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

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update 17: Mystic Monster
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Update #17 lands in the short minute between Hacker's Nest release and the upcoming release of Proc-Gen Missions. It's a monster of a polish release, squashing bugs and F10s left and right. Even as we add new features and content, we're working hard to increase the overall polish and ease of play.

For the full list of fixes, check out the entire change log below. We'll hit some highlights here.

If you're enjoying the pace of updates, please leave a review and share the game with a friend!

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Attack Program Resize / Rename
We've done some balancing from the early feedback we've heard on cyberdeck builds that has reduced the size and program rating of some of the Attack programs to help them better fit into your strategies, and better allow for multiple Attack program strategies that are already developing. In addition, there we some places where "AOE Attack" was showing instead of "Nuke" and those are now resolved.

We also resolved an issue where some programs were incorrectly showing a recharge Turn counter once they had some charges used up. Programs do not work this way - you refresh their charges by reloading them through your IO buffer. Fixed!

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On-Going Story Fixes
Any time we get a report of a story bug that causes a permanent defect, we'll be working to issue a story fix that will resolve it in all games new and old. Last update, we resolved an issue with the corrupt cop from Carnivore not appearing as known after the missions. In Update #17, we've resolved a bug report that Dr. Ashe could end up with the Greedy Trait instead of the Partner Trait. This is fixed for all future and past games, so if you've previously played through this section and paid for the clinic, check Dr. Ashe for the Trait upgrade.

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Heat Generation
For a few releases, Heat generation from missions has been way off -- just too high all the time. We've fixed the bug and adjusted the range. The lowest Heat any mission can generate from Security Level is 2 (even if your Sec Level is 0) and the highest you can generate from Security Level is 14 (which is Sec Level 7 and up). This fixes the bug first and foremost, but also widens the range to further reward very quiet players and also give incentive to louder players to keep moving quickly.

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Improved Tutorial & Rooftop
We've made some balance changes to the tutorial to ensure we're giving an easy space to learn, make mistakes and play. We've tweaked the rooftop starting setup and dialog to reinforce the different options of sneaking OR fighting your way through the different challenges.

v1.1.3 - 11/15/2023
- Reduced program size and rating for Attack Programs
- Fixed issues with Nuke Program not always being named correctly
- Removed incorrect recharge turns being shown on loaded programs
- Fixed Clinic Expansion story issue where Dr. Ashe was getting Greedy Trait, now fixed to Partner in all games
- Fixed Forward Op navigation issue - you can squeeze through the 2 trucks now
- Fixed bug with weapons / swords not showing expanded ammo capacity in HUD on missions
- Fixed missing sprite for max reloads for weapons like E-Rifle
- Fixed bug with minimum Heat generated by missions being way too high
- Fixed issue with Knight's "Rewind" Talent bonus getting undone if you Retry Turn the next turn
- Added hovers to the Play and Fast forward buttons in safehouse timeline
- Fixed issue with no automatic movement camera mode, reduces hitches in pan/rotation while changing Turns
- Fixed issue with camera panning or rotating while typing into F10 feedback form
- Improved Training screen display of Training Points / Talent Limit to make training more clear
- Improved starting setup on Syndicate Debts Plan B rooftop level
- Improved balance of tutorial enemies
- Fixed issue where Roster would incorrectly report "1 Injured" sometimes, randomly
- Fixed missing label for high ground accuracy bonus (+10%) when at least 2m above target
- Fixed forward ballcap cosmetic for all masculine faces
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29 Rate up
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Update #19: Urban Bindings
Updated default keyboard and controller bindings, fixed 2 melee weapons, improved class training clickability

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Update #19 rolls out at the end of this weekend in response to a lot of the F10s submitted by the players who are loose in the NBZ, running heists, keeping their head above the cutting line and building their legends. This quality of life and bug fix patch caps off a big weekend and preps us for the next major push - adding proc-gen missions.

If you're enjoying the pace of improvements, remember to leave a review!

New Defaults / Clear Options Button
We've been working on and testing a bundle of improvements to the keybindings and default controller setup and are excited to roll them out to players in Update #19.

For all keybindings in the safehouse, this update is
going to clear and reset any custom bindings
you've made and you'll need to rebind them. For the mission map set, the minor change we made will be applied
unless
you already customized the Toggle Mode key.

Here is a full of changes we made:
  • For controllers, left and right shoulder are now correctly bound to previous and next in lists, timeline and tab groups. These simply weren't bound before so they were showing as Q / E.
  • For keyboard, we've consolidated safehouse and mission map to work the same, and now TAB and Shift are used everywhere as next and previous (replacing Q/E in safehouse).
  • We've stopped using ALT as a hotkey, that was bad practice given ALT+Tab and other AL+Blah system hotkeys.
  • In the mission map, you now use C to Toggle Mode, such as sneak/sprint and also to toggle firing modes from full auto and back again.
  • In the safehouse, where ALT was used was always as the top level UI confirmation, so it has been switched to ENTER.
  • In New Game Appearance, this also helped remove a duplicate use of ALT (continue or remove optional cosmetic). Now continuing is ENTER by default and removing an optional cosmetic is H.
You can of course change any of these that you like through Options > Keybindings. In addition, until the Reset Default buttons in the Mission Map / Safehouse keybinding screens gets fully fixed and working, we've added a possibly helpful "Reset Preference" option at the bottom of the options screen. Clicking this and then restarting the game will clear and reset all of your keybindings as well as all other preferences.


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Melee Weapon Fixes
With Update #19, we've corrected in the stat line for the Stunstick with better Damage and a new more powerful debuff for its Charged Attack. In addition, we've fixed the missing text for the E-Cutter Blade which can guarantee the shredding of one armor point with its Charged Attack.


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Sorting Contacts
To help get a handle on your underworld network, we've added new sorting options. You can now see owes you the most Favors easily as well as who you have built up the most Trust with. In addition, you can check out a Contact's Power Level (their raw power) and their Influence (their power within their faction). As proc-gen comes online and more Contacts are making moves, shifting their stats and adjusting their services due to these changes, this will become even more useful.

We still need to push some of these stats (like Favors) up into the summary row so you don't have to check each Contact's detail. That'll be coming soon too.


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Training Tree Upgrade
With Update #19 we've made a really nice update for mouse players, enabling you to click directly on the upgrade node of a Talent in the class tree without having to first click "Train" or "Upgrade". This may sound minor because its what you'd
expect
to be able to do, so now its nice and before it was frustrating with a mouse. Thanks to everyone F10'ing issues big and small and helping us improve and polish every aspect of the game.

In addition, we've fixed upgrade icons for Talents like Lure, Blend and Iron Grip to match the upgrade's effect. And finally, the issue where training an AOE boosting upgrade would break the display of the Talent's regular range is now fixed (train Lure +6m AOE would set Lure range to 6m... display only but bad!)

Edge Scroll in UI
We received enough F10s about wanting to edge scroll even when there is a UI element that we adjusted this feature to work just that way. If you're feeling like it shouldn't let us know and it's probably time for an option.

v1.1.7 - 11/19/2023
- Improved default keyboard / controller bindings for safehouse, dialog, appearance screens - remove ALT, cleaned up overlaps, better controller bindings
- Added Clear Preferences button at bottom of options list
- Added sorting Contacts by Favors, Power Level, Influence and Trust
- Improved click-ability of class training tree - now click directly on the upgrade to focus on it
- Fixed Power Level 2 Stunstick to have correct stats and unique debuff on Charged Attack
- Fixed missing Charged Attack description for E-Cutter Blade
- Camera Edge scrolling now works even over UI elements when enabled
- Fixed bug with market or cold storage incorrectly starting as empty first time loaded
- Fixed bug where sometimes checking a Talent, then canceling it could cause AP to stop flashing
- Fixed issues in class tree where training an upgrade that boosted AoE range would cause regular Range to decrease (display only)
- Fixed issues with class tree icons for Lure, Blend, Iron Grip
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Save 20% on Update #20: 20 over 20
Improved keybinding restore defaults, remove control + clearer matrix IC actions + matrix loot lists + UAR split from AR

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Update #20 is another big patch full of important fixes and improvements straight from the forges of your F10s! We're clearing the decks as best we can because we've got some exciting changes coming in over the weekend - more options in New Game and the next major roadmap milestone - the first wave of Proc-Gen Missions!

If you're enjoying the pace of improvements and the game itself - please leave a review and share Cyber Knights: Flashpoint with a friend.

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Matrix IC Actions
We've taken a big pass through the text describing when IC take action and what the result is to help clear up lingering questions about the causes-and-effects during Matrix hacking. Programs that act whenever you take an action (such as loading a program, downloading a file, using an Attack program) state that clearly. Other programs that are triggered only by specific actions like loading a program are more clear about their trigger and resulting action. We've got a lot of work to do to increase the visibility of all the action around ICs and what they are doing as you take your actions (see the log, the details are there) but it needs to be much more visible.

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Matrix Looting
For those of you hacking, the files, blueprints and accounts you've been stealing from Matrix hosts were not showing correctly in your mission victory screen. This is now resolved and they appear under a Matrix Downloads list so you can gloat over your ill-begotten riches.

In matrix land, we've further smoothed out zooming in and out on the map. And, we've fixed a bug where once you used the Show button to inspect a door or security devices in an RCU or SCU, the lines would stay on screen after you left hacking.


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Splitting UARs
Urban Assault Rifles (shorter range, Full Auto focused) have slipped out of the bonus category for Assault weapons and joined the close-quarters combat bonus. Traits that used to give +3% Accuracy to Assault Rifles and Urban Assault Rifles are now only +3% Accuracy for ARS and instead, you can end up with +3% Accuracy for Close-Quarters Weapons (UAR/Shoguns/E-Rifles). This is letting us achieve a more interesting break in the weapon categories and Traits that are built around them.


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Default Keybindings / Remove Controller
With this update we've fixed some issues that were plaguing customize keybindings and multiple controller support. You can now reset the defaults in each context (mission map / safehouse) nicely and get immediately back to the default settings Then tweak away!

Also, for anyone who has a controller plugged in that is giving the game a tough time like a pedal, you can now correctly remove the controllers from the registry on the keybinding screen.

[h2]Overwatch Locks[h2]
There were quite a few overwatch lock ups caused in the game last week and reported with F10s. These mostly resulted in unlikely timing and a race condition from killing multiple targets at once (not overwatch) or getting in an overwatch duel (shooting someone using overwatch) or when an overwatch character would miss. We've fixed what looks like all of them but there may be more cases floating around out there -- so please F10 if you hit any other snags.

Also, we fixed an issue with enemies and characters who are Stunned being able to fire Overwatch reaction shots - that's exactly the kind of action you
can't
take when you're Stunned!

Disappearing Hovers
We tracked down an odd bug that could cause all hovers to suddenly stop working in the safehouse. It was caused by different screen transitions and ordering. Now press F, its gone and hovers reign supreme.

And so much more - check out the full list of improvements below!

v1.1.9 - 11/21/2023
- Fixed customize keybinding/controller functions "Reset Defaults" and "Remove Controller"
- Improved text for all Matrix IC actions, clearer when they act and what they do
- Adjusted bonuses for Close-Combat Weapons to include Urban Assault Rifles (UAR), removed from bonus to Assault Rifles
- When finishing a mission, all files, blueprints and accounts downloaded from matrix are correctly listed in loot summary
- Improved hovers in matrix over End Action for Turn button
- Fixed program display in market and cyberdeck management to correctly show max uses under program icon
- Fixed issue with utility programs having the wrong icon once you reach Matrix hacking
- Fixed issue with Overwatch duels or killing an enemy on Overwatch that could lead a soft lock in UI
- Characters/Enemies who are stunned cannot attack with Overwatch
- Fixed issue with Q-Endpoint objective in Haven Smokeout - larger trigger area and character will finish movement before triggering
- Fixed outfits to have better tint areas, improved skin color support for body to match face, reduced over-shiny outfits
- Fixed issues with starting Soldier outfit (Aaron) not tinting with colors correctly
- Fixed minor mismatch in XP shown in victory screen
- Fixed issues with class tree icons for Faked Vitals, Downed Shields, Rampage
- Improved faction assignment during new game, less duplicate tags about faction allegiance
- Fixed bug with newly spotted guard not immediately becoming highlighted when toggle highlight is on
- Removed programs from Cold Storage as they already appear in Market
- Improved zoom smoothness on Matrix hacking
- Fixed bug where Matrix hacking inspection lines would stay on screen after looking at a security device or door
- Fixed bug where hovers would stop working suddenly in the safehouse
- Improved hotkeys for training so that the hotkeys never swap around based on trained/untrained
- Removed duplicate hotkey use of H (default) in appearance for both remove (stays "H") and rename (now "T")
 

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
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Save 20% + Update #21: Welcome Aitana!
New soldier option Aitana in new game and improved mission requirement display (specific merc, merc count, by class)

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Welcome the Steam Autumn Sale! Come right in, merc - a new quantum rider in your spine is 20% off. Just be sure to meet Dr. Eckman at the Aug-Clinic after hours. Surgery starts at 2 AM, your extract from the rooftop as a newly minted Cyber Knight is scheduled for 0300.

Now with Update #21, it is possible that the new Soldier, Aitana, (or your newly personalized and created character) will be waiting on the rooftop for your Knight. With this update, we've also made a big pass upgrading the Mission requirements to be clearer in all their many cases, fixed some nagging issues with the HUD and improved controller defaults and keybinding display around the appearance tab.

If you're enjoying the pace of updates and content, please consider leaving a review!


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New Game Option: Aitana
One of our goals for the new game team selection is to ensure that each class group has a number of compelling, cool and well setup characters for you to customize as your starting point. Each new character brings their
own backstory
(Aitana is an ex-Blue Ox striker),
Traits
(new Muzzle-Face Trait added here),
unique tags
(Aitana is a member of the Old Hammer Church, a small group of believers who recognize the entities that humans
claim
are the Artificial Consciousness they created in the 23rd century are actually timeless entities that humans have always known and were once named by a parade of old world civilizations as the old gods),
unique Contacts
(Aitana's has stayed close to her old Blue Ox Gang Boss and her beliefs have led her to be friends with Doc Shaduke, a street doc and Old Hammer Church member as well) and their own
starting equipment
(Aitana can lay down some devastating Full Auto punishment on the rooftop with her UAR).

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So, Aitana (or whoever you create) comes from a stranger and more spiritual underside of New Boston than you've encountered with other characters. Her presence, unique Tags and Contact connections will feed into different story expressions than Aaron, with his more straightforward milsec connections and mother who might want him dead.

Down the line in the roadmap, we'll be letting you pick Traits for them as well and we are in discussions about stat buys for your Attributes too. We're going to keep working on this new game experience until it is overflowing with awesome options.

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Mission Requirements Get Simpler
There are 3 prevalent types of mission requirements that show up in missions today -- having the right number of mercs for the job, bringing a merc with a specific class (such as Cyber Knight or Hacker) and bringing a specific character (such as Emille, etc).

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Before, these were all a bit confusing. Sometimes the requirement (like 4/4 mercs) would disappear as soon as it was satisfied. In multiple missions, the text for the specific character required didn't have the character's name. Other times, we were just too wordy for our own good.

We've now resolved all of these cases to use simple, clear, single items. If a Knight is required, it says "Knight" and indicates if you've got one going along with a checkmark. If you need Zasha, well - it jus says "Zasha". And the merc counter now is just always there be it 0/4, 2/4, 4/4 or 7/4.

Fixing HUD / Talent Display
With Update #21, we've fixed two minor issues that crept into the HUD. First, an odd X was appearing at the center of every Talent targeting element. This wasn't needed for all sorts of Talents, so it is now correctly hidden. Those Talents that target a specific point on the floor and affect an area around that point use this X, such as Vanguard's Lure, Cyber Knight's Lookahead and Sniper's JTAC. Also, all types of grenades have a blast mark that appears in the same way - in the exact point on the floor that wlll be targeted.

Finally, there was a strange issue with the word "Button" appearing on screen after unpacking an Item like a medkit in the HUD. This is now resolved.

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Rotating Character in Appearance / Mission Pop Up
For a little while, the rotation keybindings in appearance have shown "NO NO" instead of anything useful. This is now resolved (defaults to A/D) and the controller default is now nicely setup (right stick) as well. This also carries over into the character and enemy pop ups in the mission map, giving you easy access to rotation and the correct keybindings. Of course, you can also click and drag the model to spin it to your little cyber heart's content.

v1.1.11 - 11/23/2023
- Added additional Soldier character option to New Game - Aitana with Urban Assault, new Traits, Ex-Blue Ox Backstory & Contacts
- Improved mission requirement display for merc count (4/4 Mercs), now always visible even when satisfied
- Improved mission requirement display class requirement (Knight, Hacker) to be simpler and clearer
- Fixed issues with mission requirement for specific character not correctly listing their name
- Fixed odd floating text "Button" after browsing item backpack
- Fixed confusing X appearing at the center of all Talent targeting
- Fixed issues with unlisted keybindings in appearance customization screens for rotating character (click and drag, or use keybinds)
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Save 20% + Update 22: Harbor Sludge
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It's Update #22! We've done a lot of work in this update with targeting, targeting lines, best targets first and we've also fixed the "bodies disappear on reload" issue. Now, every bone and position of your slain enemies is remembered and restored dutifully.

If you're enjoying the pace of updates and how the game is improving, please remember to leave a review!

Before Proc-gen is ready, we just need to roll out healing wounds and then it is time!

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Dead Bodies Visually Restored
First -- because this perhaps our most popular F10 still standing -- dead bodies now restore! When an enemy goes down, their dead body becomes a liability. Someone is eventually going to come looking for them. Up until Update #22, if you reloaded a saved in the middle of a mission, the dead bodies (specifically, the ragdolls) would not appear. However, the bodies were there, you could hover them and other enemy agents would still see them.

With Update #22, we've finally resolved this reload issue and dead bodies are now going to appear in every game you reload. If it's a pre-Update #22 game, you might see a lot of enemies flopping around for a second at the start of your reload, but it's all expected -- we just need to get those ragdolls into their final resting place so we can remember it for the next reload.

Thanks to everyone F10ing to make this a hot issue - fixed and ready for the next step, dragging bodies.

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Best Target First!
With Update #22, when you select your attack Talent we will now sort the list of targets by the highest accuracy to lowest. Previously, we were selecting the nearest target which could result in targets that were out of sight, low % accuracy or just not what you might want as your best default. Now, your best shot is always presented first, so if you like it you can take it but if you need something else for the tactical situation, it is also very clear what type of best accuracy chance you're skipping on to take the harder shot.

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Melee Weapon Targeting Oddities
With melee weapons there was a situation in which the "can attack" value in the bottom right corner would report a "1" but you'd be unable to attack the target. This mismatch in calculations has been resolved.

We've also fixed the issue where melee weapons could show a large number of gray lines to enemies when considering a movement destination, even if those enemies were out of sight.

Targeting Lines Update
If you switch weapons now, the targeting lines immediately update. This is really helpful, you can now test a movement destination and swap back and forth between your weapons without having to change the destination just to get the lines to update.

Sword Only Talents Gray Out
The sword-only Talents like Aegis and Deflection Field were not correctly graying out if you had a non-sword selected. These Talents now check this correctly and will indicate that they can't be used until you switch weapons.

Switch to Sprinting
We've seen a few players recently miss the idea that you can change your movement mode to Sneaking or Sprinting altogether. This needs better coverage in the tutorial, but we've updated the UI text to try to further highlight that option.

v1.1.13 - 11/23/2023
- Improved ordering of targets when selecting attack - highest accuracy now first
- Dead bodies for characters and enemies now correctly restore on reload
- Fixed issue where weapon numbers in corner would report a sword could attack but it really couldn't
- Targeting sight lines (gray, blue, red) update immediately when switching weapons
- Fixed issue with too many gray targeting sight lines when moving with melee weapon selected
- Fixed issue where Talents that require swords (Deflection Field) were not graying out when using other weapons
- Improved label for "Switch to Sneaking" and "Switch to Sprinting"
 

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
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Save 20% + Update #23: Wound Healing Fire Sale!
Wounds can now be healed by doctors, more data in healing purchase offers, contact filtering by faction, Trait rebalance

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Today we're rolling out Update #23 which includes the key feature to heal longterm Wounds that your characters accrue, improving the data shown when purchasing medical services of any kind, adding contact filtering, fixing a sneaky memory leak and more.

Because Proc-Gen will let you play forever, Wounds stepped in front of Proc-Gen as a priority. You'd play forever and slowly kill your groups with more and more Wounds. This update is giving you a chance to prep, buy down any Wounds you have and be ready for the next update -- the first wave of Proc-Gen missions.

If you're enjoying the pace of updates and constant improvement, please leave a review and share the game with a friend!


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Healing Wounds
You can now pay for doctors to help resolve Wounds that have developed due to injuries. These long term Wounds are Traits, which can become worse on their own if untreated, eventually reaching Level 4 with major penalties. At first, they are minor and -- in isolation -- could be ignored for a while with the merc still pulling active duty.

Because these have been sneaking up on a lot of your groups and you've had no way to deal with them, we're running a fire sale on healing them. They are healing in about 2 days for about $6K. This will not be the longterm pricing or timeline but for now, we encourage you to get them healed quickly for cheap.

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Healing Injuries / Wounds Timeline
We've also added specifics about the timelines for healing services to the offers in the purchasing pop up. Each contact is not only offering a unique price based on their Traits but also a unique timeline, so some are faster than others and now you can see that data with "$6K + 1d 6hrs". For example, you can now see that Doctor Shaduke's "Hack Saw" Trait makes him a faster, if more expensive, surgeon.

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Contact Filtering
You can now filter Contacts by their status and their major faction group, like Street Gang or Syndicate. For status, you can currently filter on Known Contacts, Enemy Contacts and Dead Contacts. As the Contact meta and the importance of using these screens continues to improve, we'll be adding more filters to this now useful UI.


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Memory Leak in Appearance Tab
There has been a memory leak in the appearance tab for a while. A huge thank you to the players who pointed it out and logged F10s about it and especially to @Sophismata on our Discord who provided the final clue to getting it fixed.

Also, in the appearance screen, we've fixed the hotkeys (A/D or right stick by default) so that they will continue to work to rotate your character even when focused on the face.

v1.1.15 - 11/24/2023
- Added advanced Wound Treatment from the roster - currently cheap and fast, get it while it is hot
- Improved details in purchase offer for healing injuries to include time / discount %s
- Contact filters by Faction type (milsec, megacorporate, etc) are now working
- Rebalanced Contact Traits Face-Splice 1-4, Steady Hand 1-4 and Hack-Saw 1-4 to have more impact on price
- Fixed memory leak in changing character appearance, sorry for crashes!
- Fixed issue where hotkeys (right stick or A/D by default) were not rotating when face was focused
 

cyborgboy95

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Messages
3,079
Update #25: New First Alert Systems!
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Update #25 is here and it's a huge upgrade to the alert system (previously "You will be heard" but now majorly expanded), immediate and easy access to exactly which enemy agents will hear an attack from any give location, a revamp of the Injury Time math, a rebuild of the character dialog to address a ton of nagging issues and improve light and more more more.

This is perhaps one of the biggest QoL updates we've released yet and we hope you find it helpful!

If you're enjoying the pace of updates and improvements, please consider leaving a review and sharing the game with a friend.

We've slipped on our posted roadmap schedule, missing November with Proc-Gen but that milestone, and Custom Difficulty are both circling, very close now.

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Movement Alerts
Whenever you are considering a move, you can now see a new set of alerts. Joining the previously available alert for "You will be heard" we now offer "You may be seen" and "Camera will spot you". This new layer of details - including exactly where in your move path you'll hit the issue - makes it much easier to make movement decisions without worrying about checking every guard in the area against your path. In the case where you are going to be spotted or heard by an enemy agent, a yellow icon appears under their hover now, making it clearly exactly who-will-what. This is a great upgrade for the noise system which needed this before and is just as useful for the new vision alert.

Overwatch is pending some finalized code and testing but will join the alert set soon with "You will be shot!"

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Who Will Hear an Attack?
Update #25 now exposes exactly which enemies will hear your attack with a new yellow under-hover icon. The upgraded icon also appears in the bottom left of the screen with your weapon, how many enemies will hear your attack (from the current position or from your set movement destination). This exposes a very useful set of details very quickly as you play and can help you make faster and more accurate tactical decisions about when and where to make your attacks.
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In addition to knowing the number, you can now easily see exactly who as you drag the movement destination around and the yellow alerts come and go under specific enemies. Aitana is just around the corner from these two with her UAR primed - they're going to hear it, but not sure it is going to matter.

Better Injury Time Calculations
We've taken a moment to revamp the calculations used to determine how much Injury Time you have in the safehouse after taking hits.

First off, if a hit is less than 20% of your max HP, it now can never cause any Injury Time. This is a good starting point as grazing hits aren't going to cost you. Once you're over 20%, the Injury Time is going to scale pretty directly based on Damage and % of your max HP. This is a big help in making the injury time feel right - take a big hit, get more time. There was too much RNG in the old system, and if the dice fell the wrong way, even a small hit could end up with more Injury Time than a big hit that rolled low.

In addition, any time you get smacked with a Critical Hit or get knocked to Bleeding Out status, you'll get an elevated Injury Time roll, but it is still based on the damage caused compared to your max HP.

Spiking Requires Scan 2/2
We've improved the hover on the button for Spiking CPU and APU to include an important rules clarification. To Spike, you must have destroyed all the IC with an Attack program and the Scan Level must be 2/2. We'll keep working to improve this but the hover at least can now point you in the right direction!

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Dialog Character Revamp
With Update #25, we've made some important changes to the rendering of characters during dialog. We've taken the time to tune up the lighting stage for the characters while not making any huge changes to the setup.

However, the underlying change of rendering technique resolves a lot of issues that were cropping up with the system. in short, we no longer render the characters with the main, perspective camera which fixes issues like:
  • No longer rendered by a perspective camera, so they no longer start to look stretched out on wider screens.
  • It is impossible for characters to clip into level geometry sometimes.
  • If the main mission camera takes on odd rotations, the characters in dialog are not negatively effected.
  • The characters are no longer affected by level lighting, which avoids any scenarios where their lighting was really out of band.
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Improved Combat / Matrix Logs
With Update #25, we've improved the logging for regular missions and hacking. They now have a bit more space between every line and have stopped truncating log lines so that you aren't losing out on half the valuable data. Thanks to the players who F10'd this, it's a nice incremental improvement with more to come.

BioScan Field Fix
We fixed a bug with the BioScan Field security device where it would still cause a Tally increase and post security events even after you disabled it by hacking. That's a painful kick in the butt for your hacker who worked hard to silence that thing. Now fixed!

v1.1.19 - 12/1/2023
- Improved alerts system matching the "You will be heard" alerted
- "You may be seen" warning when you are crossing into a guard's line of sight
- "Camera will spot you" warning when you cross into a Camera or Radar Array line of sight
- Enemies who will hear this attack number on weapon in bottom left now matched by alert icon in enemy hover
- Updated icon for "enemies who will hear this attack" to separate from "movement will be heard" icon
- Improved injury time calculation based off damage (no injury for 20% or less, less random results, critical hits and high damage yield more injury time)
- Fixed issue with Covering Fire 5th upgrade node having 2 effects, added new upgrade node
- Fixed issue with BioScan Field still reporting to Sec AI even when disabled by hacking
- Improved placement of mercs under their UI element while planning mission deployment
- Improved combat and matrix log readability
- Clarified Hacking CPU / APU Spike rules - Scan Level must be 2/2 and all IC Destroyed to Spike
- Removed last few placeholder icons in character appearance
- Removed confusing mentions of friendly fire in combat log when it really isn't
- Fixed issues with many non-English characters like umlauts
- Fixed issues with some narrator dialogs being oddly aligned to the right
- Fixed issues with dialog characters sometimes clipping into geometry, feeling oddly squished, having odd lighting, being at odd rotations
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,726
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/3892862241154474401
Update #26: Shotclock
Overwatch alerts joins the group, fixing dialog giants and oddities, new and improved Power Level / Rarity sorting

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Update #26 rolls out the final movement alert type for Overwatch threat ("You will be shot!" -- that's pretty important!), resolves some issues with the newly updated dialog character renderer, improves marketing and inventory sorting options, fixes different bugs with 3 types of high power Matrix nodes and improves the appearance options for beards and specifically for the hacker's beard. Update #26 is a great set of fixes and improvements, getting us ready for the next big Update --

We've been circling it for a while but finally at the point we can say "Update #27 is Proc-Gen"!

If you're enjoying the pace of updates or the steady progress we're making polishing and improving Cyber Knights: Flashpoint, we hope you'll leave a review!


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Overwatch Alerts
With Update #26, Overwatch alerts now joins the bevy of other useful alerts for players. "You will be shot!" will be displayed along with the Overwatch icon if you're going to run out into an enemy's Overwatch and they will be able to see you at that position. This is extra helpful as (for the moment at least, boooo!) the Overwatch onscreen display does not correctly take line of sight into account and so it can be hard to see where you are really at risk if you're able to move behind sight-blocking cover or walls. This alert will pinpoint that exact spot.


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Dialog Sizing Oddities
The new dialog character updates in Update #25 were a huge step forward, fixing such a long list of bugs but they didn't escape the lab without their own bugs. There are a number of situations, characters and screen resolutions that were causing odd sizing issues with one or the other character. Sometimes one character was so big you could barely see their abdomen on screen. Other times, one characters was just 8% larger than the other one. We've resolved a big class of miscalculation math and things should now have stabilized here. If you see any issues, please do report!

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Power Level and Rarity Sorting
The sorting of items for "Weak and Common" and "Rare and Powerful" was missing the correct comparison for Power Level, so the results were always a big jumble. Both sorts are now fixed, first comparing Power Level and then, if the Power Levels are the same, the Rarity is compared next to sort within the PL group. Now the results read very nicely and the sort is quickly helpful to find the best stuff to use or the worst stuff to sell, for example.


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Matrix Node Fixes
A number of new Matrix node types have trickled into the game over the last 10 updates -- the Data Fortress, Manufacturing Vault and Financial Fortress. Each is a hardened version of its less cousin, such as Data Warehouse. The IC spawning there are generally more dangerous and Security Tally cost of operating in these nodes is higher. We've fixed three bugs with these node types in Update #26 - some Data Fortresses had no files; some Manufacturing Vaults had no IC and some Financial Vaults caused extreme Security Tally to be added on to the cost of every action.

We also fixed a minor bug where sometimes the IC icons over the map would not update correctly, with some IC sticking around after death or not flipping to disabled directly after the action.


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Appearance Updates
For a while, Dade (or your customized version of the hacker) has been stuck with a beard that you couldn't control or remove. You can recolor or remove the beard just like any other beard. This beard isn't exactly where we want it to be in terms of texture quality, but we hope to improve it and it is the model of adding lots of short shave type beards like basic 5'oclock shadow.

To assist with this change, we also now allow you to modify beard (and therefore hair) color directly from the beard appearance options instead of always having to use the hair's color selector.

We've also fixed an issue where changing an appearance option was setting the character's rotation which was just plain annoying when you're trying to get a cool look!

Finally, more outfits have their over shiny arms and hands corrected. There are a few more to fix, and each one takes a chunk of time. We will get to full set soon.

v1.1.21 - 12/5/2023
- Improved alerts system to include "You will be show!" alerts when entering enemy Overwatch
- Fixed issues with mismatched size between characters in dialogs at times
- Sorting in market for "Common and Weak" or "Rare and Powerful" is now correct order (sort by Power Level > Rarity)
- Fixed UI issue where you could force incorrect weapon mods onto weapons
- Opening the timeline history popup correctly stops the Timeline
- Fixed matrix issue where sometimes IC icons over the map would not update after action
- Fixed issue where new node type Data Fortress could be without files
- Fixed issue where new node type Manufacturing Vault had not IC
- Fixed issue where new node type Financial Fortress had very high security tally
- Can now control color of beard directly from beard selection instead of having to use hair
- Fixed issues with Dade's beard, it can now be removed or changed, can be added to other characters too
- Fixed issue with changing appearance resetting character rotation annoyingly
- Fixed issue with new game keybindings disappearing after exiting game
- Improved consistency of icon use for Program Size throughout market and Deck Mgmt
- Improved some outfits with still overly shiny hands or arms
- Thanks for all the story and typo F10s - tons fixed!
 

oasis789

Arcane
Joined
Oct 9, 2012
Messages
405
the big update has arrived https://store.steampowered.com/news/app/1021210/view/3892862241165373519

Major Milestone "ENDLESS" (Proc-Gen + Story Eras)
Proc-gen can now create endless missions, new Story Era introduced, new contacts, item options and more, UI improvements


The ENDLESS major milestone rolls out the proc-gen mission feature and the first wave of content types that it can create to give you freedom to keep playing as you please. In addition, ENDLESS adds the first Story Era for Cyber Knights - a major city-wide event that sets up stories, proc-gen premises, new contacts and more. The proc-gen system also forced a lot of good updates to other guts in the game which has resulted in some exciting changes for levels like Loophole Heist, Haven Smokeout and Forward Op -- more fun, more variation. And of course, we fixed a towering mountain of small bugs and QoL issues.

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We're a little behind on the roadmap timing, but it was worth the wait to get proc-gen right. You can read a full review of how we have approached proc-gen below, but
here the tldr;
we've released the proc-gen feature (the game can make randomized content within a set of rules) and the first set of content. The content and rules are still limited, so you'll find repetition if you play enough proc-gen missions. Our next step for proc-gen is to rapidly expand the content and rule set until you repetition fades away. We will not delay, expect more content and rules every single week.

If you're enjoying the pace of updates and improvements to the game,
please remember to leave a review!


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Proc-Gen Missions
Proc-gen is a pretty wide open term - while we're all talking about the same concept (RNG, rules, content blocks, combining, endless play) the implementation from game to game is always different. For Cyber Knights, proc-gen means creating unique, replayable and repeatable missions that are directly tied to your contacts and current world events in New Boston.

The major milestone ENDLESS and Update #27 complete the major task of creating a fully functioning set of rules and content that can be recombined into many different mission experiences. The Cyber Knight's system is capable of generating, randomizing and combining elements including:
  • Individual mission maps (currently limited to 3 maps)
  • Starting positions, exit options, enemy locations and patrol routes
  • Missions stage structure (pending, but more complex missions like Carnivore will be created)
  • Objectives (currently limited to raids, assassinations and CPU Spiking hacks)
  • Employer, Enemy and friendly factions
  • Matrix hosts connected to terminals
  • Loot from lootboxes and matrix downloads
  • Leverage, Special Rewards
A key point here is that we are not generating mission maps. Our goal has always been lovingly hand crafted maps and that is the path we'll continue. So our goal is to ensure that map which you played for one objective, start point, enemy, door, lootbox and terminal layout can play very differently if you play it with another objective, against a different faction set of enemies, starting somewhere else, have different exit options, different secondary objectives and as many different wrinkles as proc-gen can create.

While the catalog of options is still small today (3 maps + hacking map) and objectives are limited (2 total today), we can't wait to see the pool grow every week and the possible repetition fade out of the system as we march toward 100 maps and 15+ objective types. While the catalogs of possible options and combinations are smaller, the final resulting options are limited today.
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But, as any multiplier category of rules or content grows within the set, the resulting possibilities will grow very quickly. The most important areas of growth will be level maps and new objective types. Wo while we may be here (^) today, we're excited for the steady stream of updates to include constant adds to proc-gen until we get here - and then we'll go ahead an update until that looks small too.
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Needing More and More
Proc-gen will put a lot of pressure on every other system in the game. We will work hard to meet that pressure but it is impossible we will keep up. For example, you're going to have money now - a steady income if you want it - but there aren't going to be enough guns to spend your money on. Your team is going to level up, and you'll find that for many factions, the enemies aren't ready for you past Power Level 4. And on and on.

The answer is clearly updates. So we will be serving that dish hot.

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Story Eras
Story Eras are major events that have lasting effect on the game's story and simulation elements. Things are changing in the world of 2231 - big things - and they majorly impact the world, New Boston, the megacorps and the underworld. As these events unfold, you'll often have an opportunity to be involved in how they unfold or how you navigate the aftermath or exploit the opportunities. Such events always create situations in which Cyber Knights and their covert op teams are needed.

Update #27 opens the door to the first Story Era - the Treaty of '31. We won't go into depth or spoil it. To be honest, the
feature
we focused on adding here was proc-gen missions, but the Story Eras (as there can be more than one running at a time) set the context and premise of many of your proc-gen missions. So, this first Era has some of its proc-gen premises added but is light on story and missions. The job of the next few weeks will be to fill it in both regards.


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New Era Content
New Eras will introduce new factions, new contact types, new weapons, story, recruit opportunities and always new proc-gen premises. The types of proc-gen missions you were encountering - including their objectives, the employer and the targets - will changes as the Eras change. Eras are key establishing the living and dynamic nature of the city in Cyber Knights, and a lot of that is in the new things each Era can bring to the table or unleash upon New Boston.

For example, with the Treaty of '31, we've added 8 new types of Contact Traits including Influential, Uninspiring, Easy to Please, Guarded, Vengeful, Detail Oriented, Hard as a Nail and Weak Organization. Contact Traits can now impact new types of things that they did not before, like speed of Influence gain for Contacts, what types of services they are interested in adding or upgrading, their ability to resist attempts on their life via Death Res and more. Also, the new event has spurred the addition of new Contact Types with unique service offerings: Corporate VP, Dockmaster, Spec Ops CO.

Haven Smokeout, Loophole Heist, Forward Op Improvements
The new proc-gen system has necessitated the creation of a number of new and exciting authoring tools for levels and their myriad of challenges. These improvements have been rolled out first to this trio of missions and we're excited to see them spreading to every mission in the game. For all 3 levels, we've improved the balance, placement and counts of enemies from play to play. Head counts are better tuned up, placement and patrol paths are tightened and (like proc-gen) you won't find that everything plays the same every time -- enemies, objectives and patrol paths are now in flux -- so keep your wits about you and don't lean on old memories to get you through.

Loophole Heist level 1 has a new starting point, making it a more exciting and dynamic level. We also fixed an issue with an enemy patrol being under the floor.


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Merc Profile Access
When prepping to deploy for a mission now, you can use a newly added and very helpful button to jump directly to a Merc's Profile. From there you can fix loadout issues, double check a Wound or complete any training you need. Upon hitting ESC, you'll return to the mission deploy screen, ready to dive back in again.

Other Fixes
The memory leak in Appearance had persisted, we had fixed 50% of the leak but missed the other half. Now it should be 100% water-sealed. Aitana will no longer appear unexpectedly in the tutorial if you reload the turn or level.

The ESC button is working again from the Matrix. We've removed the floating, disconnected nodes in Carnivore hosts.

Weapon Mods like Rapidshot Mecha now correctly list that they reduce AP for reloading by -1. We've removed some unnamed and unused filters from the end of the weapon mod's filter list.

v1.2.1 - 12/9/2023
- Proc-gen system can now create missions for your team continuously
- Proc-gen has limited permutations now but will continually expand through Early Access
- Proc-gen missions currently include Raid (free looting), CPU Spikes (hack-only) and Kill 3 (taking out military targets) objectives (key expansion point)
- Proc-gen missions draw on a pool of 3 mission maps (key expansion point)
- Introducing the first Story Era - a major event and the aftermath in New Boston
- Added 8 new Contact Traits: Influential, Uninspiring, Easy to Please, Guarded, Vengeful, Detail Oriented, Hard as a Nail, Weak Organization
- Added 3 new Contact Types: Corporate VP, Dockmaster, Spec Ops CO
- Added helpful "Merc Profile" button to mission deployment screen to make quick changes before deploy
- Improved balance, enemy counts, positions and level variations for Haven Smokeout job
- Fixed mission tagging on Haven Smokeout to indicate that there is a Hacking opportunities for looting
- Adjusted starting position, enemy counts and positions for Loophole Heist stage 1
- Fixed bug where new Soldier Aitana could appear in the tutorial accidentally on reload
- Fixed issue where game menu would not open during Matrix Hack when hitting ESC or (B) (default)
- Fixed issues with weapon mods that decrease or increase Reload AP cost (like Rapidshot Mecha)
- Fixed issue with display of Security Tally, not Security Level, on Save Slots
- Fixed issues with disconnected nodes in Carnivore matrix hosts
- Fixed issues with default host names appearing in some missions
- Fixed memory leak in changing character appearance, sorry for crashes!
- Fixed broken string in movement alerts for cameras and overwatch
- Removed 2 unnamed Weapon Mod filters at the end of market filter
- Fixed bug with enemy ending up underground in Loophole Heist level 1
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
This is exciting news. I like their approach of sticking with hand-crafted maps but using the proc-gen system to randomize the objective, starting point, enemies, etc.

This is a great time to jump into the game, or jump back in for those of us who were taking a break.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
https://store.steampowered.com/news/app/1021210/view/3892862241176108970?l=english

Major Milestone "CUSTOM RIDE" (Custom Difficulty + Change Anytime)
Add Customize Difficulty + change your Difficulty during play + Turn off Timers + window/borderless/fullscreen option

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The CUSTOM RIDE major milestone got stuck in a traffic jam behind ENDLESS, so they piled out of the gate together in a big rush. Back-to-back Major Milestones? That's a first :D Don't let the tempo belie the size and scope of this monster update - it rivals proc-gen. CUSTOM RIDE now allows you to tailor your difficulty settings with exacting precision, changing 20 different Difficulty factors during New Game. And you can also just customize your difficulty anytime during play if you'd like to adjust how its working, made a mistake, or need a reprieve or to dial it up a bit.

Add to that new options for windowed, borderless and fullscreen in your options menu, new Auto-Dump threat in the Matrix, fixing Slashslide missing / teleport bug, 2 new helpful market filters and more ... Also, since Proc-gen was just released in ENDLESS, we have added an extra section to the change log just focused on proc-gen stuff (new map! many fixes!) as well. And of course, the traditional mountain of small fixes, typos and QoL requested from your F10s!

Let's say - we've been busy! If you like the improvements and the pace of improvement overall, we hope you'll express your thanks in the form of a review!

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The roadmap has started taking some major body blows, it's going to be a photo finish for 2023's items!

So let's dive in!

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Custom Difficulty
With Custom Difficulty, you can fine tune the 20 different settings that make up each default Difficulty setting. You can easily start with one -such as Hard - and then tune a few settings off Hard's baseline or you can go all out and change everything you please.

You can modify how / if the game makes automatic saves and if you can make manual saves. You can control who can die on missions (mercs, knights, no one!). You can tweak all the timers and game speeds, the power level of enemies, matrix and their HP pools. If you'd like to make more money or gain more or less XP, the Rewards section can help. You can tweak the default settings for resistances to negative traits, wounds and death. Finally, the economic difficulty settings let you adjust prices for 5 major categories in the game.

Twenty settings are a lot of settings! We recommend you lean on the major default categories and then change things where you know you want a different experience.

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Remove Security Tally per Turn "Timer"
For players who do not like the pressure built into having the Sec AI increase the Security Tally every Turn, you can now remove this entirely with a new difficulty field Sec Tally Mod. With custom difficulty you can also slow the story events down massively if you're feeling overly pressured with the timing of the game's story.

If you don't want to turn of Sec Tally complete, you can set it 1 lower all the time or for the hardest difficulties, you can pop it up by +1 per Turn.

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Flexible Difficulty - Change Any Time you want
Custom Difficulty is amazing during New Game but why stop there? During any point in play - from the Safehouse or during a Mission - you can now convert your game's difficulty to Flexible and then just customize it on the fly, as often as you like. Decide the timers are too much? Nuke 'em. Started on Hard but it's killing you? Fix it.

With flexible difficulty you can change any aspect of difficulty as often as you would like. Tweak this, tweak that, don't like it? Tweak it again!

We know this is also going to be very helpful from players who already started games who might want to adjust their starting difficulty. Maybe it wasn't what you expected or you dislike the security timers more than expected - tweak on, Knight.

There are some warnings that we need to post up front before you make the change.
This is a one way conversion from Hard or Custom or whatever to Flexible. You won't be able to take screenshots showing that your on Hard Difficulty anymore. That seems fair.
Not all changes can be retroactive. If you change Story Speed, story events that were already created and given deadlines will not slow down or speed up based on your change.
Difficulty is IN each individual saved game. So, if you've made previous manual saves, they will not be changed and any auto-saves like Retry Level or Restart Mission also do not have these changes (until you start a mission after the changes are committed). So, keep an eye on that!

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Windowed, Borderless, Fullscreen
We've completed the work to add windowed, borderless and fullscreen options, and their paired resolution offerings, to the options menu in the game. Sorry we didn't have this before, glad to be able to add it with Update #28.

Proc-Gen: New Level, Many Fixes
There is a solid list of improvements for Proc-Gen here with Update #28. We've added a new level, using the mission map from Forward Op to the list of proc-gen missions, allowing you to Raid and Kill 3 in this new zone. More new maps are coming, but we wanted to get this online quickly to increase variation.

We've also redone how CPU Spike missions were working. Previously, the instant you spiked the CPU, the mission was over. Now, you can spike and stick around until the time runs out or you walk away to the blue glowing exit area.

From a balance standpoint, we've significantly tightened up the Max Turns you can take to complete the CPU Spike on these missions. They are 1-2 Turns shorter, putting extra pressure on your hacker to move quickly and leaving less time at the end for random looting.

Matrix Auto-Dump + Dumpshock gets Teeth
The new Auto-Dump feature of Matrix nodes puts some extra challenge and risks into sliding through the quantum networks. Incinerators, CPU and APU nodes now will all auto-dump your hacker if your Turn is ended in the node. Be careful with your AP, watching out for Traps and other IC that might prevent you from getting out quickly enough - you may end up kicked to the Hard Disconnect and end up with Dumpshock.

Speaking of Dumpshock - with Update #28 it has grown some teeth! It now nerfs Move Speed and Wound Res both at -25%. We removed its Accuracy Debuff because that's never fun.

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Owned and Ready to Sell Market Filters
Update #28 adds 2 new helpful market filters - Owned and Can Sell. The Owned filter converts the market (which is really a list of what you can buy and notes about what you own in that list) to a full Invetory, just showing everything you own. Can Sell does the same but filters this list down to items which are truly ready for sale. If you have Pistol Silencers 5/5 (5 used and 5 owned) then this will not appear in your Can Sell while your RapidFire 1/2 (1 held, 2 owned) will, making Can Sell a quick way to find things to sling to your Contacts without having to look through the list yourself.

Cybersword Talents & Skill Tree
We unwound some issues with the Cybersword's Slashslide Talent that could result in an odd teleport after it was used. We've also fixed issues with Talent upgrades for Aegis and Deflection Field not lining up and making sense.

More, actually a good deal more - check out the full release notes!

v1.2.3 - 12/11/2023
- Change any aspect of your game's difficulty you want with over XX options in Custom Difficulty
- Disable Timers by modifying Security Tally per Turn and Story Speed in custom difficulty
- Adjust your game's Difficulty during playing from the Mission or Safehouse menu (only some changes take immediate effect)
- Added options for Fullscreen, Borderless and Windowed mode and accompanying Resolution into game options
- Matrix CPU, APU and Incinerators all Auto-Dump if Hacker ends turn in the node, causing an immediate Hard Disconnect
- Upgraded Matrix Dumpshock Debuff to be -25% Wound Res, -25% Move Speed, -10% Evasion, -1 AP
- If teleported in Matrix by a Blackhole, game now centers on and selects your new node position
- Fixed bug with after-Slashslide teleport, Slashslide not hitting 2nd or 3rd enemies
- Fixed issues with and improved Cybersword's Aegis Talent upgrades - more invulnerable tokens, bonus Evasion
- Fixed issues with and improved Cybersword's Deflection Field Talent upgrades - adding range options
- Fixing Item Class "ECM Tech" is "Hi-Tech", fixed IO-Charger to be Hi-Tech and Patch X-Kit to be Medical
- Easy to spot and use "Remove" option now available for all optional appearance categories
- Added new market filter "Owned" which shows everything you own not mixed in with what is being sold by contacts
- Added new market filter "Can Sell" which shows only what is ready to sell to Contacts right now
- For finger convenience, H now toggles pop up in class tree (close and open)
- Extended duration for Forward Op mission
- Fixed issues with over-aggressive graying out of Talents and prevent previewing range circles
- Fixed issue in safehouse timeline that could cause a crash when starting an interaction with timeline running

- For Proc Gen:
- Added additional mission map (from "Forward Op") to map rotation for proc-gen - new maps and new objectives coming soon (but not at same times as other Major Milestones lol)
- Rebuilt how Spike CPU missions work so that you can hang around after spiking the CPU for extra looting
- Tightened the timelines on Spike CPU missions, dropping 1-2 Turns
- Fixed Raid proc-gen missions incorrectly stating they were against Warner-Braun when they are against a gang instead
- Improved sewer levels high walls beyond play area and the camera bounding areas
- Fixed props issues with trashbags and desks in new proc-gen mission maps
- Fixed issue with desk corners you could walk through in new proc-gen mission maps
- Fixed odd glowing zones appearing on the bridges when they were crossed in proc-gen missions
- Fixed typos in Treaty of '31 starting Legwork ("Blur is snooping around Blur")
 

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/3907499574632799356
Update #29: Timeline Slasher
Added AP/MP ticks to the Initiative Timeline, improved/fixed Slashslide, improved customize appearance lighting and look

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Update #29 brings some great improvements to the HUD, improves the visual of characters while you're customizing their appearance, fixes broken items like Nano-Stim Kit, fixes bugs where Radar Arrays didn't see dead bodies and more more more. This one is a full F10 smashing bonaza - your bugs fixed and your suggestions added to the game.

If you're enjoying the pace of updates and the improvements to the game please remember to leave a review
steamhappy



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AP / MP in the Timeline
One of the nicest F10 improvements for this update is to get the AP/MP ticks into the Initiative Timeline under each character's face. Regardless of what Turn they are in; this data is immediately available in a consistent spot on the screen and does not require you to do any scrolling or looking for the teammate to know their exact status.

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Slashslide Improvements
The Cybersword's Slashslide is one of the best maneuverability Talents in the game and allows taking out multiple targets in on series of deadly attacks. We've taken some time with this update to improve Slashslide's animation and visuals. This is not the final resting place for Slashslide - we have bespoken animation for it - but this is a big step forward where before it always felt random what the animation was doing now it's clear, sequential and times the hits to the Damage displays and always drops a visual attack on each target.

Last update we fixed bugs where it could result in the character oddly teleporting
after
using it and with Update #28 we've fixed the bug where you could teleport
before
using it. And we've resolved the issue where sometimes it failed to attack the 2nd or 3rd target for a variety of different reasons.


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Updated Lights in Appearance
After we updated all the lights in the mission and safehouse dialogs, we've heard a lot of good things about how much more that helps the characters pop and feel cool. We've been able to migrate that lighting setup (with some tweaks) to the appearance tab now, letting you stylize and build out your character in a much more dynamically lit environment instead of the overly lit "flat" that was previously used. We're very pleased with the results and hope you are too!

We're also making a big push on cleaning up any and all of the clipping issues. One big problem was that minor adjustments to avoid clipping with elements like beards and hair were not being made correctly when you selected / moused over the elements. So, flying down a row of beards, everything just looked wrong until you clicked. Now these adjustments are being made correctly during the preview.

Second, we just have to put in the time to clean up every clipping and misplacement. For Update #28, we have completed the task to get every beard and every face working together. They should all be very well positioned, no oddities. If you see any, please F10! Next, we will tackle hair.

For Proc-Gen
With proc-gen now out for a few days, we're still cleaning up a few more issues with the new feature and content set before we go on a rampage of adding and more adding. We've resolved oddities in the Truck Stop mission where your movement lines on screen were oddly shifted and further tweaked the duration of Hack CPU missions to be one Turn longer across the board. Some of the hacking hosts created by proc-gen had disconnected nodes and those have also been resolved for future proc-gen missions.


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Sword Range
If you ran into an issue where the bottom left weapon display would report that you sword could attack 1 person from your movement destination ... and then when you got there, you can't attack anyone -- this should now be fixed. We fixed at least one cause but there may be more. If you see this please F10!

Sec AI Orders
We've fixed some issues where the Sec AI and individual enemy agents were forgetting some of their state if you used the Restart Turn feature. They could feasibly forget about security infractions they had been instructed to investigate or drop from Alerted back to Unaware without explanation.

V-Sync Option
We've fixed an issue with the V-Sync option where it was not always set correctly when the game started up. Now it is and you don't have to go back to the options menu to toggle it. Thanks for the F10s!

v1.2.5 - 12/13/2023
- Added AP / MP into the Initiative Timeline under each character
- Improved animation and timing of Slashslide, fixed issues where it could miss second or third targets
- Improved lighting setup characters in appearance tab to be more dynamic and exciting
- Improved preview in appearance tabs, previewed appearance option is now placed correctly
- Fixed all placements of beards in appearance for all faces
- Renamed Contact filter Known to Friendly
- Fixed issue where item charges would be reset between mission stages
- Fixed broken Nano-Stim kit item (now very good)
- Better balance of Spike CPU hack only mission duration, now more closely based on Matrix host size
- Fixed issue with movement lines being unaligned in start of proc-gen Truck Stop mission
- Fixed disconnected nodes in some of proc-gen hack missions
- Fixed floating crates in Cube Run mission, other prop tweaks
- Fixed bug where some Sec AI orders down to enemies could be forgotten if Retry Turn
- Fixed bug that could cause Slashslide to teleport player if canceled
- Fixed bug where bottom left would report sword was in range before movement but then it would not be
- Fixed bug that prevent Radar Arrays (long-range cameras) from spotting dead bodies
- Fixed issues where zooming out matrix would scroll the IC panel
- Fixed issues with V-Sync not being set correctly when game is restarted
- Fixed issues with memory leaks in appearance tab
- Improvements to custom difficulty window, sliders, thanks for the F10s!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #30: Strikeback
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Update #30 brings new angles to the generation of the proc-gen missions, allowing new employers and new targets. We have also added the options menu to the game, so you don't have to retreat to the main menu to tweak and test your settings. We've improved some of the equipment for sale, made Nuke matrix program work as expected, and fixed a huge pile of your F10s and community suggestions.

Thanks to everyone playing, posting and leaving reviews! Every bit helps us keep sharing and improving the game.

Proc-Gen Premises: Warner-Braun Strikes Back
One of the big advantages of proc-gen within the larger simulation of the New Boston zone is that with enough premises for the proc-gen missions, we can help ensure that any contact that makes any sense can offer you a wide variety of missions. With Update #30, we've expanded the available set of proc-gen premises so now the Warner-Braun contacts who have come to the dome will be able to offer you a variety of missions as well.

So, you can work the other side of the coin. You can work both sides of the coin! As the game's faction, influence and reputation simulation tightens up and evolves, these choices will become more and more important and meaningful.

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Options in Game
Classic gaming stuff - but, you can now access and change the Options menu from the ESC menu in both the safehouse and from inside a mission. This is particularly helpful if you need to tweak display settings or want to tune how fast your camera rotates or pans. You've also got easy volume control now as well, and can drop into Borderless or Window mode right from inside the game.

You cannot yet modify the keybindings from inside these screens but that is coming next.

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Nuke and Matrix Fixes
The area-of-effect Nuke program in the Matrix can cause major damage to all IC in a single node. It can be a fast way to clear out a data node or wipe the CPU for a spike. it even hits IC you can't see yet. It is now working as promised, with a Nuke button appearing above the entire IC list for on global access.

We've fixed a bug that was plaguing Spike CPU proc-gen missions where disconnecting the same turns as spiking the CPU could result in a hang in the matrix itself.

Reo-Flex Armor
We've improved the balance of the Reo-Flex Lightsuit armor to be in line with its price. While it boasts the same 1 Armor Point and high Armor Protection (before its Armor Point is shredded), it now offers superior protection if/when the 1 Armor Point is shredded.

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K-Protocol, Blend and Proejction
We've made some balance improvements to the K-Protocol Talent for Vanguards, fixing one node that had two effects and increasing the cost of its -1 Recharge Turn upgrade.

We've fixed a set of bugs around Blend and Projection that could result in soft locks, or the holographic display for your character to stick around, or for certain parts of the character not to correctly join the holographic display, like your weapons. Everything is smoothed out and working nicely now.

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Seniority Sort
The team seniority sort now works as expected in your merc team's roster. The Knight and the Face are always the most senior of the team and then the sort will run by date of joining the team and then sub-sorting by Experience if there are matches (common among your initial mercs).

v1.2.7 - 12/16/2023
- Added new proc-gen premises for Warner-Braun; now work for the Corp VP you met
- Options menu is now available in Safehouse and Mission Map - change settings, windowed mode, camera speeds
- Options menu in Safehouse and Mission Map cannot yet change keybindings, but that is coming
- Nuke program in Matrix now working correctly, the Nuke button appears above all IC list
- Fixed issue in Matrix where you could load programs without paying the AP cost
- Fixed issues with empty loot boxes in proc-gen Truck Stop level
- Improved Reo-Flex Lightsuit to have superior armor protection values if degraded
- Adjusted balance with Vanguard's K-Protocol, fixed node with 2 effects, added 2 point cost to recharge improvement
- Fixed issue that could cause Matrix Hack CPU mission to hang if disconnecting directly after Spike CPU
- Fixed odd hang when hovering over or selecting a remove option in appearance, player now correctly previews with item removed
- Fixed sort by Seniority in merc roster to work correctly
- Fixed bugs with Blend and Projection, swapping weapons and soft locking the game
- When enemies are spawned into a mission, if highlight is on they are correctly highlighted
- Fixed unlinked text in cyber surgery screen ("Implant.Desc.2000")
- Fixed incorrect face used for Warner-Braun VP in Contact list
- Fixed flickering camera in Loophole Heist, bench you could walk through in Cube Run
- Fixed appearance for Oscar Kova Brave Star Contact
 

cyborgboy95

News Cyborg
Joined
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Messages
3,079
Update #31: Bull Rush
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Update #31 bumps the level cap up to level 20, fixes the proc-gen issue with empty Matrix data nodes, adds a new powerful Trait and some Tags to the starting Sniper, improves the flow of the Clinic Expansion storyline and completes another big sweep on appearance items cleanup, this time making all the hats fit so nice.

If you're enjoying the pace of updates and progress in the game, please take a moment to leave a review!

Level Cap Raised
With the new proc-gen system released in December, merc groups were starting to hit the previous level cap of 14. With Update #31, we've raised the roof a bit up to Level 20. Reaching this character level is past what the enemy AI is capable of fielding to meet you and will exceed things like available gear and cyberware in the game by a lot. We're working hard to catch up in those areas.

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Missing Matrix Files
The proc-gen updates caused a lot of hosts to be generated that were missing files in their Data Warehouses, Manufacturing Vaults and any kind of data-focused node. With Update #31, we've fixed that key bug and you can now hack on, download on, and profit.

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Liat Tags and Traits
For all new and existing games using the starting Sniper (default name, LIat) we've upgraded your Traits to include Longshot (very good bonuses for Sniper) and some additional Tags about your history with the Free Streets Compact that will help out down the line with upcoming stories. This affects all games, so good for everyone!

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Clinic Expansion Improvements
With the Clinic Expansion, you now get a clear timeline event appearing if you invest in the upgrades. This makes it obvious just how long you have to wait to get your new cyberware and upgraded medicals. In addition, we've adjusted the start of the storyline to offer a real delay option, allowing you to put off the conversation / decision / legwork for up to 2 months if you want to.

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Further Appearance Focus
We've been putting in extra time on fixing all the clipping, geometry overlaps and little things that make some of the appearance combinations not look as nice as they should. With Update #31, we're clear on all hats with all heads now, across the board. We're still cleaning up some of the feminine hairstyles for some very minor tweaks and then will move on to eyewear.

Carnivore Fixed II
If you were in the slice of games that completed the Carnivore job but still didn't have the Corrupt Cop in your Contacts list, you should be all set after you visit the safehouse now.

Rooftop Terminal
Too many players were getting confused by the (confusing!) Terminal on Plan B Rooftop level. You don't have a hacker, so this was a bad thing to have present. It has now been replaced with a lootbox.

v1.2.11 - 12/18/2023
- Raised level cap from 14 to 20
- Fixed issues with empty data nodes in Matrix hosts for proc-gen and any other missions
- Improved options in Clinic Expansion storyline, now has delay option
- Improved result of paying for the Clinic Expansion, a timeline event now broadcasts when the upgrade will be complete
- Improving Liat's starting Tags and added "Longshot" Trait for new and existing games
- Fixed prop of large tarp covering crates not blocking sight correctly
- Fixed overlaps and geometry clipping with all types of hats and heads
- Fixed some games where Corrupt Cop had still not shown up after Carnivore
- Replaced confusing Matrix Terminal on rooftop with a lootbox
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #32: Hot Kicks
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Update #32 officially cracks into the Tutorial Roadmap milestone (a good start but more coming), improves and adds the rest of security devices to movement alerts, fills in missing item descriptions and Smoke Grenade rules, gets Overwatch visualization to respond correctly to sight blockers and cover and more. It's a huge QoL patch straight from your F10s! So, let's get to it.

If you're enjoying the pace of updates and improvements to the game, be sure to leave a review!

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Tutorial Starter Refresh
While our work is far from done with improved tutorials, with Update #32, we've officially started on the road and have marked the item as "underway" in the roadmap. For both the tutorial level (below the rooftop) and the rooftop there is now an ever-present button for players of any skill level to access "Gameplay Basics" which gives access to the top 6 basic gameplay features you'll need to know to get started, including movement, movement alerts, using items, Action Points and Initiative.

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At the beginning of the tutorial we use a new highlight system to point out the button to make sure players know to start there with that button. This is the first of use of the HUD / UI highlighter but the next steps for the tutorial improvements will for this new feature to creep across all of the content and replace (disconnected) character dialog to directly highlight and detail the parts of the screen and actions you can/should be taking.

We also did a big pass of improvements on the dialog tutorial and sequencing. It's a bit tighter and highlights more important points but is still due more improvements.

Finally, this let us remove all of the tutorial video content from the game which was getting no play time but soaking up more than 1 GB of game size. A nice bonus!

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Overwatch and Full Auto Indicate Lines of Sight
For enemies and players alike, your Full Auto and Overwatch cones displayed on the map now respond correctly to environmental elements that block line of sight and to cover as well. While you can shoot targets in the yellow hashing, this sometimes can explain why you may have reduced accuracy if the target is near cover-granting element.

This is especially helpful for just showing areas that are completely out of sight so you can shift through enemy overwatch where possible without getting tagged.

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Movement Alerts Cleanup
With Update #32, we've fixed a few gaps in the movement alerts system. This system has been a huge success and we're pushing to have full coverage over all security types and to close some gaps where things are not all working as expected.
  • Motion Detectors, Pressure Plates and Laser Mesh all now give movement alerts
  • All movement alert icons are now shown in yellow to get off the overloaded red color and to match the alerts shown in the enemy hovers
  • We've fixed issues where "You may be seen" was incorrectly reported when you were crouching and would be staying low behind cover.
  • We've fixed issues where you could be reported that you'd be shot even outside of the range of an enemy overwatch cone.
  • Sometimes multiple movement alerts at the exact same location would stack, this is now improved to be more clear.

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Smoke Grenades and Item Descriptions
We've fixed Smoke Grenades broken description making it clear they created a sizeable cloud of smoke that blocks sight and security devices alike. No attacks can be made out of, into or through smoke except for melee attacks which are not effected. Go cyber ninja, go!

A tip for smoke grenades, turn on highlight (default H)!

Sorry, other grenades no longer bounce off smoke grenade's smoke.
:steamfacepalm:


Also, for a number of items we fixed places where their rules had been entered into their themed description and have now included their proper in-world explanation.

v1.2.13 - 12/20/2023
- Improved tutorial / rooftop access to "Gameplay Basics" with updated top 6 items in Basic Gameplay
- Added "Gameplay Basics" button to HUD in Tutorial and on Rooftop for quick access to explanation of movement, combat and gameplay fundamentals
- Reduced total game size by more than 1 GB
- Overwatch and Full Auto area of affect display now take into account cover and blocked sight
- Added movement alerts for Motion Detectors, Pressure Plates and Laser Wires
- All movement alerts are recolored yellow, red is overloaded in visual
- Improved "You may be seen" movement alerts to be more accurate in regards to cover
- Fixed movement alert bug that could indicate you'd be shot out of range of enemy Overwatch
- Fixed issue where multiple movement alerts stacked vertically but was unclear
- Fixed issue with Knight's Sync Talent not clearly updating Initiative Timeline
- Fixed issue with grenades bouncing off smoke grenade clouds
- Improved use of mouse in appearance, removed constant flickering as mouse moves between items
- Improved display and readability of Combat Log, clearer fonts, stronger background gradient
- Fixed issue where mission stage options were not red even when locked in Victory/Defeat
- Fixed Custom Difficulty pop up window to correctly respond to screen scaling
- Fixed issue with Zero Interrupt Talent in Matrix printing names of unscanned IC to the logs
- Fixed Talent description of Smoke Grenade to be clear about it rules, duration effect
- Improved item descriptions in game, removing places where rules were listed in themey description section
- Reduce number of items in inventory/market where names were cut off by ellipsis
- Removed confusing numbers on the end of some First Aid Kit item names
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Save 33% on Update #33: Plaster-Cross
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Merry Winter Sale, mercs and Knights! It's the best time of the year to jump into the New Boston Zone with the best deal of the year. These heists won't heist themselves!

Update #33 brings some updates to your class trees, a new Talent for the Soldier and the Hacker and a pile of class tree fixes from your F10s. Thanks to everyone playing, posting feedback and sharing the game with a friend.

Happy holidays - hope you'll leave a review on Cyber Knights this season!

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New Soldier Talent: Plaster-Cross
Your Solider now has a new option to handle heavily armored targets with Plaster-Cross. Parallelling Splat-Patt as a firing technique enabling more powerful and wider range of Full Auto fire, Plaster-Cross is a special firing technique for Burst First firing mode that greatly increases drilling through and destroying the reactive materials of modern combat armor and increases the Armor Crit % significantly against targets. Got a hard nut to crack? Lay into them with your AR and Plaster-Cross to soften up their armor before unleashing Full Auto destruction.

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New Hacker Talent: Upchain
Your Hacker can now exploit in the last seconds of an enemy drone's existence as its circuits and systems collapse under gunfire or slicing blades with their Upchain Talent. The unauthorized burst into the drone control system can send out shockwaves of disruption to all nearby drones and hit all nearby drones with a powerful debuff reducing Initiative and AP. The Hacker's new passive Talent is the sole Talent to activate on the death of an enemy drone and is helping to continue to build out the options your team will have to face off with dangerous enemy drones as they prepare to become more prevalent in the enemy's security forces outlay.

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Simplified Soldier's Red Dot
The Soldier's Red Dot Talent had an overly restrictive clause that needed a Full Auto weapon to use. This didn't make a lot of sense, so we've reduced the restriction to only require a ranged weapon.

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Cybersword's Lightfoot
There were cases where the Cybersword's Lightfoot Talent was incorrectly disabled in the Talent bar even though you had the charges and the AP/MP to use it. We've resolved the situations so that it's always enabled when it should be.

Class Tree Cleanup
In Update #33, we've done some cleanup for the class trees to help ensure all the icons and text are fully correct. We've fixed a few places where the wrong icon was used in upgrade node. We've also worked on correcting some of the text for the upgrade nodes, where the wrong syntax was listed -- where a buff was being upgraded but the text would say the "target(s) suffer X effects" as if it was a debuff.

v1.2.15 - 12/23/2023
- New Soldier Talent: Plaster-Cross Talent, now adds Armor Crit % and Ballistic Dmg to single Burst Fire attack
- New Hacker Talent: Upchain debuffs nearby drones whenever an enemy drone is killed by the team
- Removed hidden Full Auto requirement from Soldier's Red Dot Talent, now simply requires a ranged weapon
- Fixed incorrect Strength icons to Reaction icons in Knight's class tree
- Fixed issues where Cybersword's Lightfoot Talent was wrongly disabled in Talent bar
- Fixed issues where upgrades in class tree would state "target(s) suffer X effect" when the Talent was a team or self buff
- Fixed mistakes and typos in new Gameplay Basics sections
 

cyborgboy95

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Save 33% and Update #34: Streetwalker
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Let's keep the Winter Sale cheery with another update! Update #34 hits on a ton of F10s and requests from the community -- fixing a critical story issue that was reducing story content available in the game, adds dark mode to the F10 menu, improves multiple reactions and decisions from the enemy agents, correct the special rules for Revolver mods, making Matrix AP clear and always visible in hacking and more.

If you're enjoying the updates, we've got more coming! We hope you'll tell a friend and leaving a review. You're always able to update your review later but if you feel like we are on the right track a helps immensely!

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Missing Story / Recruits
Some players have been reporting less-than-expected story counts and a lack of recruits. Due to holiday travel, we haven't been able to address this quickly enough but it is now fixed with Update #34. About 50% of the game's stories and all recruit options could possibly be effected, depending on the age and stage of the game when the bug was introduced. Stories like Sibling Breakout and Cube Run were on the skip list.

In all cases, all games are now fixed and regardless of age or stage, the stories/recruits will begin to appear as the timeline is run. Sorry for this ugly bug!

Enemy Agent Improvements
Update #34 includes a sweet set of changes for enemy agents. These changes always require a lot of vetting and testing, so they've been percolating here for a while as we need to make sure the decision tree changes are good for the AI in all its forms over a lot of scenarios.

This work is in preparation for allowing you to skip or fast forward enemy turns, so that is coming but not ready yet.

For Update #34, we've -
  • Resolved some issues that would cause an enemy agent to repeatedly skip turns at an investigation point once they had reached it.
  • Resolved some issues that would cause an enemy agent to suddenly teleport to an investigation point.
  • In some cases, enemy agents could end up lying down on the ground in a bugged state that made them really hard to deal with. Fixed.
  • Enemy agents were really silly when hit by a grenade and not already aggressive. Their reaction is much more reasonable now, in that they will head toward the point of grenade tossing to investigate. If you're throwing grenades from out of sight, you still have a chance to scoot and lead the guard Alerted instead of Spotting you.
F10 Dark Mode
Dark mode FTW - F10s now have a far more pleasing dark mode styling, easy on meat eyes and easy on cyber eyes too.

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Matrix AP
In Update #34, we've made two changes to make your Matrix AP more clear. We've labeled in the center screen where you've got the action options like Scan and Hack. We've also added an ever-present AP bar to the top left that shows your Matrix AP at all times. These changes should help make it more clear as you're burning through your AP and your turn is starting to dwindle down to only a few last actions.

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Revolver Special Mod Rules
While they are able to equip regular Pistol Mods for their scope, barrel and body mod - Revolvers still have a few special rules that limit their mod options. Specifically, they cannot attach a barrel mod suppressor that reduces the noise of their shot and they cannot attach a body mod that increases their ammo capacity. These rules are now correctly enforced during weapon modding.

Loadout Bugs
There were a few issues with loadouts when changing carried items from the roster. These could lead to have more items than you were supposed to be allowed to carry for certain characters. These issues have now been resolved - thanks to the group of players who all sent in highly detailed F10s.

v1.2.17 - 12/26/2023
- Fixed Casting Director bug blocking about 50% of stories and recruitments
:steamfacepalm:

- Fixes issues with Revolvers equipping mods that silence/suppress or extend ammo max
- Fixes issues with loadouts, item assignment and roster
- Fixes issue where enemy agents would sometimes go to an investigation location and just skip turns there
- Fixes issue where enemy agents were clueless when investigating a grenade thrown as the opening attack
- Fixes issue where sometimes enemy agents teleport suddenly to an investigation point
- Fixes issue where sometimes enemy agents could end up lying down and bugged
- Improved Matrix hacking label of Matrix AP and added AP bat to top right
- The F10 Feedback menu converted to dark mode
- Multiple items of the same type carried by a character are grouped in backpack dropdown
- Further improvements to motion detectors and radar arrays
- Fixed issues with missing strings in movement alerts for security devices
- Fixed certain types of 4m fences that could resist being jumped in some levels (like Tutorial)
- Fixed typos in Gameplay Basics section
 

cyborgboy95

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Joined
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Messages
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Save 33% + Update #35: Fell of the Milsec Wagon
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Update #35 keep the Winter Sale running hot with still the best price of the year, new appearance options for your mercs, new items for sale from your underworld corrupt cop friend, improved Contact Traits Indebted and Partner and more fixes and improvements straight from your F10s!

If you're enjoying the pace of improvements and the speed of support for issues, please leave a review! You're always able to update your review later but if you feel like we are on the right track a helps immensely!

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New 'Dues, New Hues
The marketing department made me write it; I swear. But its true - we've added 6 new haircuts total for your characters to check out and try. And we've also added a new row of browns to the color picker for any appearance item's colors.
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New Military Items for Sale
During the Carnivore storyline, it is referenced multiple times that the corrupt cop is willing to sell military gear under the table for a higher price. This contact service was never correctly connected to the contact in the story. With Update #35, we've resolved that for existing games (it will immediately appear) and new games running Carnivore.

The new milsec item options include higher power IO-Chargers, Frag Grenades and access to other rare items like Echo Jammers and Patch X-Kits. It's good to have a corrupt cop on the payroll, indeed.

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Indebted and Partner Traits
Those Contacts who get the Indebted or Partner Trait are now delivering on their promise of +1 Favor per 30 days. These are added with a new Timeline Log but otherwise quietly. In existing games, they will add on the next 30 day tick, and new games they'll just add from the start. Especially for the Doctor, this is a nice way to pile up some free good will and a nice reward for your investment in the clinic.

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Clarity on Passive Talents
Passive Talents (and all Talents actually) were hiding their charge count when they had no more charges ready for use in the character pop-up mid-mission. We've now fixed that issue so that the charge count is always displayed and you can see also the number of turns to recharge. This can give you a lot more clarity about the coming and going of passive Talents.

If you have questions about Passive Talents, the best place to check is your character's pop-up in the middle of a mission. Click once on the portrait in the Initiative Timeline to focus the camera on them and the second time to open their status.

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Loading Lock Up, Passive Talent Lock Up
Thanks to the awesome F10s coming in from the community, we've fixed two more issues that could cause mid-game freezes requiring a Turn restart.

The first could effect a number of Passive Talents like the Sniper's Fleeting. If the Talent activated (for Fleeting, you killed an Unaware target) but then failed in a secondary check of its more complex requirements (for Fleeting, you can't currently be standing in an enemy's sight cone) the game could lock up on this case. Very excited to have this fix deployed to the field as it undoubtably will help other Talents too.

The second could occur if a minor map change was made that might affect a character and they end up in a non-playable area. This is now always checked when reloading a mission and characters are moved to the nearest playable area.

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Class Tree Cleaning Continues
Even with only 6 classes currently active in the game, the class trees are immense data structures. We've got an entire bucket of F10's dedicated to issues with them, but the list getting shorter and shorter and into small and smaller issues. With this update, we've:
  • Fixed redundancy in
  • Fixed Hacker's Null Op munging up the damage values
  • Fixed Sniper's Skullshot was stating a buff was going to an enemy when really it is yours
  • Fixed one node in Splatt-Patt that was giving multiple effects

v1.2.19 - 12/28/2023
- Added 6 new haircuts for new appearance options
- Added brown color scale to the appearance color pick list
- New items for sale if you make friends with corrupt Brave Star cop
- Added new items - power level 3 Frag Grenade and IO Charger
- Fixed missing item sales services for corrupt Brave Star contact from Carnivore
- Contact Traits "Indebted" and "Partner" now grant +1 Favor every 30 days
- Fixed bug that could cause character to be unable to move after loading level that was modified
- Fixed bug that could cause game freeze after failure to use some passive Talents like Sniper's Fleeting
- Fixed Sniper's Fleeting description to be clearer, adjusted upgrades for more Accuracy against Unaware/Suspicious targets
- Fixed bug in character status pop up during missions that did not show Talent charge pips if none were left ready
- Fixed display of Null Op Hacking Talent previewing damage of upgrade nodes
- Fixed text in Skullshot upgrades to be clear about who is getting the +25% Critical buff
- Fixed multi-effect upgrade nodes in Soldier's Splatt-Patt
- Fixed odd position of Select/Options button in appearance selection
- Fixed all reported typos - thank you!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #36: Bristling Armory
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Update #36 is more bristling than most - full of good balance changes, upgraded weaponry, reworked medical items, easier to use Lure, helpful new 0 AP display for Talents, improved Tutorial and some key upgrades to the enemy agent reactions to grenades and spotting dead bodies. Exciting progress on so many fronts - so let's dive in!

Want more updates? Leave a review! Remember, you can always update your review later but if you feel like we are on the right track a helps immensely!

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Gun Runners Refreshed
With this update, we're starting to round out a big package of updates and improvements to the strategy/underworld layer for the game. The first focuses on weapon upgrade balancing and Gun Runner contacts.

The main improvement is that Gun Runners now sell a clear upgrade path with Power Level 2 weapons. Overall, a few weapons were removed (for the moment) from circulation (until you Gun Runners can upgrade their weapon services) including weapons like the hromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag. If you happened to have purchased these before, you'll find they've been upgraded to Power Level 3 weapons, so well done.

For those weapons that are still actively for sale, there is the Power Level 1 tier -- which includes some of your starting weapons -- and a clear upgrade to Power Level 2 weapons. Power Level 2 upgrades are not fancy, they are functional and valuable -- the weapons add to their Damage types, some increase Armor Crit %, others add more Full Auto shots. With more Damage comes more Recoil.

We're glad to have left the previous set behind -- those weapon upgrades were trying to be too fancy, offering lateral upgrades and trade-off specializations. For upgrades from Power Level 1 to 2, this was overkill -- that will be great for Power Level 5+ variations, but for your first weapon upgrade, you want a clear step up.

Still, in terms of combat gear progression, we expect to keep seeing players first upgrade Weapon Mods as the first go to.

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Medical Supplies and Items Rebalanced
There have been some key changes to Item rules in Update #36. First and perhaps largest change is that all Items require at least 1 AP. This is a key ground rule -- especially for low Power Level Items -- that will allow cool flexes with cybernetics, Talents and high-powered Items later on. We have established a better floor with the rule, from which we can make cool exceptions. This includes changes to -- all Combat Drugs, Bio-Stitch Bandages and one type of IO-Charger. We know you may be screaming nerf, but this is the best for the future item and item-modifier meta for the long-term.

Second, we've upgraded First Aid kits -- increasing both their HP healing values and granting 2 charges for the Power Level 4 and 5 variations. Alongside the nerf of Bio-Stitch Bandages to require 1 AP, the medical item balance is much better off now. Some of the next steps in this department will be to high Power Level Bio-Stitch options available that grant 4+ charges while still keeping to lower heal-per-charge values.

Enemy Decision Improvements
A few improvements to the enemy agent decision trees have been added to Update #36 to continue to tune up enemy response. First, we fixed a gap where enemies would only spot the body of a dead ally when their Turn came around in the Initiative Timeline. Now, enemies will immediately spot and report dead bodies.

The second set all deals with grenades and Shock Mines. If an enemy is Damaged or Debuffed by a grenade they will correctly upgrade to aggressive (as they have been attacked) instead of standing around confused. If a Shock Mine is thrown like a Grenade (thrown at the feet of an enemy and immediately going off) then they respond as if it was a Grenade and go into aggressive mode. If an enemy walks into a Shock Mine used like a mine (left there and they trigger it while moving) they will upgrade to Alerted (knowing their are intruders but unsure where they may be).

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Talent / Item AP Always Shown
Previously, Talents and Items that cost 0 AP did not show any icon or value for AP. This hid their power in a way and also left some confusion about their activation requirements versus other Talents. Now, all Talents show their AP but those with 0 AP cost have a grayed out, easier to ignore version of it. This helps them really stand out -- Talents like Tactical Surge, iron Grip, Marker Sights -- all bring a special extra level of power to the table simply for their surge capability, using at the very end of your Action with 0 AP left or used back to back without cost to gun, grip, aim and gun again.

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Clearer Lure
Lure continues to be a Talent that has some confusion when players first try to use it, so we're working to improve that situation still through basic UI cues. With Update #36, a small red circle now appears under an enemy agent who would be affected by the Lure, helping reinforce the idea that the inner circle that follows your mouse is the area that the Lure will draw from and help make it clear if an enemy is near the border of the Lure's area, whether or not they will be targeted. In short, it's very similar to Grenades but without the damage indicator.

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Tutorial Upgrades
With Update #36 we've made another round of improvements to the tutorial and the Gameplay Basic sections.

First, in the tutorial we've started to push the guiding text into highlights of actual HUD elements instead of through more clunky character dialog that doesn't play at the same time as the UI. The first prompt suggesting Jamkit be used to knock out a security camera is now explained with Jamkit directly highlighted. If this improvement pans out, we'll be sweeping the rest of the tutorial to move everything into HUD highlights.

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Second, we've added annotated images to and updated the Gameplay Basics section on Action Points. For any players checking the Gameplay Basics for help, this section provides a ton more very clear and pointed explanation.

Hover Priority
Up until now, attempting to hover over any interactive element -- a merc, enemy, terminal, lootbox, security device, etc -- would just give hover priority to the nearest element. With Update #36, we've improved the hovering situation to put priority on players and enemies. if an enemy is behind a Laser Mesh, the hovering will now prioritize the enemy's hover and focus over.

v1.2.21 - 12/30/2023
- Updated Gun Runners Diego and Origami Joe to sell clearer set of weaponry upgrades
- Street weapons for Sale Power Level 1 and Power Level 2 are clear upgrade, less weapons for sale, better offering
- Check your weaponry, some weapons have been upgraded to higher Power Levels
- Some weapons previously for sale (Chromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag) no longer immediately available
- Enemies now correctly spot a dead body falling into their sight cone, don't wait until their turn
- When damaged or debuffed by a grenade, enemies now correctly upgrade to aggressive
- Enemies getting hit by a Shock Mine will emerge in Alerted state
- Non-passive Talents always show AP cost even if it is 0 AP for clarity (of their high value)
- Improved and rebalanced Item Action Point costs - all items cost AP to use
- All Combat Drugs and Bio-Stitch Bandages now cost 1 AP to use
- First Aid Kits at Power Level 4 and above gain a second charge and higher HP healing totals
- Power Level 3 IO-Charger now costs 1 AP to use but adds a buff
- Fixed bug where Talents and Items targeting dead bodies could not next/previous targets
- Fixed bug sale prices with Bio-Stitch Bandages
- Added glossary entry explaining Pure Dmg Upgrade rules
- Fixed incorrect message about witnessed vs. heard grenade explosion
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
Has anyone been playing since a lot of the new changes were made? Particularly the proc-gen missions?

I want to but all my gaming time has been devoted to Valheim lately. :M
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,606
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Same here - I am putting all the time into Rogue Trader right now, though I am planing to jump back into Cyber Knights sometimes this week to see the current state of affairs.
 

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