





Patch: T-Pose / F10 Round Up
In all cases, friendly and enemy snipers were spending their idle time in a very rigid T-pose. This was due to some animation corruption during the last build and it is now resolved. We also fixed a bug where some missions like Dead Drop Hit that intend to add a sniper to a level at a certain point would just add a regular enemy soldier.
We had an absolute flood of 10s about a bug that could cause your timeline to suddenly jump and then become non-responsive. This was a bug caused by when a Contact had a Limit Break that offered a Power Play storyline. We've now fixed this - apologies to everyone stuck waiting on this.
We've fixed a few issues with the new proc-gen Infiltrate and Download objective:
We fixed a number of other issues across a wide set of maps. We fixed a pretty widespread issue where matrix terminals might end up with an SCU not linked to any security devices. This only fixes missions created after this patch, so you might still see it in the short term. We've also fixed a number of missions that had the Hacking tag but didn't have a matrix terminaly - mostly Assassinate VIP missions. And finally, we've fixed a number of places where incoming reinforcements didn't make sense (in the "open field") or where they spun in place after appearing or didn't move at all.
- Fixed bug with merc and enemy snipers being stuck in T-Pose - Fixed issue in timeline where a Contact Limit Break could cause all buttons to stop working - Bumped Infiltrate and Download proc-gen type up to Team Power Level 5+ - Fixed bugs in River Street Bridge not having extraction point for new Infiltrate and Download mission objective - Fixed issue with Sniper in Dead Drop Hit coming out as a standard soldiers - Fixed dialog at end of Ricksham Drips Power Play incorrectly referencing Rook Prototype weapons - Fixed optional hacking tag accidentally assigned to some Assassination proc-gen maps - Fixed reported issues with frozen reinforcements or reinforcements spinning in place on some spawn points - Fixed reported issues with some Matrix SCU nodes having no security devices connected
[ 2025-02-23 06:15:55 CET ] [ Original post ]
Tonight we are issue a big patch to fix bugs, Snipers in T-Pose and the most recent batch of F10s! Thanks for your patience with game issues, we're working hard to resolve everything, polish and improve.
If you find and F10 a bug, we will work hard to make sure it doesn't last long! And if it does take a while, no F10 is thrown away until it is fixed. We will get them all eventualy :D
Thanks to everyone who left a review after the last 2 big updates with the new loadout system and the new proc-gen objectives.
All right - here we go, patch land!
Sniper T-Pose
In all cases, friendly and enemy snipers were spending their idle time in a very rigid T-pose. This was due to some animation corruption during the last build and it is now resolved. We also fixed a bug where some missions like Dead Drop Hit that intend to add a sniper to a level at a certain point would just add a regular enemy soldier.
Timeline Stuck
We had an absolute flood of 10s about a bug that could cause your timeline to suddenly jump and then become non-responsive. This was a bug caused by when a Contact had a Limit Break that offered a Power Play storyline. We've now fixed this - apologies to everyone stuck waiting on this.
New Proc-Gen Objective
We've fixed a few issues with the new proc-gen Infiltrate and Download objective:
- If your mission was made before the overnight hotfix, you might not get paid for the files you download. Hopefully everyone is getting paid now, the fix is in this update as well.
- On the River Street Bridge mission map, no extraction points were appearing. Now they will.
- Pushed Infiltrate and Download up to Power Level 5+ for improved progression placement for the new objective.
Other Mission Fixes
We fixed a number of other issues across a wide set of maps. We fixed a pretty widespread issue where matrix terminals might end up with an SCU not linked to any security devices. This only fixes missions created after this patch, so you might still see it in the short term. We've also fixed a number of missions that had the Hacking tag but didn't have a matrix terminaly - mostly Assassinate VIP missions. And finally, we've fixed a number of places where incoming reinforcements didn't make sense (in the "open field") or where they spun in place after appearing or didn't move at all.
v1.9.133 - 2/23/2025
- Fixed bug with merc and enemy snipers being stuck in T-Pose - Fixed issue in timeline where a Contact Limit Break could cause all buttons to stop working - Bumped Infiltrate and Download proc-gen type up to Team Power Level 5+ - Fixed bugs in River Street Bridge not having extraction point for new Infiltrate and Download mission objective - Fixed issue with Sniper in Dead Drop Hit coming out as a standard soldiers - Fixed dialog at end of Ricksham Drips Power Play incorrectly referencing Rook Prototype weapons - Fixed optional hacking tag accidentally assigned to some Assassination proc-gen maps - Fixed reported issues with frozen reinforcements or reinforcements spinning in place on some spawn points - Fixed reported issues with some Matrix SCU nodes having no security devices connected
[ 2025-02-23 06:15:55 CET ] [ Original post ]
Cyber Knights: Flashpoint
Trese Brothers Games
Developer
Trese Brothers Games
Publisher
2022
Release
Game News Posts:
297
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(645 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.
![]()
![]()
![]()
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.
- 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
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
GAMEBILLET
[ 6079 ]
GAMERSGATE
[ 1209 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB