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Update #118: Bodyguards and VIPs


The New Boston streets have never been so dangerous - because your Knight and your mercs about to to get paid to go hunting. With Update #118, we're rolling out new proc-gen map, new proc-gen objective and new cybernetics screen with a ton of fixes and features that were previously missing, such as removing a cyber class you accidentally multi-classed. We've hammered through a huge number of major milestones in June and July and we've got 2 more just slipping out of July into early August - Reactive Music and Hacking Tutorial are days away from landing. And now begins the late-summer content binge - let's do it! If you're enjoying the pace of updates and improvements to the game, please consider leaving a review as a way to thank our small team and push us to keep going!

New Proc-Gen Objective and Map


With Update #118, we're excited to be back on the new map train! The H Interchange map is now released with a new proc-gen objective of assassination. You've been offered a high priority hit but the target is only at risk for a very short window - you need to get into position, be patient and then hit hard before they can escape. With a new map and a new objective now added, our next proc-gen step will be to add another new map with the assassination objective and then to circle back to bring everyone into the fold - adding assassination objectives to existing maps and adding existing objectives to these new maps. We'll rampage through a short cycle here, hopefully making some big waves in the amount of proc-gen playable content before pivoting to stories, recruits and contacts.

Improved Bodyguard & VIP Behavior


With this update, we've also put extra hours into rigging up the behaviors for bodyguards and VIPs so that they are more actively taking their rolls. VIPs will move quickly at a walk toward their extraction point until they become alerted, at which point they will run. Bodyguards aim to never be caught flat footed, so they run and move quickly to keep up with asset and take tactical advantageous positions nearby.

Upgraded Cybernetics Screen


Update #118 brings a complete revamp to the cybernetics screen for your mercs. Before, the screen was presented in a pretty dry inventory of 6 slots you can fill with cybernetics. Now we've upgraded the screen to present you with the 12 possible slot types (arms, legs, deep-brain, fast-brain, heart, etc) that can be augmented with cybernetics.
We've also improved the language and clarity for all the conflict and fail case pop-ups to be more clear. Some of the messages were just plain wrong (saying the implant would conflict with another implant you had when really it was blocked by requiring to train a 3rd class, etc).
Also, implants that provide a new multi-class cyber class are tagged to be more obvious within the lists.

Remove Cybernetics for Limited Respec


With Update #118, we've also added a highly requested ability to undo class training in a cyber class that has a cybernetic requirement, such as Vanguard or Scourge. Now you can select any implant and simply uninstall it. We skip over the gross procedure and getting the vat grown replacements and just get you back to the game. If your Cyber Knight doesn't want that Dermal Plating - pull it. If you regret multi-classing your Hacker into Agent EX, pull the Nano-Hive and bingo, you're clean slate Hacker again. This uninstall procedure does not require a SimStream Trainer token as it is only a partial respec, only removing the class nodes trained from the specific tree of the class you're removing. We discussed making this cost money, a week, and a cyber surgery bed at with a Contac but - for now - have opted for free and instant. You've already paid a hefty price to get that implant installed, so our team found this feature is mostly used to undo mistakes as there is very little or no gameplay advantage from doing it. And if your starting class came with an implant -such as Emille starting with a Chameleon Sheathe and Vanguard - you cannot remove it.

Upgrade to Matrix Link 2


We've fixed the conflict bug that was preventing the upgrades of required cyber class implants, such as Matrix Link 1 to Matrix Link 2. Get your hacker, get your fistful of cash and get yourself to the clinic now!

Proc-Gen Name Upgrade


We've really enjoyed all the players posting the best mission names to the Best Mission Names threads on our Discord, the names that everyone helped suggest and the generator has done an amazing job of creating some cool stuff. We've gone back into this little content engine with a new round of updates, better expanding the set and letting both the map and the objective have more of an impact. We hope you post up the new results too :D

Improved Stun vs. Security Tally


We've fixed a number of issues related to Stunned enemies reporting to the Sec AI, that Security Tally would still appear in yellow in the HUD even if they were Stunned and that some types of events could still end up being reported. All of this is now cleaned up and we've standardized the handling of Stunned as a priority status across the stack so that the Sec AI and the individual agent intelligence adhere to the rules everyone would expect.

v1.8.35 - 7/30/2024


- Added new proc-gen mission objective for Assassination - Added new proc-gen map "H-Interchange" - Improved behavior for VIPs and bodyguards - much better in Snitch Snuff mission too - All new cyber surgery screen makes slot options much clearer - Now uninstall any implant from cybernetic screen, including cyber-class implants to remove that class training - Fixed conflict preventing Hackers from upgrading from Matrix Link 1 to Matrix Link - Improved and clarified text in all cybernetic surgery conflict tags, added Multi-Class tag to highlight those - Improved Tally display and Sec AI reporting rules for stunned enemies - they do not see, they do not report - Widened range of custom/flexible difficultly, opening up ranges for those locked at 75-125% to 50-150% - Fixed issue with helper extraction dialog playing at the end of every hack only mission, now plays first time only - Fixed issues with landed hovertrucks not correctly blocking sight lines


[ 2024-07-31 18:27:29 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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