Update #94: EX Back
With Update #94, we've resolved the issues that were leaving all recruits at level 1 all the time. Now, Underworld Hub safehouse room will accurately predict the level of the characters it can find and any recruits introduced by other members of the squad or contacts will also have a higher level. This level is based on some math related to your Team Power Level, so as that increases expect to see improved recruit level options.
Soldier and Agent EX both have +X% Full Auto Damage nodes but these were not displaying or actually elsewhere, like in the combat stats summary block or when damage by Full Auto was estimated or applied. So, this is a nice new bonus you weren't getting before. Also, we've improved 2 of the Soldier's nodes to go from +2% to +3% Full Auto Damage. We've also fixed one of the bottom left Agent EX class tree nodes that only gave +1 Reaction, it now grants +1 Reaction and +2% Evasion.
We've improved the VFX for Shuriken Wave to give it a feeling of a wave and individual enemies getting hit. We've also simplified the damage calculations for it - S-Wave was incorrectly applying cover and distance reductions to damage like a Grenade and making it quite weak. We fixed a bug that could cause Agent EX to lock up when trying to re-use certain Talents (due to their VFX being badly cleaned up). And finally, we fixed a bug where Glitching across different elevations could result in odd rotations and positioning.
- Fixed starting level of recruits offered by Underworld Hub and by other characters/contacts - no longer always Level 1 - Improved some bonuses in class tree small nodes for Agent EX, Soldier gains 2 X +1% Full Auto boosts - Fixed issue with Full Auto Dmg bonuses from class tree not appearing in Combat Stats block - Fixed bugs where repeated use of some Agent EX Talents could lock game randomly - Improved VFX for Shuriken Wave, fixed issues reducing Pure Damage to targets incorrectly - Fixed bug with Agent EX Glitch where changing elevation would cause odd final rotation - Fixed reported typos, thank you!
[ 2024-06-16 05:00:36 CET ] [ Original post ]
Welcome back New Boston! We had a short break here so this is the first update since the Agent EX was dropped. Update #94 focuses fully on patching EX issues, so thanks to everyone for putting in F10s. We've been pleased just how stable the new class has been, how much play time the EX are getting and just how fun the class is to play and integrate into both new and existing teams.
So thank you for playing, posting to the forums, hitting F10 if you see something and especially to everyone who left a review this week!
Underworld Hub Recruit Levels
With Update #94, we've resolved the issues that were leaving all recruits at level 1 all the time. Now, Underworld Hub safehouse room will accurately predict the level of the characters it can find and any recruits introduced by other members of the squad or contacts will also have a higher level. This level is based on some math related to your Team Power Level, so as that increases expect to see improved recruit level options.
Full Auto in the Class Tree
Soldier and Agent EX both have +X% Full Auto Damage nodes but these were not displaying or actually elsewhere, like in the combat stats summary block or when damage by Full Auto was estimated or applied. So, this is a nice new bonus you weren't getting before. Also, we've improved 2 of the Soldier's nodes to go from +2% to +3% Full Auto Damage. We've also fixed one of the bottom left Agent EX class tree nodes that only gave +1 Reaction, it now grants +1 Reaction and +2% Evasion.
Other Agent EX Fixes
We've improved the VFX for Shuriken Wave to give it a feeling of a wave and individual enemies getting hit. We've also simplified the damage calculations for it - S-Wave was incorrectly applying cover and distance reductions to damage like a Grenade and making it quite weak. We fixed a bug that could cause Agent EX to lock up when trying to re-use certain Talents (due to their VFX being badly cleaned up). And finally, we fixed a bug where Glitching across different elevations could result in odd rotations and positioning.
v1.6.39 - 6/16/2024
- Fixed starting level of recruits offered by Underworld Hub and by other characters/contacts - no longer always Level 1 - Improved some bonuses in class tree small nodes for Agent EX, Soldier gains 2 X +1% Full Auto boosts - Fixed issue with Full Auto Dmg bonuses from class tree not appearing in Combat Stats block - Fixed bugs where repeated use of some Agent EX Talents could lock game randomly - Improved VFX for Shuriken Wave, fixed issues reducing Pure Damage to targets incorrectly - Fixed bug with Agent EX Glitch where changing elevation would cause odd final rotation - Fixed reported typos, thank you!
Cyber Knights: Flashpoint
Trese Brothers Games
Trese Brothers Games
2022
RPG Singleplayer
Game News Posts 253
🎹🖱️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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