Knights and mercs, it's another late update but some good things feel like they can't wait. Update #202 arrives just in time to fix all the issues with Assassinate VIP missions that popped up this morning (the VIP now arrives!), rebuild the outlining tool in the game to do a better job, especially with faces and complex geometry, improved how Leverage pop outs work, fixed map issues across the board and completed the rename sweep of Files so that Files that are not in sets drop the Roman numerals (I, II, etc).
Thanks to everyone supporting us with a review this week - we appreciate it. We can repay you with a relentless update schedule :D
Assassinate VIP Fixed
A bug crept as we've been quietly adding new proc-gen objectives for the dev team to play, that broke Assassinate VIP. In this case, the VIP never arrives! This is now resolved and any game that is stuck in one of these missions can just reload the level and play forward - the VIP will come in hot! We've also fixed the issue where there were multiple dialogs played upon killing the VIP (again!) and are working on a long-term solution to this seemingly recurring issue.
New Outline Tool
We've upgraded the game's outline capability to do better with character heads (now the head is actually fully outlined steamhappy !!). The upgrade also has better more obvious line weight and does better with complicated geometry and the outline visibility as you zoom out and rotate. It is very nice to have some of these old, not fully ready for prime-time components upgrade to the shiny.
Leverage Reasons
We've improved the logic for the Leverage reason pop-outs. If they came from Tokens, we are no longer incorrectly showing a bogus pop-out. And in the case that you have no Contacts who can provide the Leverage, we've explicitly stated that in the pop-out.
Cameras + Rotation + Reload Bug
If a camera rotated at the end of a Turn and spotted a merc and then you later retried the new Turn, the spotting would be lost in the old system. With this upgrade, we've ensured that spotting is properly saved to the game database and the game log so it can't be lost or removed.
File Naming
We've adjusted all names for Files that are not in a set to stop using Roman numerals like I, II, and III. Also, we've adjusted the names of all sets to use sequential Roman numerals (I, II, III, etc.). This should help cut down some File Set confusion (as some of the files combined II, III and IV for the Set, ignoring I) as well as encoding obvious clues about each File name as to whether it is part of a set or not. Tags to clearly denote Files that are in sets or have use actions are coming next week, so this naming step helps but is not really the full solution to this issue.
Dialog Lines
We've fixed an issue where some dialog lines were just being displayed as empty box. These were caused by the game narrator trying to explain rules about Obligations or Favors. Now fixed!
Map Bugs Fixed!
We've fixed a lot of map bugs again - new maps drive lots of little fixes. Route 5 Bypass had some issues with certain lower areas blocking sight around the edge - now fixed. The second stage of Eleventh Hour never spawned reinforcements - now fixed.
v1.9.85 - #202: - 1/17/2025
- Fixed bug with Assassin VIP where VIP does not appear - job will jump into motion again - Fixed bug with repeated 4 segments of dialog upon killing a VIP in Assassinate VIP missions - Rebuilt outline component - better outlines around character faces, better outline on complex geometry - Fixing Leverage pop out incorrectly showing when the Leverage is purchased or gained by Field Ops / Hacking Station Token - Fixed missing mission art for the new Route 5 Bypass mission - Fixed intermittent issues with empty lootboxes - Fixed issue with camera rotation and reloading a Turn sometimes losing a character being spotted event - Fixed missing reinforcements in the second stage of Eleventh Hour - Fixed certain areas blocking sight into lower areas in Route 5 Bypass - Fixed the missing dialog lines that should have been spoken by the narrator in some stories - Fix File names within sets (to be I, II, III, etc) and File names for Files not used by set (removed II, etc) - Fixed backward Terminal in Decommissioned Core
[ 2025-01-18 06:35:28 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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