Knights of New Boston - last night we went fishing in the black soup with the latest update and we were able to catch and fix 1 of the 2 final bugs that can cause the game to freeze up. In order to keep fishing for the last case, we've got a new update out tonight with more debugging, the 1st case fixed and some new balance tweaks to help it go down easy. We've improved enemy Initiative stat to be a part of their progression, added Attribute bonuses to 2 Traits that were missing them, improved the value of XP and $$ secondary objectives, and started some improvements on the NanoFab help text.
Thanks for all the F10s and reviews - you're helping our small team keep up its pace of improvement. Please give us a shout and help share the game with a review if you're enjoying this Early Access period!
Enemy Initiative Progression
Many enemies - especially captains and drones - were being left behind in the Initiative department in their progression. This allows your merc team to basically "run the table" on Initiative and reduced the difficulty of the game and the power of some Talents, cybernetics, etc. With this update, we've brought the enemy forces back into it with boosted to Initiative throughout their progression. You'll find that especially mecha-soldier drones are going to now give a much more competitive run for first-to-act.
Secondary Objectives: XP and $$
For those secondary objectives offer money or Experience, we've boosted them by +5% each, now allowing them to roll from 15% to 25% of the regular reward total as a secondary. This is a healthy improvement and may end up taking another step upwards to 20% to 30% to ensure that these are competitive against staying to loot more, especially those in Security Level and Turn limits.
Traits without Attributes
A few very old Traits in the game - like Scrappy and Agile - were missing a progression of Attribute bonuses. We've addressed those in this release.
Starting on Crafting Guidance
We've got some really great threads going on our Discord at the moment and one is all about improving the NanoFab system, tweaking it and/or improving the help text in game. Our first set of improvements here are to make some nice text adjustments to the help text to make them more clear. The next set of improvements will be to clear up the UI, reduce unneeded text and let more elements be reactive (stating the % of Intrinsics when your crafting recipe prevents you from rolling an Intrinsic is not helpful, etc).
NanoFab Event History
We fixed a bug where NanoFab events in the history never showed the right icon for what was crafted.
Overwatch Lock Fixes: T-Position and Blades
We fixed the two game locks that result from Overwatch. First, some Talent validation code got broken sometime back with Agent EX and you could try to Overwatch with a blade now. That was not a good idea and the game locked up! Now, the Talent no longer allows melee Overwatching (it will re-appear with Cybersword Preempt). Second, there were cases where you could end up a T-position when using Overwatch with a character who was just carrying and using a blade. This is now resolved. If you get a game lock of any sort, please always send an F10. We're down to 1 final known lock where an enemy gets stuck in a running loop but goes nowhere and we're working on isolating it and finalizing the fix this week.
v1.9.31 - #179: Black Bay Fishing - 11/26/2024
- Enemies gain Initiative Bonus as part of their progression, running the Initiative tables is no longer guaranteed - Added Attribute bonuses to Traits Scrappy and Agile - Increased amount of secondary objective XP and $$ rewards by 5% (now +15% to +25% of regular mission reward) - Fixed issue with NanoFab crafting not showing the equipment icon in the timeline history - Fixed issue where character using sword and Overwatch could end up in T-position and lock game (thanks for F10s!) - Fixed issue that allowed melee weapons to engage Overwatch (and then promptly lock the game) - Fix issue with reinforcements freezing a new turn - Fixed High-Stakes marker on missions being too widely applied - Improved some of the help text for NanoFab armor and weapons
[ 2024-11-26 05:09:12 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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