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Update #167: Talent Burn
There were two types of issues reported for Logistics Hub. First, in some cases terminals were reporting "this terminal is broken" and refusing to launch the matrix UI. And second, sometimes in the Steal 3 Files objective, some of the Files simply never made it into a lootbox. Both class of bugs have been fixed - but only for future iterations of your missions. If you have a mission where you can only find 2/3 files, you'll need to just extract with that victory in hand and the next time the map draws, you'll be able to find 3/3.
We ripped into the F10 pile for Talents - hitting all the little and big things we could in a single blast. There are so many fixes - from typos to effects that were ignored - all bundled into this update, so we'll discuss the biggest ones but please check the full changelog below for the exhaustive set of changes. All the Talents using Damage over Time - especially Tox-Cloud and BIo-Coat Bullet - were reported a lot to be inflating their damage per Turn. We've fixed the inflation issue and now the numbers show correctly, smaller. A fully upgraded Tox-Cloud was showing 100 but is really 75 HP / Turn. In the same vein, we fixed the Vanguard's K-Protocol that was overreporting the Security Tally reduction and causing a lot of confusion.
We fixed the Knight's Ult-Pump +1 Turn Duration node so that it really works as well as their Interference Spike +1 Max Charge node which wasn't working either.
We fixed a number of cases where the text described an upgrade buff as a debuff or a debuff as a buff, such as in the Knight's Quantum Assault Talent. We fixed other disconnected upprades that didn't do what they promised like EMP 4 and EMP 5 and Downed Shield's last upgrade node.
We fixed an issue where Sniper's Nest Talent was being dropped if an attack missed.
Also, we improved Soldier's Run and Gun Talent to add a generic ranged weapon accuracy after moving instead of only Assault Rifle (AR) accuracy which was very limited.
- Fixed issues with new "Logistics Hub" map that could lead to Terminals being broken or Matrix SCU having no connected devices - Fixed issues with Lootbox Hunt / Steal 3 Files where some of the files could not appear in Logistics Hub (and more rarely, in other maps as well) - Fixed class tree bug where Talents healing or doing Damage / Turn were showing incorrectly high values once upgraded (Tox-Cloud showing 100 HP/Turn instead of 75 HP/Turn) - Clarified description of Tox-Cloud Talent that the Damage / Turn does not affect Drones - Fixed upgrade of Knight's Interference Spike Talent that had no description (+1 Max Charge) - Fixed upgrade of Knight's Quantum Assault Talent that describes the upgraded debuff as if it will debuff the Knight - Fixed upgrade of Knight's Ult-Pump Talent that claimed to add +1 Duration but then did not actually do anything - Fixed upgrades of Vanguard's K-Protocol inflating the number of Sec Tally reduced - all trained it is -5 Tally - Fixed 6th upgrade of Hacker's Downed Shields that broke the Talent's description - Fixed Cybersword's EMP upgrades on the bottom row that had no description (+10% Dmg, -1 Recharge Turn) - Fixed bug with Nest buff dropping after making successive attacks if they missed - Improved Soldier's Talent Run and Gun to give +10% Ranged Accuracy instead of +10% AR Accuracy - Fixed broken Contact Dr. Omatte strange appearances in future games - Fixed bug preventing +/- Red or Gold cubes in Nano-Fab crafting UI - Fixed issue where Wreckspire and Dusted Hover-Evac levels could use the same description and names - Fixed some Cyberdeck programs having the wrong icon
[ 2024-11-03 12:09:10 CET ] [ Original post ]
Update #167 is completely dedicated to fixing a few issues with Terminals and Lootboxes in the new Logistics Hub map and fixing Talent issues. Lots and lots of little Talent issues! With Update #167, we took the fight to the F10s reported around Talents and closed over 50% of them in this update. We're excited to slate the work to tackle the other 50% of reported issues and get the class trees in tip-top fighting shape!
If you're enjoying the steady stream of improvements, please take a moment to leave a review!
Logistics Hub Fixes
There were two types of issues reported for Logistics Hub. First, in some cases terminals were reporting "this terminal is broken" and refusing to launch the matrix UI. And second, sometimes in the Steal 3 Files objective, some of the Files simply never made it into a lootbox. Both class of bugs have been fixed - but only for future iterations of your missions. If you have a mission where you can only find 2/3 files, you'll need to just extract with that victory in hand and the next time the map draws, you'll be able to find 3/3.
Talent Burn!
We ripped into the F10 pile for Talents - hitting all the little and big things we could in a single blast. There are so many fixes - from typos to effects that were ignored - all bundled into this update, so we'll discuss the biggest ones but please check the full changelog below for the exhaustive set of changes. All the Talents using Damage over Time - especially Tox-Cloud and BIo-Coat Bullet - were reported a lot to be inflating their damage per Turn. We've fixed the inflation issue and now the numbers show correctly, smaller. A fully upgraded Tox-Cloud was showing 100 but is really 75 HP / Turn. In the same vein, we fixed the Vanguard's K-Protocol that was overreporting the Security Tally reduction and causing a lot of confusion.
We fixed the Knight's Ult-Pump +1 Turn Duration node so that it really works as well as their Interference Spike +1 Max Charge node which wasn't working either.
We fixed a number of cases where the text described an upgrade buff as a debuff or a debuff as a buff, such as in the Knight's Quantum Assault Talent. We fixed other disconnected upprades that didn't do what they promised like EMP 4 and EMP 5 and Downed Shield's last upgrade node.
Nest Dropping
We fixed an issue where Sniper's Nest Talent was being dropped if an attack missed.
Soldier's Run and Gun
Also, we improved Soldier's Run and Gun Talent to add a generic ranged weapon accuracy after moving instead of only Assault Rifle (AR) accuracy which was very limited.
v1.8.47 - #167: Talent Burn - 11/3/2024
- Fixed issues with new "Logistics Hub" map that could lead to Terminals being broken or Matrix SCU having no connected devices - Fixed issues with Lootbox Hunt / Steal 3 Files where some of the files could not appear in Logistics Hub (and more rarely, in other maps as well) - Fixed class tree bug where Talents healing or doing Damage / Turn were showing incorrectly high values once upgraded (Tox-Cloud showing 100 HP/Turn instead of 75 HP/Turn) - Clarified description of Tox-Cloud Talent that the Damage / Turn does not affect Drones - Fixed upgrade of Knight's Interference Spike Talent that had no description (+1 Max Charge) - Fixed upgrade of Knight's Quantum Assault Talent that describes the upgraded debuff as if it will debuff the Knight - Fixed upgrade of Knight's Ult-Pump Talent that claimed to add +1 Duration but then did not actually do anything - Fixed upgrades of Vanguard's K-Protocol inflating the number of Sec Tally reduced - all trained it is -5 Tally - Fixed 6th upgrade of Hacker's Downed Shields that broke the Talent's description - Fixed Cybersword's EMP upgrades on the bottom row that had no description (+10% Dmg, -1 Recharge Turn) - Fixed bug with Nest buff dropping after making successive attacks if they missed - Improved Soldier's Talent Run and Gun to give +10% Ranged Accuracy instead of +10% AR Accuracy - Fixed broken Contact Dr. Omatte strange appearances in future games - Fixed bug preventing +/- Red or Gold cubes in Nano-Fab crafting UI - Fixed issue where Wreckspire and Dusted Hover-Evac levels could use the same description and names - Fixed some Cyberdeck programs having the wrong icon
[ 2024-11-03 12:09:10 CET ] [ Original post ]
Cyber Knights: Flashpoint
Trese Brothers Games
Developer
Trese Brothers Games
Publisher
2022
Release
Game News Posts:
266
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(563 reviews)
Public Linux Depots:
- [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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