Welcome all the new Knights in New Boston! With Update #172, we're hitting a very specific feature set - the secondary objective system as we are preparing to add new types of secondaries to the game and need everything in tip-top shape. We've made sure that you can always see what reward hangs in the balance now, upgraded the looting objective to count lockboxes, ensured that you cant get duplicate objective requirements, allowed mission maps to have more influence over the Turn and Sec Level limits (bigger maps increase it) and clarified the text in a ton of objectives as well. And more - now that we have a rapidly growing number of maps in proc-gen, we've added the system to avoid allowing them to repeat.
Let's dig in! If you're enjoying the game or our update cycle, please be sure to leave a review!
Secondary Objective Rewards Visible
Previously, only the goal was visible and so you could forget esaily what you were working to achieve. Now the exact specifics of every reward is included in the objective displayed mid-mission. It's far easier now to make that snap decision about your Turn limit for the $50K or that extra lootbox.
Looting Objectives
We've updated all the missions in the game (story and the proc-gen Lootbox Hunt where you have to steal 3 files and the Scavenger missions) to use a new objective system for looting. Now you'll see a much more helpful "Looted 3/9 Lockboxes" objective in your list and it will tick up as each lockbox is hit and mark as complete when you've looted everything that can be looted.
Improved Objective Generation and LImits
We've made some rule changes to how secondary objectives are calculated. First, we've updated the rules to ensure that two objectives will never appear with the exact same requirements ("Complete before the end of Turn 7") as that is a no-choice option for you as a leader of your team. Second, we've also updated the map metadata for every mission map so that it can better inform the decisions being made about what secondary objectives to offer and if they should have adjusted ranges and limits. Larger maps are able to increase their goals while smaller maps can keep them exciting and challenging.
Avoiding Repeated Maps
As the map catalog for proc-gen missions has grown out to 15 now, we have enough in circulation to add a limit to prevent repeated maps. Now, a map that is selected (such as the Trucker HQ) for one proc-gen mission will not appear again for at least the next 2 proc-gen missions unless some scenario occurs in which there is no other choice. Also, currently as some proc-gen missions and story missions share maps, it is possible that your story missions and proc-gen missions could create these back to back scenarios still, but they will be rare enough it is not currently a priority to untangle the difficult not of avoiding that.
Fixed Stuck Item Equipping
From Update #171 and v1.9.5, there was a linger case where equipping items could get stuck and no matter what you seemed to do, an item was always popping out of your inventory. Maddening! This is now fixed, sorry for the bug.
v1.9.7 - #172: Objective Overhauls - 11/10/2024
- Added secondary objective rewards into the display mid-mission so you know what you're working for - Updated all Scav and Lootbox Hunt objectives (and story levels too) that include looting objectives - "Looted 3/9 lockboxes" - Added system to proc-gen map selection that prevents the same map from being picked for the next 2 picks (if possible) - Improved wording in secondary objectives for Turn limit - "if complete before end of Turn 7" - Standardized the Matrix-only mission objectives to complete in a turn limit to use the same language - Improved secondary objectives in all proc-gen levels by giving mission map more control over Sec Level and Turn values - Secondary objectives can no longer ever produce duplicate conditions (two objectives at "complete before end of Turn 7") - Prevented Siege proc-gen missions from rolling up incompatible Turn Limit secondary objectives - Fixed issues with some item slots seeming to bump other items of when being equipped
Cyber Knights: Flashpoint
Trese Brothers Games
Trese Brothers Games
2022
RPG Singleplayer
Game News Posts 250
🎹🖱️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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