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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
2,941

Update #121: Major Bug, Lt. Squash
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The artificial sun is setting in the New Boston dome and the team is gearing up, checking weapons, shining up the cyberdeck. It's time for another heist, it's time for another update. As we have hammered through roadmap milestone after milestone in June and into July, we've piled up an astronomical number of F10s. Small bugs, important bugs, little suggestions, big ideas. Currently, we are working on finalizing the Matrix Tutorial milestone and building out new content for the game -- but alongside that effort we're laying down some Major Bug Lt. Squash. Let's see how many we took out tonight!

If you're enjoying the constant improvements to the game, we hope you'll take a moment to review the game. There is no better way to thank our small team for their efforts, and you can always edit it later to say "I can't believe they just kept updating" =D

Lure and Stuck AI
We've fixed two big AI issues with this update. The first is with Vanguard's Lure. If you were using it close to an enemy, sometimes they might move to it and then just keep "Hunting!" through it and beyond, often leading to your Vanguard getting caught in the act. This isn't the promise of the Talent ... so we fixed this behavior to be sure that - even when thrown very close - the enemy will go to the Lure spot and end their turn their as they should.

The second important bug was related to enemies skipping their Turns after being attacked. In these cases, you'd shoot an enemy and they'd rotate toward you and ... then on their next Turn they would do absolutely nothing. There are a number of circumstances that have to happen for this to occur but it's been plaguing some enemies and making them look really daft.

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Vision System Rebuild
Cameras, Radar Arrays and Motion Detectors were the first 3 security devices ever added to the game. They've built up a lot of historical bugs and with Update #121, we've taken the time to rebuild a lot of their guts to address these bugs en masse in a single go.
  • Cameras and Radar Arrays will now see multiple characters who pass through them on the same Turn. They had an old issue where they would only trigger one per Turn, period. Not great. Now, they will trigger once per character spotted per Turn - fair and challenging. So, if Ghostman and then Jellybean run through the camera back-to-back, you'll be properly dinged twice now.
  • We've fixed issues with Cameras and Radar Arrays not being very accurate at spotting your mercs while they are rotating between turns. Now, their sweep is much more successful at spotting anyone who is seen during the movement.
  • Cameras and Radar Arrays could also refuse to see a body for a while. They would usually eventually spot it, but it could lay in plain view for a bit - especially if they were just turning back on from being diabled - and not spot it.
  • All vision systems have been improved to better handle smoke - being inside the smoke especially, which they were not great at following the rules.
This fix has closed out a huge number of old F10s about Camera, Radar Arrays and Motion Detectors. A big thanks to everyone who submitted F10 tickets!

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Proximity Mine Fix
Proximity Mines were taking damage from the explosion point into consideration when rolling their damage, like a grenade. But they trigger when you enter their zone, so you were always at the max distance ... so, the damage was always low. They have been corrected now to deal full damage which is still Ballistic Damage and so reduced by armor. Still, expect these to have a bit more bite, especially if they have switched into lethal mode.

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Overhead Noise Warning during Attack
While we've had useful attack warnings in the hovers over enemies' heads for a while, they were only visible while idling or planning a move and disappeared if you planned an attack. This could make it difficult to remember if a specific enemy was going to hear your attack and even more opaque if you changed weapons during your targeting - "who is going to hear?" was not an easy question to answer.

We have now added the same warning icon over all enemy heads during the attack prep phase where you are checking out accuracy, considering your shot and might change weapons or Talents. This gives you clear guidance on who will hear the attack without having to hit ESC or (B) to back out and check the overhead warnings again.

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Better Clicking in Class Tree
The class tree is now far more mouse-friendly, allowing you to click on another node at any time during your journey to upgrade a node. If you're looking at Red Dot's upgrades, you used to have to click the close button or hit ESC before you could click on Coordinated Charge. Now, the click goes through correctly and you can one-click to open another node and check it out.

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Timestamp Corrections
The saved slots in the game were using an inconsistent timestamp compared to the main save and it was overall just confusing. We've resolved this now and the timestamps should all be correct, to your timezone and useful. Let us know if you have any issues.

Improved Hospital Rooftop "Plan B"
With Update #121, we've made some improvements to the looting and enemy spawning on the rooftop. We're working our way steadily through the game to improve enemy starting locations, patrol paths and loot groups to make sure everything is varied per play through and feels good. With this update, the loot is a bit more reliable on the very level so there are less changes of "spikes" in value and the surprise arrival of the T-REX may also arrive in some different points and positions which can make things moderately different every time you restart. It is still the first level, so we've not going to hard on this one.

v1.8.41 - 8/6/2024
- Fixed issue that could cause AI in combat to skip their turn stupidly
- Fixed issue with Vanguard's Lure where, if thrown close to the enemy, the might keep hunting that same turn
- Rebuilt vision systems (Camera, Radar Array, Motion Detector) and fixed tons of old bugs
- Improved all vision systems reaction when inside smoke
- Improved ability of vision systems to spot separate characters moving through them on same turn
- Improved ability of vision systems to spot characters when they rotate between turns
- Improved combat logs produced by vision systems when spotting characters
- Improved ability for vision systems to spot dead bodies
- Added new overhead hover on enemies when targeting, showing who will hear the shot/attack
- Fixed issue where proximity mines always did low damage - watch out!
- Fixed District HQ starting position that started inside camera view angle
- Fixed building in District HQ that you could sink into the wall when taking cover
- Fixed issue with last time played date being incorrect in saved game slots
- Fixed saved game name would not correctly match if you renamed Knight in new game
- Fixed issues with Crafting cost being incorrect and blocking the start of crafting
- Fixed issues with Start Crafting button being enabled incorrectly on sub-Blueprints
- Fixed issue trying to click Talents but click going through to Lootbox (etc) underneath
- Fixed Grenades were bouncing off Refact wall from Vanguard's class tree
- Fixed sometimes hotkey graphics were too small for the hotkey ("Shift")
- Renamed market filter category from "Blade" to "Melee"
- Improved click handling in class tree, when viewing upgrades can still click on other node to focus
- Fixed issue with Connection % dropping to 0% at the start of a turn and not getting dumped from Matrix
- Fixed issue with Health-over-Time healing not always updating the initiative track correctly
- Improved description of difficulty options for saving games and death modes
- Improved enemy position, patrol variability and loot in Hospital Rooftop level ("Plan B")
- Fixed oddity with Send to Detox button sometimes saying Send to Destresser
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,502
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
A yo yo, what up nigguhz? Dropping in to tell you that this gaem is getting along real nice. Base building and many other features are in, development continues at the steady pace as is to be expected from a Trese Bros game.

I really appreciate that you can now steal straight up credit chits during missions (ie you can get money itself by looting containers and such). This might seem as a minor thing, but up until recently you could only steal physical items during the smash and grab missions (in these missions you dont work for a client, you just get a tip that there is a location that might be worth hitting - the payday is only what you manage to steal) - this meant that this particular mission type was somewhat problematic, because at the start of the campaign you didnt have many contacts that could buy specific items from you. Now these missions more profitable for sure.

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ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,578
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
How different are the maps in your run bro? Especially for the same type of gig?
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,502
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Not hugely different so far. I havent seen the new map for assassination missions yet though. Anyway, map variety is something they should definitely keep working on.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,941
Update #122: Corruption Runs Deep
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It is late summer in New Boston and the content is coming in waves, like the black sludge slapping up against the quays in the Boston Harbor. With Update #122, we've added a new storyline to the game, an echo of the Carnivore Job you may have already encountered, which also triggers a new source that can send a Head Hunter after you. In addition, we've fixed one of the last major bugs in the mission map - the dreaded Overwatch freeze or walking in slow motion bug - added Matrix LInk 1 to the cybernetics available at the start of the game, made Wounds more expensive and time consuming to Treat, fixed Vanguard's Refract and improved lighting conditions in a number of levels.

If you're enjoying the pace of updates, please take a moment to leave a review on the game. We're working hard to blow up the game's content this month, so let's blow up our review count too!

Carnivore Echos
If you've encountered the Carnivore Job already or not, you'll be on the hunt for a corrupt cop you can get on your payroll. This can be a big pay off in jobs, Leverage and storylines later, as well as getting access to some milsec specialist items. In addition, you might make some enemies.

The Carnivore Echos storyline follows up on the loose ends from the storyline and possibly other storylines - such as Snitch Snuff out - and opens new doors to future interesting encounters.

With this update, you'll have another story-driven chance for a Head Hunter team to start pursuing you, so keep your weapons loaded and your blades sharp.

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Overwatch Freeze or Slow-Mo Walking Freeze
There were a number of ways this nasty bug could manifest. We've been hunting it for months without every successfully landing a reproduction case. So a big thanks for out to @Revan from Discord who posted up a game that reliably hung every single turn. After a few hours with the F10, we were able to uncover the sneaky root cause (an animation trigger that was not getting reset, so the game was waiting for someone to finish moving who was never moving in the first place...) and put in a fix. This is the last known freeze that could occur on the mission map
:steamhappy:


As always, if you see something, hit F10 and we're going to get right to work fixing and improving!

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Vanguard's Refract Fixed
We broke Vanguard's Refract in Update #121 with the camera patch. It is back better than ever. It now has movement assistance points along it that will help you movement snap into positions so that you don't accidentally cross it. Also, Refract now longer causes Grenades to bounce, as it blocks sight but not physical objects.

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Select from Multi-Monitor
You can now select which monitor the game should play on from within the game's options screen. The list is a 1-indexed array (there is no 0), so pick your option and the game will remember that for you in future loads.

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Ready to Go Matrix Link
Up to this point, you had to complete the investment in Dr. Ashe's Clinic or find another cybernetic splicer in order to get access to Matrix Link 1 or 2. This made multi-classing into Hacker unfairly more difficulty than Scourge or Agent EXj, as we added those cybernetic implants to the starting set when those classes were released. So, now Hacker multi-classing is available immediately, if you have the time, will and the money.

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Wound Treatment and Res Debuffs
We've improved the balance for Wound Treatment[cyberknightswiki.tresebrothers.com] - it is harder and more expensive to take care of Wounds, which makes it more likely that they will have time to worsen into higher level issues for you. Also, we've given all Wounds a small Stress Res debuff, and some wounds like Flashbacks, a larger Stress Res debuff. Being Wounded at will now have more of a snowball effect, leading to more Stress points and more chances for negative Limit Breaks.

Snitch Snuff - Frozen VIP
We fixed a bug caused by some adjustments to the navigation rules about how close you can get to hovertrucks that were causing the VIP in Snitch Snuff not to be able to go to their exit in one of the two exit options. Watch out - that VIP can book it!

Lighting Improvements
We're always working on improving lighting, props and environmental feeling in the levels. With this update we've made some nice adjustments to a few levels in the street theme that will help them feel more dark and gritty, including Haven Smokeout.

v1.8.43 - 8/8/2024
- Added new storyline echo after Carnivore Job
- Storyline adds new source of Head Hunters coming after you
- New monitor select dropdown in Options screen lets you pick which monitor the game should play on
- Fixed bug that could freeze game during Overwatch fire or leave an enemy walking in place and game frozen
- Matrix Link 1 now available from Dr. Ashe at start of new game
- Increased price of Treating Wounds, increased debuff to Wound and Stress Res from all Wounds
- Fixed issue with Vanguard's Refract suddenly not working
- Fixed issue with Snitch not fleeing in all setups for Snitch Snuff mission
- Improved lighting and materials in some levels and environments
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,941
Update #123: Vision of Sleet Gray
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The weekend is about to get rolling in New Boston, so naturally its time for an update We've hit a hit swathe of big F10s with this update - an exciting follow up to yesterday's story release. We've added display of ranges for disabled security devices, add a much needed quantity slider for buy and sell, adding a Remove Mods button for weapons, added new filters for Power Level and Weapon Weight to all inventory and market screens, fixed a critical bug with Contact Limit Breaks and high level Traits, and a ton of other issues as well.

We're working hard on improving the game based on your bug reports and feedback and suggestions. Thanks for your F10s and your posts to the forum to help us getting these improvements straight into the game with hesitation.

If you like how we are running Early Access, please take a moment to leave a review!

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Preview Ranges of Disable Security Systems
If you disable a security device, it can become pretty difficult to know what it will do when it turns back on and exactly how much range you have to stay clear of its sight cone. For laser wires and pressure plates, this is easy but the information was simply hidden for vision systems like Cameras, Radar Arrays and Motion Detectors.

With Update #122, if you hover over a disabled security device - specifically Camera, Radar Array or Motion Detector - you will see the widget appear in gray, semi-transparent lines to give you the sense of what its capabilities are.

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Quantity for Buy & Sell
With Update #122, we've added a much needed slider for quantity when buying or selling equipment.
  • For buying, this simply indicates how many you wish to purchase. There is no bulk discount, but this simplifies buying 20 HE Grenades for your team if you are using a lot of them. Note, this also means that Items which used to be sold in sets of 4 are now sold 1 at a time, except you can slide for quantity. Pricing is now a lot simpler!
  • For selling, this slider only appears for equipment types that stack cleanly like Items, Weapon Mods, Armor. You can easily slide up the quantity to sell up to the maximum number of the equipment you have to sell. You're pure money offer will just rise with the quantity sold. Favors are offered if an individual sale results in a Favor offer, not from the group sale price. Which leads to the last bullet -
  • Purposefully, there is no gameplay advantage to using either UI pathway.
This is a great and much needed improvement. We are not done yet, the next step is to add buil pricing which will allow faster and easier sell of mixed types and things that don't stack cleanly (files, blueprints, accounts).

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Remove Mods
For faster removal of mods and reconfiguration of equipment, there is a new Remove Mods button that will strip mods from a weapon in a single click. Just select the main weapon, and you'll find Remove Mods in its button bar in the top right. Notably, if you have locked mods on a weapon due to crafting them in, they will not be removed by this feature.

This improvement also ensures that when a weapon is sold any of its unlocked mods are automatically removed and dropped back into your inventory.

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Power Level & Weapon Weight Filters
Power Level filters have now been added across the board, enabling you to filter rapidly for specific Power Level bands, such as 2 to 4. This can help you while shopping to remove clutter of lower level items or help you sort a larger inventory for specific things.

In addition, we've added the Weight filter for weapons, which are either Heavy or Light.

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this is how it looked when things went BUMP
Contact Limit Breaks for Traits
We've fixed a critical bug affecting Contact Limit Breaks for Traits. Sometimes instead of upgrading 1 Trait Level, the Trait would upgrade 2 levels. This could lead to the situation where a Trait upgrades from 3 to 5 in a single hop ... but 4 is the maximum level! The trait just hopped off the end.

Tonight's fix stops the bleeding - Trait upgrades are back to 1 level at a time and more carefully respect the maximum level of 4. The next step here will be to do some careful repair of Contacts who have these dead Traits, fixing them back to what they were before. We'll be coming bac to this but for now, the critical bug is fixed.

Power Utility Error Message
Power Utility flows in 4 chains through your Safehouse. The first link is the Command HQ. The second links in the 4 chains are the rooms adjacent to the elevator, and then third link in each of the 4 chains is the room not adjacent to the elevator. No part of the chain may have a higher Power Utility than the next link up the chain.

This was not clearly communicated in the error message in the outer room - that it might not be able to raise your Power Utility because the room closer to the elevator has a Power Utility that is lower.

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Always Visible Cover Shield
Sometimes the cover shield display near your movement location was clipping into geometry in an ugly way and sometimes it would completely disappear into geometry making it impossible to tell what type of cover you were scoring here. With this update, we've improved the shader on the cover shield so that it will always be visible through any geometry, even if you are on the far side of some object.

Lingering Special Effects
We fixed a bug with Brainworm, White Noise, Disorient and a few other abilities where the special effect was lasting beyond the duration. This is now cleaned up and all working as expected.

v1.8.45 - 8/9/2024
- Disabled cameras, radar arrays, motion detectors all show grayed out range if hovered over
- Added quantity slider to buy / sell; anything that stacks cleanly (items, weapon mods, armor, programs, decks) can be multi-sell
- Removed old scheme of items selling in packs of 4, all items are bought and sold with easy quantity slider
- Added Remove Mods button to weapons to quickly strip mods
- Added new filter group Heavy/Light for weapons
- Added min/max Power Level filter to Contacts, Inventory, Cold Storage and Equipping
- Added min/max Character Level filter to Roster
- Improved error message when trying to upgrade Power Utility on a room but the room closer to the elevator has lower Power
- Improved cover shield to show through geometry and always be visible so it isn't half hiding (or completely hiding) in things
- Fixed bug where Contact Limit Breaks for Trait upgrades could result in deleted Trait
- Fixed issues with Brainworm, Disorient, White Noise and other special effects not ending at the right time
- Fixed issue with calculation of price during crafting that could block craft even though you have enough money
- Fixed bugs with controllers using filters, selection could jump into the grid incorrectly
- Fixed bug with Clean Room description being nonsense directly after it started a build task
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,941
Update #124: Growing Recruit Pool
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Today's update focuses on expanding the possible recruit roster, some exciting new Traits that come along with that, catching up on a security device missed in the gray outlines from last update and finalizing the fixes for a few bugs we caused in releasing Update #123.

If you're enjoying the pace of updates and how we are running Early Access, please consider leaving a review. you can always edit it later.

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Underworld Hub: 1st Cybersword
The Underworld Hub recruiting option offers a number of advantages - you can recruit higher level characters here and also you can pick the class you're interested in instead of hoping that your connections come up with someone who fits you from the street.

However, the recruits available from the Underworld Hub are very limited - in fact, up until Update #124, only one Soldier recruit has been offered. We're excited to start the process of blowing that recruit pool up with options, and the first to join is a new Cybersword. Thanks to the Kickstarter backer who created this exciting new character.

As more recruits filter into the hub over the following months, you'll be able to swell your ranks, better arrange the classes on your squad, try out new Traits and Backstories and replace losses.

Finally, we fixed the icons shown with each recruit offer in the Underworld Hub so it is visually clear.

Embarking into new Trait Territory
With the new Cybersword recruit joining the hub, we've broken ground on two new types of Trait effects that we haven't seen in the game so far. The Traits available for the new Cybersword are good "foot in the door" Traits for these two new types, as more will follow.

The first is that character Traits can affect crafting rules, in this case reducing NanoFab pricing in certain situations. The second is that character Traits can react to actions within a mission

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Disabled Proximity Mines
Prox MInes felt left out after yesterdays update to vision systems, allowing you to hover over disabled cameras, radar arrays and motion detectors.

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Restored File Sets and Item Blueprint Names
With Update #123, we broke File Sets so they no longer appeared (thanks Power Level filter!) and broke Blueprint names for item Blueprints (thanks multi-sell!). We hotfixed the issue with File Sets but have included the fix for the Blueprint names with this update. Sorry for both of these!

v1.8.47 - 8/10/2024
- New Underworld Hub Recruit - Cybersword!
- New type of Traits that takes effect after mission based on mission events
- New type of Traits that can affect NanoFab pricing
- Fixed incorrect icons in Underworld Hub recruiting offers - correct class icons
- Added gray outline for disabled Proximity mines after they have been enabled by Sec AI but disabled by Talent, Leverage or Hack
- Fixed issue with Blueprints for Items all having bad names like Blueprint.3.313
- Fixed issue with File Sets all disappearing
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,941
Update #125: Matrix File Hunt is On!
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Another night on the New Boston town, another heist, another big update! With Update #125, we've added a new proc-gen hacking mission objective, improved late game economy balance, fixed tagging issues and performance boost for Roster, fixed looping Exposure Limit Breaks, better updated the HUD after killing an enemy and Grenades cost 2 AP again! There is so much good stuff in this one, check the release notes.

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

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New Matrix Hunt Proc-Gen Mission
In proc-gen land, we're excited to roll out an all new hacker-only mission focused on finding and downloading files. The Matrix Hunt mission type sets you up - on the clock - to break into a host and find 3 valuable paydata files scattered across the host's nodes. Much like Kill 3 captains, your payment hinges on each file found where you can gain 33% per file. It only takes 1 file to be called a Victory but the real money is with all 3. It's awesome to see new objectives filtering into the hack-only missions as well as the meatspace maps and missions.

The current iteration of this mission is styled such that it is a great fit for your Street Docs, Nu-Vudu practitioners and drug runners, contacts who haven't been as present in the proc-gen circuit up to this point, giving a new way to get them Influence points.

High Power Level Missions
There are still big movers in the game's economy settling down. The ability to make upwards of $5m on a single phase mission in the high-end Power Levels is still running too high. While we're probably not done adjusting this (as more multi-stage missions will arrive), we've tuned this down into the $4m zone, which is still, frankly, a lot.

Better Roster Tags, Filters, Performance
Ohhh the roster got faster! We're excited to roll out a huge performance boost, if you had any delay in that screen popping up it should be absolutely crushed. This makes a huge difference if you were trying to filter by character level, which was laggy before but now is buttery smooth.

We've also fixed a number of places where mercs who shouldn't be counted for tags - Dead mercs were being counted as Wounded (even though Dead beats Wounded in Dead-Wound-Scissors) and recruits were being counted as Training Ready (even though you can't train them).

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Endless Limit Break Loop
If you're stuck in an endless Limit Break loop with a Contact, we've probably fixed your issue tonight. We're not sure why some many players ended up with this bug being for Henninger, but here we are fixing the Exposure Limit Break loop so you can get back to your games.

Updating Attack/Hear Numbers on Kill
There was no system in place to keep the bottom left numbers - for how many will hear my attack or how many can I attack from here - current after an enemy was killed. This did lead to a lot of "off by one" feelings with the numbers shown on your weapon tiles. We've plugged this bug!

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Contact Hover Details
We're working on rolling out a new Contact hover that will be useful everywhere it goes to get a peak a Contact's big stats without having to drop back to the Contact list. For now, it is solely available in mission planning but needs to be visible in more places and also include the services tag list.

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Fixed and Slimmed Filters
We slimmed down the appearance of the Power Level filters so that they eat up less vertical screenspace. We also fixed how Contact filters were working so that they are filtering as you'd expect compared to the rest of the set.

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Recruit Offers
Now that recruit offers in the Underworld Hub are getting more interest, we've improved the UI to make the sub-offers more clear when they aren't available to pick. The Soldier and Cybersword recruits now visually leap out of the group, ready to pick. Good thing more are coming!

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Safehouse Uninstall Rules
We've fixed 2 nagging bugs about uninstalling a safehouse room. You could - in previous release- destroy a safehouse room even if its benches were active. This would leave a crafting item in eternal limbo or leave a character in the detox stuck for a while. Now, it is prohibited to remove a room if any bench is busy - so finish up first!

Second, uninstalling or canceling a room's construction was removing it from the build list "for a while." This was a caching issue we've resolved now.

Grenades AP
For anyone who was enjoying throwing grenades for 0 AP, we are sorry. The 2 AP cost has returned!

v1.8.51 - 8/13/2024
- Added new type of proc-gen hacking mission objective - Matrix Hunt - find 3 paydata files each pays 33%
- Fixed bug sometimes prevent Agent EX Talent named Armor EX from being allowed to run
- Added helpful Contact hover to mission planning
- Reduced mission payments for missions at Power Level 7-10
- Big performance boost to Roster, fixed slow filters for Character Level
- Fixed tag counts for Wounded Roster not to include dead or dismissed mercs
- Fixed tag counts for Training in Roster not to include potential recruits (who you cannot train)
- Fixed issue with Exposure Limit Break possibly looping infinitely and jamming timeline
- Improved sight lines in mission map, fixed bugs with sight lines and melee weapons
- Fixed issue where attack/hear counts were not updating in HUD after death of target
- Fixed issue with Grenades suddenly not costing AP to throw
- Improved Initiative timeline action in HUD if there are too many enemies to fit (does not cover Sec Level)
- Fixed Contact list filters Friendly and Enemy not working well
- Fixed bug in Safehouse where destroying / canceling an in progress room could make it disappear from the build list for a while
- No longer allowed to destroy a room if any of its benches (Crafting, Detox) are occupied
- Made disabled token offers in Safehouse rooms (like Recruits) more obvious
- Reduced size dedicated to Power Level filters in all inventory/market screens
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
2,941
Update #126: Data Streams
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Data is streaming down the pipe, but so is the lethal feedback. Will you get the bio-formula locked-in before your chips fry? Tonight's update adds 5 exciting new host templates for Matrix Hunt proc-gen mission objective, clarifies some matrix rules in hovers, reveals mission power levels during mission planning, improves the new contact hover, fixes reported issues with multi-buy and multi-sell, adds new lore and more.

If you're enjoying the pace of updates, attention to improvement based on community feedback or any way we are handling Early Access, we hope you'll share game with a friend and leave a review!

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5 New Host Templates + better Rules Clarity
We've added 5 new matrix host templates that will be immediately picked up and used by the new Matrix Hunt proc-gen mission type. These new and exciting hosts will give you some new playgrounds to romp on, facing some new challenging setups. We're super excited to be working toward adding a few new node types which will also help shake up matrix map design meta significantly.

In addition to the new host templates, we've clarified rules in the game's hovers to try to help:
  • To Spike a CPU or APU, you must use your Scan program enough times to get to Scan 2/2 and you must destroy all IC using an Attack Program (or any kind of Damage). Note that Disabling the IC is not enough.
  • In the top right area, the Q-Sec Tally is shown in yellow pips. This is the amount of Q-Sec Tally added to the Tally every time you take any action, such as loading or using a program or connecting to a new node. This Q-Sec Tally per action cost can be increased by IC, by Q-Sec Escalations, by the node type or by other factors as well. This is a key stat to be watching because it determines how rapidly your actions will land you into another Q-Sec Escalation.
We also fixed a bug where hack-only missions had very few loot Files, Blueprints and Accounts. If you saw multiple nodes with only 1 or 0 digital downloads in them, then you hit this bug.

Sight Lines on Kill
With Update #126, we've fixed an old bug where sight lines to enemies could sometimes linger even after a kill was made. This helps clean up the UI faster and reduces the feeling of clutter -- all good things for the tactical map, which we're continue to work on making it snappier and more responsive with less wasted frames or pixels.

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Mission Names and Power Levels
We've made some updates to the mission planning list in Update #126. The first change is to include a mission's rough power level in the list, so you can see what type of opposition you are facing. This will be most directly affected by your Team Power Level + difficulty and any boosts or reductions that the mission author called for the in the mission specifically. Hopefully this is helpful!

Second, we move fields around, shortened some tags and made space to give a full line to mission titles so the best names aren't getting truncated. If a mission title lacks space to display it all, it will auto-resize its font size a bit until it does fit as well.

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Contact Services in Hover
We heard immediately that with the new Contact hover we got it half right! You can now see the Exposure and Influence in the hover but you were not able to see services and which ones might be maxed out. Now you can with services tags just being added directly to the hover and the hover being expanded into all screens in mission planning now.

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Selling Clarity
In the original multi-buy and multi-sell update, the Buy/Sell option was disabled while you were modifying the slider and you needed to reselect a Contact before you could proceed with the transaction. This lead a lot of players to feeling like they were stuck or just generally confused.

With this update, we now have persistent "current Contact" shown in the list of Contacts, even if you go to mess with the quantity slider, this current Contact persists, allowing the Buy/Sell button to stay enabled at all times (unless you can't afford this, chumbo?)

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Cybersword "Improved Charged Attack"
As a first step to help improve the clarity and usefulness of their unique Talent, Cybersword "Conduit Edge" Talent has been renamed "Improved Charged Attack".

Any merc who picks up a melee weapon gets a free Talent called "Charged Attack" that uses the melee weapon's IO-Battery charge to invoke special powers, extra damage and debuffs - all based on the weapon. This Charged Attack Talent doesn't give any extra bonuses and can't be used repeatedly (has one charge).

If you are a Cybersword, you have the option to train Improved Charged Attack which <i>replaces</i> Charged Attack completely. Improved Charged Attack has better max charge, allowing you to strike with 2 IO-Batteries in rapid succession and give special buffs to the effects defined by the weapon, such as increasing the debuff duration from the weapon's debuff or further increasing its Pure Dmg bonus.

This Talent has caused a lot of confusion and while this helps, this will not be the end of changes coming for Improved Charged Attack.

We've also fixed an issue with hovering hitboxes in the class tree that should make the tree more useable with a mouse.

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Faction Entries
With Update #126, we added a lore entry of the Que Milieu Syndicate as well as fixing a duplicate paragraph for Blue Ox (the missing content was restored). We're continuing to add more lore to the journal, which is also exported to pages like the Factions page on the Cyber Knights wiki[cyberknightswiki.tresebrothers.com].

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Appearance Import Oddities
We've fixed number of odd bugs around appearance import and exporting sometimes creating outfits and appearances that were non-functional, or did not update in other parts of the game. These bug stemmed from use the mouse in the UI and generally not clicking or key pressing the "Load" button. For controller and Steam Deck players, this wasn't really an issue as the general way to accept the outfit change was the load button.

v1.8.53 - 8/14/2024
- Added 5 new matrix hosts maps to templates for Matrix Hunt proc-gen missions
- Correct rules displayed in Matrix Q-Sec UI in the top right, explaining Tally per Action rules
- Fixed issue with hack-only matrix hosts having very limited loot (Files, etc)
- Fixed duplicate paragraphs in Blue Ox journal entry, added entry for Que Milieu Syndicate
- Renamed Cybersword's Conduit Edge to Improved Charged Attack for better clarity
- Correctly clearing sight lines on tactical map after killing an enemy
- Improved distance display in enemy hover under 10m to include 2 points of precision (2.06m) to help be clearer about range limits
- Contact hover now includes services tag list and is available in both mission planning screens
- Improved buy and sell quantity - last contact selected before modifying the slider is the one used if you hit buy/sell key
- Added better filters for NanoFab Blueprint selection - if using weapon bench, then see weapon filters, etc
- Fixed issue with K-Protocol and Leverage reducing Sec Level or Tally playing alarm SFX in a stack
- Improved class tree, reduced size of certain hover areas that were too large
- Fixed issues with loading an appearance from Library sometimes leaving appearance tab broken
 

cyborgboy95

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Aug 24, 2019
Messages
2,941
Update #128: Sparking Circuitry
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Welcome to the late night scene in New Boston. The lights are low but there's still an update to be had. This update follows up on the major milestone HACK THE PLANET and all the new cyberdeck and matrix improvements along with the long-awaited Matrix Tutorial. With Update #128, we've improved (and raised) the max programs rating on most decks, fixed issues preventing you from repair cyberdecks sometimes, fixed a duplicate hotkey in the deck screen, and fixed all reported typos and clarifications requests in the matrix tutorial.

If you're enjoying the constant push in quality, content and features - please take a minute to leave a review and tell a friend!
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Update Size Reduction
As the game has evolved and more and more levels and assets have been enabled, the asset packing organization has slipped a bit. We've had too many updates recently in the multiple GB when they shouldn't need to be that large.

Unfortunately, to do anything about this, we need to push an update where we improve the organization but that makes a ton of changes in the build ... and results in a big update. We know another 4.6 GB update is painful, so we're sorry and hopefully this is the one that will bring us back down to sub 1 GB updates more regularly.

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Improved Max Program Counts
We've taken the first needed balance step after the big update - raising max program counts on decks and improving the progression of max program counts for decks so that you are always seeing some improvement as you pay big dollars for new decks.

Deck Repair Stuck
If you hit a situation where your cyberdeck was no longer offering the repair option even though you had damage, this is now fixed. Please proceed to repairing!

We've also fixed an issue where Start Repair and Delete Program were overlapping on hotkeys which could be a real pain in some situations.

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Matrix Tutorial Feedback
First, we are super excited that the tutorial has gone over so well! We've heard a lot of positive feedback about learnig things and hacking things and hacking all the banks and things - so it seems to be going great :D

And thanks for the mountain of F10s! We've parsed them all and fixed every typo reported and addressed every clarification request. We will be adding an option to replay the tutorial in a saved game on demand, so that will be nice as a way to replay in the future.

File Set Minting and Rooms
We've removed the requirement when minting a File Set to have a specific room. Minting V-Chips required the Underworld Hub and minting Programs required the Hacking Station. This was cool but also tough sell because it puts specific requirements on how you build your base. Consider that you have to make choices and therefore chose not to have some room, which might be the Hacking Station for example, it no longer fits to prevent you from minting a Program in that case.

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Slashslide and 0% Accuracy
Sometimes, when your Cybersword did a Slashslide, the second and third targets would be attacked with 0% Accuracy (which you could only see in the log), which would cause a very weak glancing hit. We've fixed the bug here - so Slide on!

v1.8.57 - 8/21/2024
- Improved progression of Max Programs for decks, rises faster
- Fixed bug where Cyberdeck could get stuck with Damage that was irreparable
- Fixed bug where Repair Cyberdeck and Delete Program shared same hotkey
- Fixed many typos in Matrix Tutorial, adjusted lines - thanks for all the feedback!!
- Removed requirement for Hacking Station to mint Programs and Underworld Hub to mint V-Chips
- Fixed issue where attacks after the first in Slashslide might have 0% Accuracy and just get weak glancing blow
- Fixed issue with mercs MP bonuses not showing correctly after Mad Dash Leverage applied
- Fixed issue with all buffs/debuff icons shown in red in merc status, now buffs are shown with green icon
- Adjusted asset packing organization to improve update size in the future
 

cyborgboy95

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Update #130: Loot Restored + Can't Dismiss This!
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This morning we're rolling out a rapid set of fixes to catch up on bugs and F10s that have been hanging around this last week. It's a nice cleanup to get us ready for the next big content push! Here's what we've got for you -

Empty Lootboxes
Some of the work we are doing in prep for a major drop of new proc-gen missions caused a bug in existing missions with lootboxes. A lot of lootboxes were coming up empty. Any mission generated before this update is installed may have empty lootboxes.

Passive Leverages
Especially in the matrix, players were getting confused about Passive Leverages which go into effect automatically but are still displayed in the Leverage list and pretend that they can be activated. Very confusing! With this update, we've added a Passive tag so help identify them and removed the options to activate them which is not actually possible.

Dismissing Rules
To help reduce your clicks, if you dismiss a merc, you now take all their armor, weapons, items and cyberdeck. You could have done with anyway, but it just takes a lot of clicking, so we made it automatic and simple for you.

We've also fixed a number of other issues around dismissing - you could dismiss dead characters, who knew! You could dismiss mercs who were already dismissed!?! It wasn't good, it made bugs.

Matrix Dmg and Buffs
There was a mistake in the print of Attack program damage ranges once you got buffed with Rampage or other buffs. The damage wasn't accurately updated, which is now fixed and the values show the real range you might hit at. Yummy - digital destruction!

Matrix Buff Coloration
Speaking of Matrix buffs, for a while all effects in the matrix have been styled as a red debuff, regardless of if they were good or bad. We've now updated the buff list (just like the physical list) to get the colors correct and make them more clear to the eye.

v1.8.61 - 8/23/2024
- Fixed issue with empty lootboxes appearing across levels
- Improved tagging on Leverages to display Passive Leverages with a tag and stop them from looking like they can be activated
- Dismissing a merc will automatically remove all equipment, cyberdeck, etc (save you clicks)
- Prevented Dismissing already dismissed mercs (?!?), dead mercs and recruits
- Fixed incorrectly displayed damage range in Matrix attack Talents when +Dmg buff is active
- Matrix effects are now correctly colored by buff/debuff
- Fixed issue with Roster where character could be stuck after removing Cyberdeck
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
2,941
Update #129: Grid Sequence
More flexible program uninstall, improving Matrix AP display in HUD, simplifying timeline buttons, fixing item carry

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The latest update is hitting the streets of New Boston with a wave of improvements from community suggestions, your F10s and more. Thanks to everyone feeding us requests and suggestions, we're excited to roundtrip them and put them into the game fast and furious. We've improved how programs can be uninstalled and installed, we've improved the Matrix AP bar in the Matrix HUD, simplified the timeline buttons, fixed item carry nodes in the class tree, brought down some high-end cyberdeck repair costs and fixed one of the possible cases that could cause a freeze on map during a mission.

If you're enjoying our dedication to improving, taking community feedback and fixing your F10 bugs - please take a moment to drop a review for the game and help us continue to improve.

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Flexible Program Uninstall
The change of rules to use maximum program limit on deck has brought a lot more importance of the decision to what programs to load on to your deck. But the previous limit that a cyberdeck
must
always have a Scan, Sleaze, Deception, Disarm and Attack program on it is was making upgrading a deck challenging. Once you hit 10/10 programs, you couldn't easily remove Scan I to install SCan II and had to do an annoying round-robin uninstall and reinstall.

So - you asked and we've improved rapidly! Now, if you uninstall a required program, you'll now just get a confirmation warning instead of a hardstop error -
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And above your installed programs for each deck, you'll see 5 icons showing Scan, Sleaze, Deception, Disarm and Attack. If they are missing, the icon lights up red indicating you're not ready to deploy to a mission with that deck.

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But that's fine, you probably uninstalled Scan I to install Scan II. If you didn't, you'll find a helpful error message at deploy time sending you back to sort out your programs.

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Matrix AP Highlight
The Matrix AP bar has now joined the fun to keep up with IO buffer and Active Memory. If you're hovering over a Program or a Talent in your program bar, the Matrix AP that will be used by the action (either to load the program or to use the program, depending on its loaded) state is now highlighted in the bar. Now you can see how each action will affect all of your 3 action pools and the tutorial feels even nicer =D

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Simplified Timeline Buttons
The buttons to control the timeline were using a Play, Play Fast and the Play button would switch to a Pause button once the timeline was started. This setup was not the best and was causing a lot of controller and keyboard input to stop or start the timeline accidentally. Plus, once you've decided a speed you want to play the timeline in the game, you probably aren't using both.

We've improved and simplified the button set to have a Pause and a Play button. Neither changes to another type of button when the timeline is running, so there is now no chance of input jamming. If you want the timeline to run fast, this is the default setting for the new Highspeed Timeline option in your Options > Gameplay menu. If you do want it to run slow, you can disable the Highspeed Timeline option.

Thanks for all the F10s and feedback about this and we'll keep polishing elements large and small to the game to feel as smooth as possible.

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Item Carry Class Training
A bug snuck in at some point with the item carry upgrade nodes for your class tree. These expensive nodes - each costing a whopping 5 points - enable you to carry an additional item on every single mission. They may not feature in your early game builds but they are likely to be worth it in your mid to late game builds where that extra Ion Recharger or dose of Turqo Juice can make the difference.

Currently the nodes will allow you to carry a new item of any type while we evaluate the original design that some nodes would offer limited item carry by type (Tech only, etc). We are also working toward a point where each of these nodes will also come with Attribute and other stat bonuses to help round out their cost.

But when trained now, you'll see your equipment section upgrade immediately and be able to equip more items.

Cyberdeck Repair Costs
We've tempered the math that was used for repair costs for cyberdecks as the deck prices just keep getting more expensive. This will help decks around Power Level 4 and higher to have more reasonable repair prices and ensure that you're price tag isn't hitting $100K until you're looking at serious damage.

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Overwatch / Movement Freeze
We've fixed a significant cause of freezes on the combat map where there was a one frame gap between a character starting an action (moving, shooting) where it was possible (if the timing was just right) that they could start an idle twitch animation ... which would leave them hung and the game frozen.

With this new case in mind, we're looking for other possible causes of freezes on the map which are rare but still reported in F10s. Please keep reporting them and we'll keep doing our diligent detective work to figure out what is causing them. At this point, none of them are simple code errors, its all somewhere deep down in the animation controllers, blending and timing, so we need your F10s!

Update Size Update ;)
It looks like the improvements we made to the asset packaging managed to crunch what could often be a 4.6 to 4.9 GB update down to a 2.9 GB update. We're not done, we can crunch more! We'll keep you posted as we keep working these down in size. Our aim is to consistently keep the updates under 1 GB.

Battle Striker Early
We fixed a bug where Battle Striker missions often ended early before the last wave of reinforcements arrived. Thanks for the F10s!

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Treatment, SImstream and Injury
We're continuing to work on improving the code and validation routines around treatment, simstream and injury. There are still issues here that can cause events to hang on the timeline, the roster counts to be wrong and more. This release fixes a few more of the issues that were reported and a few more things we found on our own.

We've also fixed a bug where you might in Treatment for a Wound like Brainburnt 1 and while trying to treat it, your Wound upgrades to Brainburnt 2. Not good! Wounds will no longer mutate while in Treatment.

v1.8.59 - 8/22/2024
- Rebuilt the timeline buttons - just simple play and pause button, reduced issues jamming spacebar
- Added new Option to play timeline in fast or slow mode
- Improved Matrix AP bar above IO and Active Mem to highlight like the deck stats do when hovering programs/talents
- Improved program uninstall - now warns but does not prevent uninstall of required programs (Scan/Sleaze/Deception/Disarm/Attack)
- Required programs icon bar shown above deck programs to indicate which are installed
- Cannot deploy to mission unless 5 required cyberdeck programs are installed
- Added mission description to item carry rules at the top of each classes skill tree. Costs 5 points to carry +1 item, up to 4 max
- Fixed bug where training in item carry would not always immediately enable the ability to carry more items
- Improved cost curve for repairs on high-end Cyberdecks to keep cost from getting out of hand
- Fixed bug where enemy could start moving and then suddenly stop one or two steps in
- Fixed bug with contact selection by Casting Director that was reducing variety of contacts that could proc
- Fixed bug where Battle Striker missions could end before the last set of spawns
- Improved safehouse honoring and counting different status (detox, wound, injury) to prevent being sent to other detox, wound, etc
- Fixed bug about injury or medical timeline events and roster counts sticking around after completion
- Fixed bug where a Wound could mutate (from Level 1 to 2) out from under Wound Treatment
 

Herumor

Scholar
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May 1, 2018
Messages
621
How extensive is cyberware modification here and does this game have an actual story?
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
There is a story and there are/going to be multiple starting backgrounds which influence it. Cyberware is p. extensive already, though a lot of that stuff is yet to be added into the game (see the screenshot below).

cyberware.jpg
 

cyborgboy95

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Aug 24, 2019
Messages
2,941

Major Milestone MAGNITUDE x2 and 34%-off sale to celebrate!
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Big day here Knights. In the previous MAGNITUDE update back in March, a burst of proc-gen content pushed us over the top to hit a milestone of 2X the amount of content since launch. We've blazed down the features list of our roadmap since then, delivering new systems left and right, but also adding in a steady trickle of new level content and new proc-gen objectives as we went.

Today we've got a much bigger burst for you, with 2 new maps, 2 new objective types, and a total of 10 new map/objective combinations. This means we have once again doubled the amount of content in the game - x2 since update #60, x4 since launch!

With proc-gen variety greatly increased, we'll be pushing to expand the pool of hand-crafted missions over the next couple of months. Our Casting Directory story engine and the proc-gen system work hand-in-hand to give you opportunities to mold your mercs, influence your underworld network, and build your rep as a Cyber Knight. By launch your playthroughs will cover the full arc of a Knight's career from origin to retirement. For now, enjoy growing your gains from all these heists; those credits will fund a lot of safehouse construction and/or crafting.

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New Map: Dusted Hover-Evac
An old and abandoned ruin of a building leans over a road junction that might have once been bustling but now is just part of the network of under-the-level illegal commerce. Still a valuable spot and a commanding vantage point, the old Dusted Hover-Evac is a good place for a VIP to head for a hover extraction or a good place to defend if you want to own this stretch.

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New Map: Wreckspire
The junction is a crossing point between two larger towers - D07 and D08 - and if it wasn't owned by gangs and Syndicates might have hosted shops, food stalls or even a rooftop club. Maybe it did so long ago that no one can remember. A long stretch with a commanding high point in the center and many possible ways in and out makes for a deadly rooftop heister's playground.

New Objective Type: Siege
The new Siege objective is in the inverse of the Battle Striker where you are attempting to storm a defended location, either by drawing the enemies out to you or taking the fight to them. In the Siege objective, you've holding a stretch of territory for your Contact, trying to crush an enemy assault team before they can get a foothold. You are the one in the defensive position or key stretch of territory, often surrounded or exposed from multiple angles. You've got to fight and hold the territory against enemy waves.

These are hard missions which pay well and have extra XP boosts - so be sure you take your combat A-team on the first one you try.

New Objective Type: Lootbox Hunt
The new Lootbox Hunt sends you into a facility on a mission to find specific Files that have been hidden among the lootboxes there. You're the "last-mile pickup" system for the bribed insider who couldn't get the secrets out of the building but was able to surreptitiously hide the 3 pieces of the formula outside the highest security areas. There will be lots of ways to go about this one, if you stay quiet throughout or go loud and fast to find the loot you need.

And once you have at least 1/3 pieces of the paydata you came to get, the option to extract opens up.

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More proc-gen combos
Proc-gen missions[cyberknightswiki.tresebrothers.com] grow in variety from a number of factors that affect them both in-level (objective, entrance & exit positions, Matrix connections) and at the strategy layer (e.g. faction origin and target).

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Every new element - especially the biggest ones like maps and objectives -that we are able to add to the system continues to increase the multiplier effect.

We've got work to do to double this content set again but we're climbing a mountain and that takes time, but there are still some major new multipliers to add to the equation like mission structure, which will allow some proc-gen missions to be offered that have more than one single map and are built more like Sibling Job or Carnivore where you have to pass through an outer map to reach the true objective map.

v1.8.63 - #132: Magnitude x2 - 8/26/2024
- Added new proc-gen map "Dusted Hover-Evac": dilapidated clinic with rooftop hoverpad rules a junction
- Added new proc-gen map "Wreckspire": ruined rooftop junction between Districts 08 and 07
- Added new proc-gen objective "Siege": hold defensive position against enemy waves
- Added new proc-gen objective "Lootbox Hunt": search lootboxes for 3 paydata files
- Added 10 new proc-gen Map X Objective combinations (4 Siege, 4 Lootbox Hunt, 2 Assassinate)
- Improved payment and XP reward for proc-gen Battle Striker missions
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Managed to get an interview with the Trese Brothers. In the interview we talk a bit about earlier games, inspirations and such. Then we round it off with Cyber Knights. You can read it on my site here, or below. (It will look a lot better on my site, considering the pics).

Welcome to an interview with the hardworking developer veterans Andrew & Cory Trese (Trese Brothers Games). These brothers are no slouches when it comes to game crafting, with many classic releases behind them. I have not played them all myself, but from the titles I have played, Templar Battleforce struck a chord with me. They are currently working on the upcoming turn-based tactical game Cyber Knights: Flashpoint. It’s in Early Access currently but is already showing great promise for the future, if you enjoy X-com type of games. Let’s get into it, it’s a fairly large interview!


Who are the Trese brothers?

Andrew and Cory Trese. We’re running a players-first game studio, making deep, highly-replayable RPGs & strategy games.

What games inspired you to join the industry?

Tabletop games way before video games. Our first real board game love affair was with Hero’s Quest. Andrew and I saw a flyer or advertisement for it at KMart and I begged our mother to buy it for me for my birthday. It was probably all we talked about for weeks, I’m sure it drove my parents insane.

It was an expensive board game, a much bigger purchase than was normal for a birthday gift and I really didn’t think I would get it. Well, my parents decided it was worth it to make Andrew and I stop talking about it. I remember getting in very clearly; we went berserk.


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And the game didn’t disappoint — it was everything we hoped it was going to be. We made up dozens of scenarios, forced my dad and sister to play. We never got Mom to play, although we tried very hard to tell her how amazing the Dwarf was.

From there we found D&D and other roleplaying games. We never had all of the books for any one game — we had like the Gamma World Rules and the D&D Monster Manual and a RIFTS book on Jungle Planets. Random stuff so we kinda made it up as we went along. That was the start of creating our own homebrew systems.

How come both of the Trese brothers started to create games? Did you start the business together?

Back when the Android app marketplace was very new and way before it was called Google Play, Cory started experimenting with app development. We lived on different coasts at the time and missed working on projects together. Star Traders RPG started as just a hobby project, something fun, based off tabletop RPGs we had created and played and heavily Firefly and Dune inspired. It immediately got a good response on the market, and players were telling us we should create a paid version. We did, and players bought it. That was the point we started wondering if we could make a business out of it.

Do you share gaming genre interest or does it differentiate in any way?

[Cory] I think we’re pretty split on our favorites. Andrew loves fantasy RPGs the most and I’ve always been a hard-sci fi guy. Clearly, looking at our games, I’ve dragged Andrew through the hard-sci romp for the last 13 years and only let him make one fantasy RPG with Heroes of Steel.

[Andrew] I’ve loved it. I never got into game mastering sci-fi RPGs because I felt out of my depth with the settings, rules and tech. But years of making games and writing stories in these worlds has really brought me around to it. Fantasy, gritty, medieval is still where my heart truly lies, but I’ve let this cyberpunk and space opera stuff into the inner sanctum over the years

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Who does what in the studio?

I’m sure you’ve heard the adage before – in small studios, everyone does everything. Over 13 years, we’ve had time to deeply establish our own roles, things we do that no one else does. Cory is deep tech – automation, builds, databases, performance optimizations. While we share the lore and world development, I write the stories and the dialog trees and the implementation of the ideas.

Luckily over the years as we have grown, we’ve been able to share segments of the work that really need a specialist out to… well, specialists. It isn’t great for me to do animation! So, we’ve had help now in different ways with animation, video production, 3D art, UX design, music composition, SFX, and we have amazing help from our marketing director and community manager in those realms as well. For a long time, we did all these things, and admittedly did some of them pretty badly.

What do you think about outsourcing work? Does it work well, any problems?

We work remotely to begin with, so outsourcing has worked very naturally for us. The most important thing is to be selective about who you work with; we do a lot of work in the search process to find someone who can really be a partner to us, someone who understands what we’re doing and delivers at a level that makes us want to go back to them again and again, like our composer.

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For Cyber Knights, we contracted N-iX Games to illustrate the concept art, help with all the 3D assets and animations, create more mission maps, and work with us on the UI. They love the game and have consistently gone above and beyond.

What none of us could have planned for was that Russia would invade N-iX’s country, Ukraine. For over two years now Putin has continued to send troops to assault Ukrainian towns, launch missiles into civilian areas, and worse. The Ukrainian people have continued to persevere through all of it, and N-iX have continued to be great partners to us through some incredibly challenging times. We’re really proud to work with them.

How do you work from concept idea to production? Do you have ideas ready and pick them out of a hat, or is it more involved?

For the game design and system, we have too many cool sounding ideas haha. Every week someone has a new idea, “want to hear about this crazy game we will never make?” We are a very core strategy and tactics RPG studio, so we make very deep, very replayable games that are strongly situated in a genre, usually. So we have a lot of wild ideas but stick to what we know and have done really well in the past.

For the lore and story, as our inspirations have all come directly from tabletop RPGs we game mastered at some point, we sort of kick around our coolest ideas and see which one sticks for both Cory and I. It’s always important we’re both excited about any given idea. We had a lot of ideas that didn’t stick with both of us and got shelved for maybe another day.

After we had made 5 games, each their own thing, we realized we wanted to “fold back in” on the IP we were sharing through our games. This started kind of organically because Star Traders is the same world as Templar Battleforce – the Templars are a Zendu military order in the Star Traders universe. Then we made a 4X game, Star Traders Empires, in the same universe. And then we’ve just doubled down on the worlds, lore and canon that have really resonated with our community.

Each time we make a game we are excited to push the game world forward, run the lore timeline a bit and deliver something different. Cyber Knights classic was in 2217 and Cyber Knights: Flashpoint is 2231 and a lot of interesting things and big world events have happened including the destruction of some factions and megacorporate mergers that brought others together to create new events. So for those who played the original title, it’s the world you remember and love, but evolved.

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I see you have made Android games too beyond titles for PC, and android version of games for the PC. What has been the most lucrative, and what system is the most fun to make games for?

When we first started, we only made games for Android phones, so those games, that platform and that community will always hold a pretty special place in our hearts. But the mobile gaming space is a really hard place to be. It is a place with high bar of competition, jammed packed full of “free” games and predatory monetization strategies: gacha, ads, coins, consumable IAPs.

When we started publishing our mobile games to PC in 2013, we had a rough ride with the first games – Heroes of Steel and Star Traders 4X Empires. The games and the engine weren’t technically ready for prime time, but still – players found them and loved their deep gameplay, for those who looked past weak keyboard, mouse and fullscreen support.

We’ve fixed all that since then, and now our process is always desktop first, then mobile ports. And hopefully, soon, consoles.

Without a question, making games for the desktop is more fun because you can just dream bigger. For us, mobile has always been a struggle of squeezing our ambitious games down onto a small screen and interface size. We don’t compromise on gameplay or content – mobile players get 100% the same game, just with a different UI and some graphical adjustments.

For the paychecks, also desktop. Desktop gamers have no complaints about buying games at fair prices especially if they don’t have DLCs and you get free updates for years. A lot of mobile players aren’t interested in higher price tag premium games anymore, it is just not what is going on mobile anymore. It is harder for us to grow there now, but we already have so many fans on those platforms so we’re still excited to be able to give them a big game on small devices!

Most of your games seem to be sci-fi inspired, is that the primary influence for your work?

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I would say tabletop RPGs are really the primary influence for our work. We were making homebrew TTRPG systems long before we started making video games. That freedom and interwoven storytelling is always what we’re trying to capture the feeling of in our games.

What general work of arts have inspired your games? Any specific authors or films and novels?

Too many to count. Firefly and Dune were definitely big influences on Star Traders, but also Ursula K. Le Guin and Isaac Asimov, Battlestar Galactica and Star Wars, Traveller RPG and even Icelandic sagas.

Cyber Knights draws from a ton of cyberpunk classics like Neuromancer, Blade Runner, Johnny Mnemonic, Mike Pondsmith, Shadowrun, but we’ve tried to avoid a lot of the old 80s tropes that people keep rehashing and create our own more far-future vision of cyberpunk instead. We’re inspired by real-world advances in quantum computing and nanotech as much as we are by science fiction. We love that classic near-contemporary cyberpunk setting but wanted to something farther afield in the future to give us more freedom to create something different.

One of the big things that marks your development style is that you hold a high tempo for patching and updates. How do you hold such a pace without getting burnt out?

Great question. I guess it comes down to loving and playing our own games and talking to our community every day. We’re very proud of the games we’ve created and one of the reasons is that we truly enjoy playing them. We’ve crafted experiences for others to enjoy but we’ve made sure that we can find the fun in them and play them for hours. So when we hear a community member with a good idea or constructive criticism, it makes us want to jump up and make the game better. Sometimes because they are just right and we didn’t see it. Sometimes because we’re players too, and we love the change they suggested.

And who wants to wait for that? We like to improve rapidly because it keeps our tempo up. It’s a motivation game – you go fast because you’re moving fast. Slow down, and things start to plod.

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Your games also have an “ethical” approach (no monetary exploitation), how come this is important to you? Is it a business thing, to make you stand out from others, or is there more to it?

Is it cheesy to say it’s a “feel good” thing? It feels simple and right and is something of which we can be proud. It is our pricing structure, so it absolutely has to work from a business standpoint, but we’ve found the formula that works for us in simple, one-time premium pricing with hundreds of updates. We’ve learned how it makes us stand out from our competition and now it’s something people know they can expect for us, so that is a lovely feather in our cap. It wasn’t always that way but gaming and pricing have come a long way since we made the decision to do it this way. We’re glad we’ve stuck to it.

You also seem very involved in your community, why do you consider this important? Has it led to any improvement in the games that you have released, or maybe development in general?

I don’t think there is anything else that is more truly the essence of our studio – it’s the Trese Brothers community and how close we are to them.

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Has our community improved our games? LOL …yes! Yes a thousand times over. All the input, engagement, gameplay stories, feedback, criticism, support, daily chatting is the fuel to our fire, and a huge part of what makes our games good.

Players’ encouragement and excitement is the reason we started selling Star Traders classic in the first place and it has only grown as a critical part of how we operate, stay motivated and make our games since.

Beyond the occasional soundtrack DLC release, there are no gameplay/content DLC releases for your games on Steam. How come, is this part of ethical game development?

We always come back to this – we play games too. We have all had experiences where DLC have felt unfair – there are so many, they are small, they feel like they were carved out of the main game’s content, they are included at release with the game. We’d never want to create a DLC like that.

It’s been so much better for our games and our business model to just build a great game for a fixed price, and for at least as long as it’s viable to do so, continue to add content for free. That’s worked really well overall, but we do continue to discuss what fair DLC might be appropriate for us in some situations.

For example, after 6 years and more than 350 updates, we’re going to release a $5 Supporters Badge DLC for Star Traders: Frontiers. It’ll be completely optional, no content locked behind it, but for players who have loved the game and appreciated the near endless stream of updates, it’ll give them a way to support all the work our studio puts into our games, and get a shiny badge on their ship status screen to identify themselves as a supporter.

What do you think about the gaming industry in general, from big AAA productions to indie games?

We’re usually very heads down working on our own stuff. The upside of being independent and completely self-funded is that we don’t have to try and read the tea leaves of if the funding environment is getting hot or going cold, or try to figure out what trends investors want us to be chasing. It’s just challenging to grow when you’re going up against games with much larger marketing budgets; we know players love what we do, we just really depend on them telling others about it.

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Graphic-wise, you seem to have gone from 2D sprites to now full 3D, how come? Is it a natural evolution type of thing?

We love 2D games, we grew up playing 2D games, we still love to play them and we made 8 games that were fully 2D. We wanted something new and we are always trying to push up to the next level, so 3D felt like it could be a natural evolution at this point especially as we upgraded to the Unity game engine. The evolution was pretty intentional for Cyber Knights.

Our vision for the way combat, stealth, explosions and abilities would work in Cyber Knights: Flashpoint convinced us that we needed to abandon not only 2D, but the entire concept of a grid. Using 3D graphics has been really exciting but we actually feel like the gameplay is the star here.

I assume making 3D models and graphics are much more expensive and harder, is that correct? And if so, why did you take this step?

Way more expensive! As we’ve just kept growing and pushing to level up with each new game, we carefully waited and bided our time before making the leap to 3D. We’ve long wanted to try it out and see what we could do with it. But we always worried about trying to jump to 3D and ending up with a sub-par result from running out of budget before we’d even finished iterating on the basics. So we waited a long time, and finally Cyber Knight: Flashpoint was the one to be ready for it.

We are super excited with what we’ve been able to do with our first outing into 3D; more budget could always make this better of course, but the current level serves our gameplay very well and creates some really cool-looking environments and player screenshots.

One of the things that stand out with your games is that they are all pretty deep mechanically, with a lot of different options and play-styles. With so many alternatives in gameplay, how do you avoid bloat, and how do you balance gameplay with so many options?

It’s very important to have an overall vision and a set of clearly defined rules to guide the design. We design them to be very deep mechanically, but we also stay flexible and respond to what is working and what is not.

A big part of avoiding bloat is making sure that every system is connected to other systems; they need to function well independently but also contribute to the larger picture.

In terms of balance, we play a lot of hours ourselves seeing how it all feels, but in the end we talk to the community and watch what they come up with. Players love finding their own strategies. And unless it’s exploiting something that’s really a mistake, we try hard not to nerf them. Because so much of the fun of so many options is that the player community can develop these emergent strategies and discover new ones as they play. Who are we to take away their toys?

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Are you happy in your current position as a company, or are you looking to the future? What do you want to become as a studio?

We started Trese Brothers as two solo devs who did everything – mixing music, drawing the art, writing the code, supporting all the platforms, managing the community. We’ve always wanted to grow and bring more talented people into the mix, do more, make more games. We love what we are doing, we just want to do more, faster. Our Kickstarters for Star Traders: Frontiers and Cyber Knights: Flashpoint have been a big help in allowing us to fund more specialists joining our team, either on specific parts of a project (animator, composer) or on a more permanent basis (community manager).

We’ve always created and published a single game at a time. That’s how it works for small studios – a single hand at the poker table, everything resting on the results of that play. A dream of ours is to get to a point where we aren’t single threaded, where we can work on 2 projects at once.

Now, let’s talk about your upcoming turn-based tactical game, Cyber Knights: Flashpoint. What prompted you to make this game?

What we now call “Cyber Knights classic” was our second game, a little Android-only RPG that we made to test out a new approach to map design and the RPG system we wanted to use for Heroes of Steel. It really grabbed a lot of players; players still love it, players are still playing it. You can emulate it today on BlueStacks on your PC. It was kind of our cult-classic game for a while because we went on to make Templar Assault, Age of Pirates and (finally!! See question #4) Heroes of Steel. It turned out it wasn’t a tech test so much as a passion project and 300 some updates later, an enduring hit with our community.

We love cyberpunk and all the tabletop RPGs we run in these worlds, so we wanted to come back to it after making Star Traders: Frontiers, a spiritual successor of our first game. And one of us had probably watched Heat again recently haha. And it just clicked.

What’s the inspiration for Cyber Knights: Flashpoint?

A lot of the cyberpunk tabletop RPGs campaigns we ran and played are the main inspiration. We built out a lot of the setting for Cyber Knights over about ten years of running campaigns for friends and family (including one brother running something and the other brother playing). And those campaigns were built on inspirations from the classics of cyberpunk literature and movies – most notably, Gibson’s Neuromancer and Johnny Mnemonic which were huge for us when we were young. And so much of tabletop RPG in cyberpunk is doing runs or hits — really just heisting in some form or another — and so heist movies mix into that big time.

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While the game has cool combat, it’s not exactly encouraged, seeing as the game becomes harder (although exciting) fighting your way out of missions. Why the focus on stealth?

Well, that’s actually not correct. It would really be much harder to complete most missions going full ninja than it is to complete them going full Rambo. Stealth is available, and a really smart way to get an advantage, but you’re both welcome to go guns blazing from the start and fully expected that at some point during any mission you’re going to want or need to go loud with your squad. As you said, that’s what cranks up the excitement and gives it that feeling of a thrilling heist.

We designed the game to support a full spectrum of playstyles from guns-blazing to ghost in the machine. Most players will use a mix, taking advantage of silencers or quiet weapons to pick off perimeter guards and get close to their objective before unleashing their firepower. But you can pop off with loud weapons on turn one and still succeed; you just need to know what you’re doing, have a squad that’s equipped for a pure-combat style, and not get bogged down — you have objectives to complete.

The same independent enemy unit AI and awareness that enables sneaking past enemies also enables diversionary tactics, flanking, and ambushes. The game’s stealth options are about providing smarter, more realistic tactics, instead of enemies across the map dogpiling toward you the second one becomes aware of your squad.

How do you make sure AI behavior feels authentic, and does it have different states?

The situation in a Cyber Knight’s heist is really fluid – you can come in and out of stealth and combat, clean up a mess you started, get things quiet again, or the guns can just start roaring. It is very unlike the black and white, one-way transitions you often get in games from stealth phase to combat phase and every enemy on the map wakes up and suddenly knows your position.

To achieve this, we’ve built every individual enemy on the field to have their own awareness, with only limited knowledge of what is going on across the map. But, at the end of each Turn, all of the enemy agents “report” up to the global security AI — which then sends orders back down to the agents to help them coordinate their response. This means you might have a short gunfight and then hide the body before another enemy comes looking for the missing guard. Or because every one of your characters also has their own individual stealth state – your Soldier starts throwing grenades to draw attention to himself while your Vanguard sneaks past the guards who rush to the distraction.

It makes for a really unique stealth and combat simulation unlike anything other games in the genre have tried and players are loving it.

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How is the combat balanced to make it hard, yet fun?

If it’s done right, the difficulty should be part of why combat is fun! You have a set of tools and the enemy has a set of tools. If you just run at each other firing wildly, you’ll both get wrecked — combat in a turn-based tactics game needs to be difficult enough that it demands you use your brains, not just your bullets.

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That’s where the fun is: making smart choices that let you overcome the odds. You get that amazing satisfaction when you execute a perfect ambush, counterfire from the perfect position to take out their rooftop sniper, or toss a shock mine right on the staircase the enemy VIP is about to use as they flee.

So we’ve created a solid and exciting core for Cyber Knights by making sure you have lots of really different and powerful tools at your disposal. In a cyberpunk world with cybernetics, nano-tech and more there are so many cool and crazy things you can do. We’ve worked hard to make sure every class has an exciting and varied set of abilities that can be very effective, different and used in smart, tactical ways.

Throughout Early Access, we’re expanding the enemy variety to be just as exciting and continue to be challenging. Heavy enemy troops are about to get Full Auto attacks, allowing them to AOE fire on your crew. And as the enemy variety continues to grow, individual factions you’re fighting take their own shape. Syndicates and Brave Star milsec already really stand apart and we’re excited to see how far we can push this variety.

And finally, part of what makes combat fun is there being stakes beyond just did you succeed or not. Combat should have both short and long term consequences depending on what happens in it. Systems like stress, injuries, and story tie-ins lets you balance risk vs reward and increases your connection to your squad members.

The more you’ve invested in your characters, the more you care what happens to them. The more hardship they’ve been through, the more meaningful their successes. Challenge, variety, and stakes that create stories: that’s what makes our combat fun.

How does XP gain work for agents under your command? Is killing worth the same as a “hack”?

XP gain is driven by going on successful heists, not by a single kill or hack. In order to keep the widest range of possible play, we’ve kept XP at a pretty high level – if you go on a successful heist, you get the heist’s XP reward. This lets players defeat the mission in any way they see fit and still get the benefits. Then, based on the mission and the interest of the contact who offered it, there are secondary objectives – such as completing it fast, killing a certain number of enemies, or keeping the security level below a certain threshold – that can grant bonus XP.

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From the few hours I have played (waiting for 1.0 release), it seems very X-com inspired in its approach to missions and base building. How does the base building work? Is it for bonuses for your men, or something more?

Base building in our game is about making the most of the space in your safehouse to expand your crew’s capabilities and manipulate missions. Building a room like the Field Ops Center opens up new leverage advantages for missions and lets you use tradecraft to delay mission deadlines when timing is critical. Building an Underworld Hub connects gives you more ways to work your network, recruiting more squad members (up to the limit of how upgraded your Barracks is), finding new contacts offering the services you need, or trading for materials to use in your Nano-Fab crafting workshop.

As the number of room options continues to grow, how you prioritize and build out your safehouse will become very personal to your playstyle. A player that loves hacking will want a Hacking Station as early as possible to help them maximize their effectiveness in the Matrix and highly-upgraded Cold Storage to earn more from stolen files. While a combat-focused crew will want a Triage Clinic to buff their wound resistance, and a Counter-Intel pod to reduce their Heat and throw Head Hunters off their trail.

Is Cyber Knights: Flashpoint a game for someone that likes to collect loot and equip your men? What kind of interesting loot can you find, and is loot restricted to classes, or can the items be equipped by anyone?

Yes, that’s a lot of the fun of our crafting system. As you complete heists you’ll often find blueprints that you can craft in your safehouse to create weapons, armor, weapon mods, and gear. Some of those are quite powerful on their own, and crafting can save you a lot of creds instead of purchasing it. But the real power is in breaking down and combining blueprints, to be able to stack modifiers and create powerful custom weapons and armor. The exact combinations that you come up with, the crafting supplies you use to roll for additional bonuses, all lead to a really exciting loot experience. If you find an armor blueprint, maybe you don’t like some of its stats but some of its other bonuses could be combined with another blueprint you’ve been sitting on.

Is loot randomized?

Yes, with some structure around it. Loot tables are dependent on the faction you’re going up against and the power level of the mission. Within a mission, not all loot-containing security lockers are created equal. Harder-to-reach lockers often contain more or more valuable loot.

Does Cyber Knights: Flashpoint have permanent death for agents?

Yes, that is an option in each game’s difficulty settings. In addition to some standard preset difficulties, we have detailed individual settings you can use to create custom difficulties.

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If you get your squad wiped on a mission, is that a game over, or can you still continue the campaign?

On most difficulty settings it will depend on if the squad included your Knight or not. You can lose a whole squad of your other mercs and still continue, laying low in the safehouse while you recruit new mercs to fill in the gaps. There may be consequences if friends or family of some of the lost mercs come looking for them, but you can deal with those as and if they come. If your Cyber Knight dies though, it’s game over.

Can agents be captured, like in Jagged Alliance 2 and Xcom 2, and later be busted out of prison?

Not currently, but we do have the appropriate status tags set up in the backend to support it.

Does the game have a mode for “ironman”? Do you like to play tactical games in ironman mode yourself?

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Yes. Our highest preset difficulty, Chrome, is an ironman difficulty, or you can customize any difficulty level to include both ironman and permadeath settings. Ironman is a brutal way to play any game, but for me it can be the gateway to some of the best highs in gaming. Those moments where you know it really matters right now, do or die. Really die, not just “Oh dang, reload!” That’s a kind of tension and excitement that is hard to produce without real ironman.

I don’t get to play much Cyber Knights ironman right now because my play time has to be about getting hours in on the progression and the feel, so I can’t risk losing progress part way through, but I’m loving the player stories I’ve heard so far and looking forward to when I can start my own run.

We’ve got very, very in-depth difficulty customization options so you can make even Chrome difficulty worse if you want to. Or the opposite, play at Chrome difficulty without it having to be ironman. And you can change your difficulty any time during play if you feel like you made the wrong choice.

Like everything in our games, we’ve made the difficulty system better each game, getting more feedback and incorporating it into the next. With 20+ options in custom difficulty, 6 canned difficulties, flexible difficulty, the option to make the story go faster or slower – this is our best difficulty system yet.

Beyond the missions feeling very “sandbox”, there is also a set plot to follow. Is it hard to mix these two ways of different approaches to gameplay?

Right now it might feel like there’s a set plot while there’s only a single origin story and the missions that result from it will always be the first thing you see, but as we continue to build out the available content, you’ll see the game is actually much more sandbox than not.

Origin stories offer a repeatable starting point for playthroughs. They explain and give you ways to deal with the consequences of how your Knight got his quantum computer spinal implant. But beyond that point, we use a mix of procedurally generated missions and a custom-built story engine called the Casting Director to dynamically select story missions. Your specific squad members and contacts get woven into these storylines based on how you’ve been playing, and your choices will lead to different follow-on stories or open up entirely different story eras.

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Different factions seem to be an important part of the game, explain a little how the factions work?

Factions represent the major entities within the New Boston Zone; from sprawling street gangs to the globe-spanning megacorps. Power players within these factions are constantly vying for power, both within their own faction and to further their factions’ interests. That’s where you come in.

As your reputation grows, you’ll get access to contacts within more powerful factions and the risks and rewards of your heists will increase. Helping contacts raises their influence, benefiting them and you. Fail them or betray them, and their exposure will grow instead, increasing the risk they’ll be taken out by enemies or rivals as the game goes on.

As your choices in missions impact which story eras open up, different factions will rise and fall in power as a result. Take some stories far enough, and your actions might be the domino that topples some of the highest towers in the city.

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Does the game have a definite ending, maybe even several endings?


Yes, Cyber Knights features retirement storylines as a way to choose the ending to your story — if you’re ready. At the end of certain climatic story arcs, you’ll be offered a chance to retire a certain way – perhaps retire to a luxury off-world space station with a megacorporate power-player. Each retirement will have a different feel and you have the option to accept or decide you’re not done yet and head back to New Boston for “just one more heist.” And if one of those heists leads to another climactic story arc, maybe you will survive to another retirement opportunity.

What are you most proud of regarding Cyber Knights: Flashpoint so far?

That we hit the right nerve for players who love this genre. There are so many great references in our reviews from players. XCOM, Shadowrun, Invisible Inc., Cyberpunk 2077, Mech Warrior, Phantom DoctrineCyber Knights: Flashpoint is its own thing, but making a turn-based tactical RPG that gets people comparing us to some of the best in the genre and seeing how much they love ours is a very awesome feeling.

What parts of development have been the most difficult so far?

I would say Kickstarter commitments. These are always tough but also good. When you run a Kickstarter, especially one pulling in 5,000 backers, you make a lot of promises and those promises always come with a deadline. With all our Kickstarters, we’ve been very dedicated to delivering on every promise and to update the backers every month until the project is finished. So, then Cyber Knight’s Kickstarter ended in March, 2020 and covid happened and our deadlines slipped. And the game is big, the engine is new, it is our first full 3D game … things slipped. So there has been a lot of pushing and pulling here and there to try to not let our backers down while also trying to make the right business decisions for the game. On one hand, we owe this to the backers. On the other hand, rushing the cooks in the kitchen doesn’t make a good meal.

Thankfully, with the launch of the game to Early Access in October 2023, we have moved past this stress point.

Cyber Knights: Flashpoint isn’t finished yet, but are there any features/ideas that unfortunately had to be cut?

Nothing that we’ve cut. Mostly we just have to stay disciplined about not adding features we ruled out in our original scope, no matter how often they’re requested. Multiplayer, destructible environments, romancing options…

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Has the game turned out what you had envisioned, or has it changed in unexpecting ways during development?

It is always cool when you get to this point in a game’s arc and can look at it and say “yah, we stuck the plan.” And we really have. So many old design documents can be held up to the game we built and we can say, “yep, that’s what we decided in 2020!” But at the same time, you have to squint a little because in every design document a lot has also wiggled or changed. Which is good, which is how it should be. We got the big brush strokes – the “pillars” as we’d call them – but the details have been honed and fine tuned now that the game is real and players are putting in thousands of hours of playtesting.

What engine does the game run on, and does it work well for your needs?

We are running on Unity 2021 LTS. We’re working on a big upgrade to Unity 2022 LTS. It has worked great for us and we’re happy here because we have a big C# background.

When can we expect the release of Cyber Knights: Flashpoint, and why should we be hyped by it?

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Development-wise, we’re on track to be able to fully launch late this year. But we do still have a few big roadmap items to complete like translation, and as those final big pieces come together we have to see if the timing is leading to what would actually be a good launch window.

If things take several weeks longer than expected, it’d be bad for us to launch in the middle of the Steam Winter Sale for instance. If something like that’s the case we might decide to just push it a couple more months into 2025 and keep adding to the game in the meantime (we continue to add to our games long after launch anyways).

As the reviews show, the game’s great already, so be hyped for our full launch because it’s only going to get better. The EA players continue to give us great ideas, and we have a lot more planned content coming, new character classes, and improvements.

If you want to check it out at launch, please wishlist Cyber Knights on Steam.

Is there anything you want to add, about Cyber Knights: Flashpoint or game development in general?

Just a thank you to everyone who’s played, purchased, kickstarted, upvoted, reviewed, retweeted, memed, or modded our games. We are only able to make the kind of games we make through the support of the people who like them and want more of them.


What a doozy. I want to thank Andrew & Cory Trese again for answering my many questions. I did notice some repeats in my questions, but I guess that is how it turns out at times when you conduct it over email. Nonetheless, it turned out well. I’m looking forward to Cyber Knights: Flashpoint, since it seems to be specifically made to scratch that eternal X-com itch. I hope captured agents make it in before the 1.0 release. I’m glad that they have tags for it, though, even if not implemented yet – it makes me hopeful it will become a feature. It’s a unique and cool mechanic.
 

cyborgboy95

News Cyborg
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Aug 24, 2019
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Update #132: Wildfire X FireCOM- Full Auto Comes to Play
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Following up with the MAGNITUDE v2 update yesterday, we've got a big burst of new and dangerous enemies, better enemy progression and better enemy variety across the game. We've also further boosted the Field Ops Delay Mission token, evened out the balance in the Siege missions and fixed bugs from reported F10s.

Welcome to the new Knights piling into the New Boston zone! Get ready for updates and improvements. Be sure to hit F10 if you see something that is broken or could be improved.

And, if you're enjoying how we approach Early Access, please drop a review!

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Enemies using Full Auto: Wildfire and FireCOM
We've added a number of new enemy types across factions - FireCOM variations for the different corporate groups and WIldfire for the Street and Syndicate. These heavier troops carry a variety of Full Auto capable Assault Rifles and Urban Assaults and are equipped to take the Full Auto shot to hit multiple mercs on your team.

These new enemies are a good start - watch your firing angles, be more careful clumping your mercs and consider who the highest priority target is in the enemy squad.

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More Abilities Coming
We are at the bottom of a big climb, preparing to add tons of new abilities and enemy types to the game. Full Auto is the first through the gate and grenades will be piling through next (flash bang, explosive, Molotov, and healing for more effective enemy combat medics). Then we'll be moving on to persistent on map effects like traps and more.

Then it will be the season of the drone.

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Further Enemy Progression Balance
This update improves the sweep of progression available to many enemy types and factions within the game. A number of enemies were still stranded somewhere between Power Level 1 to 6 and unable to scale above that point. This update adds a ton of scaling range for Street, Syndicate, Warner-Braun and megacorporate enemies. Some enemies now also receive key armor upgrades at high (7+) Power Levels, such as Street Shotgunners picking up 1 Protection Point to help them survive closing.

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Field Ops Delaying with Tokens
We've heard from players the need for even more flexibility to delay missions some times, and the limit of 1-delay-per-mission can sometimes feel very limiting, especially when it comes down to the Cyber Knight in recovery, treatment or needing to go under for cyber surgery.

With Update #132, we've extended the ruling to allow 2 tokens maximum to be used to delay a mission. We've also tuned the delay bonus for different room levels, flattening it out so that it's basically +1 day per level and ends at +8 days.

Siege Balance
To help the Siege objective play better and fit into the kind of timing that other missions require, we've cut back on the waves a bit. These are still some of the more difficulty missions in the game at the moment, especially if you draw the wrong faction like Brave Star. Maybe this time just let them have that chunk of Los Z turf?

v1.8.65 - Update #2: Wildfire X FireCOM
- Certain enemy types now use Full Auto attacks to hit multiple mercs
- Added 3 new Full Auto enemy types (names, description, visuals): FireCOM enemies from corporate, Warner-Braun FireCOM and Street Wildfire
- Syndicate Whistlers also can use Full Auto attacks now (and cause multiple bleeds in the act)
- AR carrying Head Hunters will now use Full Auto
- Syndicate Whistler's far more likely to appear when facing Syndicates
- Improved scaling for enemies - high-end enemies from Street, Syndicate, Corporate, Warner-Braun all have more room to scale
- Improved variety of enemy spawn combinations significantly for all factions
- Field Ops Center tokens can now be used to delay a mission twice
- Improved balance of Siege proc-gen objective and size of spawn waves
- Fixed issue with roster sometimes getting locked only showing 3 mercs
- Fixed issues with decks sometimes not repairing properly
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Managed to get an interview with the Trese Brothers. In the interview we talk a bit about earlier games, inspirations and such. Then we round it off with Cyber Knights. You can read it on my site here, or below. (It will look a lot better on my site, considering the pics).

Welcome to an interview with the hardworking developer veterans Andrew & Cory Trese (Trese Brothers Games). These brothers are no slouches when it comes to game crafting, with many classic releases behind them. I have not played them all myself, but from the titles I have played, Templar Battleforce struck a chord with me. They are currently working on the upcoming turn-based tactical game Cyber Knights: Flashpoint. It’s in Early Access currently but is already showing great promise for the future, if you enjoy X-com type of games. Let’s get into it, it’s a fairly large interview!


Who are the Trese brothers?

Andrew and Cory Trese. We’re running a players-first game studio, making deep, highly-replayable RPGs & strategy games.

What games inspired you to join the industry?

Tabletop games way before video games. Our first real board game love affair was with Hero’s Quest. Andrew and I saw a flyer or advertisement for it at KMart and I begged our mother to buy it for me for my birthday. It was probably all we talked about for weeks, I’m sure it drove my parents insane.

It was an expensive board game, a much bigger purchase than was normal for a birthday gift and I really didn’t think I would get it. Well, my parents decided it was worth it to make Andrew and I stop talking about it. I remember getting in very clearly; we went berserk.


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And the game didn’t disappoint — it was everything we hoped it was going to be. We made up dozens of scenarios, forced my dad and sister to play. We never got Mom to play, although we tried very hard to tell her how amazing the Dwarf was.

From there we found D&D and other roleplaying games. We never had all of the books for any one game — we had like the Gamma World Rules and the D&D Monster Manual and a RIFTS book on Jungle Planets. Random stuff so we kinda made it up as we went along. That was the start of creating our own homebrew systems.

How come both of the Trese brothers started to create games? Did you start the business together?

Back when the Android app marketplace was very new and way before it was called Google Play, Cory started experimenting with app development. We lived on different coasts at the time and missed working on projects together. Star Traders RPG started as just a hobby project, something fun, based off tabletop RPGs we had created and played and heavily Firefly and Dune inspired. It immediately got a good response on the market, and players were telling us we should create a paid version. We did, and players bought it. That was the point we started wondering if we could make a business out of it.

Do you share gaming genre interest or does it differentiate in any way?

[Cory] I think we’re pretty split on our favorites. Andrew loves fantasy RPGs the most and I’ve always been a hard-sci fi guy. Clearly, looking at our games, I’ve dragged Andrew through the hard-sci romp for the last 13 years and only let him make one fantasy RPG with Heroes of Steel.

[Andrew] I’ve loved it. I never got into game mastering sci-fi RPGs because I felt out of my depth with the settings, rules and tech. But years of making games and writing stories in these worlds has really brought me around to it. Fantasy, gritty, medieval is still where my heart truly lies, but I’ve let this cyberpunk and space opera stuff into the inner sanctum over the years

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Who does what in the studio?

I’m sure you’ve heard the adage before – in small studios, everyone does everything. Over 13 years, we’ve had time to deeply establish our own roles, things we do that no one else does. Cory is deep tech – automation, builds, databases, performance optimizations. While we share the lore and world development, I write the stories and the dialog trees and the implementation of the ideas.

Luckily over the years as we have grown, we’ve been able to share segments of the work that really need a specialist out to… well, specialists. It isn’t great for me to do animation! So, we’ve had help now in different ways with animation, video production, 3D art, UX design, music composition, SFX, and we have amazing help from our marketing director and community manager in those realms as well. For a long time, we did all these things, and admittedly did some of them pretty badly.

What do you think about outsourcing work? Does it work well, any problems?

We work remotely to begin with, so outsourcing has worked very naturally for us. The most important thing is to be selective about who you work with; we do a lot of work in the search process to find someone who can really be a partner to us, someone who understands what we’re doing and delivers at a level that makes us want to go back to them again and again, like our composer.

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For Cyber Knights, we contracted N-iX Games to illustrate the concept art, help with all the 3D assets and animations, create more mission maps, and work with us on the UI. They love the game and have consistently gone above and beyond.

What none of us could have planned for was that Russia would invade N-iX’s country, Ukraine. For over two years now Putin has continued to send troops to assault Ukrainian towns, launch missiles into civilian areas, and worse. The Ukrainian people have continued to persevere through all of it, and N-iX have continued to be great partners to us through some incredibly challenging times. We’re really proud to work with them.

How do you work from concept idea to production? Do you have ideas ready and pick them out of a hat, or is it more involved?

For the game design and system, we have too many cool sounding ideas haha. Every week someone has a new idea, “want to hear about this crazy game we will never make?” We are a very core strategy and tactics RPG studio, so we make very deep, very replayable games that are strongly situated in a genre, usually. So we have a lot of wild ideas but stick to what we know and have done really well in the past.

For the lore and story, as our inspirations have all come directly from tabletop RPGs we game mastered at some point, we sort of kick around our coolest ideas and see which one sticks for both Cory and I. It’s always important we’re both excited about any given idea. We had a lot of ideas that didn’t stick with both of us and got shelved for maybe another day.

After we had made 5 games, each their own thing, we realized we wanted to “fold back in” on the IP we were sharing through our games. This started kind of organically because Star Traders is the same world as Templar Battleforce – the Templars are a Zendu military order in the Star Traders universe. Then we made a 4X game, Star Traders Empires, in the same universe. And then we’ve just doubled down on the worlds, lore and canon that have really resonated with our community.

Each time we make a game we are excited to push the game world forward, run the lore timeline a bit and deliver something different. Cyber Knights classic was in 2217 and Cyber Knights: Flashpoint is 2231 and a lot of interesting things and big world events have happened including the destruction of some factions and megacorporate mergers that brought others together to create new events. So for those who played the original title, it’s the world you remember and love, but evolved.

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I see you have made Android games too beyond titles for PC, and android version of games for the PC. What has been the most lucrative, and what system is the most fun to make games for?

When we first started, we only made games for Android phones, so those games, that platform and that community will always hold a pretty special place in our hearts. But the mobile gaming space is a really hard place to be. It is a place with high bar of competition, jammed packed full of “free” games and predatory monetization strategies: gacha, ads, coins, consumable IAPs.

When we started publishing our mobile games to PC in 2013, we had a rough ride with the first games – Heroes of Steel and Star Traders 4X Empires. The games and the engine weren’t technically ready for prime time, but still – players found them and loved their deep gameplay, for those who looked past weak keyboard, mouse and fullscreen support.

We’ve fixed all that since then, and now our process is always desktop first, then mobile ports. And hopefully, soon, consoles.

Without a question, making games for the desktop is more fun because you can just dream bigger. For us, mobile has always been a struggle of squeezing our ambitious games down onto a small screen and interface size. We don’t compromise on gameplay or content – mobile players get 100% the same game, just with a different UI and some graphical adjustments.

For the paychecks, also desktop. Desktop gamers have no complaints about buying games at fair prices especially if they don’t have DLCs and you get free updates for years. A lot of mobile players aren’t interested in higher price tag premium games anymore, it is just not what is going on mobile anymore. It is harder for us to grow there now, but we already have so many fans on those platforms so we’re still excited to be able to give them a big game on small devices!

Most of your games seem to be sci-fi inspired, is that the primary influence for your work?

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I would say tabletop RPGs are really the primary influence for our work. We were making homebrew TTRPG systems long before we started making video games. That freedom and interwoven storytelling is always what we’re trying to capture the feeling of in our games.

What general work of arts have inspired your games? Any specific authors or films and novels?

Too many to count. Firefly and Dune were definitely big influences on Star Traders, but also Ursula K. Le Guin and Isaac Asimov, Battlestar Galactica and Star Wars, Traveller RPG and even Icelandic sagas.

Cyber Knights draws from a ton of cyberpunk classics like Neuromancer, Blade Runner, Johnny Mnemonic, Mike Pondsmith, Shadowrun, but we’ve tried to avoid a lot of the old 80s tropes that people keep rehashing and create our own more far-future vision of cyberpunk instead. We’re inspired by real-world advances in quantum computing and nanotech as much as we are by science fiction. We love that classic near-contemporary cyberpunk setting but wanted to something farther afield in the future to give us more freedom to create something different.

One of the big things that marks your development style is that you hold a high tempo for patching and updates. How do you hold such a pace without getting burnt out?

Great question. I guess it comes down to loving and playing our own games and talking to our community every day. We’re very proud of the games we’ve created and one of the reasons is that we truly enjoy playing them. We’ve crafted experiences for others to enjoy but we’ve made sure that we can find the fun in them and play them for hours. So when we hear a community member with a good idea or constructive criticism, it makes us want to jump up and make the game better. Sometimes because they are just right and we didn’t see it. Sometimes because we’re players too, and we love the change they suggested.

And who wants to wait for that? We like to improve rapidly because it keeps our tempo up. It’s a motivation game – you go fast because you’re moving fast. Slow down, and things start to plod.

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Your games also have an “ethical” approach (no monetary exploitation), how come this is important to you? Is it a business thing, to make you stand out from others, or is there more to it?

Is it cheesy to say it’s a “feel good” thing? It feels simple and right and is something of which we can be proud. It is our pricing structure, so it absolutely has to work from a business standpoint, but we’ve found the formula that works for us in simple, one-time premium pricing with hundreds of updates. We’ve learned how it makes us stand out from our competition and now it’s something people know they can expect for us, so that is a lovely feather in our cap. It wasn’t always that way but gaming and pricing have come a long way since we made the decision to do it this way. We’re glad we’ve stuck to it.

You also seem very involved in your community, why do you consider this important? Has it led to any improvement in the games that you have released, or maybe development in general?

I don’t think there is anything else that is more truly the essence of our studio – it’s the Trese Brothers community and how close we are to them.

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Has our community improved our games? LOL …yes! Yes a thousand times over. All the input, engagement, gameplay stories, feedback, criticism, support, daily chatting is the fuel to our fire, and a huge part of what makes our games good.

Players’ encouragement and excitement is the reason we started selling Star Traders classic in the first place and it has only grown as a critical part of how we operate, stay motivated and make our games since.

Beyond the occasional soundtrack DLC release, there are no gameplay/content DLC releases for your games on Steam. How come, is this part of ethical game development?

We always come back to this – we play games too. We have all had experiences where DLC have felt unfair – there are so many, they are small, they feel like they were carved out of the main game’s content, they are included at release with the game. We’d never want to create a DLC like that.

It’s been so much better for our games and our business model to just build a great game for a fixed price, and for at least as long as it’s viable to do so, continue to add content for free. That’s worked really well overall, but we do continue to discuss what fair DLC might be appropriate for us in some situations.

For example, after 6 years and more than 350 updates, we’re going to release a $5 Supporters Badge DLC for Star Traders: Frontiers. It’ll be completely optional, no content locked behind it, but for players who have loved the game and appreciated the near endless stream of updates, it’ll give them a way to support all the work our studio puts into our games, and get a shiny badge on their ship status screen to identify themselves as a supporter.

What do you think about the gaming industry in general, from big AAA productions to indie games?

We’re usually very heads down working on our own stuff. The upside of being independent and completely self-funded is that we don’t have to try and read the tea leaves of if the funding environment is getting hot or going cold, or try to figure out what trends investors want us to be chasing. It’s just challenging to grow when you’re going up against games with much larger marketing budgets; we know players love what we do, we just really depend on them telling others about it.

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Graphic-wise, you seem to have gone from 2D sprites to now full 3D, how come? Is it a natural evolution type of thing?

We love 2D games, we grew up playing 2D games, we still love to play them and we made 8 games that were fully 2D. We wanted something new and we are always trying to push up to the next level, so 3D felt like it could be a natural evolution at this point especially as we upgraded to the Unity game engine. The evolution was pretty intentional for Cyber Knights.

Our vision for the way combat, stealth, explosions and abilities would work in Cyber Knights: Flashpoint convinced us that we needed to abandon not only 2D, but the entire concept of a grid. Using 3D graphics has been really exciting but we actually feel like the gameplay is the star here.

I assume making 3D models and graphics are much more expensive and harder, is that correct? And if so, why did you take this step?

Way more expensive! As we’ve just kept growing and pushing to level up with each new game, we carefully waited and bided our time before making the leap to 3D. We’ve long wanted to try it out and see what we could do with it. But we always worried about trying to jump to 3D and ending up with a sub-par result from running out of budget before we’d even finished iterating on the basics. So we waited a long time, and finally Cyber Knight: Flashpoint was the one to be ready for it.

We are super excited with what we’ve been able to do with our first outing into 3D; more budget could always make this better of course, but the current level serves our gameplay very well and creates some really cool-looking environments and player screenshots.

One of the things that stand out with your games is that they are all pretty deep mechanically, with a lot of different options and play-styles. With so many alternatives in gameplay, how do you avoid bloat, and how do you balance gameplay with so many options?

It’s very important to have an overall vision and a set of clearly defined rules to guide the design. We design them to be very deep mechanically, but we also stay flexible and respond to what is working and what is not.

A big part of avoiding bloat is making sure that every system is connected to other systems; they need to function well independently but also contribute to the larger picture.

In terms of balance, we play a lot of hours ourselves seeing how it all feels, but in the end we talk to the community and watch what they come up with. Players love finding their own strategies. And unless it’s exploiting something that’s really a mistake, we try hard not to nerf them. Because so much of the fun of so many options is that the player community can develop these emergent strategies and discover new ones as they play. Who are we to take away their toys?

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Are you happy in your current position as a company, or are you looking to the future? What do you want to become as a studio?

We started Trese Brothers as two solo devs who did everything – mixing music, drawing the art, writing the code, supporting all the platforms, managing the community. We’ve always wanted to grow and bring more talented people into the mix, do more, make more games. We love what we are doing, we just want to do more, faster. Our Kickstarters for Star Traders: Frontiers and Cyber Knights: Flashpoint have been a big help in allowing us to fund more specialists joining our team, either on specific parts of a project (animator, composer) or on a more permanent basis (community manager).

We’ve always created and published a single game at a time. That’s how it works for small studios – a single hand at the poker table, everything resting on the results of that play. A dream of ours is to get to a point where we aren’t single threaded, where we can work on 2 projects at once.

Now, let’s talk about your upcoming turn-based tactical game, Cyber Knights: Flashpoint. What prompted you to make this game?

What we now call “Cyber Knights classic” was our second game, a little Android-only RPG that we made to test out a new approach to map design and the RPG system we wanted to use for Heroes of Steel. It really grabbed a lot of players; players still love it, players are still playing it. You can emulate it today on BlueStacks on your PC. It was kind of our cult-classic game for a while because we went on to make Templar Assault, Age of Pirates and (finally!! See question #4) Heroes of Steel. It turned out it wasn’t a tech test so much as a passion project and 300 some updates later, an enduring hit with our community.

We love cyberpunk and all the tabletop RPGs we run in these worlds, so we wanted to come back to it after making Star Traders: Frontiers, a spiritual successor of our first game. And one of us had probably watched Heat again recently haha. And it just clicked.

What’s the inspiration for Cyber Knights: Flashpoint?

A lot of the cyberpunk tabletop RPGs campaigns we ran and played are the main inspiration. We built out a lot of the setting for Cyber Knights over about ten years of running campaigns for friends and family (including one brother running something and the other brother playing). And those campaigns were built on inspirations from the classics of cyberpunk literature and movies – most notably, Gibson’s Neuromancer and Johnny Mnemonic which were huge for us when we were young. And so much of tabletop RPG in cyberpunk is doing runs or hits — really just heisting in some form or another — and so heist movies mix into that big time.

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While the game has cool combat, it’s not exactly encouraged, seeing as the game becomes harder (although exciting) fighting your way out of missions. Why the focus on stealth?

Well, that’s actually not correct. It would really be much harder to complete most missions going full ninja than it is to complete them going full Rambo. Stealth is available, and a really smart way to get an advantage, but you’re both welcome to go guns blazing from the start and fully expected that at some point during any mission you’re going to want or need to go loud with your squad. As you said, that’s what cranks up the excitement and gives it that feeling of a thrilling heist.

We designed the game to support a full spectrum of playstyles from guns-blazing to ghost in the machine. Most players will use a mix, taking advantage of silencers or quiet weapons to pick off perimeter guards and get close to their objective before unleashing their firepower. But you can pop off with loud weapons on turn one and still succeed; you just need to know what you’re doing, have a squad that’s equipped for a pure-combat style, and not get bogged down — you have objectives to complete.

The same independent enemy unit AI and awareness that enables sneaking past enemies also enables diversionary tactics, flanking, and ambushes. The game’s stealth options are about providing smarter, more realistic tactics, instead of enemies across the map dogpiling toward you the second one becomes aware of your squad.

How do you make sure AI behavior feels authentic, and does it have different states?

The situation in a Cyber Knight’s heist is really fluid – you can come in and out of stealth and combat, clean up a mess you started, get things quiet again, or the guns can just start roaring. It is very unlike the black and white, one-way transitions you often get in games from stealth phase to combat phase and every enemy on the map wakes up and suddenly knows your position.

To achieve this, we’ve built every individual enemy on the field to have their own awareness, with only limited knowledge of what is going on across the map. But, at the end of each Turn, all of the enemy agents “report” up to the global security AI — which then sends orders back down to the agents to help them coordinate their response. This means you might have a short gunfight and then hide the body before another enemy comes looking for the missing guard. Or because every one of your characters also has their own individual stealth state – your Soldier starts throwing grenades to draw attention to himself while your Vanguard sneaks past the guards who rush to the distraction.

It makes for a really unique stealth and combat simulation unlike anything other games in the genre have tried and players are loving it.

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How is the combat balanced to make it hard, yet fun?

If it’s done right, the difficulty should be part of why combat is fun! You have a set of tools and the enemy has a set of tools. If you just run at each other firing wildly, you’ll both get wrecked — combat in a turn-based tactics game needs to be difficult enough that it demands you use your brains, not just your bullets.

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That’s where the fun is: making smart choices that let you overcome the odds. You get that amazing satisfaction when you execute a perfect ambush, counterfire from the perfect position to take out their rooftop sniper, or toss a shock mine right on the staircase the enemy VIP is about to use as they flee.

So we’ve created a solid and exciting core for Cyber Knights by making sure you have lots of really different and powerful tools at your disposal. In a cyberpunk world with cybernetics, nano-tech and more there are so many cool and crazy things you can do. We’ve worked hard to make sure every class has an exciting and varied set of abilities that can be very effective, different and used in smart, tactical ways.

Throughout Early Access, we’re expanding the enemy variety to be just as exciting and continue to be challenging. Heavy enemy troops are about to get Full Auto attacks, allowing them to AOE fire on your crew. And as the enemy variety continues to grow, individual factions you’re fighting take their own shape. Syndicates and Brave Star milsec already really stand apart and we’re excited to see how far we can push this variety.

And finally, part of what makes combat fun is there being stakes beyond just did you succeed or not. Combat should have both short and long term consequences depending on what happens in it. Systems like stress, injuries, and story tie-ins lets you balance risk vs reward and increases your connection to your squad members.

The more you’ve invested in your characters, the more you care what happens to them. The more hardship they’ve been through, the more meaningful their successes. Challenge, variety, and stakes that create stories: that’s what makes our combat fun.

How does XP gain work for agents under your command? Is killing worth the same as a “hack”?

XP gain is driven by going on successful heists, not by a single kill or hack. In order to keep the widest range of possible play, we’ve kept XP at a pretty high level – if you go on a successful heist, you get the heist’s XP reward. This lets players defeat the mission in any way they see fit and still get the benefits. Then, based on the mission and the interest of the contact who offered it, there are secondary objectives – such as completing it fast, killing a certain number of enemies, or keeping the security level below a certain threshold – that can grant bonus XP.

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From the few hours I have played (waiting for 1.0 release), it seems very X-com inspired in its approach to missions and base building. How does the base building work? Is it for bonuses for your men, or something more?

Base building in our game is about making the most of the space in your safehouse to expand your crew’s capabilities and manipulate missions. Building a room like the Field Ops Center opens up new leverage advantages for missions and lets you use tradecraft to delay mission deadlines when timing is critical. Building an Underworld Hub connects gives you more ways to work your network, recruiting more squad members (up to the limit of how upgraded your Barracks is), finding new contacts offering the services you need, or trading for materials to use in your Nano-Fab crafting workshop.

As the number of room options continues to grow, how you prioritize and build out your safehouse will become very personal to your playstyle. A player that loves hacking will want a Hacking Station as early as possible to help them maximize their effectiveness in the Matrix and highly-upgraded Cold Storage to earn more from stolen files. While a combat-focused crew will want a Triage Clinic to buff their wound resistance, and a Counter-Intel pod to reduce their Heat and throw Head Hunters off their trail.

Is Cyber Knights: Flashpoint a game for someone that likes to collect loot and equip your men? What kind of interesting loot can you find, and is loot restricted to classes, or can the items be equipped by anyone?

Yes, that’s a lot of the fun of our crafting system. As you complete heists you’ll often find blueprints that you can craft in your safehouse to create weapons, armor, weapon mods, and gear. Some of those are quite powerful on their own, and crafting can save you a lot of creds instead of purchasing it. But the real power is in breaking down and combining blueprints, to be able to stack modifiers and create powerful custom weapons and armor. The exact combinations that you come up with, the crafting supplies you use to roll for additional bonuses, all lead to a really exciting loot experience. If you find an armor blueprint, maybe you don’t like some of its stats but some of its other bonuses could be combined with another blueprint you’ve been sitting on.

Is loot randomized?

Yes, with some structure around it. Loot tables are dependent on the faction you’re going up against and the power level of the mission. Within a mission, not all loot-containing security lockers are created equal. Harder-to-reach lockers often contain more or more valuable loot.

Does Cyber Knights: Flashpoint have permanent death for agents?

Yes, that is an option in each game’s difficulty settings. In addition to some standard preset difficulties, we have detailed individual settings you can use to create custom difficulties.

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If you get your squad wiped on a mission, is that a game over, or can you still continue the campaign?

On most difficulty settings it will depend on if the squad included your Knight or not. You can lose a whole squad of your other mercs and still continue, laying low in the safehouse while you recruit new mercs to fill in the gaps. There may be consequences if friends or family of some of the lost mercs come looking for them, but you can deal with those as and if they come. If your Cyber Knight dies though, it’s game over.

Can agents be captured, like in Jagged Alliance 2 and Xcom 2, and later be busted out of prison?

Not currently, but we do have the appropriate status tags set up in the backend to support it.

Does the game have a mode for “ironman”? Do you like to play tactical games in ironman mode yourself?

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Yes. Our highest preset difficulty, Chrome, is an ironman difficulty, or you can customize any difficulty level to include both ironman and permadeath settings. Ironman is a brutal way to play any game, but for me it can be the gateway to some of the best highs in gaming. Those moments where you know it really matters right now, do or die. Really die, not just “Oh dang, reload!” That’s a kind of tension and excitement that is hard to produce without real ironman.

I don’t get to play much Cyber Knights ironman right now because my play time has to be about getting hours in on the progression and the feel, so I can’t risk losing progress part way through, but I’m loving the player stories I’ve heard so far and looking forward to when I can start my own run.

We’ve got very, very in-depth difficulty customization options so you can make even Chrome difficulty worse if you want to. Or the opposite, play at Chrome difficulty without it having to be ironman. And you can change your difficulty any time during play if you feel like you made the wrong choice.

Like everything in our games, we’ve made the difficulty system better each game, getting more feedback and incorporating it into the next. With 20+ options in custom difficulty, 6 canned difficulties, flexible difficulty, the option to make the story go faster or slower – this is our best difficulty system yet.

Beyond the missions feeling very “sandbox”, there is also a set plot to follow. Is it hard to mix these two ways of different approaches to gameplay?

Right now it might feel like there’s a set plot while there’s only a single origin story and the missions that result from it will always be the first thing you see, but as we continue to build out the available content, you’ll see the game is actually much more sandbox than not.

Origin stories offer a repeatable starting point for playthroughs. They explain and give you ways to deal with the consequences of how your Knight got his quantum computer spinal implant. But beyond that point, we use a mix of procedurally generated missions and a custom-built story engine called the Casting Director to dynamically select story missions. Your specific squad members and contacts get woven into these storylines based on how you’ve been playing, and your choices will lead to different follow-on stories or open up entirely different story eras.

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Different factions seem to be an important part of the game, explain a little how the factions work?

Factions represent the major entities within the New Boston Zone; from sprawling street gangs to the globe-spanning megacorps. Power players within these factions are constantly vying for power, both within their own faction and to further their factions’ interests. That’s where you come in.

As your reputation grows, you’ll get access to contacts within more powerful factions and the risks and rewards of your heists will increase. Helping contacts raises their influence, benefiting them and you. Fail them or betray them, and their exposure will grow instead, increasing the risk they’ll be taken out by enemies or rivals as the game goes on.

As your choices in missions impact which story eras open up, different factions will rise and fall in power as a result. Take some stories far enough, and your actions might be the domino that topples some of the highest towers in the city.

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Does the game have a definite ending, maybe even several endings?


Yes, Cyber Knights features retirement storylines as a way to choose the ending to your story — if you’re ready. At the end of certain climatic story arcs, you’ll be offered a chance to retire a certain way – perhaps retire to a luxury off-world space station with a megacorporate power-player. Each retirement will have a different feel and you have the option to accept or decide you’re not done yet and head back to New Boston for “just one more heist.” And if one of those heists leads to another climactic story arc, maybe you will survive to another retirement opportunity.

What are you most proud of regarding Cyber Knights: Flashpoint so far?

That we hit the right nerve for players who love this genre. There are so many great references in our reviews from players. XCOM, Shadowrun, Invisible Inc., Cyberpunk 2077, Mech Warrior, Phantom DoctrineCyber Knights: Flashpoint is its own thing, but making a turn-based tactical RPG that gets people comparing us to some of the best in the genre and seeing how much they love ours is a very awesome feeling.

What parts of development have been the most difficult so far?

I would say Kickstarter commitments. These are always tough but also good. When you run a Kickstarter, especially one pulling in 5,000 backers, you make a lot of promises and those promises always come with a deadline. With all our Kickstarters, we’ve been very dedicated to delivering on every promise and to update the backers every month until the project is finished. So, then Cyber Knight’s Kickstarter ended in March, 2020 and covid happened and our deadlines slipped. And the game is big, the engine is new, it is our first full 3D game … things slipped. So there has been a lot of pushing and pulling here and there to try to not let our backers down while also trying to make the right business decisions for the game. On one hand, we owe this to the backers. On the other hand, rushing the cooks in the kitchen doesn’t make a good meal.

Thankfully, with the launch of the game to Early Access in October 2023, we have moved past this stress point.

Cyber Knights: Flashpoint isn’t finished yet, but are there any features/ideas that unfortunately had to be cut?

Nothing that we’ve cut. Mostly we just have to stay disciplined about not adding features we ruled out in our original scope, no matter how often they’re requested. Multiplayer, destructible environments, romancing options…

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Has the game turned out what you had envisioned, or has it changed in unexpecting ways during development?

It is always cool when you get to this point in a game’s arc and can look at it and say “yah, we stuck the plan.” And we really have. So many old design documents can be held up to the game we built and we can say, “yep, that’s what we decided in 2020!” But at the same time, you have to squint a little because in every design document a lot has also wiggled or changed. Which is good, which is how it should be. We got the big brush strokes – the “pillars” as we’d call them – but the details have been honed and fine tuned now that the game is real and players are putting in thousands of hours of playtesting.

What engine does the game run on, and does it work well for your needs?

We are running on Unity 2021 LTS. We’re working on a big upgrade to Unity 2022 LTS. It has worked great for us and we’re happy here because we have a big C# background.

When can we expect the release of Cyber Knights: Flashpoint, and why should we be hyped by it?

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Development-wise, we’re on track to be able to fully launch late this year. But we do still have a few big roadmap items to complete like translation, and as those final big pieces come together we have to see if the timing is leading to what would actually be a good launch window.

If things take several weeks longer than expected, it’d be bad for us to launch in the middle of the Steam Winter Sale for instance. If something like that’s the case we might decide to just push it a couple more months into 2025 and keep adding to the game in the meantime (we continue to add to our games long after launch anyways).

As the reviews show, the game’s great already, so be hyped for our full launch because it’s only going to get better. The EA players continue to give us great ideas, and we have a lot more planned content coming, new character classes, and improvements.

If you want to check it out at launch, please wishlist Cyber Knights on Steam.

Is there anything you want to add, about Cyber Knights: Flashpoint or game development in general?

Just a thank you to everyone who’s played, purchased, kickstarted, upvoted, reviewed, retweeted, memed, or modded our games. We are only able to make the kind of games we make through the support of the people who like them and want more of them.


What a doozy. I want to thank Andrew & Cory Trese again for answering my many questions. I did notice some repeats in my questions, but I guess that is how it turns out at times when you conduct it over email. Nonetheless, it turned out well. I’m looking forward to Cyber Knights: Flashpoint, since it seems to be specifically made to scratch that eternal X-com itch. I hope captured agents make it in before the 1.0 release. I’m glad that they have tags for it, though, even if not implemented yet – it makes me hopeful it will become a feature. It’s a unique and cool mechanic.

Damn, I just fucking love these guys. They are really a definition of what indie game dev should be all about.
 

cyborgboy95

News Cyborg
Joined
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Messages
2,941

Update #133: Skim the Top
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It's late in the New Boston zone and the game is on sale but that doesn't mean we can't drop a new update with new content, right? Update #133 comes with a new recruit option in your Underworld Hub, new unique Utility Program service for a Wireghost you might know, tuned the balance of the new enemy Talents, even better rules for Skip Enemy Turns and fixed a ton of UI related F10s. Let's see what we've got tonight!

If you're enjoying the pace of updates and new content - we've got more coming for you. And please take a moment to leave a review, our very small team appreciates every single one and it help us keep this train moving.

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New Underworld Hub Recruit
A new Vanguard option has joined the Underworld Hub, which gives you the basic set of Soldier, Vanguard and Cybersword. Clearly, we'll be building out from here, and Sniper and Scourge are on the next list. This one includes a completely new and unique Trait, new backstory, new contact connections and more. Dial up a token and take a look at your new potential team mate.

As we continue to expand the game's content in Early Access, one critical area is the recruiting pool. With the addition of a new Vanguard recruit option to the Underworld Hub, the possible recruits have now reached 6 including:
  • 2 street recruits that are brought forward by other mercs
  • 3 recruits from the Underworld Hub
  • 1 storyline recruit from Salvage Job
We are working to continue to expand this list to the point where (1) you'll be picking which recruits to take over just recruiting everyone and (2) you will not have concerns about being unable to refill your ranks in the case of merc death.

At this point in Early Access, our focus is on high quality and hand-crafted recruits, because everyone is helping us further push the game in very good ways. The last two recruits have multiple completely new Trait type and effects between them that open up a lot of interesting angles for the next round of Traits. They also have new backstory tagging, new Contact connections who offer up different services and story angles for future updates. We will get to a point where recruits can be created by proc-gen, but doing so without taking time to further expand the Traits, Tags, Backstory and Connection options will lead to some pretty dry results. So, for now we're using recruiting adds as a roadmap to expand certain parts of the game and will keep after that.

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Watch this recruit count - it's going to go UP.

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Carnivore Wireghost: New Utility Programs
We don't want to spoil anything, so we'll keep this brief. If your time with the Carnivore mission resulted in your scoring a new Wireghost Contact, that Contact now has a unique service selling some new Utility programs that are not available via regular Wireghost. Every Contact's slate of services is given a baseline by their Contact Type but then can gain or lose services based on story events or backstory and each one upgrades a differently compared to the next based on Hype and Exposure Limit Breaks. So, this gives this specific Wireghost a unique twist - and one that can be upgraded twice with Limit Breaks as well.

Update Size
The last couple updates have all been delightfully small, weighing in from 200-400 MB. In order to possibly further trim that, or just ensure that it stays that low, we made another round of changes to the asset organization to break up a few of the remaining large groups. This has resulted in a trickle down effect and another big update size - 3.3-ish GB. All for a better future!

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Overwatch Tuning
After the latest update with the FireCOM and Wildfire, some enemy factions start using Overwatch a bit too much like a blanket on the field of battle. We've tuned their options to get this Talent a bit - hopefully achieving a better balance. We're looking forward to hearing your feedback.

Trait Balance
We've improved the merc Below the Level Trait to give better XP bonuses, it was starting to low and never getting high enough. We've also down-balanced the Contact Trait Eager Buyer by a small amount, slowing down its progression through levels 2 and 3.

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Confirm Overwrite and Load Save Slots
With Update #133, we've ensured that the overwrite and load buttons for all save slots always pop up a confirmation. This is a big action, can results in loss of something you're trying to play and deserves a confirmation. Previously, only one of the two buttons had confirmation - odd but now fixed!

We've also adjusted the hotkeys used for overwrite and load so that they are consistent between the pause menu in the safehouse and the main mission map. To get the keys sync'd, you might have to adjust your defaults, so the results here will depend on how many customized keybindings you've done.

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Timeline Pause Button
We've fixed a hotly reported F10 that sometimes the timeline pause button could end up disabled even as the timeline was playing, leaving you no way to pause the timeline! The state management there has been cleaned up.

We also had to put out a hotfix last night that had some really nice things in it - so we will include its details here -

Wreckspire Fix
There was a bug that could cause your team to appear multiple times at the start of a Wreckspire Siege level. This should not happen again. If you are unable to continue a level due to this bug, please just reload the saved game.

Better Skip Turns
We've improved skipping enemy turns. Siege and Battle Strikers were driving the playtest team insane so we bet you feel similar. Now you can skip enemy movement even when they are repositioning for combat.

Fixed Wildfire Talents
Sometimes the Wildfire were taking healing Talents instead of Full Auto. Fixed!

Hack Tutorial: No more Heat
The hack tutorial was accidentally generating Heat. No more!

v1.8.69 - #133: Recruit Pool - 8/28/2024
- New Underworld Hub Recruit - Vanguard!
- New type of Traits that react to going on missions or not
- Added 2 new Contact Types along with recruit offering
- If you get a Wireghost Contact coming out of Carnivore mission, they now have special Utility Program offerings (with 2 limit breaks)
- Added 3 new Utility Programs (Data Filter II and III, Trace Vector III, Decoy III)
- Minor down-balance to Contact Trait "Eager Buyer" -3-4% resale boost to levels 2 and 3
- Improved Trait Below the Level XP bonus
- Tweaked starting charges and recharge rate for Corp/Milsec enemy Overwatch Talent - less blanketing of the field
- Fixed bug where timeline Pause button could become disabled even when playing
- Fixed inventory issue where some equipment counts could be wrong
- Added confirmations to all Overwrite/Load save slot buttons, hotkeys now consistent
- Fixed issue displaying "Remove Mods" button even if all mods were locked by crafting

v1.8.67 - Hotfix - 8/27/2024
Fixed issue with Wreckspire where you could end up with multiple copies of your team
Skip significantly more enemy turns
Fixed issues with Wildfire's Talents
Preventing Hacking tutorial from causing Heat
Fixed odd reinforcement spawn point in Street Palisade
 

cyborgboy95

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Joined
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Messages
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Update #134: Drifting Hype Clouds
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Another day, another push of new content. Today in the New Boston zone we're further raising the bar for enemy variety with 4 new enemies paired with all new capabilities to throw buffing and healing (for now) grenades. This also starts to push the street factions into more distinct directions and improves enemy and enemy Talent scaling throughout the set. Maybe you're just settling in to how Wildfire and FireCOM mixed up the battlefield - well now welcome F-Duster, Patchmax, Bulwark and the E-Medic!

If you're enjoying the pace of updates and the way we are keeping Early Access interactive and exciting, please take a moment to leave a review. There is no better way that you could thank us for our work.

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New Enemy Abilities
So enemies can now throw grenades! This is exciting upgrade for them and giving them a lot more future potential to do cool, dangerous and just awful things. We've opted to start with nice things! Enemies can now toss grenades that target and heal everyone (mercs or enemies) near the impact point, just like your own Medi-Cloud items. In addition, enemies might also throw a buffing grenade full of noxious combat stimulants that can power you up good for the fight at hand.

We'll let friendly grenades fly for a bit before we let them throw the boom-boom kind. Time to adjust your team to new realities of warfare in the depths of New Boston, 2231.

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3 Enemies for 3 Street Gangs
The release of 3 new enemy types - the Fenian F-Duster ("Fairie Duster"), the Los Zagales Patchmax and the Blue Ox Bulwark - buffs the ranks of the street gangs with exciting new street chemists who mix and match their designer stims to push their soldiers to the limit.

The Los Zagales Patchmax delivers a powerful stimulant that raises Action Points, Move Speed and Initiative (while reducing Evasion) giving these street warriors the edge they need to get the jump on you or your crew.

The Fenian F-Duster delivers a bear-style stim which raises Accuracy and Critical Rate. This Redmist drives the Fenian fighters into a frenzy and makes the much more dangerous. If you see one of those F-Duster bombs go out, make sure you neutralize its targets before they start unloading on you.

The Blue Ox Bulwalk hurls defensive stims, keeping their paramilitary forces on their feet in the fight even if they are taking a massive beating. The Hardmist seeps into their brains and bodies, helping them soak up to 40% more Damage, increasing their Cover Bonus but reducing their Move Speed.

We're excited to see the factions stepping out in separate directions with this update and this came along with some adjustments to the underlying data model and code supporting enemy selection which is going to make it easier for us to make more faction variations in the future with less cost.

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New Corp Enemy Type
Within the corporate tiers, we've added a new E-Medic enemy type who is tasked with trying to buff and healing their corporate soldiers. Their medium-ranged N-Stim can heal targets with 5m of its naon-cloud release point. From the backlines, firing a heavy Revolver, these E-Medics can be dangerous in their own right but

We've also upgraded the KEMCO corp's KEM Doc enemy who carries a shotgun and a medkit that could be used at 2m. This upgrade allows the KEM Doc to also throw a more limited set of N-Stim healing grenades.

KEMCO Scaling
Speaking of KEMCO, we've completed another pass of pushing different enemy sets to have better scaling properties. Now KEMCO's forces have joined the fun and are able to effectively scale like most of the other factions with new weapon and armor upgrades, upgraded Talents and more.

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Overwatch Tuning
Exactly what mix of enemies have the Overwatch Talent is a pretty important balance factor within the game, so we will keep improving and tweaking this. The addition of these 4 new enemies who don't Overwatch will help as well and we've made some other minor tweaks to the exact charge counts and recharge rates for enemies' Overwatch Talents throughout the list.

Corporate Captains Heal
Some corporate captains have been granted a medkit carry and can now heal themselves if they aren't taken out fast enough.

v1.8.71 - #134: Drifting Hype Clouds - 8/29/2024
- Added new friendly grenade enemy abilities - healing clouds and buffing combat drug clouds
- Added F-Duster (Fenian), Bulwark (Blue Ox) and Patchmax (Los Zagales) enemies who each buff in different way
- Upgraded corporate combat medics in multiple factions to throw short range healing cloud grenades
- Improved scaling for all KEMCO corporate personnel and guards, added healing abilities to KEM Doc enemy type
- Further improved balance of Overwatch availability in enemy Talent mix
- Some corporate captains gain ability to use a medkit during combat
- Fixed bug where camera would stop following AI after using Skip Enemy Turn a few times
- Fixed some causes of the freeze on during map missions
 

cyborgboy95

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Update #135: Black Soup Bay
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Welcome all new Knights to New Boston - glad to have you this week.

This is an old city but let's keep plastering it with updates! It is late, so I will be brief - we've had so many new players checking out the game, and so much awesome stuff added over the last week that we're taking a pause for a moment to focus on bug fix, quality of life and F10 fix tonight before we blast on with more content.

So, this update hits on many of the hottest F10s from this weekend so far!

Thanks for submitting your F10s, posting feedback and especially for posting up reviews! Every one helps us keep trucking forward.

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E-Medics and Grenade Simulation
We've fixed a bug where some E-Medics could lock up the game by throwing a grenade. Not pretty, call a medic! This is now resolved.

In addition, we've tweaked the math models for how grenade targeting is done to help the thrower hone in on their primary target and do less really odd tosses.

Finally, throwing a grenade did not always cancel your Focused Fire. Focused Fire is maintained only if you keep shooting at the same target without taking another action that requires AP or moving. So, throwing a Grenade definitely should, but there were some cases where it did not (oddly, depending on remaining charges of the grenade?)

Venom Trap AP Cost
The Scourge's Venom Trap was costing 2 AP to use and showing an odd message above the Talent bar sometimes when used. We've fixed the whole bug which was basically a double-attempt to execute the Talent.

PXE Grenades
PXE Grenades finally have corrected damage listed in their Talent, causing 320 Ballistic Damage and outclassing the old standard Frag Grenade.

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Stun Tally Modification
There was a bug in the previous version where Stunning a target didn't automatically update the Sec Tally tracker, so it could look like yellow Tally did not get removed. They were removed the next time anyone asked for the Sec Tally to be updated but ... we fixed it. Now it is instant.

Roster Tagging
We've fixed (again?) another set of issues with dead, dismissed and missing mercs getting counted into the Tags on the Roster.

Update Size ... update
Two weeks ago we completed a couple of near max size updates to the game in order to re-organize some of our assets. So far, we're seeing really good results with all but 1 update (which actually, tweaked asset organization, so we know it would be larger) being significantly under 1 GB. This is a great trend for a game that updates a lot! We're going to keep after this so that we're only asking you to downloading MB from our near-daily update madness.

v1.8.75 - #135: Black Soup Bay - 8/31/2024
- Fixed issue with some E-Medics freezing on trying to throw N-Stim Cloud
- Improved math for grenade throw simulation to be more on target with tosses
- Fixed bug with PXE Grenade not correctly listing high Ballistic Damage output
- Fixed bug with Scourge's Venom Trap Talent causing it to consume 2 AP instead of 1 AP
- Fixed issues with Atomic Stutter and other Stun abilities not always immediately updating Sec Tally
- Fixing issue where sometimes throwing a Grenade did not cancel your Focused Fire buff
- Fixing possible double-team spawn in Corner Holdout X Kill 3 Captains Objective
- Fixed issue with Delaying Job from Field Ops Center sometimes not counting toward max 2 delays
- No longer showing outside/inside optimal range in Accuracy breakdown if accuracy effect is 0%
- Fixed more bugs where dead/dismissed/hidden mercs could still be counted in roster tags
- Fixed typos in proc-gen mission briefs, missing text strings in UI
 

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