Knights and mercs - we're excited to drop Update #176 with a roadmap milestone being knocked off the list with Steam Deck Verifcation, some new visual accessories and a big set of really important F10 fixes from your reports, prioritizing what is most important and most reported by the community right now. This Update #176 helps clear the decks for another weekly map release, maybe as soon as tomorrow.
We're working hard to constantly improve the game based on your feedback, so please send it in and you'll see the game improving weekly. If you're enjoying the insanity of our Early Access phase and the constant pace of updates, please take a moment to leave a review!
Steam Deck Verified!
It's official, with our latest round of improvements we are now Steam Deck verified! Many thanks to the players in the forums, on reddit and in our Discord who have been giving us feedback on both our default controls and the Steam Deck experience. We're continuing to work on improvements here and there (e.g. the filtering in cold storage, squashing any bugs reported through the in-game click left stick system), but the overall playability is feeling great. Verification signifies we've now checked off the final few details with text size (adjustable in the Options menu as well) and every keybinding in the game properly showing controller prompts (all fully rebindable). And Cyber Knights provides a native Linux build, so great performance with no need for Proton. As most of you know, we're on a hot streak with...
- a new map being added each week
- the new Gunslinger class (bringing us to 44 total possible character class combinations!)
- last season's big push of major feature additions
- being right on the threshold of Overwhelmingly Positive reviews
New Aviators and Backpack
With Update #176, we've added 2 new cosmetic options to the game, working to round out the glasses and backpack categories with specific player requests. Some of our Knights were asking for classic aviators, so we've delivered those as well as updating the tinting and material properties of the existing aviator-like glasses we have the game.
Aaron is styling with the new shades and the new pack
Juice that Blue!
We've fixed a bug with Blue Juice that was prevent it from being used multiple times in a single round. You can now juice it harder and get up to +60 AP in a single round. Use your charges wisely though, as you don't want to end up with a ton of wasted AP and not enough IO to drive your actions. It can help to have surge Turns with the Blue Juice, but there is still a lot of value in taking the Blue when you need it to wrap a turn up right.
Enemies Skipping through Overwatch
We've fixed a bug where enemies who were far away at the start of their turn could feasibly skip through Overwatch. In some cases, they were failing to run the movement checks to see if they were going to encounter something and just ended their turn with a high-speed (and confusing and annoying) teleport. In a similar area, we've improved the log message in the case where one of your characters has their Overwatch canceled by an enemy debuff. We'll be working on making this clearer with some animation and camera time to focus on the debuffs the enemies are dishing out, but some of the captains have a Marked Target debuff that can knock down Overwatch and reduce your Evasion - a painful counter to your own Marker Sights. In this case, the log will now list "Mochi's Overwatch canceled by Marked Target debuff" to be as clear as possible.
Sight Lines and Hearing Alerts
Introduced in the last update, we lost all the overhead alerts about which enemies would hear your attacks if you swapped weapons. This is now resolved as well as fixing some other issues with the sightlines that are drawn to enemies when swapping weapons. If you had a Some of them would appear from you
Unknown Assassin Target
If you were hitting an assassination mission in Urban HQ where the target was "Unknown" you were not the only one. The entire map was bugged and none of the VIPs ever arrived properly identified. We've resolved this issue for future runs of that mission. And now with that final big Assassinate VIP bug down, we're turning some more attention to adding more maps to the queue for that objective type, as it is the least represented in the map set today. So, look forward to more Assassinate VIP fun!
Tightened up Cameras
We've fixed camera issues that were similar to proximity mines - in that if you moved short distances or only grazed the cameras arc of vision, you might be able to squeeze through without being seen. This small window of error has now been removed.
v1.9.23 - #176: Omnibus Underworld - 11/20/2024
- Steam Deck Verified (but the improvements will continue!) - Fixed bug with Blue Juice not giving AP bonus second time in the Turn, updated description to be clearer that it can be used multiple times - Fixed bug where enemy alerts about who will hear your weapon attack were not showing - Fixed bug where swapping weapons while planning a movement could result in incorrect sight lines draw to enemies - Fixed bug where enemy might suddenly teleport or move a distance through an Overwatch cone incorrectly - Improved log entry when enemy uses a debuff to break your Overwatch - Fixed bug with higher difficulty giving lower Team Power Level adjustments which makes the game progress slower (and easier) - Fixed widespread issue with "Unknown" target in Assassinate VIP in Urban HQ mission map - Added new slim backpack option for the lightweight heister or the heister who wants to carry water ;) - Added new classic aviators glasses for appearance customization - Improving tinting and reflective properties of existing aviator style glasses - Improved a number of mask options to avoid clipping and sit correctly on masculine faces - Fixed bug where camera might not see mercs moving a short distance or crossing the camera arc only slightly - Fixed bug with Scourge recruit showing up too early in your roster during storyline - Fixed bug where enemy status pop up was not showing an enemy's weapon - Improved display of safehouse room building errors so that they display nicer over bright background 3D - Fixed many minor map issues with new maps and proc-gen maps
[ 2024-11-20 16:00:17 CET ] [ Original post ]
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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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