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Update #102: Flash Sale those Blueprints


It's late night on the New Boston streets and things are quiet - until the update hover truck drops in. Roaring engines, new improvements, more level points for you! and you! and you! - plus Blueprints can now be sold widely, more Contacts are buying accounts, service maximums are more clear, better Matrix Escalation balance, you can detach mods again (woops!) and another big round of Steam Deck improvements. You know - just another New Boston day, another big update! If you're enjoying the pace of improvement and how we do things over here at Trese Brothers, please leave a review. We are a small team, working hard for your reviews - if you like it, review it!

Steam Deck Progress


We plan to have continual Steam Deck progress for a while here, angling toward a better control scheme. Update #102 is taking a big step forward with resetting the default controller bindings to be more immediately playable and easy to use.
  • Swapped Set Movement Destination to (Y) - it is easier to find and you can hold it down and drag your movement destination around by panning the camera.
  • Swapped Toggle Highlights to (Right Stick Click) and added Decrease Full Auto Targets to (Left Stick Click) so you can control the Full Auto targets directly
  • Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A)
  • Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect
These changes are coming right out of the group chatting on our Discord in the Steam Deck Blitz thread and aren't likely to be the final changes, but please let us know how these changes feel and what else we can do to improve or if you found bugs, let's get them fixed on your Deck! In order to use the latest default controller bindings - go to Options > Keybindings - Missions > Reset Defaults.

Better Level Point Progression


Bonus! You get extra Level Points today for all your characters who have at least reached level 10! We've improved the curve, smoothing out a minor oddity at level 9 & 10, and then added an extra +1 Level Point for every 5 levels achieved. So, that's extra points at 10, 15, 20 and 25 - adding up to +4 Level Points for max'd out characters.

Blueprints for Sale!


Blueprints have not been mature enough for a long time to really go up for sale, but as we are narrowing in on the upcoming crafting release, the time has come. Now a variety of Contacts can purchase Blueprints, limited by Type and Power Level. Contacts like Gun Runners will be interested in buying your Weapon and Weapon Mod Blueprints, while Corporate Researchers others will want to get a hold of your Item Blueprints. Most Contacts start being able to purchase Blueprints up to Power Level 3 and will need further Limit Breaks to upgrade their services to purchase higher level and even more valuable Blueprints.

Better Service Listing


With Update #102, we've improved the display of Contact Service's list to be more clear when a Contact has maxed out a service. With the addition of Influence Limit Breaks being able to raise a service's level and trigger the sale of new weapons, armor, items, implants (etc) this is key to help further identify Contacts you want to focus on helping, selling to and supporting. Maxed out Services are highlighted in yellow.

More Account Interest


More Contact types are now interested in purchasing Accounts from you, giving you the option to feed more Influence to them. For Contact types like Street Doc, Dopers, Gang Bosses, it is now easier to raise their Influence with high Rarity Account sales, but check their specific services for what they are seeking and keep an eye out for matching missions. For example, your Street Docs can make use of Street Accounts - those from Gangs - so, consider extra time and effort to plunder and hack on missions running up against gangs if you're trying to push your Street Docs up to Cybernetic Implants level 3.

Matrix Escalation Rebalance


As we continue to improve the matrix - and especially tune its balance for high Power Levels - we've made some changes with Update #102 that should help make the late-game matrix play more interesting and offer some more strategies. First, we've adjusted how the Wake All IC Q-Security Escalation was weighted and drawn. It was used as a backup for a number of other cards that might not apply, causing it to be drawn far more often than it should be. It has now been pushed back to a realistic weighting among all the other options and should occur significantly less frequently, especially on nodes where the are already 3+ IC. Secondly, we've adjusted the weighting of other Q-Security Escalation options, including to punch up the 3 types of lethal feedback the host can dish out - to your Hacker's HP, your deck and your Connection %. For your Hackers HP, the hits can now also come with a lot more bite, ranging from 10 to 30 Damage on the most deadly hosts - and then reduced by half your Deck Armor directly (8 Deck Armor = 4 HP saved).

Detach Mods


For a minute there, the ability to remove mods from weapons was completely gone. We've fixed this, bringing it back!

v1.7.17 - 7/2/2024


- Improved level points curve, +2 pts at checkpoints 10, 15, 20, 25 and smoothed out odd bump at level 9/10 and - New Contacts willing to buy Blueprints by type - Gun Runners buy Weapon Blueprints, Researchers buy Item Blueprints and more - More Contacts willing to buy Accounts (Street/Syndicate/Corporate): Street Docs, Dopers, Gang Bosses, Detectives, Sector Commander - Wider range of Contacts can boost Influence with high Rarity Account sales to drive Limit Breaks - Contact Services are now highlighted in Yellow if they cannot be upgraded further by Limit Breaks - Matrix balance improvements - adjusted weighting of Matrix Escalations (more Dmg responses, less Global Wake IC) - Matrix lethal feedback escalation can cause meaningful amounts of HP loss (10-30 HP, less 50% Deck Armor) - Fixing bug preventing from detaching mods from weapons - Prevent special effects (+5% Legwork for all mercs) from appearing in buffs and debuffs list - Fixed Mintable Attack III (FAS) program to have Program Rating 7 Steam Deck Improvements - Improved Steam Deck default controller config - use Options > Keybindings > Reset Defaults - Moved Set Movement Destination to (Y) - easier to find and hold down to drag your movement destination - Moved Toggle Highlights to (Right Stick Click), Decrease Full Auto Targets to (Left Stick Click) - Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A) - Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect


[ 2024-07-03 04:59:47 CET ] [ Original post ]



Cyber Knights: Flashpoint
Trese Brothers Games
  • Developer

  • Trese Brothers Games
  • Publisher

  • 2022
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 244  
    🎹🖱️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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