Knights and mercs, we've got another update hovertruck coming in hot! The pilot says he can bounce this one right across the deck and into your Steam library, so let's see what we've got! Update #204 breaks out the save and load menus into dedicated sub-menus, visually differentiates the higher level data nodes (Fortress and Vaults), adds Contact Trust % as a bonus to all mission pay, fixes issues where Contact Traits around mission pay and deadline were not always being applied, improves some long-range weapon Traits, fixed bugs with Prox-Mines and well ... we fixed a lot of F10s, so check the full changelog for all the details!
If you're enjoying the relentless (and sometimes daily) updates for Early Access, please take a minute to leave a review! We're working hard on some big content additions for the game next, and while we're grinding on that, we've got steady pace of polish and improvement updates coming out!
Save and Load Separated
To help generally reduce the potential for costly misclicks and hotkey pushes, we have completed the work to separate out the Load Game and Save Game menus. These are now both buttons on the main pause menu and each one opens up a dedicated sub-menu that allows only loading or only saving. Nothing revolutionary, but it is a cleaner and more classic UI steamhappy
Matrix Data Fortress & Vault - New Looks
To continue to differentiate matrix nodes by sight further, we have followed up on Update #203's change to make Finance Nodes styled green (like U-Dahs!). Update #204 now adds small glowing and rotating satellites to all of the second level data nodes - the Data Fortress, Manufacturing Vault and Financial Fortress. These more dangerous data nodes will disconnect you if your end your Turn there but also have the best loot concentrations in the host, so it is nice to be able to spot them quickly. We have heard from a lot of players the desire to have data nodes give a visual cue if they have been fully looted. We'll be working on that soon!
Contact Mission Pay & Deadlines
With Update #204, we've fixed some bugs with Contact Traits that were not always ensuring that their bonuses or penalties to mission pay and mission deadlines were being applied correctly. This should help Greedy, Impatient and Generous Contacts stand out more. In addition, we have added a new effect of Contact Trust - that their Trust value is added as a % on top of any mission payment. This will help reinforce the value of working with Contacts repeatedly throughout a career and puts some more bite into that key Contact status, beyond denying services and preventing Favors from being spent in Limit Breaks.
Anti-Alias = None
If your screen or setup is such that you don't want the game to apply AA, you can now disable it in options.
Syndicate Debts Rumblings
We are working hard on Syndicate Debts! It is our first Origin story and one of the first stories we coded into the game's story system, so it has some rough spots that we are buffing right out before we expand and wrap the storyline. Here is the punch list for #204, and we expect to be making some other changes (like allowing delayed Legworks and not mutually exclusive Legworks) very shortly as well.
- We have shortened the timeline on the Legworks related to the Snitch after the events at the hospital to help ensure you're not committing too many mercs to long Legwork right out of the gate
- We have fixed the terminal hover in Loophole Heist so that it is clear that this is a Knight-only terminal. We've also fixed the terminal in Ricksham Drips so that it indicates it is VIP-only.
- We have improved all loot tables and matrix terminals for all missions in the Syndicate Debt's storyline.
Tag and Traits Improvements
With Update #204, we've improved the stat lines for Marksman and Longshot Traits, adding and increasing their Attribute bonuses. We have also tightened up the language used in Faction Tags for characters like "Faction Barred" (which only prevents Legwork) and "Hates Faction" (which prevents taking a job for that faction) and others as well to make the lines clearer. Some of these were criminally vague!
Sleeping Prox Mines
After Update #203, you could use your Knight's Talent to target sleeping Prox-Mines. Oops, that was not expected, but it is now fixed.
v1.9.93 - Update #204: Hovertruck Bounce - 1/21/2025
- Added dedicated Save Game and Load Game menus to avoid mistakes with hotkeys and save slots - Differentiated Data Fortress, Manufacturing Vault and Financial Fortress matrix nodes from their lesser counterparts - Contact Trust is added as a % bonus directly to the $$ reward offered for any job - Fixed issue preventing Contact Trait bonuses/penalties to Mission Pay and Deadline from correctly applying - Added graphic option to turn off Anti-Aliasing entirely (AA = None) - Shortened timelines for early game Legworks: Clinic Snitch and Thumb on Snitch - Improved hovers over terminals in Loophole Heist (Knight-only) and Ricksham Power Play (VIP-only) - Improved all loot tables and matrix host creation for Syndicate Debts mission chain - Improved Traits Marksman and Longshot with Attributes, better progression - Fixed bug where Faction for Hack 3 Files proc-gen missions was always Warner-Braun incorrectly - Clarified rules for Faction Insider and Faction Barred - these do not prevent missions, only Legwork - Clarified rules for Loves, Hates, Deserted Faction and what jobs they interfere with - Fixing bug allowing K-Protocol and other Security Talents to target hidden Prox-Mines
[ 2025-01-22 05:04:51 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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