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Update #125: Matrix File Hunt is On!
In proc-gen land, we're excited to roll out an all new hacker-only mission focused on finding and downloading files. The Matrix Hunt mission type sets you up - on the clock - to break into a host and find 3 valuable paydata files scattered across the host's nodes. Much like Kill 3 captains, your payment hinges on each file found where you can gain 33% per file. It only takes 1 file to be called a Victory but the real money is with all 3. It's awesome to see new objectives filtering into the hack-only missions as well as the meatspace maps and missions. The current iteration of this mission is styled such that it is a great fit for your Street Docs, Nu-Vudu practitioners and drug runners, contacts who haven't been as present in the proc-gen circuit up to this point, giving a new way to get them Influence points.
There are still big movers in the game's economy settling down. The ability to make upwards of $5m on a single phase mission in the high-end Power Levels is still running too high. While we're probably not done adjusting this (as more multi-stage missions will arrive), we've tuned this down into the $4m zone, which is still, frankly, a lot.
Ohhh the barracks character roster got faster! We're excited to roll out a huge performance boost, if you had any delay in that screen popping up it should be absolutely crushed. This makes a huge difference if you were trying to filter by character level, which was laggy before but now is buttery smooth. We've also fixed a number of places where mercs who shouldn't be counted for tags - Dead mercs were being counted as Wounded (even though Dead beats Wounded in Dead-Wound-Scissors) and recruits were being counted as Training Ready (even though you can't train them).
If you're stuck in an endless Limit Break loop with a Contact, we've probably fixed your issue tonight. We're not sure why some many players ended up with this bug being for Henninger, but here we are fixing the Exposure Limit Break loop so you can get back to your games.
There was no system in place to keep the bottom left numbers - for how many will hear my attack or how many can I attack from here - current after an enemy was killed. This did lead to a lot of "off by one" feelings with the numbers shown on your weapon tiles. We've plugged this bug!
We're working on rolling out a new Contact hover that will be useful everywhere it goes to get a peak a Contact's big stats without having to drop back to the Contact list. For now, it is solely available in mission planning but needs to be visible in more places and also include the services tag list.
We slimmed down the appearance of the Power Level filters so that they eat up less vertical screenspace. We also fixed how Contact filters were working so that they are filtering as you'd expect compared to the rest of the set.
Now that recruit offers in the Underworld Hub are getting more interest, we've improved the UI to make the sub-offers more clear when they aren't available to pick. The Soldier and Cybersword recruits now visually leap out of the group, ready to pick. Good thing more are coming!
We've fixed 2 nagging bugs about uninstalling a safehouse room. You could - in previous release- destroy a safehouse room even if its benches were active. This would leave a crafting item in eternal limbo or leave a character in the detox stuck for a while. Now, it is prohibited to remove a room if any bench is busy - so finish up first! Second, uninstalling or canceling a room's construction was removing it from the build list "for a while." This was a caching issue we've resolved now.
For anyone who was enjoying throwing grenades for 0 AP, we are sorry. The 2 AP cost has returned!
- Added new type of proc-gen hacking mission objective - Matrix Hunt - find 3 paydata files each pays 33% - Fixed bug sometimes prevent Agent EX Talent named Armor EX from being allowed to run - Added helpful Contact hover to mission planning - Reduced mission payments for missions at Power Level 7-10 - Big performance boost to Roster, fixed slow filters for Character Level - Fixed tag counts for Wounded Roster not to include dead or dismissed mercs - Fixed tag counts for Training in Roster not to include potential recruits (who you cannot train) - Fixed issue with Exposure Limit Break possibly looping infinitely and jamming timeline - Improved sight lines in mission map, fixed bugs with sight lines and melee weapons - Fixed issue where attack/hear counts were not updating in HUD after death of target - Fixed issue with Grenades suddenly not costing AP to throw - Improved Initiative timeline action in HUD if there are too many enemies to fit (does not cover Sec Level) - Fixed Contact list filters Friendly and Enemy not working well - Fixed bug in Safehouse where destroying / canceling an in progress room could make it disappear from the build list for a while - No longer allowed to destroy a room if any of its benches (Crafting, Detox) are occupied - Made disabled token offers in Safehouse rooms (like Recruits) more obvious - Reduced size dedicated to Power Level filters in all inventory/market screens
[ 2024-08-13 04:42:23 CET ] [ Original post ]
Another night on the New Boston town, another heist, another big update! With Update #125, we've added a new proc-gen hacking mission objective, improved late game economy balance, fixed tagging issues and performance boost for Roster, fixed looping Exposure Limit Breaks, better updated the HUD after killing an enemy and Grenades cost 2 AP again! There is so much good stuff in this one, check the release notes.
If you're enjoying the pace of updates and improvements in Early Access, please take a moment to leave a review!
New Matrix Hunt Proc-Gen Mission
In proc-gen land, we're excited to roll out an all new hacker-only mission focused on finding and downloading files. The Matrix Hunt mission type sets you up - on the clock - to break into a host and find 3 valuable paydata files scattered across the host's nodes. Much like Kill 3 captains, your payment hinges on each file found where you can gain 33% per file. It only takes 1 file to be called a Victory but the real money is with all 3. It's awesome to see new objectives filtering into the hack-only missions as well as the meatspace maps and missions. The current iteration of this mission is styled such that it is a great fit for your Street Docs, Nu-Vudu practitioners and drug runners, contacts who haven't been as present in the proc-gen circuit up to this point, giving a new way to get them Influence points.
High Power Level Missions
There are still big movers in the game's economy settling down. The ability to make upwards of $5m on a single phase mission in the high-end Power Levels is still running too high. While we're probably not done adjusting this (as more multi-stage missions will arrive), we've tuned this down into the $4m zone, which is still, frankly, a lot.
Better Roster Tags, Filters, Performance
Ohhh the barracks character roster got faster! We're excited to roll out a huge performance boost, if you had any delay in that screen popping up it should be absolutely crushed. This makes a huge difference if you were trying to filter by character level, which was laggy before but now is buttery smooth. We've also fixed a number of places where mercs who shouldn't be counted for tags - Dead mercs were being counted as Wounded (even though Dead beats Wounded in Dead-Wound-Scissors) and recruits were being counted as Training Ready (even though you can't train them).
Endless Limit Break Loop
If you're stuck in an endless Limit Break loop with a Contact, we've probably fixed your issue tonight. We're not sure why some many players ended up with this bug being for Henninger, but here we are fixing the Exposure Limit Break loop so you can get back to your games.
Updating Attack/Hear Numbers on Kill
There was no system in place to keep the bottom left numbers - for how many will hear my attack or how many can I attack from here - current after an enemy was killed. This did lead to a lot of "off by one" feelings with the numbers shown on your weapon tiles. We've plugged this bug!
Contact Hover Details
We're working on rolling out a new Contact hover that will be useful everywhere it goes to get a peak a Contact's big stats without having to drop back to the Contact list. For now, it is solely available in mission planning but needs to be visible in more places and also include the services tag list.
Fixed and Slimmed Filters
We slimmed down the appearance of the Power Level filters so that they eat up less vertical screenspace. We also fixed how Contact filters were working so that they are filtering as you'd expect compared to the rest of the set.
Recruit Offers
Now that recruit offers in the Underworld Hub are getting more interest, we've improved the UI to make the sub-offers more clear when they aren't available to pick. The Soldier and Cybersword recruits now visually leap out of the group, ready to pick. Good thing more are coming!
Safehouse Uninstall Rules
We've fixed 2 nagging bugs about uninstalling a safehouse room. You could - in previous release- destroy a safehouse room even if its benches were active. This would leave a crafting item in eternal limbo or leave a character in the detox stuck for a while. Now, it is prohibited to remove a room if any bench is busy - so finish up first! Second, uninstalling or canceling a room's construction was removing it from the build list "for a while." This was a caching issue we've resolved now.
Grenades AP
For anyone who was enjoying throwing grenades for 0 AP, we are sorry. The 2 AP cost has returned!
v1.8.51 - 8/13/2024
- Added new type of proc-gen hacking mission objective - Matrix Hunt - find 3 paydata files each pays 33% - Fixed bug sometimes prevent Agent EX Talent named Armor EX from being allowed to run - Added helpful Contact hover to mission planning - Reduced mission payments for missions at Power Level 7-10 - Big performance boost to Roster, fixed slow filters for Character Level - Fixed tag counts for Wounded Roster not to include dead or dismissed mercs - Fixed tag counts for Training in Roster not to include potential recruits (who you cannot train) - Fixed issue with Exposure Limit Break possibly looping infinitely and jamming timeline - Improved sight lines in mission map, fixed bugs with sight lines and melee weapons - Fixed issue where attack/hear counts were not updating in HUD after death of target - Fixed issue with Grenades suddenly not costing AP to throw - Improved Initiative timeline action in HUD if there are too many enemies to fit (does not cover Sec Level) - Fixed Contact list filters Friendly and Enemy not working well - Fixed bug in Safehouse where destroying / canceling an in progress room could make it disappear from the build list for a while - No longer allowed to destroy a room if any of its benches (Crafting, Detox) are occupied - Made disabled token offers in Safehouse rooms (like Recruits) more obvious - Reduced size dedicated to Power Level filters in all inventory/market screens
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 
[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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