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Two days, two new maps! We're excited to roll out Update #119 with another map to play for the new assassinate VIP objective type. In June and July we smashed roadmap milestone after milestone but now we're getting ready for the late summer deluge of content - maps, missions, stories, recruits and more. Time to make this game deep! So with Update #119, we're rolling out new proc-gen map, improved the bodyguard behavior once a VIP goes down, fixed a lingering bug with double-counted corpses, fixed a sneaky longstanding bug with extra Silencers being generated if you were swapping characters in new game and made a list of quality improvements to the H Interchange map rolled out yesterday.
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 Map for Assassinations - District HQ
With Update #119, we're excited to roll out another new map - the District HQ - which appears one of the options in the new assassination proc-gen objective type. This new map has a cool city district style that is really beautiful and you'll find some new unique rooftop challenges here as the enemy forces have had a time to fortify this zone against attackers. We've also fixed all reported issues with yesterday's release of the new map and assassination objective. There was one VIP landing zone where the ZIP was trapped and couldn't move and another funny situation where you contact was congratulating themself about the assassination gone well. Finally, we fixed a bunch of starting camera positions that were rotated into geometry or rotated so that you couldn't see the characters.
Improved VIPs and Bodyguards
Our first big round of improvements toward getting VIPs and bodyguards to coordinate their actions went pretty well. They are much better at sticking together and bodyguards are now resolute in their fast movement to take tactical positions in a circular fashion around the VIP and protect them. With this update, we've fixed some of the bodyguard behavior after the VIP is dead to be sure they don't mill around stupidly and instead try to take retribution on the attackers. We'll keep working on improving this set of intelligence and especially are excited to add some new Talents to the bodyguards' bags to help make them better defenders.
Double Count Corpses
We fixed a bug - thanks for the F10s! - introduced a few updates ago that could cause a body to be "double counted". An enemy would discover a corpse and then the Sec AI would receive multiple reports of fatalities on that turn. This is now resolved - each body is counted exactly once when it is first discovered and if the discoverer is killed on the same Turn, the body reverts to be undiscovered.
New Game Silencer Pile
We're excited to fix a sneaky, longstanding bug and a mystery that has been blamed on the EQ system for quite some times. Some players find that they have silencers in a pile in their inventory at some point in the game. Sometimes 14/14 ... that makes no sense, there are only 4 equipped on my characters! Sometimes 56/56 ... wut? The true cause of this was actually switching characters in new game could leave silencers hanging around. If you tested out enough team combos, it could leave a lot of silencers around! We're excited to have this fixed for future new games :D
v1.8.37 - 8/1/2024
- Added new proc-gen map "District HQ" for mission objective Assassination - Added more variety for mission names, especially bodyguard missions - Further improved behavior for VIPs and bodyguards - better guarding routine - Fixed issue with one VIP/bodyguard arrival where they are stuck on the rooftop and don't move - Fixed funny Contact thanking themselves for completing the assassination mission lol - Fixed bad starting camera angles in new H Interchange map - Improved lighting and fixed some flickering elements in new H Interchange map - Fixed new game issue where changing characters could result in extra Silencers later - Fixed reported typos
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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