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Update #148: Behind the NanoFab Curtain


Update #148 comes ripping out of the gate with a key UI change that helps demystify some of the results of weapon crafting, a nice change to the Roster UI, removes the Sec Tally penalty for using Vanguard's Lure, adds a new proc-gen map and objective combo, improves ability for controller players to see hovers, adds a nice matrix log when you scan the CPU and more! It is Early Access - and all we know how to do is keep moving forward, fast. We're building, testing and pushing content at a pretty good pace (daily??) and we hope you'll take a moment to consider giving the game a review. Remember, you can always edit it later!

Crafted Weapon Mod Visibility


Update #148 finally reveals all game details about all weapon mods that are added by crafting, of any type, even in the high order slots (4-6). This update eliminates the mystery about any bonus Intrinsic mod that is rolled for the weapon, as well as making it easy to remember the stats of any Intrinsic Blueprint you crafted onto the weapon itself.
Up to a maximum of 6 mods are now shown for each weapon, if they exist. We hope this will answer so many of your questions about what booster Intrinsic mods do and more. The next major step is to add a crafting results pop-up for those complicated crafts that include booster Intrinsic rolls so that the results can be shown directly without having to go diggin in your inventory.
In order to make space for this larger loadout, we've moved the messages panel (which was kind of hard to find in the bottom right) into the top spot at the start of the Main Info tab, making it as front and center as we can.

Vanguard's Lure + Agent EX Shadow = 0 Tally


We've made a big balance changes to Vanguard's Lure and Agent EX's Shadow Talents, further allowing them to maintain their silent and stealthy approach even while working directly against the enemy patrollers and security. Vanguard's Lure Talent and EX's Shadow Talent always caused +1 Tally when used, which could be canceled by killing the guard or by K-Protocol, but it was a small, challenging cost to tamp down when you want to use Lure repeatedly to manipulate and soften enemy positions. This moves empowers the stealthy aspects of these two classes for the better, especially when stacking up on multiple charges.

New Proc-Gen Battle Striker Map


We're now switching our attention to the 2 maps in the proc-gen rotation that appear the most rarely of all - Interchange H and Urban HQ. Before Update #148, these two maps only appeared for Assassinate VIP objectives, basically making them invisible in the larger rotation. With Update #148, we've started assaulting their isolated position with new proc-gen combos - bringing Interchange H into the Battle Strike objective group. This latest drive of proc-gen combos is also focusing on the two most under-served objective types - Bodyguard and Battle Strike - each of which had 2 maps each before. We won't rest until they're buried in maps - so let's go!

Gamepad Hover


With Update #148, we've added a global hover assist for controller players. If you leave an item selected for half a second that has a hover, then the hover will appear. This is a big help in areas like the character load outs in the roster that really need hover data to be truly functional. Let us know how it feels! If it is too heavy for some players, we could add an option to disable the feature but it does show some critical information.

CPU Scanning Log


When you scan a CPU from a nearby node, the matrix UI gives basically no indication that you did something special. There is only one type of node that can resist a remote scan, so you don't have a bug, you have an obvious tell - that's a CPU. The important thing is that you have to go into the CPU blind (Scan 0/2) but it is intended to be a clear indicator that you've got a CPU on your hands. We're going to be working on the visual and UI feedback around this point, but we've completed the first step with this update - to add a Matrix log entry stating that you've hit the CPU and that it resists remove Scans.

Wreckspire Fixes


We've fixed a few issues with Wreckspire patrols, security devices and one important bug with the terminals appearing during the Kill 3 Captains objective sometimes not allowing a hack but instead freezing the hacker's turn.

T-Pose Blade


We fixed a very old bug with this update where a character wielding a melee weapon would go into a T-Pose instead of making an attack animation if the enemy was higher or lower elevation (on stairs, etc). This issue is related to aiming code and animation that helps those with guns point their weapon up or down but was causing a real mess with swords.

v1.8.107 - 9/24/2024


- Adjusted roster display - moved character messages to the top of Main Info tab - Improved weapon display in load out to show all weapon mods (up to 6) including all types added by crafting - Vanguard's Lure Talent and Agent EX Shadow Talent no longer cause +1 Tally when used - Added new proc-gen map and objective combo: Interchange H and Battle Strike objective - Adjusted UI to show hover for elements when using keyboard or gamepad after 1/2 second delay - Added a matrix log entry when attempting to scan CPU remotely "CPU located but resisted remote Scan" - Fixed broken terminals in some Wreckspire in Kill 3 Captains objective - Fixed animation bug where sword attack would not swing if target was above or below - Fixed mismatch in program name in warning when unloading a required program - Fixed error entering cyberdeck screen for the first time


[ 2024-09-25 00:00:10 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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