Before we release the next map, we've got an update fully focused on closing F10s and polishing the game. We've got so much cooking, it's good to take a moment just for bug fix and QoL at times before the next big release cycle starts. Update #197 fixes issues with armor, buff stacking, improves the tutorial for Steam Deck and controllers, improves the Benches tag in the safehouse, fixes mod attachment issues and makes Revolver's special rules about mods more clear.
Thanks to everyone playing, posting up F10s and leaving a review on the game! We're working on improving and adding to the game in large and small ways - so if you like what you're seeing, be sure to leave that review!
Armor Initiative and Move Speed
With Update #197, we've fixed some older issues with armor bonuses failing to join into the buff and debuff displays for your characters. Armor's Move Speed and Initiative modifiers were not being counted into these summaries for display and in addition, the Initiative penalty or bonus was not being used during combat missions when Initiative was rolled (while Move Speed was correctly used). Both the display issue and the rules issue are now resolved with Update #197.
Buffs Stacking Bug
In mid-December a regression crept into the codebase that allowed some buffs to stack. This has now been fixed, and buffs will no longer stack. You cannot have two copies of Coordinated Charge buff on you at the same time, offering double the bonuses, sorry! If you've been relying on that, apologies, this new reality will seem harsh, but it is fair. If you re-use a buff on an already buffed character, it will refresh the duration on the buff.
Steam Deck and Controllers in Tutorial
It was brought to our attention last week that the new tutorial has a major, glaring fault. It did not customize its text and instructions if you were playing on a controller or Steam Deck! We have hurried up to fix this, ensuring that all mention of controls (press this, click that) are now swapped over dynamically to provide controller keybindings, such as press (X). We've also added a few extra lines of helper text in the case of Steam Deck or controller to point out some of the basics right away.
Benches Built Tag
The tag in the safehouse over rooms that said "1/2 Benches" and was causing so many F10s has now been updated to read "1/2 Benches Built" as that is what it is showing you. You can build new benches if you want!
Mod Attachment Fixes
With Update #197, we've resolved the visual issues that were happening with the new Rook Prototype Weapons (see Power Plays) new shotgun model and new UAR model. Their scopes and barrel attachments will now correctly attach to the model and look cool! In addition, we've changed the display for how Revolver shows mods that are incompatible. Previously, when you were trying to equip a new Scope or Body Attachment for a Revolver, we automatically hid all incompatible mods like Silencers and Ammo Extenders. This could be confusing, so now we've brought them back but when you select them, the Equip button switches to Incompatible and their special rules column includes the rule listing about Revolver limitations.
Map Fixes
There will always be more map fixes :D New maps are flowing so the fixes must flow too! We've fixed issues with Lockdown Station and the Gold Key room having objective files inside it, with auto-extraction zones in a few maps including - most popular - Wreckspire, and places in Urban HQ where Prox MInes were spawning in the walls.
v1.9.75 - Update #197: Gleamer Polish - 1/8/2024
- Armor Move Speed and Initiative Penalty correctly displayed in all status summaries, used in Initiative Roll - Fixed bug that allowed buffs to stack - buffs do not stack, using a second copy of a buff will refresh duration - Improved Tutorial with Steam Deck and Controller focused steps discussing defeault keybindings - Clarified safehouse "1/2 Benches" tag as "1/2 Benches Built" - Improved handling of Revolver mod limitations when working in inventory - now shown as incompatible with rule displayed - Fixed 3D attachment of mods to new Rook Prototype UAR and Shotgun models - Fixed issue where auto-extract was often not happening in Wreckspire mission map at elevator - Fixed bug where Lootbox Hunt files could end up in Lockdown Station's Gold Key room (bug with that specific map) - Fixed Proximity Mine starting inside barrier in Urban HQ mission map
[ 2025-01-08 20:59:58 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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