We're excited to be back with another day of fixes and improvements to catch up on the week of no updates. Update #95 hits the streets with some important upgrades to Account and File pricing, improvements to Contact Traits to make them be more impactful, a nice new File Set minting preview that helps clarify what swapping files is doing for your result chances, and a big set of improvements to Agent EX and other areas of the game based on your F10s for the day!
If you're enjoying the pace of Early Access around here and the on-going improvements to your game, please do remember to leave us a review. We're a tiny studio and we live on the things. You can always edit it later :D
Improved Digital Prices & Contact Traits
For files and accounts, we've fixed a number of pricing bugs that were preventing Power Level from having the correct impact on the prices of each type. These should now be more reactive to higher Power Level and offer increased prices from your Contacts should be forthcoming. In addition, we've fixed a number of bugs in how Contact Traits were handled that were causing a lot of the price change Traits still not to work as expected. We've been grinding on these and getting everything working right because we're playing the Contact Influence/Exposure Limit Breaks, so these are going to be getting even more important. But for now with Update #95, they're going to help you see even more divergent prices between your Contact offers.
Minting Preview
When changing the files going into Minting a File Set, you can now see a preview of the possible ranges of value for the resulting file - for example, from $35K to $139K. This depends on the inputs (their Rarity and Power Level) and the output they could create (which is randomly selected from the input Rarities and Power Levels).
Stuck Agent EX Roster
For any players who were having their new game Agent EX's roster not load completely, we fixed the issue with their relationship tag to the Wireghost Dancehall that was causing the bug. You can now see all of their tags and their correct equipment.
XP Bar Relative
The XP bar in the roster used to be a progres bar relative to your total XP to your next level, showing a percentage from 0 to your next XP goal, like 1000. We've fixed the bar to work like every XP ever LOL :D and be relative to your progress toward completing your current level (say, from 800 to 1000). Winning!
v1.6.41 - 6/17/2024
- Improved File and Account pricing to be more sensitive to Power Level - Improved File Set minting UI to include the range of prices possible from the mint based on your Rarity/Power Level inputs - Fixed bugs with Contact Traits that were preventing Contacts from offering significantly different prices - Fixed bug with loading Agent EX Sren's roster page due to misformatted relationship tag with Dancehall - Improved Cybersword's Adaptive Restruct Talent description - Fixed possible story dead-end in Salvage Job that leaves sibling as Recruit in roster but cannot talk to them - Fixed XP bar percent in roster to be relative to the current level (800-1000) of all XP (0-1000) - Fixed tutorial issue where sometimes non-tutorial characters (like Emille) would be referenced in dialog
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 
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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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