Update #132: Wildfire X FireCOM- Full Auto Comes to Play
We've added a number of new enemy types across factions - FireCOM variations for the different corporate groups and WIldfire for the Street and Syndicate. These heavier troops carry a variety of Full Auto capable Assault Rifles and Urban Assaults and are equipped to take the Full Auto shot to hit multiple mercs on your team. These new enemies are a good start - watch your firing angles, be more careful clumping your mercs and consider who the highest priority target is in the enemy squad.
We are at the bottom of a big climb, preparing to add tons of new abilities and enemy types to the game. Full Auto is the first through the gate and grenades will be piling through next (flash bang, explosive, Molotov, and healing for more effective enemy combat medics). Then we'll be moving on to persistent on map effects like traps and more. Then it will be the season of the drone.
This update improves the sweep of progression available to many enemy types and factions within the game. A number of enemies were still stranded somewhere between Power Level 1 to 6 and unable to scale above that point. This update adds a ton of scaling range for Street, Syndicate, Warner-Braun and megacorporate enemies. Some enemies now also receive key armor upgrades at high (7+) Power Levels, such as Street Shotgunners picking up 1 Protection Point to help them survive closing.
We've heard from players the need for even more flexibility to delay missions some times, and the limit of 1-delay-per-mission can sometimes feel very limiting, especially when it comes down to the Cyber Knight in recovery, treatment or needing to go under for cyber surgery. With Update #132, we've extended the ruling to allow 2 tokens maximum to be used to delay a mission. We've also tuned the delay bonus for different room levels, flattening it out so that it's basically +1 day per level and ends at +8 days.
To help the Siege objective play better and fit into the kind of timing that other missions require, we've cut back on the waves a bit. These are still some of the more difficulty missions in the game at the moment, especially if you draw the wrong faction like Brave Star. Maybe this time just let them have that chunk of Los Z turf?
- Certain enemy types now use Full Auto attacks to hit multiple mercs - Added 3 new Full Auto enemy types (names, description, visuals): FireCOM enemies from corporate, Warner-Braun FireCOM and Street Wildfire - Syndicate Whistlers also can use Full Auto attacks now (and cause multiple bleeds in the act) - AR carrying Head Hunters will now use Full Auto - Syndicate Whistler's far more likely to appear when facing Syndicates - Improved scaling for enemies - high-end enemies from Street, Syndicate, Corporate, Warner-Braun all have more room to scale - Improved variety of enemy spawn combinations significantly for all factions - Field Ops Center tokens can now be used to delay a mission twice - Improved balance of Siege proc-gen objective and size of spawn waves - Fixed issue with roster sometimes getting locked only showing 3 mercs - Fixed issues with decks sometimes not repairing properly
[ 2024-08-27 15:54:31 CET ] [ Original post ]
Following up with the MAGNITUDE v2 update yesterday, we've got a big burst of new and dangerous enemies, better enemy progression and better enemy variety across the game. We've also further boosted the Field Ops Delay Mission token, evened out the balance in the Siege missions and fixed bugs from reported F10s.
Welcome to the new Knights piling into the New Boston zone! Get ready for updates and improvements. Be sure to hit F10 if you see something that is broken or could be improved.
And, if you're enjoying how we approach Early Access, please drop a review!
Enemies using Full Auto: Wildfire and FireCOM
We've added a number of new enemy types across factions - FireCOM variations for the different corporate groups and WIldfire for the Street and Syndicate. These heavier troops carry a variety of Full Auto capable Assault Rifles and Urban Assaults and are equipped to take the Full Auto shot to hit multiple mercs on your team. These new enemies are a good start - watch your firing angles, be more careful clumping your mercs and consider who the highest priority target is in the enemy squad.
More Abilities Coming
We are at the bottom of a big climb, preparing to add tons of new abilities and enemy types to the game. Full Auto is the first through the gate and grenades will be piling through next (flash bang, explosive, Molotov, and healing for more effective enemy combat medics). Then we'll be moving on to persistent on map effects like traps and more. Then it will be the season of the drone.
Further Enemy Progression Balance
This update improves the sweep of progression available to many enemy types and factions within the game. A number of enemies were still stranded somewhere between Power Level 1 to 6 and unable to scale above that point. This update adds a ton of scaling range for Street, Syndicate, Warner-Braun and megacorporate enemies. Some enemies now also receive key armor upgrades at high (7+) Power Levels, such as Street Shotgunners picking up 1 Protection Point to help them survive closing.
Field Ops Delaying with Tokens
We've heard from players the need for even more flexibility to delay missions some times, and the limit of 1-delay-per-mission can sometimes feel very limiting, especially when it comes down to the Cyber Knight in recovery, treatment or needing to go under for cyber surgery. With Update #132, we've extended the ruling to allow 2 tokens maximum to be used to delay a mission. We've also tuned the delay bonus for different room levels, flattening it out so that it's basically +1 day per level and ends at +8 days.
Siege Balance
To help the Siege objective play better and fit into the kind of timing that other missions require, we've cut back on the waves a bit. These are still some of the more difficulty missions in the game at the moment, especially if you draw the wrong faction like Brave Star. Maybe this time just let them have that chunk of Los Z turf?
v1.8.65 - Update #2: Wildfire X FireCOM
- Certain enemy types now use Full Auto attacks to hit multiple mercs - Added 3 new Full Auto enemy types (names, description, visuals): FireCOM enemies from corporate, Warner-Braun FireCOM and Street Wildfire - Syndicate Whistlers also can use Full Auto attacks now (and cause multiple bleeds in the act) - AR carrying Head Hunters will now use Full Auto - Syndicate Whistler's far more likely to appear when facing Syndicates - Improved scaling for enemies - high-end enemies from Street, Syndicate, Corporate, Warner-Braun all have more room to scale - Improved variety of enemy spawn combinations significantly for all factions - Field Ops Center tokens can now be used to delay a mission twice - Improved balance of Siege proc-gen objective and size of spawn waves - Fixed issue with roster sometimes getting locked only showing 3 mercs - Fixed issues with decks sometimes not repairing properly
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 
[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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