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Update #203: Lt. Bug, Major Smash Part 3


Hello Monday, hello Knights, hello mercs! It is another big F10 smash update, grinding for that polish every day while the team keeps working hard on bigger chunks of content and features back at HQ. With Update #203, we've fixed an issue that was preventing Red Mist Event mission from working, forcing Contacts to Limit Break in a fair order instead of RNG order, fixing issues with K-Protocol not always applying correctly, fixing all the gun SFX sounding so silly (oops!), rebalancing a few Pistols, improving Leverage and ... well, a lot of things. Check the full release notes for all the details! If you enjoy our relentless pace of updates and our dedication to keeping this Early Access moving forward and getting better constantly, please share it in a review! Remember you can always edit your review later.

Red Mist Assassination Fix


With Update #202 we fixed a bug preventing proc-gen assassination missions from starting and deploying their VIP. Unfortunately, the same bug had wormed its way into some of the story assassination missions. We have now fixed that in Update #203 and you can just play forward, the mission will jump-start into action.

Contacts Learn to Queue Properly



For a long time, there has been a lot of unfair jostling and cutting the line in the Contact Limit Break rules. Contacts might get to 80%+ Influence and be ready to Limit Break but someone else keeps going first if they have bad RNG. With this update, we've corrected the rules to ensure that the queue stays relatively orderly. There can still be a little jostling at the front of the line, but Contacts are now going to reliably Limit Break in a fair order and not get frozen out for extended periods of time. However, there is a transition period that will now occur between the old rules and the new rules. All Contacts who were over 80% Influence/Exposure before Update #203 are just at the front of the line. They need to all clear their Limit Breaks before anyone who gains 80%+ Influence/Exposure after Update #203 will gain a Limit Break. It is as fair as we could make it.

K-Protocol



For those highly skilled stealth teams or teams trying to use K-Protocol on the first Turn, it was not working as expected. Due to an order of operations bug, K-Protocol was limited in reducing Tally by how many blue tallies you had ... so for the Turn 24 game with 1 blue tally that we checked during testing - we salute you. You're a ninja! And now, K-Protocol will work for you correctly, late or early in the mission. Finally, we've adjusted K-Protocol's rules to allow it to be used against sleeping devices that haven't been woken up by the Sec AI yet. This is a nice change, as those sleeping cameras and laser wires are still attack surfaces for your pro Vanguard and now you can take advantage of them. Check out the full rules for K-Protocol and other Vanguard Talents you can use to go full stealth on the wiki.

Laser Guns SFX!


For a bit there, all of the guns were making strange laser-blaster sounds. That was a mistake on our part and is now fixed - all guns SFX are restored.

Sprint for Siege and Battle Striker



Since sneaking is pointless in Siege and Battle Striker missions, we've ensured that all mercs start in the sprint stance for these missions to avoid the need for any extra keystrokes and to reduce mistake potential.

Pistol Rebalance


We've fixed a broken modifier in the pistol table that has adjusted the balance for Detective Special, Executive, and Heavy Raptor Pistols. The Executive and Heavy Pistols now cause a small amount of Pure Dmg (20 and 40 respectively) making them stand-outs in the Pistol class.

Leverage Improvements Round-up



With this update, we're prepping for a new wave of Leverages that can be obtained by converting certain special items like the Sigma 6 Sploitkit items. In prep for this, we've drastically raised the prices on the Sigma 6 Sploitkit items up to over $100K each. We have also fixed the descriptions and rules for Suppress Alarm and Alarm Malfunction to make them work clearly and consistently. These Leverages prevent the Sec AI from Escalating, which means that the Tally and Sec Level are increasing but the Sec AI simply does not get to take a special action when it passes the Escalation threshold. This ensure there are no reinforcements, devices re-enabled or any kind of powerful Sec AI reaction. In the next few updates, we're working on getting the Leverage results all added to the combat log, as these are too "quiet" today.

And More!


And we fixed a lot of other things too :D Check the release notes for the full list.

v1.9.91 - Update #203 - 1/20/2025


- Fixed "Red Mist Event" assassination Power Play mission that could be stuck - job will jump into motion again - Contact Limit Breaks are now ordered by when they are eligible, removing chance Contact will get stuck waiting and passed by others - Fixed issue with K-Protocol Talent not always applying fully when the Sec Tally was low / first Turn - K-Protocol now fixed to correctly target any security device, even sleeping ones not turned on by Sec AI - Fixed bug with all guns sounding like silly laser weapons - Adjusted balance for Pistols: Detective Special, Executive, Heavy Raptor - All Siege, Alpha Striker and other full combat missions start with team standing and in Sprint mode - Corrected/clarified the Suppress Alarm and Alarm Malfunction Leverage descriptions - Raised price for Sigma 6 Sploitkit item to over $100K each - Adjusted coloring of Matrix Finance nodes (now Accounts=Green, Files=Purple, Blueprints=Blue) - Fixed bug with Radar Array term appearing in Matrix SCU instead of Long-Range Camera - Fixed cover display on large rising floor lamp - Fixed missing names and fields in journal entries - Renamed a few more Files for clear name to set consistency


[ 2025-01-20 19:12:25 CET ] [ Original post ]

Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 279
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (563 reviews)
Public Linux Depots:
  • [0 B]
Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics. The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.


  • 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.

MINIMAL SETUP
  • OS: Ubuntu 14+
  • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
  • Memory: 1000 MB RAM
RECOMMENDED SETUP
  • OS: Ubuntu 14+
  • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
  • Memory: 1000 MB RAM
GAMEBILLET

[ 6108 ]

22.24$ (11%)
16.79$ (16%)
16.59$ (17%)
13.19$ (12%)
29.39$ (16%)
50.99$ (15%)
21.24$ (15%)
25.46$ (15%)
26.39$ (12%)
5.77$ (17%)
16.52$ (17%)
22.24$ (11%)
25.47$ (15%)
13.34$ (11%)
33.97$ (15%)
16.79$ (16%)
16.39$ (18%)
25.47$ (15%)
2.66$ (11%)
16.99$ (15%)
2.66$ (11%)
7.11$ (11%)
16.99$ (15%)
18.39$ (8%)
11.02$ (15%)
16.52$ (17%)
55.79$ (20%)
17.79$ (11%)
16.79$ (16%)
17.79$ (11%)
GAMERSGATE

[ 575 ]

0.51$ (83%)
1.94$ (84%)
4.2$ (70%)
2.7$ (77%)
3.19$ (87%)
1.0$ (80%)
21.25$ (57%)
7.5$ (70%)
2.0$ (80%)
1.8$ (77%)
0.85$ (83%)
0.64$ (87%)
1.05$ (85%)
4.19$ (30%)
11.24$ (55%)
3.38$ (77%)
0.68$ (83%)
9.0$ (64%)
3.4$ (91%)
8.99$ (55%)
2.03$ (86%)
2.7$ (86%)
9.0$ (70%)
4.88$ (62%)
0.68$ (83%)
19.99$ (20%)
13.8$ (45%)
1.13$ (77%)
2.03$ (86%)
11.69$ (42%)

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