Knights and mercs, it is a bit late here in 2231, New Boston never sleeps. With Update #201, we have the new weekly map release and +8 new proc-gen combos, a big update to Leverage display to indicate its reasoning for being available (or not) and the Contacts that could qualify, adding a button to make removing mods from weapons easier anywhere, adding a hover to the Counter Intel token-for-Favors window, boosting proc-gen mission name variety by over +100 terms (combinations go boom!), improving enemy scaling for UltraTek and Warner-Braun and fixing some other key bugs.
It's a big one so let's dig in. If you like the relentless pace of updates, improvements, new maps and more - please take a quick minute to leave a review. Our small team can thank you ... with more updates :D
New Weekly Map: Route 5 Bypass
We're back on our weekly schedule now after having missed just one week over the holidays. This is the 11th weekly map release, and it is the Route 5 Bypass mission map.
- This broken stretch of concrete is cut in half by a twisting and winding section of Route 5. Three small footbridges span the route, limiting access from one side to the other.
- With restricted movement due to Route 5, the bridges become natural chokepoints or challenge points in a crossing.
- A central lookout platform provides a possible sniper hideout, but it's exposed to fire from multiple directions.
- A small to medium sized map, the Route 5 Bypass forces compressed play and challenge
Leverage Reasoning Display
The Leverage system has been too long a black box as to why you could or couldn't get specific Leverages. With this update, we've improved the display for Leverages offered in mission planning screen so that they have a little pop out that explains the reasoning for why they are offered. Some require High-Risk Transporters, Gang or Syndicate Contacts with command over soldiery, an Expert Wireghost or a Corrupt Corporate official. This pop out also lists any Contacts if you know them who would be up to offer the Leverage if you had the Favor or positive Trust. It's a big step forward and can help start steering interest to additional Contacts and will allow us to offer more intricate and cool Leverage conditions. Also, now that we've added the display, it is clear that some of the Leverages offered through proc-gen are failing to faction match correctly (you might see a lot for "Corrupt Arrowhead Insider") - so it is even helping us as we plan the next round of Leverage clean up and expansion.
Remove Mods Anywhere
We've improved the handling of weapon's Remove Mods button in your inventory. Previously, it could feel like a multi-step process to equip a weapon to remove its mods. Now the button is always available - both in your Inventory's ALL tab as well as the Weapons tab. This lets you more rapidly manage weapons before sale or when swapping up your team's gear.
Token for Favor gets Contact Hover
Thanks to all the player's requesting the hover in the Counter Intel Pod's window that lists contacts who you might trade Tokens for Favors. This simple hover provides all the needed context to help you make fast and accurate Favor decisions. Enjoy!
New Proc-Gen Mission Names
We've pulled another big tranche of mission names from the Discord thread and Steam forum thread for suggesting mission names. It's always fun to see the new names filtering into the game. Thanks to everyone posting!
Enemy Scaling
We've fixed two big scaling issues with enemies tonight:
- UltraTek enemies weren't scaling at all past Power Level 1. This was a bug related to the special setup in the first rooftop level and is now resolved - watch out if you wander into their territory they are at least as dangerous as any of the Big 6.
- Warner-Braun enemies were cheaping out on armor. They had oddly weak armor across the board and now we've resolved that getting them the upgrades they need.
Loot Mismatch
We fixed a bug where the Power Level and Rarity of all Items looted were nonesense. At least it was just a display problem when looting, as everything got straightened out in the Victory screen and afterwards.
+10% Influence for Blueprint Sales
In some conditions the bonus to Contact Influence were not being saved correctly to the Contact. Depending on what screens you went to next and what screens you had gone to before, this Influence boost could have been lost. This is now fully resolved and the bonus is always granted, saved and maintained between reloads.
v1.9.83 - #201 - 1/16/2025
- Added new proc-gen map "Route 5 Bypass": a region split by the deep chasm of Route 5 highway with multiple smaller bridges that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker) - Mission Planning screen now shows Leverage details - what Contacts can offer Leverage and why - Counter-Intel Pod contact list to trade Tokens for Favors now includes hover over Contact - Added easy "Remove Mods" option to all places where weapons appear - main inventory and inventory weapon tab - Added over 100 new name parts to the proc-gen mission naming system - thanks posters! - Fixed missing scaling Power Levels for UltraTek enemies - now ramping from 1 to 10 correctly - Improved armor for all Warner-Braun megacorporate enemies to keep up with the other Big 6 - Fixed issue with all items in lootboxes showing odd Power Level and Rarity (and then at mission victory getting it right) - Fixed bug with Influence +10% from Blueprint sales not always sticking around after sale / reload - Fixed issue with timeline event log sometimes bugging and replacing all character names with one character's name
[ 2025-01-17 04:44:07 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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