We're back for a rapid one-two punch of updates with some important fixes to the new Sector 01 Interchange map, a big upgrade to how Items are handled during missions (no more backpack!), much clearer signposts for HI-POWER Security Devices in their hovers, fixes for the Best in Class Filter, and more. When we've got something this good ready to go, it would be a shame to sit on it, so we're shipping this 50 MB package of goodness tonight!
If you like the pace of updates, the new maps or just seeing your feedback translated directly into the game - please be sure to tell a friend, share the game, and leave a review!
Auto-Automatic Items
With Update #188, we've removed the Backpack button from the HUD and now all Items automatically join your Talent list immediately. This is so much better and easier for discovery of items, remembering what you've got and being able to test out and preview the Item's range and effect without having to go through the two-step process with the backpack. Not to mention that taking it out of your backpack marked the item for consumption at the end of the mission, meaning that checking your medkit's range cost you the medkit even if you didn't use it.
The new auto-automatic system is simpler, gives you all the control to preview, and only consumes items that are used. If you use a charge of any item during a mission, it will be marked as consumed. Items are (as of a few updates ago) also marked in a nice orange tint which makes them stick out against your regular old Talents. Bye-bye backpack, we barely knew ye.
Sector 01 Interchange Fixes
With this update, we've resolved the issue with the broken terminal in the center of this map. It was misconfigured in the final ramp to launching the map yesterday, sorry for the pain we've caused on that one! We also fixed issues with a specific Assassinate VIP starting point that could lead to an automatic defeat in this new mission map. Finally, we fixed a few "open field" reinforcement spawn locations in Rooftop Ziggurat. Enemies should never be appearing out of thin air without a door, elevator or ladder to mark their possible entry points, so if you see this happening, please F10! And thanks to the players who did!
HI-POWER Designation
If a device upgrades to HI-POWER we have now clearly marked it as such in the hover. This helps make it more clear without having to read the entire text of the hover. We're working toward having full visual VFX upgrade for HI-POWER for all the devices, but for now this is a good step in the right direction.
Best in Class Filter vs Other Filters
It turns out the Best in Class filter wasn't the best team player! It was hiding things that shouldn't be hidden as long as filters like Ready to Equip were enabled. With this update, we've rewritten how the filtering works to allow for a dual pass filter (filter once, then filter again) which allows Best in Class to be in the second pass, and therefore it shows what is best in class of what is left from the first filter. Tldr; it works now! Also, if you enable Best in Class in the store, it will be remembered in your inventory. This isn't ideal as it is easy to miss and we will be working toward scoping the different areas in which filters should be remembered better.
v1.9.55 - #188: Auto-Automatic Items - 12/15/2024
- All items automatically unpack onto your Talent bar, with an orange tint - Items are only consumed if 1 or more charges is used during the mission, backpack is removed from Team button bar in the top left - Added clear "HI-POWER" designation to the hover of any security device that has been upgraded - Fixed issues with "Best in Class" and "Ready to Equip" filters not playing together well - Fixed issues in new "Sector 01 Interchange" where matrix terminal was causing locks - Fixed one Assassinate VIP start point that could lead to auto-defeat in "Sector 01 Interchange" - Fixed bad reinforcement spawn points on Rooftop Ziggurat
[ 2024-12-16 04:20:34 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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