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KickStarter Cyber Knights: Flashpoint - the latest tactical RPG from Trese Brothers - now available on Early Access

cyborgboy95

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Aug 24, 2019
Messages
2,769
Update #44: Cyber-Splice
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Hello weekend! Update #43 is here with new cybernetic implants, a new stand-alone inventory screen, improved cyber surgery tags and rules, improved enemy thinking for Carnivore mission (no more standing around!) and other cases and some great improvements to the Matrix to help avoid mistakes while hacking.

If you're enjoying the steady stream of updates and seeing improvements, we hope you'll leave a review to encourage more, more more!

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New Cybernetics
With Update #43, we've added 3 new cybernetics, both offering an improved version for your Bone Grafts and all new types: the Display-Link and Neural Accelerator.

The upgrade to Di-Aluminum Bone Grafts adds extra Strength, Hit Points and Wound Resistance at the cost of a little Move Speed.

Display-Link implants integrate into the optic nerve, transforming the function of the eye to include real-time data streams superimposed onto the natural sight, including instantaneous trajectory calculations and tactical analysis. These types of implants grant bonuses to ranged Accuracy, Critical %, Crit Dmg Bonus and are very common among Soldiers and Snipers.

For the Hacker, Neural Toner implants fine-tune neural pathways and intensify synaptic responses to create a high-velocity synergy between the brain and a Matrix-Link, Now we've added the other option, the Neural Accelerator implants optimize pathways in the amygdala and brainstem to supercharging physical reaction speed. Neural Accelerators add to stats like Evasion, Initiative, Tech and Reaction and are great for anyone constantly on the move and in the heat of combat.

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Cyber Surgery Improvements
As new cybernetics and new types of cybernetics are rolled into the game, we've made a much needed first round of upgrades to the cyber surgery screen.

First, you can now replace a cybernetic implant with another one. By going into cyber surgery, picking an implant and picking Replace, you're able to swap it out with another. This is a more restrictive process because if it is a class-specific implant like the Chameleon Skin it cannot be replaced except with another Chameleon Skin. This enables things like replacing the Cyber Knight's Dermal Plating with Chameleon Skin to allow for a Cyber Knight + Vanguard multiclass.

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In addition, when browsing to add new implants, we've fixed all the conflict cases to be more clear - if you're installing a new implant, you can't install Dermal Plating for example because you have a Chameleon Skin already in the Skin Slot and you can't install a Chameleon Skin because you already have that exact implant.

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New Inventory Screen
The investigation as to why there was never a stand-alone Inventory screen in the first place has conclude. All fingers point back to an UltraTek design team claiming that "Inventories aren't cool anymore" back in 2227. From there, multiple SVPs signed off on the change and the megacorp resolved to usher in a brighter future. Now, in 2231, that design team and all those SVPs have had their citizenship revoked and were recently unceremoniously dropped off on a street corner in the worst part of Ward 4. And now, we have an inventory screen lol.

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From the top header, your Inventory can be easily accessed to browse and sell all your gear. You can still see notation of how many you own (let's say 3) and how many are carried (let's say 2) shown as 2/3, but none of this is mixed in with what is for sale.

We've swapped up some filters - the Market now offers only an "Already Owned" filter so you can consider repeat purchases. And the inventory offers a "Can Sell" which lets you find things you own that you want to sell quickly.

If you go from the Market to Inventory or Inventory to Market, your category is remembered, so you can quickly drop between shopping and checking what you have.

In addition, we've toned down the ability of the market to remember filters, as it was a little over-aggressive. Now, when you leave the screen the filter is forgotten. We'll continue to work on this, but for now a temporary memory (as you swap between types) is helpful enough.

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Carnivore Improvements + Enemies Standing Still
We've fixed a big issue that could occur near the end of the Carnivore mission. What should have been a highly challenging arrival of some late joiners turns out to be a non-issue as they just ... stood around ... for Turn after Turn ... doing nothing! This didn't always happen but when it did it was very non-climactic in a story moment that should have been very climactic :D

Now this is fixed, so watch out - they are coming in hot.

The fix has also addressed a number of other edge cases where enemy might end up standing around all silly like.

Matrix Unload Confirmation
There is a rare case where you might want to unload a program in the Matrix. But clicking to unload is a bit too easy and usually would be a mistake for a player. We've added a confirmation pop-up to unload a program to help you avoid misclicks.

We've also fixed a little visual glitch in Matrix hacking on the second Turn where loaded programs are shown just offscreen a bit.

v1.2.43 - 1/20/2024
- Added 3 new Power Level 2 cybernetic implants: Di-Aluminum Bone Grafts, Display-Link, Neural Accelerator
- Improved cyberware clinic display, tags and conflict text
- Fixed rules for upgrading and replacing cyberware
- Fixed issues with stacking cyberware in the same slot
- Added stand-alone inventory screen matching market
- Browse and sell your owned equipment from inventory screen
- Adjusted filters - Inventory has "Can Sell" to quickly find items you can sell
- Adjusted filters - Market has "Already Owned" to items for sale you already have in your inventory for repeat purchases
- Fixed issue with Market filters being remembered too aggressively, now forgotten on closing screen
- Fixed issue with some buttons along top of Market were not clickable in their upper half
- Fixed issue in Carnivore where some enemies were staying in their starting positions
- Fixed a number of other situations in which enemies could not move / skip their turn
- Improved appearance tab to avoid flashing of colors while mousing over color palette
- Added matrix confirmation dialog if you click to unload a program - are you sure?
- Fixed matrix bug where loaded programs were shown off screen at start of second hacking turn
- Fixed issue with Legwork where all character levels were shown as 0
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/3964924274915337368
Update #45: Long Arm of Syndicate Law
New story event from D-Cartel origin story, improved cyber surgery rules, class tree improvements and your F10s fixed

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Update #45 brings a new story event, improvements to cyber surgery replacement, class tree improvements and new upgrade nodes, some key UI tweaks requested in your F10s and more.

We had a few days break from updates because back at Trese Brothers HQ, we're hard at work on the next major roadmap milestones. Coming up will be a complete Tutorial refresh for stealth and combat (and Matrix to follow after) as well as an improved lighting engine, Mac OS support, and safehouse base building. We've got an ambitious schedule for Q1 2024 but are excited that we'll start really checking some of these big boxes soon.

If you're liking the progress and think we're heading in the right direction, please leave a review to help us continue! You can always edit it later to add more details or thoughts.


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New Story, Growing Depth
With Update #45, we've added a new echo story event that can come after your Syndicates Debts origin storyline. The long-arm of the D-Cartel law is not easily avoided, so you'll find yourself scrapping to avoid consequences. As always, this will appear in new and existing games.

We're continue to work on growing the depth of the story simulation to the point where the Casting Director and the contact simulation can really start swimming. Without enough options in the hopper, the paths that Director can pick are limited. In addition, new key factors are coming into play from more angles -- Obligations and Head Hunters are all burgeoning on the horizon. With the latest storyline, you may find yourself with a few more of both burdens, and soon these will be joining the game both as a sudden and demanding story mission and as a dangerous and surprising threat mid-mission.

With Update #45, we also fixed an odd little story "miss" where your Knight wasn't being healed along with the story event where the Face and Knight discuss it.


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Cyber Surgery with 6 Implants
We've fixed a common issue players were having where once you reached 6 implants on a character, you could no longer replace them. Now, while the other limitations are still in place, you have the option to try out new builds, swaps and upgrades for your heavily cybered mercs.


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Class Tree Improvements
With Update #45, we've completed another big quality sweep on the class trees. There are so many small details, and we appreciate players who are pointing them out, discussing Talent and upgrade balance and helping us tune and tweak the trees.
  • We've improved the Knight's Interference Spike Talent to allow a second charge if trained to its max
  • The final upgrade for Soldier's Savagery that increases the duration to 2 now costs 2 leveling points
  • We've fixed a ton of formatting issues where you'd get a sudden negative stat (such as -10% Evasion) instead of the expected positive (+10% Evasion) if a Talent didn't include that stat (Evasion) in its original bonus set. This affected Aegis, JTAC, Entrench and more.
  • We fixed the upgrade node to the Hacker's Overclock that stated it was reducing the AP cost by -5 when Overclock already costs 0 AP.
UI Tweaks
With this update, we've improved the dialog interaction to allow you to click anywhere on screen (not only some central, unexplained hitboxes). We've also fixed the Contact screens to show a reasonable number of decimal places (unless you need to know that Origami's Power Level isn't 7.00 its ... 6.998888854).

Finally, we fixed the Delay button being enabled if you had 0 AP but still had MP. In order to Delay you
must
have Action Points left.

Map and Pathing Improvements
In some levels where lootboxes were optionally added, they could "ghost" and still cause pathing issues around them. This is now resolved for lootboxes, terminals and other objects that had the same issue.

Under the hood, we've expanded the optional system to now include Terminals, which is going to make for some exciting new arrangements of levels and challenges possible.

We've also resolved a number of odd corkscrewing actions that re-appeared on stairs after we improved their colliders and mesh rules.

v1.2.45 - 1/26/2024
- Added new story event: the Long Arm of D-Cartel Syndicate
- Raised the level point cost of Savagery's duration booster to 2
- Added 6th training upgrade for Knight's Interference Spike to add a second charge
- Fixed formatting issues for many Talents including Aegis, JTAC, Entrench turning a potential buff shown in yellow into a debuff
- Fixed issue with Overclock upgrade giving -5 AP cost when AP cost was already 0
- Fixed issue with Replace in cyber surgery not working once you had 6 implants
- Fixed issue in some levels where inactive lootboxes or terminals could cause pathing issues
- Improved dialog interaction - click anywhere to advance dialog
- Fixed bug allowing Delay option with 0 AP when you have unused Move Points
- Fixed extreme decimal places shown in Contact Power level
- Fixed small miss with timing of Cyber Knight healing at start of game
- Fixed some issues with corkscrew pathing on stairs
 

cyborgboy95

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Messages
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Major Milestone: GROK-KIT (new Tutorial)
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The GROK-KIT major milestone releases an all new combat and stealth tutorial and a host of improvements, rule changes and fixes to support it being successful and awesome. The new tutorial boasts 2 characters, covers all the major combat and stealth mechanics and uses tips that highlight and call-out the HUD and UI to demonstrate, highlight and point out details and actions.

We're excited for the tutorial to help welcome new Knights into New Boston and, perhaps teach a thing or two to the veteran players.

If you like the improvements and the pace of improvement overall, we hope you'll take a moment to share the game with a friend or leave a review.

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With the first major milestone wrapped up for Q1 2024, we still have an ambitious schedule ahead of us with big features, upgrades, new platforms and more. The public roadmap is a fluid document, and we're updating it as we go to track progress and noting changes in the Roadmap Announcement so you can always check there for the latest detais.

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All New, Expanded Tutorial!
Cyber Knights' in-depth combat mechanics give you lots of options. We want to make sure new players understand the mechanics, while at the same time not annoying experienced players with lengthy explanations always showing up in the interface. Short tooltips can only do so much (though we're continuing to improve these too); a good tutorial is key for giving an overview and explaining how things like initiative, chance-to-hit, stealth, etc. work in Cyber Knights specifically.

This update brings a brand new, expanded tutorial that covers all of our essential combat & stealth mechanics. Movement and sightlines, manipulating the initiative order, accuracy and glancing hits, weapon noise, guard alert states, and more. Matrix hacking will get its own tutorial a bit later, but this one aims to cover everything you need to know to about Cyber Knights' tactical gameplay.

We'd love your feedback on it! Even if you've been playing for a while, you might find some details you didn't know in here. Try it out and help us make sure it's in great shape for new players, so that down the line we all have a great community to share builds and talk tactics with as we continue to add to the equipment, classes, and challenges in the game.

The Matrix tutorial script has been drafted now and we're starting to work through the exact particulars of what needs to be covered and in what order - so stay tuned for that exciting addition as well.

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Rules Updates and More
As we wrapped up the tutorial, it felt like we had something really good on our hands because it demanded that we improve the game, UI and rules in a number of ways. So, thanks to the tutorial, we've got some new rule changes, balance changes, HUD updates, bug fixes and more to discuss!

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Rule Change: Armor Shredding
The rules for how Armor Protection is reduced by Armor Shred has been updated with this milestone release. Here is a summary of the changes:
  1. Armor had 3 stats for protection - a Full Protection value (such as 60%), a Degraded Protection (20%) and Protection Points (2). Note - due to the conflict with AP we renamed Armor Points to Protection Points.
  2. Each time an attack Shreds Armor, the Protection Points are reduced by 1.
  3. In the old rules, if and only if your Protection Points were reduced to 0, your Armor switched to the Degraded Protection value. Using the example above (60%/20%/2 PP) you were (previously) at 60% until your Protection Points reached 0.
  4. In the new rules, as your Protection Points are reduced, your Armor Protection is reduced proportional to the number of Protection Points and the difference between Full and Degraded Protection. Using the example above, (60%/20%/2 PP) you'd be at 60% until an Armor Shred reduces you to 1 PP, at which point you're at 40% Protection, and a second Armor Shred would reduce you to 20%.
This is to the disadvantage of armor wearers. However, it is good for all Talents and Items that recover Protection Points as they are far more valuable. It is also better for Armor Shredders like Shotguns, E-Rifles and the right Blades which can see immediate results from any Armor Shred hit. It is also great for our ability to design and add different types of interesting armors for you to buy and especially for enemies to wear.

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Rule Change: Enemy and Merc Alert Status
First, with the help of our awesome Discord (and big shout out to @DoomFluffy), we've simplified the overly complicated 5 Alert Statuses the game kept for enemies and mercs down to 3 Alert Statuses each. Your mercs are Hidden (never been seen or tripped any security devices), Hunted (someone is looking for these droids) or Spotted (seen by the enemy and probably in a firefight). Enemies are Unaware (bored), Suspicious (looking around) or Alerted (aware of intruders, trying to start a firefight). While this change is really in the display, labels used and the iconography in the merc / enemy hovers, it greatly simplifies the tasks of explaining how Alert Statuses work to not have 5 and 5!

To help make this as clear as possible, your mercs Alert Status are now visible in their hover at all times like an enemy.

The rule change comes down to when you can qualify for a Surprise bonus. Previously, the enemy had to be Unaware. But this mean if your Soldier starts a firefight, anyone who becomes aware of the Soldier can no longer be Surprised by the Vanguard who has taken all that time to hide behind those crates! Therefore, the Surprise rule now states you get +25% Accuracy bonus against an Unaware target OR if you are in Alert Status Hidden.

This is a big boost for sneaky characters, snipers, patient killers (as your Alert Status drops every Turn if there are no living, Alerted enemies), and your team in general as there are more changes for Surprise attacks.

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Accuracy Breakdown Improved
A number of new additions have popped up in the accuracy breakdown in the top right, thanks to the tutorial work.

If you're guaranteed a Glancing Hit due to weapon type (melee), your Glancing Threshold (80% usually, 60% for Precise Burst) or just being really close (proximity) then this is noted in the Accuracy Breakdown. Also, your Armor Shred % are included there as well, including any buffs or bonuses.

Finally, we fixed a bug in the Accuracy Breakdown that wasn't showing the weapon's name in the weapon accuracy row.

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Full Auto Targeting
There was an issue introduced with Full Auto targeting that prevented you from effectively moving the cone of fire between different targets. The cone stayed kind of stuck on the highest Accuracy target in your shot. This is now fixed, switching to a new target will shift the center of the Full Auto cone.

Also, we've made sure the keybinding to increase and decrease targets (default, Pg Up/Down) is noted in the Ui circle. This is a powerful tool if you want really precise control over your Full Auto or perhaps want to just use its burst damage ability against a more limited number of targets or even a single target. We fixed the bug where sometimes you'd have to hit Pg Up / Pg Down multiple times to see a change as well.

Floppy, Flop Ragdolls
During this work, while we were shooting lots of guards to test the tutorial we noticed some odd extra floppy ragdoll behavior. A little investigation found that when an enemy was shot but didn't die, they stashed the physics forces from those shots until later, when they did die! Then they applied all the physics forces at once and FLOPPY FLOPPED around the place. Lol ... well, we've fixed this bug so the ragdolls should have less extreme moments at least!

This is most noticeable and funny when 2 mercs are shooting the same enemy target from different angles. I had Aitana lay into a guard with Full Auto and then the Vanguard Razza kill the guard from a 90 degree angle from Aitana. Then the guard went [i[flying[/i] in the wrong direction ... as if Aitana had made the kill. Cartwheels of joy!?

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Rebuilt New ESC Menu[/h2[We got a nice new pause menu! Things are better organized, with the Retry Turn / Restart Mission being grouped with the Save Slots on the right and the regular menu - along with some new external links - on the left. Nice upgrade, that!

v1.3.1 - 1/30/2024
- All new and upgraded Tutorial (stealth & combat)
- Armored degrades protection % every time is loses an Armor Point
- Compressed 5 previous Alert Status into 3 for enemies (now, Unaware | Suspected | Alerted)
- Compressed 5 previous Alert Status into 3 for characters (now, Hidden | Hunted | Spotted)
- Merc hover now includes their Alert Status, improved/simplified Alert Status icon in character/enemy hovers
- Mercs in Hidden Status always qualify for Surprise bonus regardless of target's Alert Status (advantage sneakers and snipers)
- Rebuilt pause menu for main mission mode - better save slots, retry options, keybinding display
- Added hint for keybinding to Add/Reduce targets in Full Auto (Pg Up / Pg Down by default)
- Fixed issue with Add/Reduce targets for Full Auto sometimes needing to be hit twice to take effect
- Fixed issue causing estimated Recoil for attack change slightly every time you target
- Added Glancing Hit rules to the Accuracy breakdown in HUD
- Added Armor Shred % to Accuracy breakdown in HUD
- Fixed issue in Accuracy breakdown in HUD where weapon name wasn't shown
- Fixed a few last places where Armor Crit % was used instead of Armor Shred %s
- Fixed issue with Full Auto targeting refusing to budge from highest Accuracy % target, making it hard to get best shots
- Fixed issue where Focus Fire label was incorrectly shown while targeting enemies out of range
- Fixed issue where Vanguard's Lure would let you activate it even if none of the guards were going to respond
- Fixed issue where physics forces were building up on enemies over multiple attacks to cause ridiculous ragdoll antics
- Fixed issue where a movement destination could be accidentally set during automatic camera transition to an attack target
- Reduced slight input delay after setting an attack target

First tutorial hotfix is live! Thanks to everyone reporting.

v1.3.3 - 2/1/2024
- Fixed issue where Vanguard could lock game near lootbox in tutorial
- Fixed issue where you could not Retry Turn / Level on higher difficulties in the tutorial
- Fixed issues that could be caused by skipping tutorial sections and the UI highlight ending up in the wrong place
- Fixed duplicate dialog that could be caused by switching to pistol before Full Auto section
- Fixed issues with clipping into Red Door frame near end of tutorial
- Fixed typos and confusing sentences, thanks F10s!
 

cyborgboy95

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Joined
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Messages
2,769
Update #47: Buff it out
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We had 2 updates in the space of 24 hours as we are chasing every little reported issue with the tutorial to the ground and buffing it out until this one shines. We've fixed and improved everything from defeat to specific dialog lines, cleaned up a few more bugs or rare misses within the tutorial script and also caught up with some additional changes to hovers for the new armor rules and movement alerts to better represent the updated Alert Status rules and surprise attack rules.

If you like the progress or got a chance to try out the new tutorial - please leave a review! We are smashing hard on tutorial update so we can be done with it and move on to new features and content, so let's buff it right out and keep on truckin.

Updated Movement Alerts for Alert Status Changes
To match the new rules for Alert Status we have adjusted how sight and hearing movement alerts work. If your character is Hidden or Hunted, these alerts are now shown correclty even if the guard is Alerted, as they still care about your presence and detecting you. Also, we no longer post an alert is the enemy is not going to respond, so if you are Spotted and they are Alerted, we are not showing the visual warning anymore because the guard is just going to keep shooting you and not change any state by seeing you (again).

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Other Key Fixes
We fixed the bug that was causing the game to lock after the Vanguard reappears last night. We fixed a bug that could cause the Overwatch guard not use Overwatch about 25% of the time. We now offer Retry Mission on any difficulty for the tutorial if your team gets wiped out. We fixed some ugly broken lighting in the scene.

We fixed, we fixed typos, we rewrote sections based on your feedback. Thank you!

A huge thanks to everyone shooting in the F10s, you're helping us make big progress. Check the change logs below for both patches as there have been 2 about 15 hours apart.

v1.3.5 - 2/1/2024
- Added exit summary of most key points at tutorial victory
- Fixed movement alerts and enemy behavior when enemy is Alerted by player is not Spotted
- Fixed issue where Overwatch guard in Tutorial wouldn't Overwatch 25% of the time
- Fixed issue with camera swinging into the walls during tutorial explanation scenes
- Fixed duplicate dialogs that could appear in some sections
- Fixed broken lighting layer in tutorial from hotfix (woops)
- Fixing issues with damage taken, items used not being restored after tutorial
- Fixing defeat during the tutorial to always offer a retry
- Added ESC to return to main menu from defeat

v1.3.3 - 2/1/2024
- Fixed issue where Vanguard could lock game near lootbox in tutorial
- Fixed issue where you could not Retry Turn / Level on higher difficulties in the tutorial
- Fixed issues that could be caused by skipping tutorial sections and the UI highlight ending up in the wrong place
- Fixed duplicate dialog that could be caused by switching to pistol before Full Auto section
- Fixed issues with clipping into Red Door frame near end of tutorial
- Fixed typos and confusing sentences, thanks F10s!
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Messages
19,296
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/4022346438949962666
Update #48: EXTRACTION - Get to the Choppa!
New individual extraction rules, proc-gen map and objective combo, proc-gen secondary objectives, better Legwork XP rule

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Update #48 brings a major rule change to the game about how you leave levels, where you can leave a when you can leave. The new individual extraction rules add new flexibility and excitement to your extraction choices, at times let your squad "scatter" for their exit and more. We cover the full rule set below. This update also includes a new proc-gen map and objective combo (Sewers + Kill 3), as well as secondary objectives for all proc-gen missions, better rules for Legwork's XP bonuses, an update to the time and cost of healing Wounds, a series of tutorial improvements and fixes for the bugs in Shock Mines and Nano Stimkits. It's a huge update, packed to the brim so let's look at each item!

If you think we're headed in the right direction with Cyber Knights's Early Access process, we hope you'll leave a review to help us continue our work!

Extraction Rule Update
We're very excited to roll out the new individual extraction rules for all levels. While previously, the game required your entire team to gather in a single location to exit the level, now each merc is allowed to extract when they reach the extraction point -


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Once your character reaches an extraction area, you can click Extract in their button bar
. All players will get a one-time warning about this rule change in the game to help reduce confusion about the new rules.

All extraction is individual extraction
- this means when your merc reaches the exit point, a button in the to bar next to Yield enables. This button is the Extraction button.
  • It is a one-way exit from the level. When the merc clicks the button, they immediately disappear.
  • once extracted you don't have to skip that merc's turn anymore, no one can shoot you, and you can't be spotted by enemies. You're completely gone from the level.
  • Once you leave, you cannot come back. If another merc who hasn't extracted is in trouble, you've already left and can't come back to help.
  • However, you don't have to click it. You can hang around the extraction point if you wish until the team is closer or its the right moment to leave.
  • If all living mercs are extracted, you win.
  • If at any time, all living mercs who have not yet extracted are in the extraction point, you win.
Individual extraction supports multiple exits
not all levels will support multiple extraction points but some do, For example, the Aug-Clinic Rooftop ahs a single extraction point (the elevator) but Forward Op allow your mercs to go to "scatter" in separate extraction points to each find their best exit from the heist.

This is a big win for speed of play and injects new excitement into multi-exit levels where you can now consider splitting your team or sending off one merc on their own to risk an objective and hope they can make it all the way to the exit point.


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New Proc-Gen Objective + Map
With Update #48, we've added a new combination of objective type and map. The power of proc-gen continues to be in the crossing of these two entities, and this release adds the ability for the sewers map to send you hunting 3 gang leaders to gain your payday.

While this is a small add in scope for the number of proc-gen mutations, we're in progress testing the next objective type (playing bodyguard on the go) and a new map as well which, combined, will be a very nice sized expansion to the scope of proc-gen today.


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New Proc-Gen Secondary Objectives
All proc-gen missions have now gained secondary objectives that offer additional XP and money rewards for completing missions under certain thresholds. These extra incentives may give you are reason to push a little faster or quieter.

Currently, the supported set of secondaries focuses on completing missions under certain Sec Level or under a certain Turn limit but more types will be coming.


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Tutorial Improvements
We've continued to listen close to feedback and adjust the tutorial. With this update, we've refined a lot of the text of the prompts, seeking to make them short and clear. We've also moved the lootbox so that it is more easily accessible and less time is spent just running around.


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Security Tally Clarity
There have been a number of F10s about unexplained Security Tally appearing. We've found that these are almost exclusively from dead body timers running up. To help, as a first step, we've added a log entry to the combat log when a timer expires and listed exactly how much Sec Tally is added. The further step here will be to get the Tally to show up in yellow in the Sec Tally bar on the Turn it will happen so you can be pre-warned about upcoming Escalations correctly.

We also fixed a few places where secondary objectives were listing their Security Level maximums ("less than Sec Level 2") in Sec Tally ("less that 36 Sec Tally") which is just confusing.


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Shock Mine and Nano-Stimkit Fixes
Both of these items were bugged and now both are fixed! A bug crept in during January that caused Shock Mines to be far more powerful than intended and honestly very OP. If thrown as a grenade, they would shock all enemy targets instead of just one. We've fixed the bug and updated the description to be more clear it is a single target. We will try to catch up with the VFX to show a single arc of electricity striking a single target.

Nano-Stimkits were bugged as they only refused to stim up any character who had HP damage even though they don't do any healing themselves. Now fixed!


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XP for Legwork
We've adjusted the calculating used to provide Experience for attempting, failing and passing Legwork. Before this was randomly generated off a static range of XP, now we are granting a range of XP equal to a % of your next level's XP. The range goes from 2% to 6% of the XP needed to gain the next level. This is a great boost for Legwork which now grant a meaningful amount of XP - in the best case, success - regardless of your level.

Wound Healing
The price and timeline for healing wounds has now increased from the bottom-barrel values it started at. For a while, there was no wound healing, so when we added it to the game, we gave a 2 month grace period to get that pile of wounds healed up cheap. If you haven't then now you'll be paying the price.

v1.3.9 - 2/7/2024
- All extraction converted to individual extraction rules - extract by button in team bar (top left)
- Added pop-up for all players (one time) and into end of tutorial explaining new extraction rules
- Proc-gen raid and Kill 3 missions all gain randomized secondary objectives (Sec Level, Turns for extra XP or profit)
- Internal rules changes to secondary Sec Level objectives may result in some missions with "less than 36 Sec Level" objectives
- Moved lootbox in tutorial to be easier to directly access
- Further improved tutorial dialog and prompts
- Combat log now includes entry for when a dead body's body timer expires and +2 Sec Tally is added
- Increased time and cost of healing wounds to more reasonable values
- Increased XP rewards for Legwork up to 4-6% of next level requirement for successful Legwork, 2-3% for failed
- Improved and increased naming variety for proc-gen missions and stages
- Removed nonsense 2% Default Crit Chance from accuracy breakdown
- Fixed additional cases where enemy could waste 1 turn "Security in my ear"
- Fixed bug with Soldier's Recoup Talent that could activate even on misses
- Fixed issue where Soldier's Roll With It Talent upgrade 5 was causing -10% Optimal Range (wut?)
- Fixed issue where Nano-Stikmit refused to activate unless the merc was wounded (but it doesn't heal!)
- Fixed bug / updated description of Shock Mine to highlight that it never hits more than 1 target
- Fixed some enemies spawning inside crates in Sewers proc-gen levels
- Fixed issue in Cube Run where trying to abort the mission still went forward into stage 2
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #49: Catch a Thief

After the big feature update of individual extraction which touched every single level in the game, we're coming back around to fix bugs, F10s and smooth out a few things. Thanks to everyone for reporting issues with F10, for posting in Discord and chatting on Steam.

We're about to reach Update #50 here with some really big things on the docket this month. We're working hard for to improve the game daily through its Early Access period and hope you'll help us keep up that pace by posting a review.

Wound Saves
We have adjusted the rules, percentage rates and timing at which Wounds Res is checked during play. Previously, this was checked when your Injury was fully healed which lead to an unfortunate feeling of "Oh, I'm finally healed and ready to ... oh I'm Wounded." Sad! With the updates, the Wound rolls are now made at the end of a mission and tied more closely to your Injury coming out of the mission. Your Wound Res is more directly impacted by number of Turns you are Injured and the Wound will appear immediately in the safehouse.

For future improvements, we're going to get a section in the scrolling victory panel that will let us show more detail for each merc and their individual outcomes.

Proc-Gen Sewers Issues
There were a few issues with the proc-gen sewers level after the last release. Evidently, the new extraction feature didn't sit well with that specific level :D All are fixed -
You were not getting the payment for each kill in the Kill 3 proc-gen premise.
Objectives were not updating correctly for Sewer Kill 3
In some proc-gen cases, you could start inside the extraction zone and immediately win
In other proc-gen cases, there was no extraction zone. If you're stuck like this, reload your level after the update to get out.
In other proc-gen fixes, we've improved an exit zone in the Truck Stop that was badly marked and giving players headaches.

Hack-only missions were also having issues with early extraction, now fixed.


Head Hunters - Show your Numbers!
With a recent update to the HUD to get Heat and Head Hunters show in the mission screen as well as main timeline, a bug crept in that disconnected the Head Hunter display from the real numbers. Everyone should find that their Head Hunter counts are now back and correct.


Crit Chance in Accuracy Breakdown
The Critical Chance calculations in the Accuracy Breakdown have been wrong for a while. We fixed one cause a few updates ago and now have tackled the second. They should all be nice, neat and make sense in a mathematical way at last!

Pop Slot Action Points
We've fixed a bug that was constantly complaining there were not enough action points to use the Soldier's Pop-Slot.

v1.3.11 - 2/8/2024
- Improved Wound rolling to be rolled at the end of a mission instead of later in the safehouse
- Fixed issue with payment not always being granted in Sewers Kill 3 proc-gen mission
- Fixed issue with new Sewers Kill 3 proc-gen level appearing too often from the generator
- Fixed issue with exit not appearing in all Scav versions of Sewers proc-gen level
- Fixed issues with Head Hunter count not correctly updating
- Fixed bug with Soldier's Pop-Slot Talent always reporting "Not Enough Action Points" incorrectly
- Fixed bug with Crit Chance % often being wrong in accuracy breakdown
- Fixed inability to extract early from hack-only proc-gen missions
- Fixed issue with Sigma 6 Sploitkit not loading in inventory
- Adjusted problematic exit zone in Truck Job
- Fixed missing faction subject in proc-gen offer ("BLANK is constantly harassing our movements...")
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,296
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/4192358592268057410
First new class, the SCOURGE, is here! ☣ ☣ ☣ With a sale to celebrate!
Tanky shotgun specialist with a nano-hive implant can manipulate organics, fool biometrics, create poison effects.

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Update #51 brings our first new character class to the game, a tanky shotgun specialist that uses their nano-hive implant to manipulate organics, fool biometrics, and create deadly poison effects: the
Scourge.

With multiclassing, this increases the number of playable classes to
28 combinations!
Tons of opportunities to find new character build combinations and try new tactics with your squad. We've seen some strong possibilities in playtesting and can't wait to see what you all come up with.

The Talent Tree

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The Scourge has access to many talents that cause enemies to suffer ongoing poison damage and other toxic debuffs each turn.
  • Bio-Coat Bullet
    makes a special attack with your gun and poisons an enemy on hit.
  • Tox-Cloud
    releases a swarm of chemical-producing nanites to create a large zone that will slowly move each turn, poisoning any enemies or teammates that pass into the cloud.
  • Venom Trap
    is a throwable trap that will poison the first enemy to trigger it.
Scourges can train a passive talent,
Purge
, to avoid the effects of their own poison and enemy damage-over-turns effects, but other squad members will need to be careful to avoid tox-clouds and other area-of-effect talents like
Morass,
which slows down units and reduces their armor and evasion.


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Shotguns
are a specialty for the Scourge. Their attribute and small bonus nodes linking these talents include bonuses to close-quarters accuracy and ballistic damage, and they have two talents that offer special attacks for shotguns.
Callous
is another talent useful in close range fights, sacrificing movement speed for a significant buff to your or a teammate's armor.


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Other buffs in the Scourge's arsenal include:
  • Metabolize
    , increasing the duration of combat chems and chance of multiple uses.
  • Reknit
    offers quick healing in a pinch (although the recipient may not like it).
  • Bio-Mimic
    engulfs the Scourge in nanites, imitating the biosignature of enemy guards well enough to trick many security devices.
Tricking security devices isn't the only manipulation a clever Scourge can pull off. Using the most terrifying capabilities of 23rd-century nanotech, you can target an enemy's brain and neural link, disorienting them or even causing them to temporarily turn against each other.

Ready to play?
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With this update, there are two easy ways to get a Scourge into your squad:
  • You can multiclass any member of your squad into the Scourge class by installing a Chem-Hive cybernetic implant. For now, you can install the Chem-Hive with Dr. Ashe without any investment needed. Remember that you can't respec out of cyber-classes at this time, so once you dive into this deadly side of nano-hiving, you're in.
  • A new starting Scourge, August, has joined the character template line up in new game, giving you additional options to swap between Zasha, Liat and August. This is the only way currently to get a pure single-class Scourge into your group, but the Scourge is one of the best multiclass options out there so either single or multiclass option is very viable.

In the next couple of days, we'll be adding a new recruit storyline is in the works that will bring another Scourge character into the game as well as a new contact that can provide the specific Chem-Hive implant they use and other exciting cybernetic enhancements.


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We may tweak Talents as data comes in, and of course if you spot any bugs our own testing hasn't caught, please F10 to report in-game; we'll fix it quick. Big thanks to all the players in the Steam forums and our Discord who offered feedback and ideas for this new class concept!

Full Trese Brothers sale to celebrate!
If Cyber Knights has been waiting on your wishlist, it's a great time to pick up the game, with more big updates right around the corner. For all of you already supporting us in EA, thank you! It makes a big difference to the final quality of the game.

We have the full Trese Brothers catalog on sale right now (including the Android and iOS versions of our previous releases), and just released a new "Best of Trese Brothers" Steam bundle for a bonus discount on any games you don't already own. More squad tactics in Templar Battleforce, turn-based ship and crew combat in our sci-fi captain RPG Star Traders: Frontiers, and old-school fantasy tactics in our party-based RPG Heroes of Steel.


Best of Trese Brothers

Best of Trese Brothers
INCLUDES 4 ITEMS
Heroes of Steel RPG
Star Traders: Frontiers
Templar Battleforce
Cyber Knights: Flashpoint
Add to Cart
-12%
-55%
63,28€
28,47€
Best of Trese Brothers

v1.4.1 - 2/22/2024
- Added new class: Scourge uses their chem-hive implant to manipulate organics, fool biometrics, and create deadly poison effects!
- Implant a Chem-Hive from Dr. Ashe's higher level cybernetics to get a Scourge
- Now up to 28 multiclass combinations
- Improved balance of all Shotguns, adding Dmg and up to +2m range, Ironback increased ammo but +1 AP to reload
- Improved default filtering settings for equipping (show what can be equipped now) and all inventory (show all)
- Updated all class descriptions
- Fixed issues with Extraction and Wound healing in the timeline
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #52: Bodyguard Nights
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Welcome to Update #52 as we continue the march to expand the game in every way throughout Early Access. With the Scourge newly landed, it is time to return to new mission content, new proc-gen missions and new story missions!

Welcome all the new Knights to New Boston this big Scourge + Sale week. We're excited to have you in the safehouse and ready to get back to a non-stop schedule of updates and improvements. So, if you like where the game is now, see its potential or think we're heading in the right direction with updates-updates-updates, please be sure to leave a review !

New Proc-Gen Bodyguard Missions
With Update #52, we've expanded the roster of both available proc-gen mission objectives and proc-gen mission maps. The new objective -- playing bodyguard for a data courier - gives you a new set of challenges as you vie to help rapidly move a courier (fully under your control) through a dangerous and contested area. The new map, the Slumroad Junction, is a large and threateningly open area ringed by high-ground, buildings and other vantage points that make it an especially challenging space to navigate.

At the moment, only Slumroad Junction map supports bodyguard missions, but some of the next updates will expand these available combinations in both ways -- more maps will support bodyguard objectives and Slumroad Junction will support other proc-gen objectives like Kill 3 Captains. In this way - by adding maps and objectives - we will continue to gain multiplicative growth in the possible outcomes for proc-gen content. We've got a huge amount more to add, so let's keep it moving!

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On Kill Passive Talents and Full Auto
There was a bug with passive Talents that proc'd on killing an enemy target, on getting a critical hit, or any kind of attacking passive Talent that would prevent them from activating when you were attacking in Full Auto mode. For example, if you used Full Auto to shoot 3 targets and one of them died, your Knight's Steamroll Talent would not fire because of the Full Auto nature of the attack. This has now been resolved and all passive Talents will work with Full Auto unless specifically stated in their description.

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Scourge Cleanup Continued
The Scourge class has arrived in full-force and we've heard they are a ton of fun to play. This release we haven't made any important changes to their builds but we have cleaned up and number of small text formatting issues in their class tree.

F10s Fixed!
We've been working our way through the big pile of F10s (hit "F10" in the game to report a bug or send in feedback at any time!).
  • We fixed an issue that could cause game crashes if Talents that Shred Armor were used against targets with 0 Armor.
  • We've resolved some inconsistency in the naming and presention of Laser Wires - which were sometimes called Laser Mesh or Trip Wires.
  • Some of the Hacker's Talents were printing confusing damage ranges once they were upgraded, this is now resolved.
  • In the Sibling Breakout mission, leaving the mission while the main merc or their sibling was in Bleeding Out status could cause an incorrect story event following the mission, this is now resolved - escaping while Bleeding Out is still escaping.

v1.4.5 - 2/25/2024
- Added new proc-gen bodyguard mission type, protect a data courier on the move
- Added new proc-gen map, Slumroad Junction
- Fixed bug preventing passive Talents from activating when attacks are made with Full Auto (such as Knight's Steamroll)
- Fixed Knight's Steamroll upgrades to have a single line and the 3rd booster is at the end of the line
- Fixed possible crash caused by using anti-Armor Talents against no armor targets
- Fixed issues with damage range display for Hacker's Null Op once upgraded
- Fixed inconsistency of Laser Wires naming
- Fixing story issues that could occur in Sibling Breakout if sibling or main merc were Bleeding Out at end of mission
- Continued to clean up issues with the Scourge class tree
- Fixed typos and minor class tree issues
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #53: Foundry Nights
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Welcome to all the new Knights heisting and rampaging across the New Boston zone! It's update time! With Update #53 we've focused on improving the balance and challenge of the latest mission that was added and hitting on the most highly reported F10s for this big sale and Scourge celebration week.

We're excited to be hammering out updates following up on the big Scourge release, so if you like the progress or think we're heading in the right direction please take a moment to leave a review and help us keep going!

Improving Bodyguard Mission
While we're prepping for the next mission add, we've also circled back to take quick action on player feedback about the bodyguard mission. We've adjusted the layout and types of enemies to raise the challenge a little bit - some enemy captains have appeared, more snipers are showing up correctly in the high ground - and also added a few security devices and long range Radar Arrays to deny your team easy access to the zone.

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Buff and Debuff with Summed Upgrades
Thanks to all the players reporting with F10 that the buffs and debuffs shown on character and enemy status screens were missing some stats. These buffs and debuffs were printing out with only the starting stats for the Talents and skipping all upgrades. We've now resolved this and the buffs are printing their full sum of all class tree upgrades.

Thanks for hitting F10!

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Avoiding Enemy Name Duplication
Thanks to all the players pointing out that occasionally the enemy naming system could spit out a series of duplicates. We've now resolved this and guaranteed that no enemy will ever have a duplicate name on any level - at the start or while spawning reinforcements.

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Weapon Mod Detaching
We've fixed a few issues related to weapon mods not appearing when you attempt to detach them unless you changed the filters. They are now always visible and should be easy to attach and detach.

We've also fixed a larger issue with weapon mods that were left attached to weapons that were sold. These weapon mods kind of floated off into the ether, neither in your inventory or properly gone. In the short term, we've fixed this by gently shoving them all back into your inventory. Sell them or use them, they really are yours.

Talent Updates and Fixes
With Update #53, we've continued to fix and improve the Talent set for Scourge. We fixed an issue where Brain Worm reported that its range was 0m. We've also renamed the buff "Shred-Resistant Armor" to "Shred-Immune Armor" as that is much more clear about what it does (when this buff is on, nothing can shred your armor). It also turns out that the Brain Worm from before Update #53 was giving enemies Shred-Immune Armor, and that's not right! Fixed :D

We fixed the upgrades for Bio-Coat Bullet that just said "Target immediately" and nothing else.

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Scourge on the Wiki
You can also now check out all the Scourge's Talents (and a ton of other awesome content) on the on the community wiki[cyberknightswiki.tresebrothers.com]. A big thanks to the wiki champions in the community who are improving and expanding this wiki every day. let's hear it for
:steamhappy:
@Ahab and @DrSpendLove
:steamhappy:
!!


v1.4.7 - 2/27/2024
- Improved balance/challenge of new bodyguard mission - better enemy variety, added more security devices
- Fixed enemy / character status not showing buff/debuff with full upgrades from class tree
- Enemies no longer ever appear with duplicate names
- Fixed issues with trying to replace/detach mods and getting empty list
- Renamed buff for "Shred-Resistant Armor" to "Shred-Immune Armor" for clarity (cannot be shredded while buffed)
- Fixed bug with Scourge's Brain Worm Talent causing Shred-Immune Armor buff
- Fixed Brain Worm reporting "0m" range for Scourge
- Fixed empty "Target immediately" upgrade node for Scourge's Bio-Coat Bullet
- Fixed missing icons in cyber surgery screen
- Fixed debuff for Evasion not showing as negative (showed 10% Evasion when it was -10% Evasion)
- Added missing icon for Data Courier / VIP job
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #54: Battle Strike!
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Welcome to Update #54, where we've got another expansion to the catalog of proc-gen missions and objectives that your team can get involved in. it's exciting to roll out the first pure combat proc-gen mission and this one has some more meaningful variations in difficulty based on who you are working for (rival gang vs. rival gang or Syndicate vs. mil-sec). We've also made improvements the Hacker's Rampage Talent, improved Stress/Hype/Discontent/Loyalty in prep for a big update that is coming any day for that, and fixed a nice pile of F10s!

If you're liking the pace of development, improvements and the direction we are heading with the game please take a moment to post a review

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New Proc-Gen Battle Striker Missions
With Update #54, we've added another type of proc-gen mission and another new proc-gen mission map. This time the new objective is completely combat focused with the Battle Striker. Go in hot and fight to the end against an array of deadly enemies and a few waves of reinforcements coming in hot. Bring your combat squad to this one, as the enemy is dug in to a fortified area and ready for you.

In addition, we've added a new map the Corner Holdout which is a great map for contested area and plays with elevation in new ways. Corner Holdout is currently the only map in the set that supports Battle Striker missions, but we are working on making more bi-directional connections in the set here - both adding more maps that support Battle Striker and Bodyguard and missions and Corner Holdout is perfect for a few of the other objective types like Kill 3 and Scavenge.

As soon as this new mission hits the street we're going straight back to the foundry to prep another new map and another new objective. Let's go proc-gen power!

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Hacker's Rampage
We've updated Hacker's Rampage Talent in 2 ways to improve it. First, we've nerfed the %s on the Hacker's class tree that added to Matrix Damage. These were just too powerful and overwhelmed what Rampage could offer. These bonuses have been cut from a 25% total to 12% total through the tree.

In the same stroke, Rampage has gained a 6th upgrade now and now can offer 45% Matrix Damage bonus as well as a +10 AP boost to help you keep slaying in the digital datastreams.

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Stress => Discontent || Loyalty <= Hype
There is a big update just around the corner to improve your player agency and fun around how Hype and Stress translate into evolving mutations for your character. In preparation for that, we've adjusted all the starting values for all characters - everyone now starts with some of each value. There is no randomness, we're never a fan of any reason for you to reroll new games, so these are static set by the character and backstory.

We've also improved and given more teeth to the story impacts to these stats. For example, your characters may directly gain Loyalty or Discontent during important storylines like Sibling Breakout, where the merc was only gaining Stress before which is not powerful enough of an impact if you leave them hanging.

Finally, we've fixed bugs with how Traits that could grant Minimum Loyalty so that they really work now and enforce this minimum.

Your F10s!
A huge thanks to everyone sending in F10s, posting here with feedback on the boards or joining us on Discord. We fix a heap of minor bugs with every update, so it makes a huge difference. We fixed issues where far away enemies' sight cones would suddenly appear, with Trait names and levels, and places where Trait Fearsome suddenly became Trait Ferocity, or Extractions could hang in some situations.

v1.4.9 - 2/29/2024
- Added new proc-gen battle striker mission type which is pure combat, attack and overwhelm an enemy force
- Added new proc-gen map, Corner Holdout
- Improved Hacker's Rampage, starts at +15% Dmg, can add +10 AP, and added 6th upgrade to push Damage bonus to 45%
- Reduced Hacker's class tree bonuses adding directly to Matrix Dmg (from 25% across 4 nodes to 12% across 4 nodes)
- Improved starting Stress/Discontent/Loyalty/Hype for all characters
- Improved story choices impacts on Stress/Discontent/Loyalty/Hype
- Fixed bug with Trait Fearsome mutating into Ferocity
- Improved use of Trait name and Trait Level (Grit 1 vs. Grit) where helpful
- Fixed bug that would cause far away / invisible enemy sight cones to appear
- Fixed some issues that could cause Extraction to hang, thanks for the F10s!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #55: Hype Limit Break - upgrade Stress/Hype Mutations
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Update #55 rolls out the Stress and Hype system upgrade we've been working towards, putting agency of your character's Trait mutations (and more) into your hands so you can have an active roll in driving their development from Hype cycles. We've also rebalanced a number of Talents, improved IC spawning in the Matrix and completed some nice UI tweaks for everyone playing from your F10s.

If you're enjoying the pace of new features, updates and content (another mission and mission map are coming) we hope you'll take a minute to post up a review!

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Upgraded Stress/Hype Mutations
There are still many systems in Cyber Knights: Flashpoint that are a skeleton of the design, but as we travel the Early Access path, we're bringing them up to full power as fast as we can. With Update #55, we're excited to launch an upgrade of the Stress / Hype system to where it has longed to be.

Mission victories, taking damage, seeing an ally die, completing Legwork, and more in Cyber Knights can cause your squad members to accumulate both Stress and Hype. When either reaches a peak amount (80-100% with an increasing chance of triggering), that squad member gets a new benefit or disadvantage. Until now, these have all been positive or negative random trait mutations. Now we've not only expanded the effect possibilities, but you the player get to choose a specific upgrade you want for your characters when they reach peak Hype!

The possible upgrades include:
  • Raising your Loyalty, reducing Discontent or wiping your Stress
  • Raising positive Traits and lower negative Traits
  • Gaining permanent bonuses to your Attributes
  • Gaining 30 day temporary bonuses of different kinds, including XP or AP boosts
When an upgrade's available, it will appear on the timeline as an "Excessive Hype" event. You can delay choosing an upgrade as many times as you like while reviewing stats and making the right decision for your merc's advancement. However, while the upgrade decision is waiting, their Hype bar is frozen, unable to gain any more. So it's to your benefit to make a decision without extended delay.

Stress disadvantages will continue to be randomly determined (no delaying a decision indefinitely with this one) but also has an expanded set of options to draw from when Stress peaks - including increasing Wound levels or increasing Discontent.

Discontent and Loyalty are new, higher-level meters that can be raised as a result of reaching peak Stress or Hype. The higher these meters go, the more they open up better / worse trait mutations, new story opportunities, and other effects on Stress & Hype.

With this update we've added Stress and Hype generation at more places throughout the game -- legwork, mission results, secondary objectives, taking Wounds and more. The system will continue to expand with character relationships, ways to reduce Stress through the Safehouse, and other factors coming in to play, but it's ready to contribute to your squad members' stories now. Have fun with the new system!

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Talent Tweaks
With this update, we've rebalanced the Scourge's Dissolve Talent to have a 6 Turn recharge rate, up from 4. There is still easy access to additional charges to offset the waiting time, so be sure to upgrade Dissolve more thoroughly if you plan to use it.

Along with this, we've adjusted the Scourge's starting training package so that they have an extra Dissolve charge and their Bio-Mimic Talent right out of the gate and don't have 3 lingering training points when they first arrive in the safehouse. This helps them be more fun and uniquely useful in the starting mission as well.

We've also fixed a bug with Sniper's Weak Spot that was not showing the additional Damage scored by the Talent in the damage preview.

Finally, Soldier's Entrench has had 5% of its Built-In Armor bonus shaved off the top. We've also fixed a bug with the ordering of how Built-In Armor was applied, which caused it to be additive with your Armor's Ballistic or Kinetic Protection, easily allowing 100% Protection. Built In Armor's power is that it applies across the board to Ballistic, Kinetic and *even* Pure Dmg to further reduce Damage after regular armor has been applied. If you take 100 Dmg, Armor reduces it to 50 Dmg, then Entrench's 20% reduces that to 40 Dmg.

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UI and Roster Improvements
Clicking on a weapon, weapon mod, armor or item will now take you directly into the equipment screen instead of requiring a second click for confirmation or a keypress. Whew, that's nicer!

We've fixed sorting for high and low gear level to make sure it takes all weapons, weapon mods, armor and items into account by Power Level.

With this update we've increased the fidelity of movement warnings as there were too many edge cases where they were so close to either trigger or not triggering a warning and the wrong fact could be reported. So, the granularity of the checks is now lower, which should get us closer to perfect.

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Matrix Improvements
We've completed a pass of improvements the IC spawner rules that place IC into matrix hosts based on their Security and Response Levels, Power Levels, enemy faction and other factors. This has resulted in some positive improvements to the chances of running into high level Traps as well as a better mix of Active and Passive IC through many hosts. Some types of traps like Slapfish specifically have now bee pushed to only appear on hosts of Orange or higher.

v1.4.13 - 3/2/2024
- Major upgrade to Hype/Stress system - more sources of both, choose your own Hype upgrades
- Hype upgrades include Trait mutation (positive or negative), Attribute bonuses, 30 day bonuses, changing Loyalty/Stress/Discontents
- Improved new game training for Scourge, added +1 charge of Dissolve and trained Bio-Mimic
- Fixed Sniper's Weak Spot not previewing Talent damage correctly when targeting enemy
- Click weapon/armor/mod/item in roster immediately takes you to equipment screen, no more second click
- Improved smoke cloud rules with line of sight not working near the boundary edge
- Increased fidelity of movement warnings - more precise checks, less edge case mis-reports
- Added +2 more Turns to Scourge's Dissolve Talent recharge rate - get more upgrades!
- Fixed sort by gear level in roster to correctly sum weapons+armor+items for sorting
- Improved IC balancing in Matrix, including pushing some difficult IC types up to Orange+
- Fixed bug sometimes causing an additional program to be unloadable in matrix
- Fixing hotkey tip for +/- Targets in Full Auto stacking on itself first time it appears
- Improved injury time text formatting in victory screens
- Reduced Soldier's Entrench starting Built-In Armor bonus from 25% to 20%
- Fixed issue with Built-In Armor incorrectly applying
- Added helpful hovers to timeline buttons
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #55: Hype Limit Break - upgrade Stress/Hype Mutations
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Update #55 rolls out the Stress and Hype system upgrade we've been working towards, putting agency of your character's Trait mutations (and more) into your hands so you can have an active roll in driving their development from Hype cycles. We've also rebalanced a number of Talents, improved IC spawning in the Matrix and completed some nice UI tweaks for everyone playing from your F10s.

If you're enjoying the pace of new features, updates and content (another mission and mission map are coming) we hope you'll take a minute to post up a review!

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Upgraded Stress/Hype Mutations
There are still many systems in Cyber Knights: Flashpoint that are a skeleton of the design, but as we travel the Early Access path, we're bringing them up to full power as fast as we can. With Update #55, we're excited to launch an upgrade of the Stress / Hype system to where it has longed to be.

Mission victories, taking damage, seeing an ally die, completing Legwork, and more in Cyber Knights can cause your squad members to accumulate both Stress and Hype. When either reaches a peak amount (80-100% with an increasing chance of triggering), that squad member gets a new benefit or disadvantage. Until now, these have all been positive or negative random trait mutations. Now we've not only expanded the effect possibilities, but you the player get to choose a specific upgrade you want for your characters when they reach peak Hype!

The possible upgrades include:
  • Raising your Loyalty, reducing Discontent or wiping your Stress
  • Raising positive Traits and lower negative Traits
  • Gaining permanent bonuses to your Attributes
  • Gaining 30 day temporary bonuses of different kinds, including XP or AP boosts
When an upgrade's available, it will appear on the timeline as an "Excessive Hype" event. You can delay choosing an upgrade as many times as you like while reviewing stats and making the right decision for your merc's advancement. However, while the upgrade decision is waiting, their Hype bar is frozen, unable to gain any more. So it's to your benefit to make a decision without extended delay.

Stress disadvantages will continue to be randomly determined (no delaying a decision indefinitely with this one) but also has an expanded set of options to draw from when Stress peaks - including increasing Wound levels or increasing Discontent.

Discontent and Loyalty are new, higher-level meters that can be raised as a result of reaching peak Stress or Hype. The higher these meters go, the more they open up better / worse trait mutations, new story opportunities, and other effects on Stress & Hype.

With this update we've added Stress and Hype generation at more places throughout the game -- legwork, mission results, secondary objectives, taking Wounds and more. The system will continue to expand with character relationships, ways to reduce Stress through the Safehouse, and other factors coming in to play, but it's ready to contribute to your squad members' stories now. Have fun with the new system!

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Talent Tweaks
With this update, we've rebalanced the Scourge's Dissolve Talent to have a 6 Turn recharge rate, up from 4. There is still easy access to additional charges to offset the waiting time, so be sure to upgrade Dissolve more thoroughly if you plan to use it.

Along with this, we've adjusted the Scourge's starting training package so that they have an extra Dissolve charge and their Bio-Mimic Talent right out of the gate and don't have 3 lingering training points when they first arrive in the safehouse. This helps them be more fun and uniquely useful in the starting mission as well.

We've also fixed a bug with Sniper's Weak Spot that was not showing the additional Damage scored by the Talent in the damage preview.

Finally, Soldier's Entrench has had 5% of its Built-In Armor bonus shaved off the top. We've also fixed a bug with the ordering of how Built-In Armor was applied, which caused it to be additive with your Armor's Ballistic or Kinetic Protection, easily allowing 100% Protection. Built In Armor's power is that it applies across the board to Ballistic, Kinetic and *even* Pure Dmg to further reduce Damage after regular armor has been applied. If you take 100 Dmg, Armor reduces it to 50 Dmg, then Entrench's 20% reduces that to 40 Dmg.

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UI and Roster Improvements
Clicking on a weapon, weapon mod, armor or item will now take you directly into the equipment screen instead of requiring a second click for confirmation or a keypress. Whew, that's nicer!

We've fixed sorting for high and low gear level to make sure it takes all weapons, weapon mods, armor and items into account by Power Level.

With this update we've increased the fidelity of movement warnings as there were too many edge cases where they were so close to either trigger or not triggering a warning and the wrong fact could be reported. So, the granularity of the checks is now lower, which should get us closer to perfect.

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Matrix Improvements
We've completed a pass of improvements the IC spawner rules that place IC into matrix hosts based on their Security and Response Levels, Power Levels, enemy faction and other factors. This has resulted in some positive improvements to the chances of running into high level Traps as well as a better mix of Active and Passive IC through many hosts. Some types of traps like Slapfish specifically have now bee pushed to only appear on hosts of Orange or higher.

v1.4.13 - 3/2/2024
- Major upgrade to Hype/Stress system - more sources of both, choose your own Hype upgrades
- Hype upgrades include Trait mutation (positive or negative), Attribute bonuses, 30 day bonuses, changing Loyalty/Stress/Discontents
- Improved new game training for Scourge, added +1 charge of Dissolve and trained Bio-Mimic
- Fixed Sniper's Weak Spot not previewing Talent damage correctly when targeting enemy
- Click weapon/armor/mod/item in roster immediately takes you to equipment screen, no more second click
- Improved smoke cloud rules with line of sight not working near the boundary edge
- Increased fidelity of movement warnings - more precise checks, less edge case mis-reports
- Added +2 more Turns to Scourge's Dissolve Talent recharge rate - get more upgrades!
- Fixed sort by gear level in roster to correctly sum weapons+armor+items for sorting
- Improved IC balancing in Matrix, including pushing some difficult IC types up to Orange+
- Fixed bug sometimes causing an additional program to be unloadable in matrix
- Fixing hotkey tip for +/- Targets in Full Auto stacking on itself first time it appears
- Improved injury time text formatting in victory screens
- Reduced Soldier's Entrench starting Built-In Armor bonus from 25% to 20%
- Fixed issue with Built-In Armor incorrectly applying
- Added helpful hovers to timeline buttons
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #56: Round Out
Improved Hype/Stress, Weapons List Attached Mods, new Timeline Events, Limited Battle Striker vs Brave Star

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Welcome to Update #56! We're adding QoL improvements, fixing your F10s and pushing another round of improvements into the Hype/Stress system before the next map and mission arrives. There is a lot of great stuff in this one, so read on, good Knight.

If you're enjoying the pace of updates, improvements and liking the direction we're heading (as you can always edit it later!), please take a moment to leave a review


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Limiting Battle Striker vs. Brave Star
The latest proc-gen mission type of Battle Striker has a wide variety of factions that it can run against, based on the types of contacts you are working with. It turns out - as enemy variety and power levels are growing - that one of those combinations was against Brave Star which could have put you into a very difficulty fight very early in the game if you happen to end up with the mission.

We have now limited the Battle Striker missions by putting some Power Level restrictions on faction target and you won't end up against Brave Star below Power Level 2 again.

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Hype Limit Break Improvements
We're catching up on a number of minor improvements to the Stress / Hype system after Updates #55 big add of player-driven mutation choices. We've fixed the limit break events to only if you have 80%-100% Stress or Hype (it was happening at lower values before) and removed the Flush Stress option (which removed all Stress) if you Stress is 30% or less. We've also increased the high Stress upgrade paths to allow for an increase in demanded Pay Rate % if your Discontent is higher than 50%.

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Weapon Mod Clarity
With this update we've added a line to every weapon's description block that includes the names of any and all mods that are attached. This also appears during comparisons so it can be much easier to find, equip or sell modded weapons now.

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New and Improved Timeline Events
With Update #56, we've added missing timeline events for mission victory and mission failure. These are badly needed as missions are such milestones and guideposts to help make sense of the entire timeline and what happened when. They will only start appearing after you install Update #56, sorry it's impossible to backport them.

We've also improved the event logs to have the ability to show substats like money earned (mission) and XP granted (legwork, missions) to give extra clarity to some events and historical data you can check later.

Fixed your F10s!
On the appearance front, we've fixed a ton of minor issues with hats and glasses and different faces. We've also resolved an issue that was preventing the slouchy beanie hat from responding correctly to coloring.

A big thanks to everyone reporting typos, we know it takes time but we fix every single one.

We've also improved Shock Mines and Dazzler items to be sure they always cancel Overwatch correctly when used on enemies. Stunned Overwatch wasn't doing anything anyway, but they could end up staying in the stance which was confusing.

v1.4.15 - 3/5/2024
- Prevented some variations of Battle Striker mission (vs. Brave Star!) from appearing too early in the game
- List of installed mods now shown in weapon detail and can be seen in comparison
- Added timeline event logs for mission win or loss, including payment and XP gained
- Timeline event logging for Legwork now includes XP gained
- Further tweaked Hype/Stress upgrade paths - high Stress and Discontent can cause increased Pay Rate %
- Hype Limit Breaks and negative mutations only occur when Hype/Stress reach 8-10
- Adjusted Flush Stress hype upgrade offer to only appear if Stress is 2+
- Removed Hyped tag from mission preamble, kept Stressed out tag
- Fixed issue with buff/debuff areas not displaying full sum of all effects of upgraded Talent (such as Morass)
- Fixed stunning items like Shock Mine and Dazzler to always correctly cancel Overwatch
- Fixed lots of minor cosmetic details, overlaps, glasses placement
- Slouchy beannie hat now responds to color changes
- Fixed a ton of reported typos
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #57: Q-Gap Spike
New proc-gen map and new proc-gen objective Q-Gap Spike, improved Battle Striker mission pricing, first Heat effects


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Welcome to Update #57, in which we've added another proc-gen mission map and a new objective as well that you team can try to take on. After the last new objective type Battle Strike, we've come back to the class sneak-fight-hack formula with Q-Gap Spike, where you assigned to infiltrate an enemy faction hardpoint and spike the CPU of a matrix host that is purposefully not entangled with any other quantum networks for its own safety. They didn't plan on you paying a visit!

If you're liking the pace of development, improvements or think we're heading in the right direction (as you can always edit your review later), please take a moment to post a review


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New Proc-Gen Objective: Q-Gap Spike
With Update #57, we've pushed the proc-gen mission options for generation of endless missions open a bit wider. We're ripping now, adding 3 new objective and 3 new maps in the last 1.5 weeks. We're headed for 1 more objective and 1 more map, giving us 7 objectives and 7 maps. From there, we've got 7 by 7 and it will be time to start interconnecting more of the maps and objectives. We should be able to get into the 30+ range for results when asking for a proc-gen mission, just considering objective X map.

The new Q-Gap Spike objective asks a lot of your team and gives you the classic formula of sneak (if you please), fight (when its time) and hack (fast!).

In addition, we've added a new map the Street's Palisade map which is a great playground for different types of missions. Bent in an L shape, it provides some sneak or siege combat style challenges as you try to enter the center area, and a messy maze of a inner sanctum. Streets Palisade is currently the only map in the set that supports Q-Gap Striker, but we'll be fixing that quite soon as it is perfect for other objectives like Kill 3 and Q-Gap Striker will fit so nicely on other maps.

As soon as this new mission hits the street we're going straight back to the foundry to prep the next new map and another new objective to get to 7x7. Let's go proc-gen power!

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Battle Striker Pricing
We've updated Battle Striker to tune its price to the faction you are fighting. Coming up against Brave Star grants a much bigger purse now compared to the all-out battle with a lesser street gang.

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Heat Effects
Systems are beeping and bopping all over the place as more and more parts of the core game come online. Hype Mutation is up and working, at the HQ, we're testing and balancing out base building, and now we've got our first official effect of Heat. Do not worry, more will be coming but so will new ways to manage, mitigate and spike your Heat with the safehouse.

Heat now reduces your merc's Stress Res (and any Stress Res granted by difficulty) by a ratio of 5 Heat to -1%. This is not a huge impact but does subtly push the tension that would be present in running a high Heat operation and how it could weigh on a merc team constantly in the cooker.


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Fixed AI / Sec Device Bugs
We've fixed one of the most prevalent causes of an enemy saying "Security in my ear" and then promptly ending their Turn. We're continuing to monitor and improve the AI but there is still a lot of work to do to get its response model ready to handle every situation it can end up in the flexible stealth model of Cyber Knights: Flashpoint.

We've resolved a mismatch of Turn duration for disables shown in the Matrix SCU - the Matrix node promised 5 Turns disabled but upon disconnecting, only 4 were shown. We've now ensured they are correctly synced, and in this case the right answer is "next 4 Turns" which is until the end of this Turn plus 4 more Turns.

Projection + Silence
There was a bug where if you combined Silence with Projection, you started making noise again. You were SO sneaky, you're noise went all the way around the circle and came back again lol. Now fixed.

Camera Adjustments
We've made a round of improvements to the camera angles picked during any little cut-scenes run by the story or the Sec AI. This should result in drastically fewer cases where the thing you're trying to look at is blocked by a wall or external boundary area.

v1.4.17 - 3/7/2024
- Added new proc-gen Q-Gap Spike mission type which sends you to sneak/fight into a zone to hack a CPU
- Added new proc-gen map, Streets Palisade
- Heat now reduces merc Stress Res at a rate of 1% every 5 Heat
- Improved pricing for Battle Striker mission types to be more faction-based (Brave Star vs. Street Gang)
- Fixed mismatch between Sec Device disable duration when hacking and after disconnecting
- Fixed main case causing some AI to skip their turns with "Security in my ear"
- Fixed bug preventing conversation at end of Sibling Breakout
- Improved Loyalty / Stress changes at end of Sibling Breakout for positive results
- Improved positioning of camera during cut-scenes
- Fixed bug when using Projection and Silence together that could cause you to be heard
- Fixed formatting issues with Victory/Defeat screen and long mission titles
- Fixed minor mistakes in Hype upgrade event logs
MORE ABOUT THIS GAME
 

cyborgboy95

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Joined
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Messages
2,769
Update #58: Round Up
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Update #58 introduces a number of improvements to Contacts including the Influence and Exposure tracks, offers a solution and improvements for anyone having issues with unwanted controller input (joysticks, racing wheels, HOTAs etc), rebalances when some of the latest proc-gen missions can appear, improves Medical services and goes after some of the hotter F10 community reports for quality-of-life fixes.

Thanks to everyone playing and sending in feedback during our Early Access period! What an amazing crew - New Boston is lucky to have you. We hope you'll invite your friends and share the game with a review as well.

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Controller Settings
We have received some player reports about hardware support challenges when players wish to play with Mouse & Keyboard while multiple hardware controllers are attached, especially racing wheels and flight yokes.

1) We are working with our Rewired implementation in Unity to reduce controller conflicts and this update attempts to reduce the interaction between those hardware controllers and the game. The game is in Early Access and we appreciate the feedback and this support is a work in progress. Please let us know how it works for you.

2) We have added a new Option checkbox "Disable All Controllers". This option should be used if you have controllers you do not wish to remove in the control mapper and is available from the main menu > Options.

3) For players where controllers are interfering with the game, or making the main menu difficult to use we've added a new command line option -disableJoysticks that will force all hardware joysticks to be turned off at startup

4) This game is not designed for Steam Input and uses Raw Input (on Windows) or Native Input (on Linux and OSX) so please do not override the Steam Input configuration for Cyber Knights: Flashpoint. If you are having problems with an XInput device or another gamepad, make sure that your Steam Settings > Controller page is not forcing any devices to route via Steam Input. This can cause confusing bindings, so if your are having problems with odd default mappings (for example, pressing the A button Ends Turn) then you need to use Steam Settings > Controller to turn off Steam Input for your controller type

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Bundle of Contact Updates
With Update #58, we're moving Contacts into a better position for their next major expansion - getting dynamic, evolving and taking more actions in the game world. We've adjusted the Contact list and detail page to be easier to read,

We've revamped the scale for Contact Trust to be from -100% to 100% with 0% being neutral. This is a sweeping set of updates across the board that give us a wider range to play with in stories, services and all the parts of the game that rely on this stat.
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Next, we've simplified the structure for the rewards for the primary Contact on a mission. The Contact now always stands to gain +1 Influence, +1 Trust and some amount of Power Level, utterly dependent on their Power Level and the Power Level of the mission they are offering, so ... "some" Power Level is as specific as we can be :D Any secondary objectives that offer Influence or Trust are offering extra on top of the +1 Influence, +1% Trust and +Power Level that is core reward like payment now.

In addition, we've updated the visual for Influence and still somewhat unused Exposure stat for Contacts. Like your merc's Hype and Stress, these stats can grow independently of each other. As either exceeds 8+, a Limit Break is in the making. For now, we're rolling out the set of UI changes, adjustments to the Trust rules and the consolidate mission reward structure. Once that dust settles, the Limit Break actions with their exciting list of possible consequences be coming soon.

Improved Medical Services
Medical services are slightly more expensive (now clocking in at $5K and $10K at the two levels available) but able to now reduce the healing time of Injury by 25% and 40% respectively. This helps these services stand out a bit more compared to resting at home and rehabbing on your own.

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Your F10s
We've taken a tour through the game and fixed a number of places - especially the Hype and Stress bars in roster - where the hitboxes for the hovers on these UI elements were hard to hit. We've also taken a pass through those rules to ensure they reflect the latest state of the system.

If you fail a secondary objective offering cold hard cash, it will not explain which one you failed in mission victory. We've also simplified the display in pre-mission and mission victory for the states (+1 Influence, +1% Trust, +Power Level) that the Contact always stands to gain.

v1.4.19 - 3/9/2024
- Improved controller support, new option to disable all controllers, command-line option -disableJoysticks
- Adjusted Contact display of Influence and newly revealed Exposure stat to match merc's Hype/Stress and Limit Breaks
- Improved display of contacts, main contact stats and services
- Upgraded all Contact Trust scores to be out of 100%, larger values, easier to manage incremental gains
- Simplified basic Contact gains for missions: +1 Influence, +1% Trust, +Power Level
- Improved medical treatment balances: more cost (+$1-4K) for faster healing (+5-15% recover decrease)
- Better Power Level minimums for some of the proc-gen maps and combos to avoid unfairly hard setups
- Fixed missing explanation of failed secondary mission objective if it was for $$$
- Fixed issue where contact services were repeated multiple times in contact detail
- Improved balance and consistency of Hype/Stress/Loyalty/Discontent changes via stories
- Improved hover hitbox for roster widgets like Loyalty/Hype/Discontent/Stress display
- Fixed bug that could cause freeze at extraction point in Forward Op mission
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
2,769
Update #59: Neon Rising
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As we round the bend before the next big content push, we've got another strong update full of bug fixes, balance improvements and tuning for the story and contact simulation. This one touches on preventing back-to-back reinforcements, improved new game contact stats, improving Scourge's Dissolve to be more flexible, avoiding some less than awesome combinations in Hype Limit Breaks and more.

If you're seeing progress in the right direction and like the foundation of the game we're rapidly filling in during Early Access, we hope that you will take a moment of leave a review!

Improving Sec AI Responses
Update #59 includes another improvement to the choices the Sec AI can make, specifically throttling calls for reinforcements to help avoid the back-to-back arrivals of enemies leading to them stacking up on top of each other. We've added some capabilities here that will allow us to further flex the Sec AI's cool by creating specific requirements, ordering and chains of responses. More on that later, but for now we've made the first tuning in the area to avoid the less-than-nice reinforcements pile up.

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Starting Contact Stats
We've improved the Contact starting stats to correctly reflect the changes in Trust to being out of -100% to 100% and also the new Influence/Exposure stats. In addition, we've fixed an issue where you owed some odd characters one or more Obligations without any sensible cause, suchas the Syndicate Soldier Hartzek. As Zasha killed his son during a UKF fight, there shouldn't be any Obligations, only enmity.

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Scourge's Dissolve and Dissolve Timing Fix
For a while, there has a been an issue where corpses could stay around visually even if they were dissolved or bio-recycled. The corpse wouldn't really be there in the game, wasn't noticed by other enemies patrol and would disappear on reload but it was a confusing visual artifact. We've fixed the timing issue which was related to dissolving the corpse during its hand off from dying enemy to ragdoll to resting corpse.

Also, to give you as much flexibility as possible, we've removed the restriction from the Scourge's Dissolve that was blocking Dissolving already discovered bodies. A body will alert any guard who spots it, so even if one guard has seen it in the past it doesn't mean it might not be a thorn in your side again. Now, you can Dissolve at will.

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Hype Limit Breaks: Stress Reduction
We've improved the options that get selected for Hype Limit Breaks when you have high Stress to ensure that only one of Cut Stress (-5 Stress) and Flush Stress (reset Stress to 0%) appear in the list. There were cases where both were appearing which really limits the other cool options you should be able to pick from. Now only one spot can ever be dedicated to Stress reduction.

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Cube Run Over-Achiever
If you were regularly over-achieving in the Cube Run mission, you might have hit a few snags. As you only need 2/2 Terminals to enter the lab, those who went for 3/2 triggered a case that we hadn't tested well enough and the extraction point promptly disappeared. :facepalm: Now its fixed!

v1.4.23 - 3/12/2024
- Adjusted all starting contact's Favor, Obligations, Trust % and starting Influence scores
- Improved Sec AI ability to throttle and chain certain security events - prevents back-to-back reinforcements
- Removed restriction on Scourge's Dissolve that prevent it from being used on already discovered bodies
- Fixed issue where sometimes bodies would not visually disappear if dissolved within 10 seconds of death
- Fixed issue where comparison color for Pure Dmg in weapon compare was flipped
- Fixed Hype Limit Break bug where both Flush Stress and Cut Stress could appear together
- Simplified intro to proc-gen Hack CPU missions after you've completed it once
- Removed incorrectly previewed extraction points on Heist CPU proc-gen level
- Fixed some pathing and prop issues in Streets Palisade
- Fixed bugs in Cube Run if you went for 3/3 terminals when you only need 2/2
 

Baron Tahn

Scholar
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Aug 1, 2018
Messages
280
How does this actually go? Anyone into it? Enjoyed Star Traders a lot, wasnt so into their last TBS...cant remember the name. Was sort of an offbrand space marine thing.
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
How does this actually go? Anyone into it? Enjoyed Star Traders a lot, wasnt so into their last TBS...cant remember the name. Was sort of an offbrand space marine thing.

You are thinking of Templar Battleforce. Anyway, Cyber Knights is great - I would say the best Trese bros release so far. Look a few pages back for indepth impressions.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/6098509125441426444
Update #60: MAGNITUDE massively expands proc-gen & mission content since launch
10 new proc-gen mission combinations added, doubling the amount available.

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It's a boom economy for Cyber Knights. With this update we have now doubled the amount of proc-gen missions available, creating 10 more combinations between existing maps and proc-gen objectives. Combined with a milestone we hit in January doubling the amount of unique story missions (many of which are multi-stage), there's more opportunities than ever for your crew to earn some serious credits.

If you're enjoying the on-going updates and improvements for Early Access, remember you can leave a review now and always edit it later.


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+10 Proc-Gen Combos
The proc-gen mission system in Cyber Knights combines maps + objective types + enemy factions + a ton of other factors to create unique heist experiences. With Update #60, we've integrated 10 new map + objective combos, greatly increasing the amount of playable content in the proc-gen system.

You may have played bodyguard for a data courier before in the Slumroad Junction map, but now you can be paid by one of your Wireghost contacts to get a data courier through the Trucker HQ where the bridges are held against you by a bristling set of Blue Ox toughs, completely changing the pacing of the level as you need to hit the bridge guards hard and reach the extraction before things completely go off the rails.

You may have raided the Streets Palisade to hack a buried quantum data-bloc, slipping through or cutting down security to open the path for your hacker. But now your payday from the Blue Ox may rely on you slogging down into the sewers, battling in close quarters against the Que Milieu Syndicate to reach a
really
buried matrix host to spike before fighting your way out again.

Your mission choices are now feeding into the Influence of the Contacts you are choosing to work for, pushing them toward reaching 8+ Influence and being able to take actions in the simulation, mutate their positive Traits or even upgrade their underworld services to your benefit. And soon (not quite ready, still balancing), those you're working against will be suffering Exposure gains, pushing them to mutate negative Traits, downgrade their Power Level, taking negative actions in the story or increase their risk of death.

As your options for jobs explodes, who you work for is mattering even more.

Roadmap "Coming Soon"
The team is working on multiple fronts back at Trese Brothers HQ - loading the game up with more content as well as finalizing a number of major roadmap items.

We are in testing, integration and final visual tweaks on a
lighting engine
and post-processing layer upgrade that will help play up the look of cyberpunk world of New Boston - gritty, dark but still vibrant and glowing.

Mac OS support
We're very pleased to say we've cleared some challenging hurdles that have been blocking a working Mac version. With those out of the way, the new lighting engine is one of the last elements needed to finish it, so these two roadmap items will come nearly hand-in-hand. We know our Mac player community and Kickstarter backers are eagerly waiting to try out the game, so this will be a grand day.

Safehouse Base-Building

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Finally, we have completed the functional work for
safehouse base building
. There is a ton more work, testing and balance to get it player-ready, and some time needed for our own team to put it through its paces and complete a first round of tweaks, UI improvements and any minor functional changes. But it is clearly on the horizon now.

Due to the amount of content that will be coming in the release of base building, we're now marking this as a Q2 2024 item on the roadmap. This includes
blueprint crafting
in a safehouse
workshop,
giving you the ability to use the high-value blueprints you can find on missions. Being able to create your own weapons, armor and items will give you new options to avoid the expensive market and create uniquely rare and valuable items.

And the plan is that as blueprint crafting opens up, so will a set of contacts you can sell your blueprints for cash to, so you can sort through your stash and chose which you want to keep for nano-fab and which you want to sell for hard U-Duhs.

Motion Detector Warnings
The movement alerts for motion detectors were not correctly taking Line of Sight into their warnings and posting up incorrect or too early warnings. This is now resolved and all checks include line of sight as well as your speed and distance to get the best results possible.

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High Armor Targets!
If you happened to run into a Street Charger like this with 121% Armor, they stole some items from the lab. It was not intentionally, and they repaired their armor above the maximum rating. Some players figured out how to shred their armor or pile on the Pure Dmg until they were dead ... but now we've fixed this issue.

High armor targets are coming with higher level enemies, drones, etc. But not like this, not like this.

Inventory / Market Fixes
We've fixed a number of small issues with the inventory and market.

First, if you had rescued the Wireghost in the Carnivore mission, after the latest round of updates to Contact Trust and Influence, he stopped selling cyberdecks and programs. We've resolved that minor bug!

Second, if you are checking out weapon mods with optimal range changes, the +/- are now included all the time so it is clearer if the mod is increase or decreasing your optimal range band.

Finally, we fixed a bug that could cause the UI to lock up if you were comparing weapons when buying or selling those weapons. Oops!



v1.4.25 - 3/14/2023
- Added 10 new proc-gen mission combinations, doubling amount of playable proc-gen missions
- SCU in Q-Gap Spike matrix terminal in Street Palisade map now controls multiple security cameras
- Added missing +/- signs to weapon mod changes to Optimal Range
- Fixed movement warnings for Motion Detectors to respect line of sight
- Added ability for hover to show hotkey associated with a button or action (i.e. ENTER shown on End Turn)
- Added helpful message to Legworks if there are no available characters
- Fixed issue where new Wireghost Contact from Carnivore was not selling new cyberdecks and programs correctly
- Fixed issue with invincible enemy who was using an item to increase their Armor Protection Points beyond max
- Fixed Matrix issue where you could Jam a device that the Sec AI hasn't woken up yet
- Fixed secondary objectives for "less than 3 Sec Level" to fail on 3 correctly
- Fixed controller issue that could cause the mouse cursor to disappear
- Fixed Damage and Bleeding out messages overlapping on screen to make them unreadable
- Fixed inventory and market issues that could lock the UI if buy/sell during compare
- Fixed issue where sometimes Blend's hologram styling could stay after buff ends
- Fixed issue where too much loot in a mission could break the formatter
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #61: Fresh Ink
Added 11 new tattoo designs, rebuild the Load game screen with access to slots, fixed movement and Scourge Talent bugs


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Update #61 follows hot on the heels of the big MAGNITUDE update and its veritable explosion of proc-gen mission variety. We've fixed all reported bugs with the new mission combinations, added +11 new tattoos, finished the rebuild of the Load Game screen and fixed your bugs and F10s. We're excited to celebrate a big sale week with a lot of updates, so let's keep this thing moving!

Thanks to everyone playing and posting up a review as we near 200 ! If you like the direction we're heading, a review now goes an extra long way to help us getting there and you can always edit it later.


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Because we needed some neck tattoos
We've introduced +11 new tattoos (because we had to outdo +10 new proc-gen combos!) with this update. This includes a few variations of neck tattoos, some tribal tattoos and other cool new designs. Check out the new ink for your squad, and if these aren't in your wheelhouse than be sure that many more will be coming as we keep building out the full set of looks.

We also improved a few of the existing tattoos to help make them stick out more or clean up odd bits.


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Updated Load Game Screen
With Update #61, we've updated one of the last old screens in the game - the Load Game screen to match the UX design we've been marching too. You can now see your Knight's by their face, name and last real-world time they were played. When selected, you can see the AUTOSAVE (your currently game) and all saved slots associated with it. You can load any you wish but will be warned on deciding to load a save slot that your AUTOSAVE will be overwritten.

It's a wealth of new details about each saved game that should help us all keep our piles and piles of games straight :D

If you are missing portraits for any of the games, our apologies - we couldn't cover every single case back to the start of Early Access. In that case, load the game, pick your Knight from the Roster and go to the Appearance tab. You'll be all set, everything gets updated.


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Movement Improvements
We've fixed an old but important issue where you could squeeze a bit of extra movement out of your AP if you broke it up into individual 1 AP movement. This was not fun to do but the need to maximize can be pretty strong. We've resolved the issue and corrected the math so no AP is worth more than another AP, regardless of how far or short you are moving.

Within the HUD, we've ensured that the movement waypoint widget rises to the top of the stack when you're previewing movement so it doesn't get stuck behind other elements or character hovers. This is especially helpful for melee characters who are often charging in close to enemies.


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Don't Shrap Yourself!
We fixed an issue with the Scourge's Aero-Shrap Shell Talent where sometimes one of the resulting shrapnel areas could land right on top of the Scourge and smack you with some damage as payback for your awesome Talent use. This is now fixed, Scourge never gets hit.

Proc-Gen Fixes
A few issues have been reported with the proc-gen combos that we added in MAGNITUDE and we hit most of them last night in a series of rapid-fire hotfixes. We've cleaned up all remaining issues reported with today's patch. A BioScan Field near the starting area, a captain on a Kill 3 mission inside an inaccessible building, unhackable terminals in Trucker HQ + Q-Gap Spike and Sewers Scavenger missions auto-failing.

v1.4.31 - 3/15/2024
- All new load game screen - access all save slots, main save, see portraits and event details
- Added 11 new tattoos designs
- Fixed issue with gaining advantage by making small moves
- Improved HUD layering to ensure that movement waypoint is shown over top of hovers
- Fixed issue with Scourge's Aero-Shrap Shell sometimes hitting the Scourge
- Fixed issues unable to hack matrix hosts in Trucker HQ and Req Site
- Fixed issue with BioScan right at starting position in Truck HQ Q-Gap Spike
- Fixed issue with Sewers Scavenger mission is auto-failure; return to safehouse and play forward
- Fixed Slumroad Junction map issues where sometimes enemy could end up inside a building
- Fixed issue with characters standing in Extraction zone when it turns on
MORE ABOUT THIS GAME
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Update #62: Lore Injection
Added 25 lore drops to files, pile of new lore journal entries, added 4 new tattoos, rebuilt loot tables for proc-gen


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With the Spring Sale still on, we're working on a few more updates before the discount wraps up. So Update #62 is a big one, following hot on the heels of the MAGNITUDE update and its more-than-doubling of proc-gen mission variety. We've fixed the final trickle of bugs reported about these new proc-gen combos, added +4 more tattoos, +25 unique and faction-specific of faction-type-specific lore blocks to your looted digital files, added a heap of new lore Journal entries, rebuilt the proc-gen looting system, finalized the fixes with moving short vs. long distances, and fixed a heaping mountain of F10s reported by the player base.

As we keep dropping updates, a big thanks goes out to everyone playing and posting up a review as we near 200 ! If you like the direction we're heading, a review now goes an extra long way to help us getting there and you can always edit it later.


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+4 New Tattoos
We've added another 4 tattoos after we received a request for some more horizontal designs. These new designs include nice variations of the under-eye stripe, giving you some choices about the thickness of the stripe, length and positioning.


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Digital File Lore Injection
With Update #62, every digital file that you pick up will have some lore text description what it contains once decrypted. These shorter blurbs cover every type of file but are heavily reused (all Personnel File III's use the same text regardless of faction). On top of the more common text, we've also added 25 larger chunks of lore details to the files, sometimes linked to a faction class (Patient Dossiers I made by a megacorp is a compilation of medical records about individuals exposed to nano-radiation) while other files are linked to a specific faction (UltraTek Patient Dossier's I is about a census of the 400+ retroviruses active in the population of New Boston).

it is an exciting new angle to feed the world's deep lore into the game and the new file sets cover topics like - space race, quants, retroviruses, the merger of Mars Corp and Vintago Energy to create Jupiter Group, McKellen Heavy Industry's relationship to gang leadership and more. This is going to a growing area of the game, so enjoy browsing and checking out the lore found in the files as you acquire and find more!

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New Journal Entries
We've completed a push of new journal entry content, focusing on wrapping up the Places category. With new entries for Downtown, the 4 major Avenues below Downtown, Water Desalination entry and a new entry under tech covering the modern combat armor - Adaptive Armor - it's a solid expansion to the long-form lore content available in the journal today. Next, we'll be drilling in on each of the factions.

Proc-Gen Loot Rebuild + new Research Files
With Update #62, we've torn down the old setup for how loot was assigned for proc-gen missions and rebuilt it based on the objective type you're running and the faction you're running against. This new set of data is driving more exciting and valuable loot in proc-gen plays with a lot more variety between runs. It makes the biggest difference on Scavenger missions but loot is a constant source of side income even on the other types of jobs you're pulling off.

Keep an eye out of the new Research Report files and the lore they contain as well!


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Movement Tuning
In Update #61 there was a mix up and bad merge of code that failed to fix the movement issue we've been tracking where you could squeeze a bit of extra movement out of your AP if you broke it up into many short 1 AP movements. This was not fun to do but could yield some extra meters if you took the time and clicks for it. The same bug also resulted in the AP dots (the larger blue dots in your movement) to not sync correctly to the AP cost of your movement.

With this update we've corrected the math so no AP is worth more than another AP, regardless of how far or short you are moving and the dots are always correctly positioned at the point where an extra AP is charged.


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Accuracy in Hover
Update #62 fixes a long-term sneaky bug that was hanging around with the accuracy shown when hovering over an enemy. This Accuracy never took Optimal Range into account and was also calculated from your current position instead of correctly calculated from your movement destination, if you had one set.

Overall, the accuracy in the hover is now significantly more correct. In testing we found cases where the real Accuracy could be 0% but the hover would show 96% (sniper rifles !!!).

Talent Fixes
We've fixed an issue where using Vanguard's Bodybag would cause the corpse to start lying about when its body timer would expire, suddenly claiming it would pop "next Turn." We've also fixed the description of the Scourge' Detonation Talent to be more clear - it will only activate when an enemy enters the radius, but as it is an
explosion
anyone inside the area, including friends, is damaged.

Map and Story Fixes
We've resolved issues with proc-gen missions. With the Slumroad Junction map + Q-Gap Spike objective, you could start with extremely high Sec Tally per Turn - now resolved. There was still one case where Sewers + Scavenger mission could result in auto-fail - now resolved. We improved the Cube Run introductory dialog to be in the right order and make sense.

And more, more, more - check the full changelog below.

v1.4.33 - 3/18/2024
- Added new Research Report group of files (1 to 7) which are high value and rarer
- Lore injection - added lore entries for 25 files based on faction or faction type (megacorp, syndicate)
- All files now show a short description of their contents, even if not yet paired with extended lore piece
- Added journal entries for Downtown, the Avenues, Water Desalination, and Adaptive Armor - the modern combat armor of 2231
- Added 4 new tattoos including horizontal styles and cleaned up / improved some other tattoos
- Rebuilt loot rollers for all proc-gen mission by faction and faction class, much better loot and more clearly linked to faction
- Fixed issue with gaining advantage by making small moves (for real this time), AP dots are now accurate in move planning
- Fixed issue with Accuracy shown in hover over enemy did not take Optimal Range into account when previewing a move
- Fixed issue where Vangaurd's Bodybag Talent would always cause body hover to state the body timer would expire next Turn
- Fixed description for Scourge's Detonation Talent - only enemies trigger the corpse explosion but anyone nearby is damaged
- Fixed issue where Slumroad Junction map + Q-Gap Spike objective started with Tally Per Turn too high
- Fixed issue with Corner Holdout map + Scavenger objective leading to auto Defeat; return to safehouse and play forward
- Fixed mission victory could show character Injury Time at stage victory instead of full victory
- Fixed Cube Run mission ordering for intro dialog and objective highlighting
- Fixed issue with all save slots showing the same last event data incorrectly
- Fixed issue where cursor could disappear even with "Disable all Controllers" if you have controllers plugged in
- Improved message on loading save slot from load game which will overwrite current game progress
MORE ABOUT THIS GAME
 

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