution arrow to the last line of shown dialog to help it be more clear as the speaker jumps back and forth between sides.
Hacker Details in HUD
We've improved the hacker's details in the top left of the matrix HUD with Update #87. This includes breaking out Cyberdeck Shield and Cyberdeck Armor to give them their own own icons, hovers and space above the 3 health bars for your hacker (HP, Cyberdeck, Connection Health). We've also added a set of new hovers to cover these re-organized fields.
Safehouse Leverages
If you were using the Field Ops or Hacking Station rooms in your safehouse to gain additional leverages, you might have found that a few of them were not working as advertised. In some cases, they were but were giving no indication to the player. Regardless, we've fixed the lot of them, including Pemex Doubler, RIPR DX and Bespoke Deck Armor. We've also fixed an issue where the passive on-first-turn type of Leverages were not being shown in the Command HQ when you returned there to finish your mission planning. This was making them feel even less likely to be useful. Please F10 any additional issues you have, but we're seeing the whole set working and displaying better now.
Underworld Hub: Legwork Hustle Up
The Legwork Hustle Up capability of the Underworld Hub in your Safehouse was not working. A math error with rounding things off to whole numbers snuck in near the end of testing and set everything back to the same duration it had before! This is now fixed. We are working on better feedback for using tokens, but the first priority is to crush any bugs in the actual mechanical parts before getting some dialog in there from the Face.
Double IO Bug
We fixed a bug that was sometimes causing IO buffs from Programs or Talents to be counted twice or to reapply on the following turn. IO is so important and comes from many sources - your deck, your cybernetics, your Talents and your programs - so getting every point counts.
Targeting Click and Cancel Bug
We fixed an old bug that could cause the click to target an enemy to instantly cancel the attack targeting. In this case, the target circle would flash on screen and then disappear. This is now resolved, hurrah!
v1.6.19 - 5/21/2024
- Improved dialog and story choice display - confirm (spacebar by default), attribution arrow, smooth scrolling - Improved Hacker HUD in the top left corner to show Cyberdeck Shield and Armor separately - Fixed reported issues with Safehouse-driven Leverages - Improved Command HQ's mission planning by showing Passive Leverages on a mission - Fixed RIPR DX, Pemex Memory Doubler - Fixed issues with matrix Armor buffs like Bespoke Deck Armor not reducing damage correctly - Fixed issue with IO Speed buffs sometimes being double-applied - Fixed issue with Underworld Hub not correctly reducing Legwork duration - Fixed issue that could cause game to ignore clicks on enemy targets or immediately cancel targeting
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 
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- 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.
- 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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