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

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #151: ERA Storylines for Treaty '31
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Welcome to Steam's Turn-Based RPG Fest! We're going to have a crusher of a week with a ton of new content coming online and we are kicking it off with a blast of new stories for the Treaty '31 ERA in New Boston. These new storylines include new recruits, new challenges, new types of map interactions and of course, chances to make new enemies, allies and form bonds within your team and beyond that will last into the rest of your career. We've also added an exciting proc-gen Legwork system that has been cooking for a while and more.

Thanks to everyone playing, wishlisting and reviewing Cyber Knights. We're in Early Access right now and we're BUSY. So, if EA isn't your think, wishlist us. If you're in playing, please take a minute to leave a review when you get far enough to help share your experiences with others. If you have an issue, hit F10 in the game to send in a bug report or feedback.

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ERA Storylines
As in our previous RPG, Star Traders: Frontiers, the major story events of the world and New Boston are organized into "Eras". These major story happenings stem from a compelling event and then having lasting ripples and tremors that can have major story effects on your team and contacts.

The first ERA, the Treaty '31 Era starts with the major political and economic shift that allows the major German conglomerate Warner-Braun to establish sovereign territory in New Boston and operate within its economic zone. For a treaty city that has had a mostly static megacorporate landscape for the last 30 years, this is a major shake up and the power players on both sides of the line are scrambling to find their new footing.

This ERA sets the context of a lot of the proc-gen missions that you can play in the game and a number of the existing storylines. But with Update #151, we've added another big batch of storylines that can stem from it.

Of course, as is always our goal, this content will immediately be added to all saved games - old and new. For older saved games, the storylines might feel a little disconnected from where your team is at, as they are designed to be filtered into the game during the beginning of the Treaty '31 ERA, but they should play very nicely.

New Recruits, New Traits
The ERA '31 content includes the possibilities to pick up 2 new recruits to help round out your squad. This is a continual growth point for the game, which does not yet feature proc-gen recruits. These new recruits are both accessible via larger storylines and come with their own hefty backstories and baggage.

We'll leave you to the fun of finding them!

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Proc-Gen Legworks
With this update we've released the first set of proc-gen Legworks. These non-mission tasks that your team takes let you investigate, intimidate, steal, bribe and manipulate the underworld and its denizens in ways that aren't exactly tactical.

Up until now, Legworks have all been part of larger storylines or associated with missions. With Update #151, we've rolled out the first repeatable Legwork, which is a new pathway to gain Favors and Influence with Contacts who are less likely to ask for missions from you. This Legwork can attached to be and be offered by Contacts like Street Docs, Splicers, Dopers, Drug Runners and Moneylenders. After a generous cool-down, it may reappear in the game again with slightly changed parameters and probably offered by a different contact.

More of these will be coming which will give you more chances to keep your team busy, actually be too busy for your own good, and to earn those key Favors for later.

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Enemies Dropping Keys
We're excited to add a new possible wrinkle to levels that involve Red, Blue or Gold key doors. The new mission content for the ERA '31 storylines includes a map in which enemy captains can drop a Red Key on death. While there are other ways to get the Red Key door open, surprising and quietly killing or just guns-blazing steamrolling either of the enemy captains may be your your way of getting the key and progressing farther into the mission.

We will not be using this feature for regular or valuable loot, it will be reserved for keys and other story relevant items. Especially in a turn-based game, we don't to require you to be spending turns running around picking up stuff off the ground.

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New Cyberware Services / Implants
Some of the storylines in the new ERA Treaty '31 content may introduce you to splicers who offer new services for implanted cybernetics. These services will branch off their own way, providing different set of options, improvements and increase in service level via Contact Limit Breaks like all services.

The service levels currently offer 6 new implants, among which you'll find 2 entirely new classes of implants added - HeadMem and Recoil Tri-Anks). Both fit into slots that are already in use (fast brain and legs) which ups the competition in these areas for what you'll build out. HeadMem allows Hackers to consider other balance angles on how to run their deck and Recoil Tri-Anks offer the foundation of a Recoil solution for non-Soldiers or ... offer to make your Full Auto Soldier even more ridiculous than they already are!

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On-going Map & Balance Tweaks
We're continuing to review the maps, patrol paths and reinforcement points for all levels in the set. We've made some tweaks to Wreckspire and Dusted Hover-Evac starting setups as well as fixed issues with reinforcement points that were oddly placed or only producing 2 enemies in a number of levels.

For the recent add to the Free Streets Compact (FSC) faction, we've adjusted the Po-Bot's HP totals, which were too high for their "refurbished drone" status.

v1.8.113 - 9/30/2024
- Added 3 new storylines that fill in the Treaty '31 Story Era - new missions, new allies, new enemies
- Two new recruits stemming from Treaty '31 stories
- Additional Treaty '31 stories and a capstone story will follow soon
- Added proc-gen Legwork system, some legworks can occasionally repeat, new paths to gain Favors/Influence with Contacts
- First proc-gen Legwork offered by Doctors/Splicers/Dopers/Moneylenders
- Added new cybernetic service for Imported Implants and 6 new implants, 2 new types (HeadMem, Recoil Tri-Anks)
- Adjusted / reduced the recovery time for some classes of cybernetics by 10-20%
- Added 2 new Hacker-focused character Traits - Synth Weaver and Fortified Receptors
- Added new ability for specific enemies to drop Red/Blue/Gold Key on maps when they die
- Improved description of Sniper's Deathwatch reaction shots
- Improved balance and HP pools for FSC Po-Bot enemies who were too tough
- Fixed some reinforcement points that were spawning odd 2 enemy groups
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #152: Patch Power + Legwork
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As Steam's Turn-Based RPG Fest rolls on this week, we're back with another update to fix some of the issues that snuck out the door with Monday's ERA storyline update, add a new proc-gen legwork option, improve legwork results and fix other minor bugs. Hopefully this will clear the deck from story bugs and we'll be back to adding new new new.

As always - thank you for playing our game or wishlisting if you're waiting. If you have given the game a try and like the way we are conducting Early Access (152 updates!?!?) and are enjoying the game, please leave a review. The small team here thanks you!

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ERA Story Fixes
We've turned around two important fixes for the ERA content with Update #152. The first was that during one of the stories, two mercs could end up becoming friends but ... each is friend only with themself. How funny yet lonely :D This is now resolved in all games old and new, they are friends with each other!

The second major issues was - depending on a few factors - the recruitable characters could have some key implants switched. The Hacker had the Scourges special implant ... thievery! Give that back! And ... fixed in all games, old and new.

Third, there were some points in the story where a character's Loyalty was boosted but a code bug prevented it from happening. This will have positive affect with a few other storylines in the game as well as this Loyalty bump was globally being skipped in certain storyline paths.

Fourth, we fixed a heaping pile of small dialog mistakes, flubs and name switches. Thanks for the F10s to help us clean up and improve here.

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Proc-Legwork
In Update #151, we added a system for proc-gen Legwork[cyberknightswiki.tresebrothers.com], allowing contacts who are less likely to offer r regular missions another way to offer you work that benefits them, offers Favor and Influence and tells more of a story about how the New Boston Underworld works.

With Update #152, we've added a second proc-gen legwork option with some different twists in it, new options and a new premise around a megacorporate employee who is illegally supplying your Contact who is involved in medical, drugs, crafting or hovertruck transport with stolen goods and data.

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In addition, we've pushed proc-gen Legwork (which we see as something that has a very healthy road for expansion) to be on its own "story schedule." In Update #150, it shared the schedule with regular story Vignettes, so drawing a proc-gen legwork would bump a story vignette back a bit and proc-gen legworks (few in number) were competing with the larger pool of vignettes and not appearing enough. So, we've pushed them to their own throttled story schedule and you should see them more regularly.

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Legwork Results / Favors
In addition, we've done more work to improve event logs around Legwork to capture all the changes in world / contact / character state in the log event. And, finally we've bumped the standard Legwork result of gaining +1 Favor up to +2 Favors which feels a lot more valuable and makes it worth the time for your merc and your risk.

In addition, we've reinforced the negative result of taking Injury Time as a result of Legwork. If you end up with Injury, you always make a Stress roll as well (resisted by Stress Res) to suffer an extra +10% Stress.

v1.8.115 - 10/2/2024
- Fixed issue with mercs becoming friends with themselves in latest Era storyline
- Fixed issue with Scourge and Hacker recruit sometimes having swapped implants (!?!?)
- Fixed issue with some moments in the story failing to grant Loyalty bonus as described
- Adjusted proc-gen Legwork schedule so that it doesn't compete with story vignettes
- Added second proc-gen Legwork offered by Doctors/Splicers/Dopers/Crafters/Hovertruck Operators
- Standard legwork bonus for Favors has been raised from +1 Favor to +2 Favors
- When failing legwork and taking Injury time, make +10% Stress roll
- Improved logging of Legwork success / failure and results
- Fixed rare bug that could cause a reinforcement squad not to appear at all for megacorporate enemy
- Fixed a heaping pile of typos and minor text mistakes
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #153: Legwork Fix and QOL
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This one has come out rapidly on the heels of Update #152 because of a critical bug with legwork created in #152 getting stuck on the timeline. You could see a lot of events pile up at 0h and never complete. With this patch in place, everything will complete back-to-back without the need to really advance the turn.

In way of apologizing for the bug, we've also completed a nice big set of QoL improvements and bug fixes for other parts of the game as well.

it's late after a long day of polishing the game - so we're kicking this patch and QOL fix without too much fanfare or screenshots.

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Legwork Fix
If you're seeing events pile up at 0h hours, Update #153 is for you!

Favor for Nothing?
There were some cases in Contact Limit Break where you could spend a Favor to try to "steer" there decision to something else and you would not receive an additional option. This has now been fixed with new options becoming more prevalent and also ensuring that the Favor spend is not offered if you won't gain from it.

The Contact Limit Break options to increase Power Level and Trust % are going to show up more regularly now.

Also, Contacts who are in Hiding due to an Exposure Limit break will not offer missions.

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New Proc-Gen Map Combo
In the grind to expand the proc-gen content, we've enabled another map and objective cross - this time allowing the Interchange H level to play out the Siege objective. This helps the Interchange H map appear in 3 objective types and to expand the possible maps Siege can happen on to 5. The map can make for a very dynamic siege on the move, depending on which direction reinforcements are coming from, you may need to shift with the wind to find a new defensible position.

Improved Mods Display
We've expanded the capability to display extra weapon mods to just encompass all mod counts. In the rare and lucky case that you have 4 Intrinsic mods added due to crafting, we've ensured that the UI can show them all.

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Auto Save Slots
There was a bug where Auto-save slots were not being displayed if the difficulty save mode was Automatic Only. This is now fixed.

v1.8.117 - 10/3/2024
- Fixed critical bug where all new Legwork hangs at 0h and won't finish :)facepalm:)
- Fixed Contact Limit Break bug that would steal your Favors and not give more options
- Contact Limit Break options to increase Trust % and Power Level now offered more readily
- Added new proc-gen map and objective combo: Interchange H and Siege Objective
- Improved support of displaying weapon mods, always show all crafted/intrinsic mods, don't stop at 3
- Fixed bug preventing auto-save slots (Restore before Mission, etc) from showing when difficult setting was "Automatic Only"
- Fixed issue with Trait Adrenaline Junkie unfairly causing Stress when the mission was Hack-only (1 Hacker)
- Fixed bug where Contacts in Hiding would continue to offer missions / storylines
- Fixed bug in Dusted Hover-Evac X Kill 3 Captains objective where you could auto-extract at start
- Fixed a heaping pile of typos and minor text mistakes
 

Herumor

Scholar
Joined
May 1, 2018
Messages
649
I forgot to ask this before, but what's the extent of the cyberware you can use for your team? By that I mean the variety and placement, i.e. is it just the occasional limb replacement, some subdermal armor, neuralware, or do you get to come pretty much close to full body conversion into a proper cyborg?
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,881
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
I think you get about 6 slots to fill. Very likely to be wrong, haven't checked that out much.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #154: Power Play and Compromised

Welcome to the weekend of Turn-based RPG Fest on Steam! Welcome to all the new Knights rolling into the New Boston zone. We are here all the time if you have questions for us and we are working hard to improve the game off your feedback. With Update #154, we've rolling out the first big step toward finish the Contact Limit Break system with Compromised and Power Play tags - which will basically allow Contacts to step up into a higher tier of power for their future Limit Breaks. We've also added a new proc-gen Legwork story with new Contact types involved and new merc skills and backstories that will be called on to pull it off. Finally, a heap of nice F10 bug fixes, so thank you!

To everyone playing, we thank you! Please, consider taking a moment to leave a review, especially if you enjoy how we are conducting our Early Access phase - always busy, always improving!


Power Play and Compromised
Not all Contact Limit Breaks are committed equal! When your Contacts Limit Break for good or bad, new options are appearing that allow them to take on a Power Play position or to become Compromised. These two tags can be added by story as well (see story Tag results from Snitch Snuff Obligation storyline, Octane's Kingmaker's Hand tag, or the Illicit Nexus tag) but can also be added by Limit Breaks directly.


Once a Contact has a Power Play (or another variation of the tag) or Compromised tag, then their matching Limit Breaks are about to be more exciting or risky. In Update #154, we are rolling out simply the system for Power Play and Compromised tags, but we will follow directly with a couple of big new options that are key to the entire underworld simulation working.

While these are not in the game yet, the Power Play / Compromised system is first required for some of the following effects to come online:
Compromised Contacts will able to die. If they are friendly, you'll usually get some opportunity to try to save them, but if you can't or won't, then that will be there end.
Power Play Contacts will be able add entirely new services. Maybe a Power Play Gunrunner can start offering a new series of weapons or a Doper might gain access to the Blue Juice supply through the Ricksham. This will both help Contacts you prefer to work with gain access to services to round out their offering but also allow your allies to gain completely new services that no one else has.
Compromised and Power Play Contacts will be able to gain new permanent Traits.
If they don't like you, Power Play Contacts will be able to send Head Hunters after you.
Be careful though, as these tags - whether or not added by story or the Limit Breaks - can be removed by the other Limit Break type. An Exposure Limit Break might remove the Power Play tag or might remove Octane's Kingmaker's Hand Tag (!?!). In the same way, if you have know a Contact who becomes Compromised, an Influence Limit Break can give them the chance to get out of that before something dramatically bad happens.


New Proc-Gen Legwork
In Update #151, we added a system for proc-gen Legwork[cyberknightswiki.tresebrothers.com], allowing contacts who are less likely to offer regular missions a new way to offer you work that benefits them their underworld affairs and therefore you can gain in return, Favors and Influence, as well as learn more about
the New Boston and 2231 story.

With Update #154, we've added a third proc-gen legwork option with some new angles, new types of contacts who are interested in it and it will call up on different mercs to attempt it. The new premise is about bribery at a spaceport, so keep an eye out for Contacts involved in smuggling hi-tech space or who are obsessed with getting offworld to proc this storyline.


Contact Limit Breaks Order
We've fixed a key bug that was causing the options you were offered to change whenever you spent a Favor. The intention is that spending a Favor will add a new option but not change anything that was already selected. In Update #153, this rule broke but it is back now again and paired with even better insurance that if you spent a Favor - even on an Exposure Limit Break - you will get an additional option.

Tri-Anks Fix
We fixed the Tri-Anks cybernetic implant that had an unexplained special code effect.

Equipment and Roster Fixes
If you sent a merc to treatment for a wound the Treatment tag wasn't showing up immediately - now fixed! If you looked at Blueprints in the NanoFab list, they didn't remove their "new" yellow dot - now fixed! If you compared two weapon mods and one had better optimal range, it was displayed with the flipped color and annotation (as if shorter was better) - now fixed! If you were carrying an E-Rifle there was some ugly text and image overlap in the HUD - now fixed!

v1.8.119 - 19/5/2024
- Added third proc-gen Legwork offered by Contacts in smuggling, hi-tech or who are obsessed with space/gleamers
- Added new Contact Limit Break options for Add/Remove Power Play and At Risk status for Contacts
- Added new Contact Limit Break options for Exposure breaks to lose up to 5% Trust (might be lesser of X evils)
- Fixed issue with Contact Limit Breaks where spending a Favor for a new option would change existing options
- Fixed issues with throwing grenades and item not being removed from Talent list
- Fixed issue with Treatment tag not appearing immediately on roster after sending to Wound Treatment
- Fixed issue in NanoFab Blueprint listing not properly managing new yellow dot upon viewing
- Fixed incorrect comparison Optimal Range bonuses for weapon mods (higher is better for max optimal)
- Fixed issue with overlapping elements in weapons with limited reloads (E-Rifles)
- Fixed unexplained ability in Tri-Ank 1 cybernetic implant (Special Code -5)
 

Herumor

Scholar
Joined
May 1, 2018
Messages
649
Fuck it, bought the game since it's on sale. Time to see how much this early access offers.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #155: Smoke in the NanoFab
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There is smoke pouring out of the NanoFab, someone is in there crafting like crazy! If you aren't in there crafting like crazy, maybe this update will help you get that forge roaring. With Update #155, we're completing a series of balance improvements around Blueprints, max uses, sale prices, and crafting times that should increase the fun and progression of the NanoFab and possibly entice more mercs to give Item crafting a second look - or, if not yet, soon. We've also fixed a ton of other F10s submitted, so thank you for all your help, posts and encourgement!

If you are enjoying Cyber Knights and our special way of doing Early Access - the game is never idle! - please take a moment to leave a review and help us continue.

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Tox-Cloud, White Noise Stick to the Floor
All of the moving buff and debuff zones were not playing very well with elevation changes. If a zone was created on a rooftop, it could then float out into the air instead of sliding down to the ground. Or if you created a buff zone near a building or platform it might just go into the platform instead of rising up to ride along the top of the area.

With Update #155, we've resolved both cases. In short, moving buff zones will now stick to the floor, rising and falling as needed. Thanks to everyone who put in F10s about this, it has been a hot topic for a while!

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Melee Weapon Blueprints show Power Slice Rules
Melee weapon blueprints have always had an issue where they kept their Power Slice special rule hidden until the crafting was complete. This bug has now been resolved and the special rules for any and all weapons are now visible up front with your Blueprint.
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Crafting Time Adjustments
Update #155 sees the completion of a number of crafting time changes, some shorter and some longer. Weapons were taking too long, armors were too quick and Rarity and Power Level were not having enough of an effect on the crafting time in many cases.
  • All weapon crafting times have been reduced, anywhere from 2 to 4 days with Blueprint Rarity having a larger impact on crafting time
  • Some weapon mod crafting times have been reduced by up to -1 day and some have been increased by +1 day, depending on the type and Rarity of the blueprint. In total, this is near neutral or overall shorter.
  • Some armor crafting times have been extended in the case of high Rarity Blueprints
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Item Blueprint Improvements
Item Blueprints have been hit with a wave of improvements to make them more compelling - both to dump onto the open market or consider using.
  • The cost of crafting Item Blueprints has been reduced, depending on a number of factors anywhere from 10-40%
  • The price you can get selling Item Blueprints to your Contacts has increased by up to 5X
  • All Item Blueprints now come with 5/5 uses in your NanoFab. This allows you to build up a small stash if you find something valuable - perhaps a rare designer hacking drug you can't buy yet or ever - you can at least craft 5 doses of it. The limit before of 1 crafting run per Item Blueprint made this very impractical to imagine that we could provide very many exciting unique Items via Blueprints because you'd end up with a single (just 1!!) consumable and ... probably horde it for the last boss ;)
Head Hunters and VIP Stun Break
Head Hunters and special VIP targets all have the ability to Stun Break. Every turn they are Stunned, they gain a 75% chance to skip the Stun and take their Turn. This does not remove the Stun effect, so mulit-Turn Stun debuffs can still have effect on these targets, but it is lesser and more random when it might strike.

In the case of Stun Break, we have now added a clarifying log to the combat log so it is clear what happened and what the chance is (75%).

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ERA Scourge Recruit Level
For future games where you encounter the Treaty '31 Scourge recruit, we've fixed the issue where this character always landed at level 1. Now, the Scourge will follow all the regular recruit level rules, just like the Treaty '31 Hacker you could recruit.

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Fixed Switched Save Slots UI
As of Update #154, the save slot options you were presented in the pause menu were flipped. If you were supposed to have Auto Saves Only then you got Free Saves Only. This is now all cleaned up in both the mission and safehouse pause menus.

v1.8.121 - #155: Smoke in the NanoFab - 10/6/2024
- Tox-Cloud, White Noise and any moving buff/debuff zone now changes elevation correctly to track "floor"
- All Blueprints for weapons and especially melee weapons show all special rules like Plas-Edge
- Reduced crafting times for Weapon, Blueprint Rarity has larger effect on craft time
- Rebalanced crafting times for Weapon Mods and Armors, ranging from -1 to +1 days based on Blueprint Rarity
- All Item Blueprints new expanded to 5/5 uses - if you find something good, you can craft a small stock
- All Item Blueprints sell for about 5X the cost (based on Blueprint uses remaining)
- Reduced cost to craft Item Blueprints by 10-40% depending on Power Level
- Fixed issue with Auto Save Slots and manual Save Slots appearing in wrong difficulties
- Added helpful log when Head Hunter or VIP breaks Stun (75%) and takes their Turn anyway
- Fixed ERA story bug where Scourge recruit oddly started at level 1
- Fixed issue with some raid proc-gen missions that played the ending dialog 3 times in a row
- Fixed possible scenario where recruiting Scourge in ERA stories could freeze
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #156: Quantum Access Gate
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Welcome all new Knights from Steam Turn-based RPG fest! We're here working hard on Early Access with a constant stream of updates. There is a lot left to do to wrap up our Early Access roadmap but it is more content and smaller feature sets than huge milestones now. We've been excited in these last few updates to be doing "rounds" in the game, hitting a wide spectrum of areas for balance, improvement and expansion. With Update #156, we've come around to matrix hacking to add a new node type and a big blast of new matrix host templates to explore. We've also removed the clickability of characters from the safehouse, fixed a bug with the ERA Hacker recruit if you chose to Delay the recruit and more.

Thanks to everyone playing, posting and leaving a review! We're running hot with an update every 2.3 days, so send us feedback and any bugs you hit and we are working hard to improve constantly. If you like the style, please leave a review!

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Matrix Access Gate
The newest node type to join matrix hosts is the Access Gate - a quantum lock structure designed to allow unauthorized users to enter it but then never to leave. Gates appear as glowing rings, knotholes that you have to pass through if you plan to further infiltrate the host. They present mini-challenges along your path, requiring you to stop and Spike the gate in order to unlock it and enable node connection again.

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Once you've entered the Access Gate, you cannot leave until all IC are destroyed, the node is Scan 2/2 and you execute a Gate Spike. While Access Gates have far less IC than the CPU, this can still present a challenge, and often requires a Hacker to stop short of the Gate to reload some programs set or end their Turn to refresh the IO. Since you cannot exit a Gate without spiking it, there is a heightened risk of ending your hacking run in a Hard Disconnect here - if some IC is blocking loading programs but you didn't get enough Attack loaded to take it out, for example. There is no option to decamp from the Gate and return when you're ready, you'll have to pull the plug.

Finally, we've started work on some upgrades to the matrix visuals that will allow nodes to show differently based on their internal state (Spiked, has Files, etc). So - this is coming, Gates that are unlocked with display different, Spiked CPUs will show that visually, etc.

Added 10 new Matrix Hosts
The new matrix hosts are spread across the spectrum of different missions and sources - from those generated in your Safehouse, to CPU Spike missions to those showing up on the ground in missions holding SCU or RCU. All 10 of the new hosts feature one or more Access Gate, so you'll start to see this new node type filtering into your missions immediately now.

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Treaty '31 Era Hacker: Delay Hung Recruit
We had a bug with the Treaty '31 Hacker recruit - if you chose to delay their recruit from the Safehouse, then they would end up on your Roster as a permanent possible recruit without any way to move forward. After reloading your game in Update #156, this will be resolved the Hacker will be interested in talking again about recruitment - to accept, delay or reject.

We also fixed an issue where recruits who were previously dismissed could be selected for Legwork. Through this, it is possible that you might have recruited them if you picked this option ... that's one way to get on the team?

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Safehouse Character Buttons
Having chatted with enough players, we understand (and feel the same way) that the character buttons over the safehouse 3D is not helping. More clicks to these buttons are misclicks that intentional far. There will be a point where the characters animate, traverse the safehouse, take the elevator, so we've left the name labels in but we've removed character's function as a button. In the (currently rare) case that the character has a speech bubble overhead, you can click directly on the speech bubble (not the larger character) in order to pop up their messages.

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Alerted Reinforcements, Hidden Team
If you run into a situation where you team is fully hidden but the reinforcements who have just arrived are all Alerted and come after you, please hit F10. We found and fixed 2 of these misconfigurations thanks to some recent F10s about it. We appreciate all your hard work helping us improve the game daily!

And, as always we fixed some other smaller issues - see below -

v1.8.123 - #156: Quantum Access Gate - 10/7/2024
- New matrix node type: Access Gate, a quantum lock structure that prevents unauthorized exit until spiked (go in, must spike before you leave)
- Added 10 new matrix hosts maps to templates across entire set (Spike CPU, File Hunt, SCU and RCU hosts) featuring Gates
- Fixed bug where delaying the recruit of the ERA storyline UNA Hacker could result in a hung state - option to recruit will reappear now
- Removed clickable character button from safehouse
- Fixed bug where recruits you dismissed or skipped could appear in Legwork offers
- Fixed bug where all enemy reinforcements could be coming out as aggressive in Wreckspire
- Fixed bug where one set of enemy reinforcements could be coming out as aggressive in Sewers level
- Fixed possible legwork mismatch for "Going Offworld" proc-gen Legwork story
- Fixed issue where Recoil could go negative on some weapons with the right weapon mods attached
- Fixed typos and name switches
 

cyborgboy95

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Joined
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Messages
3,069
Update #157: Lights Out
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Knights of New Boston - we've got another update here for you with further improvements to the matrix, fixing up a few small bugs in the recent glut of new matrix maps, a new scheme for how ignored / dismissed Recruits are handled, a fix for anyone with a stuck Scourge recruit, improved consistency of Hacking tags on missions and more.

A big thanks to everyone playing, posting and hitting F10 this week! We've seen a huge wave of new players come onboard so it is so helpful to get fresh eyes on Early Access. Keep an eye on this page, more updates and more good things are coming.

If you enjoy the game and our special way of doing Early Access, please take a moment to leave a review! Remember you can always edit it later.

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Spiked Nodes React!
This has been a visual goal for a while but with the addition of the new Access Gate it is more important than ever to be able to see the status of the node while you're planning your path. There are a few other places we need to have the UI and visual react to spiking - like the pop out node description to the left of the node - but we're excited to take this first enhancement and run with it.

CPUs that have been spiked become more unstable, reddish and stretch and distort as the quantum structure struggles to maintain coherence after the spike. Access Gates and APU - now defeated and lifeless - become gray and lit only by flickering light, their security functions now extinguished.
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Ignored and Rejected Recruits
In the original setup for recruits, if you ignored or rejected them they would be purged from the game, completed removed. There were exceptions to this in the plan, like the sibling from the KEMCO Salvage storyline who would transition back to a character known to be living on the streets of New Boston, a relation to one of your mercs and a potential story character for future arcs.

We've now upgraded all non-Underground Hub recruits to work this way. Any recruit that you encounter and decide not to accept is moved into the Dismissed state, which leaves them (hidden unless you filter) on your Roster, and marks them as great story pickup for future story arcs.
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This helps build up your history of characters in the city who you've been in contact with and who might someday be a better fit for your team. While you can't go back to them today and re-request the option to recruit them, that is way we are heading. This set of dismissed mercs will become your backup pool (assuming they aren't picked up by some story first).

Notably, Underworld Hub has a slightly different setup where an ignored recruit simply goes on a long cooldown and then will recur in the Hub. So, we did not change that process with this update.

This is a rare type of update that only affects games from this point forward. We can't do anything to fix the issue that in older games these recruits were purged. It isn't damaging to games, and all new added recruits will fill into this pool in old and new games, so it has some impact but will be long-term minor and is currently no impact (as you can't re-recruit these folks).

Stuck Scourge
If you happened to ignore the Scourge recruit during the recently added ERA storylines and let the timeline expire without interacting with it, a bug occurred where instead of getting the final recruit prompt and being forced into making a Yes/No decision, the Scourge just quietly stuck around as a Recruit but with no further way to interact.

The next time you load your game the issue will be resolved and the recruit option will be back.

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Missions Missing Hacking Tag
There were a number of missions missing the Hacking tags, which would let you know it could be valuable to bring a Hacker along. We've done a sweep of these and believe they are fixed across the board.

Reload issues
We're grinding down any F10s right now that are reported as reload issues- where something isn't quite right if you go back to the main menu and reload your game. This update fixes an issue where VIPs using the Vita-Shield buff (invulnerability) would get the buff back even if you had shot it down.

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The River inDusted Hover-Evac
We fixed a map issue that was preventing anyone - player or enemy - from seeing across the bridge or river in the back of the Dusted Hover-Evac level.

v1.8.127 - #157: Lights Out - 10/11/2024
- Matrix CPU, APU and Gates now visually respond to being spiked, changing their node appearance
- Fixed issues with 2 of the new hosts having disconnected data nodes (thanks for the F10s!)
- Improved some of the routing and pathing options in the new hosts after review
- Fixed bug where ignoring the recruit of the ERA storyline Scourge could result in a hung state - option to recruit will reappear now
- Improved scheme for ignoring / dismissing story or timeline recruits - new Dismissed Recruit status allows them to appear in future stories or repeat recruit offerings
- Fixed some invisible walls blocking sight over river / bridge in Dusted Hover-Evac
- Fixed multiple missions missing the Hacking flag that have matrix terminals
- Fixed duplicated victory/defeat text at the end of HEARTBREAK RUSH job
- Fixed issue reloading level with VIP shield returning unfairly
- Fixed issues with expensive / cheapest sort in cold storage, inventory and market when categories were mixed
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,069
Update #158: Markdown Flat
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Welcome to the dusk of the weekend in New Boston! We're continuing the tour of second-round balance and improvements and tonight are hitting on pricing in the weapons, mods and armor categories. We've also added a sick new map - the burnt out floor of a flophouse in a street habstack - for proc-gen rotation, improved coherence for Cyberdeck sales, upgraded some Decoy programs to Decoy (HOT) and improved the Hype, Stress (etc!) affects of boosting and burning merc and contact relationships.

We always love rolling out something new and this is a key balance patch for the game's early economy. More will be following! if you are enjoy the game and our dedication to continued adds and improvements during Early Access, please take a minute to leave us a review. Remember, you can always edit it later!

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Major Power Level 1-4 Price Drops
With this update, we're catching up on some much needed price rebalancing for Power Level 1 to 4 weapons, weapon mods and armor. The old pricing baselines came from a time in the game when there were few other things to spend money on and so the prices fit better. But now with the competition for safehouse upgrades, cyberdecks, programs, more cybernetic implants and more - these prices were due a big drop.

Weapons dropped the most, ranging from 25% to 50% drop for some early game upgrades. Weapon Mods were already modestly price and dropped a bit, mostly around Power Level 2 and 3. Armors also had some modest reductions in the earlier Power Levels to help make those first upgrades easier to afford.

Items on the other hand got modest gains, where the baseline prices for a Power Level 2 and 3 Item jumped by 10-20%. Item prices of course are small potatoes ($8K became $10K) and these price adjustments also boost the sale value for Item Blueprints on the far side, so this has its benefits as well.

We are still working on a package of upgrades for weapons to help reinforce and boost the stat differences between the levels to further justify the expense to upgrade, but this price drop should help.

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New Proc-Gen Map: Blown Out Flat
We've added a new map to the proc-gen rotation for the Battle Strike objective and anticipate adding it to other objective types throughout next week. This Blown Out Flat is a destroyed floor of a cheap habstack, utterly abandoned and dilapidated. The best kind of place for criminal dealings, gang warfare and hiding valuable illegal loot. The Blown Out Flat is on the smaller, more compact side of missions, so it is lovely to roll out additional variety in map types.
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Cyberdeck Service to Power Levels
We've made some adjustments Contact services for selling Cyberdecks. We've extended the service ladder to having 4 levels and adjusted the placement of the Cyberdecks sold within those levels so that their is a clear and consistent match of Service Level to Power Level. This has moved one deck between levels and also another deck that was previously rated as Power Level 5 has been downgraded to Power Level 4.

Get those limit breaks with your deck sellers and get back up to the latest!

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Decoy Utilities go HOT
HOT is one of the designations for program variations. All HOT programs include IO buffer bonuses. With Update #158, we've upgraded the Decoy programs available from any Contact who offers the special Utility Program service to be Decoy I to III with the HOT designation. So, in addition to volunteering to be the first unloaded, these programs can now buff your IO. Some of you will find - depending on where you bought your Decoy programs before - that you now have these upgraded programs in your Inventory or already installed on your decks.

Improved Hype / Stress or Influence / Exposure Changes
We are prepare for the relationship flows of Hype, Stress, Loyalty, Discontent and for Contacts Influence and Exposure. This coming upgrade will cause relationships from merc to merc or Contact to merc to be more powerful, as big changes maybe ripple outward. If a merc likes a Contact and you treat that Contact badly, the merc may Stress over it.

But that's all coming soon, in the next few updates. For now, the change in Update #158 is to further reinforce the changes to all of these values for your story actions. If you Burn or Boost a merc or contact by a story choice, the hit is going to be stronger. You'll get over all more Hype or Stress, or suffer more Discontent, Exposure etc, where some of these story choices were not feeling so impactful (+10% Exposure or +10% Stress was just not ... enough).

Going along with this, we fixed a bug where helping the UNA hacker could result in a Burn with your Face's relationship instead of a Boost (as queued by the dialog).

And, on that subject as well, we fixed Hype and Stress sorts for Roster, as they were backwards. If you sort by Stress, you probably want the high Stress characters at the top, right?

v1.8.129 - #158: Markdown Flat - 10/13/2024
- Major price reduction for Weapons, Mods, Armor for Power Level 1-4, from 10% to 50% reduction
- Added new proc-gen map "Blown Out Flat": destroyed floor of street habstack with starting Objective Battle Striker
- Aligned Cyberdeck Power Levels with Sells Cyberdeck service levels, new Service Level 4 now added to sell most powerful decks
- Upgraded Decoy programs sold by Utility Program service to Decoy (HOT) with bonus IO
- Improved Stress/Hype/Loyalty/Discontent and Influence/Exposure changes for Burning / Boosting relationships with story actions
- Fixed bug where refusing to hire the UNA Hacker could cause Loyalty loss with your Face instead of (correct) gain
- Fixed issue where Haven Smokeout Wireghost could be invisible, not spawn or refuse to flee
- Fixed ERA story bug where Scourge recruit oddly started at level 1
- Fixed sort in Roster for Hype and Stress so that highest Hype or Stress is at the top
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #159: Decoy goes HOT
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Tonight's update is a quick one, so I will keep this quick as well. We've made some important updates to the feedback form for Steam Deck and controller support, added a 4th service level for Program Sellers with new program options, reduced IO Size for Deception II and Disarm II and fixed Decoy (HOT) not coming out fully hot.

Let's dive right into this small update -

F10s from Steam Deck
Forever, we've lovingly called the in-game feedback and bug reporting system "F10s". We've got a bug moji on our Discord[discord.gg] and everything. But that has left a key feature off Steam Deck (as you couldn't submit or get the keyboard up in the form) or if you're playing with a controller.

With Update #159, we've finished rebinding the default Steam deck / controller config to let you submit Feedback (aka F10!) with the left stick click. This can now be seen from all the HUDs and main menu as well, so fire away with info about how we can make your experience better.

This has also required us to rewrite the feedback form using the game's widgets and styles, which may have impacts on keyboard players as well. Please let us know if there are issues or where we can further improve.

Finally, for big picture mode or Steam Deck, you'll get the nice on-screen virtual keyboard which is one of the key requirements we had to hit on our road to Steam Deck Verified. We've got one last big item to tackle - which is UI scale and font size! Let's go!

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Decoy (HOT)
Last update missed a step to finalize the link of the new HOT effect to the new Decoy (HOT) programs. now you'll really get your bonus IO.

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Sells Programs 4 + Attack IV
We've also expanded the Sells Programs services from Contacts to have a 4th level you can reach via Limit Break. This level is rare air and offers Decoy III (not HOT) and a new program Attack IV. This massive attack program is very one-hit-kills with the amount of Damage it is dealing, and combined with a higher charge count makes a powerful tool to smash IC in a node when the time comes.

v1.8.131 - 10/14/2024
- Upgraded Contact Sells Program service to have a 4th level, now selling Attack IV (one-hit-kill) and Decoy III (not HOT)
- Reduced IO size for Deception II and Disarm II to 100 qb
- Relinked Decoy (HOT) to the correct bonuses, now grant +IO Speed qbps
- Updated F10 feedback form so it can be used by controllers and Steam Deck
- Updated default keybindings for controllers and Steam Deck so that left stick click brings up feedback form
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,069
Update #160: Prisoners Escaped!
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Knights of New Boston - this one is a patch to catch up on some bugs that snuck in about prisoner handling. We're working on some new and exciting story levels with cool happenings, but this caused an issue where prisoners were appearing out of their cell or not at all. We've also further pushed the Sells Cyberdeck service out to levels 5 and 6 and correctly aligned all the Power Level decks out to that point. And finally, we fixed a few lingering issues that could occur with Legwork and the new recruits from Era '31.

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Prisoners Escaped!
If you started a level with a goal to save a prisoner but discovered that prisoner was either (1) not visible at all or (2) standing right in the middle of your crew ... this is the bug. In all the F10 cases we've seen, fixed and tested this is unfortunate, silly look but you can still play out the entire level. Just be aware, if you free the prisoner by opening their cell, they will become active right where they are standing, they will not move to the cell.

If you do have a hung game or you can't restart the mission after this patch, please reach out to us and we can help.

Sells Cyberdeck
First up, we made a mistake in the service name for Sells Cyberdeck last update. Suddenly a "Sells Milspec Cyberdeck (4)" appeared on your Ghostwire contacts, and that has now been corrected to "Sells Cyberdecks (4)".

In addition to that, we've slotted the Jupiter Victus and the UltraTek Galaxy decks into their respective - and new - service levels at 5 and 6. Your Ghostwire contacts and anyone else willing to sell you a cracked deck now have one of the longest service ladders in the game, so keep the happy, feed them Favors and accounts and see if you can get your way up to those high level decks.

Era '31 Fixes
When Era '31 came out there were a few bugs we missed - that you could put assign a Potential Recruit to a Legwork, and that 2 of the same proc-gen Legworks could end up running at the same time. Both of these happened to players and while we closed the bugs allowing them to happen, there was possible downstream data corruption that we've cleaned up in this update.
  1. If you assigned a Potential Recruit to a Legwork, when that Legwork finished it would get stuck at 0h. Fixed!
  2. It was possible to end up with a character who had run one of the doubled Legworks who is permanently stuck "On Legwork" even though there is no Legwork anymore. Fixed!

v1.8.133 - 10/16/2024
- Fixed critical bug where prisoners were not appearing in their cells - reach out if you have a hung game and can't restart mission
- Adjusted power Levels of Cyberdecks Jupiter Victus and UltraTek Galaxy to 5 and 6
- Expanded Sells Cyberdecks for Contacts up to level 6, allowing sale of Victus and Galaxy decks
- Fixed bug where Ghostwire service for selling Cyberdecks appeared twice as "Sells Cyberdecks" and "Sells Milspec Cyberdecks"
- Fixed aftermath bugs of legwork bugs that existed right after ERA '31 story release - 2 bugs that could hang legwork or character on invisible legwork
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,069
Update #161: Rip Roar
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This Update #161 is dedicated to doing things faster. Everything in your Inventory, Market, NanoFab and Cold Storage is now fasterrrrr. You can submit F10s faster because we remembers you Discord username and you can make new games faster because we remember your Attribute selections from the last time. We've added a new appearance option to tweak lip color and we've also adjusted the default Screen Move to wide screen to help players on larger, wider screens like 4K who are encounter the game feeling like it is just too small to play. And finally we've fixed another set of issues with the Scourge and the UNA Hacker recruits. These two - so much trouble!

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Performance for All Item Grids
We've enhanced the scrolling and pooling solution for our big data tables in the safehouse - Cold Storage, Inventory, Market and NanoFab. One some of these screens, players were seeing 500-1000 items piling up and the load times were tanking. This new update should make those screens as snappy as they ever were, regardless of the size of the lists.

Of course, the next thing needed here is a lovely Bulk Sell tool that will help you filter these huge lists and then sell things rapidly in large packages to your Contacts instead of being asked to sell them one at a time (madness I tell you!). Stay tuned for that - now that the performance is ironed out, that's next.

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Lip Color
You can now set (and reset) the lip color of your characters. Go bold, go dark, go smokey and if you want use the cancel button to drop back to the default skin tone. This feels like a nice add to have some more color controls for your characters - enjoy playing with it. Some of the contacts are due an upgrade after all these new appearance options.

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Remembering Choices
In the F10 form, we are now nicely remember anything you enter into the Discord field. If you are Discord, it is extremely helpful for us to be able to reach out to you with more questions about a ticket or to follow up afterwards, so we appreciate you adding your details. And of course, for typing it so many types (madness I tell you!) Now, type it on last time please and we remember forever :D

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Also, to help smooth out new Knight creation, once you've created a Knight once we remember your Attribute choices and just use them again next time through.

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TV Screen Mode by Default
We've upgraded to TV screen mode by default which assumes that you'd like the elements on your screen to stay about the same relative size as they would in a 1920x1080p resolution. This indicates that the elements will grown physically larger as your screen gets larger. In the PC screen mode, the elements will stay exactly the same physical size as they would on a 1080p, which means they become smaller relative to your screen size. Blah blah, whatever - we need a better name but this a better default for Steam Deck, 1080p screens and large and wide screen as well. You can always swap to back PC mode -- let us know how this change feels (if you see any difference).

More Recruit Fixes
There have never been a more troublesome set of recruits than the Treaty '31 Scourge and Hacker. Upon their release, there were a few bugs, which we fixed in a few days. But the fall out and need to keep cleaning up from those bugs has been ... annoying constant. A big thanks to everyone sending in F10s, we hope these are the last 2 fixes for characters who got stuck in one way or another.

v1.8.135 - #161: Rip Roar - 10/17/2024
- Major performance boost for all Inventory, Cold Storage, Market and NanoFab screens with lists of things
- Added appearance option to adjust lip color and new option for some colors to revert back to default
- Swapped default "Screen Mode" to "TV" (where the UI keeps its proportions as screen gets bigger) vs. "PC" (where the elements stay same size on larger screens, feels smaller)
- New Game now remembers the Attributes you set for your last Knight so you can start more quickly
- Feedback form (F10) remembers the Discord username so you don't have re-add it
- Fixed bug with Scourge recruit sometimes appearing directly into roster as if already on the team
- Fixed issue with delaying choice for UNA Hacker recruit could leave hacker stuck on roster
 

Herumor

Scholar
Joined
May 1, 2018
Messages
649
I think with this game I'm finally experiencing the opposite of Valheim - an early access game that's constantly getting patched and updated.
 

cyborgboy95

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Aug 24, 2019
Messages
3,069
Update #162: Sight and Range Meta-Visual Upgrades
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Knights, a big update has arrived tonight. This one has been months in process, slowly moving forward to complete the heavy lifting of rebuilding the game's meta-visualizations for Talents, Full Auto, Overwatch, enemy Sight Cones and security devices. It's a huge scope but we're glad to have arrived here with a big update tonight for all of our heisters. We've also scored a win for Steam Deck verification with this build, added movement alerts for prox-mines, improved the skip enemy turn system and made a huge bundle of small but important updates to mission maps to be sure they play as expected.

If you enjoy the updates, improvements and expanding content - please take a minute to leave a review. The small team here appreciates every one!

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All New Meta-Visualizations Sticks to Geometry
All of the range and sight widgets or meta-visuals in the game have received a big update with Update #161. Before these were shown as 2D colored and semi-transparent objects that floated in the level at the plane where they originated. This leads to a lot of difficulties, making it hard to understand where boundaries are, making it hard to understand happens once elevation changes are involved and can paint a lot of meta-visuals onto the game that are not necessarily real (as these 2D objects mostly just ignored geometry).

A big thanks to the team who worked hard on rewriting this - it has been some of the steepest work and definitely the hardest shader work we've done for Cyber Knights.

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But we are excited to share the results which are a big step forward. We're not 100% done (are we ever?) but everything included here is an upgrade on what we had before.

The changes are vast - so we'll try to list the most important ones were with demonstrative screenshots.

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Security Devices and Walls
In the old system, security devices were not using intelligent visualizations that knew about walls. Therefore, the old widgets just clipped right through walls and showed up on the other size. This didn't make any sense and was ugly! Security device meta-visuals now respect walls correctly. To test other areas where they might not see you due to high or lower cover, you'll want to rely on movement alerts.

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Talent Range Circles
All Talent ranging circles were also just 2D. They had the advantage of showing through geometry but they were still stuck at a specific plane where the character was making it really hard to tell sometimes if another character or enemy was going to be in range. This could be especially painful when trying to pick a movement destination and not being sure if a target for the Talent you would use would be close enough.

Now all Talent ranges draw directly over the geometry. This makes it so much easier to tell if a target is inside our outside of the range. This has always required a chance in how Talent range is calculated, which makes the range (marginally longer). Instead of using a true distance including vertical (which would create a sphere around the character and be very hard to visualize) we measure Talent range only in the X,Z plane without any vertical distance calculation. Therefore, the Talent visualization is a giant cone not a circle that is overlaid on the geometry. This gives some advantage to the Talent user but it also ensures the visualizations are always correct.

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Improvements for Elevation
Sight cones, Overwatch and Full Auto cones were especially bad with elevation in the previous versions. If they were pointed at higher elevation, they disappeared as they just went under the floor. if they were pointed at lower elevation, they ran out into the sky and were very hard to understand against the lower level geometry.

This is an area where we can still improve, but these new meta-visuals are already much better. If these sight cones are pointed at lower geometry, the result is really nice. In the case of pointing at higher geometry, you can see the edge lines effectively but lose a lot of the exact visualization of what can be see / Overwatched / shot and need to rely on movement alerts at that point.

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Low Cover vs. Sight Lines
In the old system for stealth, if an enemy's sight lines hit something like a barricade that provided low cover then the entire sight line on the far side would allow a sneaking character to move through it. That created silly situations like this where a guard standing at a low wall was very, very bind.

We've now updated this sight system with some new rules where the sight line will return to full visibility after 5 meters roughly, unless it is farther than 60% down the enemy's sight distance. So, if an enemy is standing far away from a barricade, they will lose full sight on the other side of it, but an enemy standing close to a barricade only has a limited blind spot.

This still lets you create long a barricade right in front of the enemy - if you can move quietly enough! - but adds a new complexity a lot of stealth situations that used to be (silly but) easier.

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Prop Updates
We did some work with this update to focus on certain sets of props, like the shelving units shown above, that were not about what height they were. Now the shelves are clearly "crouch to sneak behind" height except where there are items up top where they block sight. Helpful improvement in the first area of the game as well as across many other levels!

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Prox-Mines Warning
Oddly, Prox-Mines were missing a proper movement alert. These alerts now appear, warning that you're going to be damaged on this movement path. Very nice!

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3/4 Steam Deck Verification Update
We've made some nice progress toward final Steam Deck verification with this update, moving from 1/4 items in the checklist as green to 3/4 items as green. We have now exposed 100% functionality available through your controller, improved the consistency of display of controller widgets instead of sometimes letting the keyboard and mouse appear.

This comes along with an updated F10 system that allows you to pop the feedback form in game with a left stick press and then use virtual keyboards to input any text you'd like to send along all from a controller the steam deck.

The last standing knock against the game's verification status is the small text size, so we have pivoted and are starting to work on that project.

Better Skip Enemy Turn
We have made some major improvements to Skip Enemy Turn, expanding the number of cases that you can simply skip massively. In the previous version, once real fighting started the amount of enemy turns you could skip began to drop pretty rapidly as the system simulates their move and anticipates things that might interrupt them. An enemy turn can only be skipped (for now) if they are determined to have no interruptions.

With this update, we've fixed issues with mis-detection of interruption sources like dead bodies, which were being counted even if the enemy was Alerted and was going to run over the body without comment or stopping. This new level of awareness in the detection system is letting us skip a lot more turns and makes the game faster and more fun to play.

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Map Improvements
In addition to the big meta-visual upgrade, we also took some time to rip through the list of F10s reporting on minor issues with maps and fixed about 50% of all report issues. This resolves issues with odd pathing, barricades that aren't really there, places you can't squeeze through that look like you should be able to, lootboxes not provide cover, and different types of props that you could simply walk in to.
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v1.8.137 - 10/20/2024
- Rebuilt visualization of all geometry shown on the map - sight cones, Talent ranges, Full Auto, Overwatch, security devices
- Visualizations stick to the geometry instead of floating over it, making it easy to track areas of effect
- Visualizations handle up and down elevation more gracefully (down is still better than up)
- Piece of low cover in enemy sight cone does not set rest of sight cone to yellow (blocked by cover), resets after 5m
- Security devices visualization now stops correctly at walls instead of bleeding through
- Prox-Mines now give a movement alert when your movement will cause damage
- Improved Steam Deck verification report - only text size legibility prevents verification
- Fixed confusing shelving unit prefabs that were never clear if they were sneaking (crouch) or sprinting (standing) cover
- Vastly improved skip enemy Turn, once combat starts 50%+ more turns will be skippable
- Fixed many small issues in level geometry (squeezing through small areas), cover (lootboxes!), walking into things (small gray tables)
- Can now squeeze between 3 barrel fuel tanks, issues with props placed making it look like you could squeeze through but couldn't
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,744
Location
Lower Wolffuckery
Great update, this makes easier to understand what is happening and orientate in the game environment.
If Cyberknights receive characters visual upgrade, it will look like a proper AA title.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #163: New Knight Packages

Knights, a new update is filtering down from the top of the dome to the streets, to the shadows, seeping through the pavement. Surely it will reach your underground safehouse soon. With Update #163, we've added new options to the New Game Knight screen including weapons packages and your pick of starting cybernetic, further improved and tweaked the meta-visuals update, smoothed out the Safehouse timeline animation and provided a 3rd Fastest speed, and fixed a lot of bugs from your F10s!

We are hitting so many different angles of polish and improvement for the game and we're super excited for what is next. It goes something like (1) more mission maps (2) Gunslinger class and (3) more story! Check out the Gunslinger Preview thread that is ripping along on Steam right now with great ideas about how to make that class extra fun and cool.

We're 3 reviews short of 500 ! If you're enjoying the game or how we are running our Early Access (always improving!) please take a minute to leave a review.

Weapon and Cybernetic Packages for New Knight
With Update #163, we've added 2 new sets of options to the New Game Knight screen. These allow your Knight to pick from a set of 4 starting weapon packages to better customize their starting load out. You can pick from a stealth pack (Sword and Silenced Pistol), a mid-range loud pack (Shotgun and Silenced SMG), a versatile pack (AR and Silenced Pistol) and the long range pack (Sniper Rifle and Silenced SMG).

On top of the new weapon choices, all Knights used to start with Dermal Plating installed. This was limiting and while it made you a tank it also reduced Move Speed. With all the new choices in the New Game V2 screen, and especially those that let you lean your Knight toward a Hacker, we needed to give you the freedom to pick your our starting implant. So, with Update #163, you can also pick one of 4 cybernetics - among Dermal Plating, Matrix Link, Display Link and Neural Accelerator.


One of the key cybernetic options available to your character is that of the Matrix Link which lets you start with your Cyber Knight multi-classed into the Hacker class. This goes along with some of the Hacking-focused Trait options you can pick above and gives a cool new angle to what your Cyber Knight brings to the team from the get go.

Along with this update, we've tweaked, tuned and improved a lot of starting cyberware progressions for the better. For example, Synth Muscle has been buffed with more Attribute bonuses and the first level no longer has a Wound Res penalty and we've removed the Stress Res penalty from Matrix Link. We've added more HP and Wound Res to the Dermal Armor progression while reducing its Move Speed debuff to 6% to 12% max and added more Accuracy bonus to Display Links.


Smoother Timeline + New Options
We've done a really nice polishing pass on the animation for the Safehouse Timeline. It is smoother than ever before and we've cut out all the possible "jump back" that could happen where an event would scroll forward and then suddenly leap backwards. We still have work to do to improve the experience when new events appear on the timeline (it's a big jumpy and you might want to pause) but this is a really nice improvement on the smoothness of the main clock of the game.


We've also added a 3rd speed - Fastest - to the options for Timeline Speed. Accelerated is comfortable and plays rapidly, Standard is comfy and on the slower side and well, Fastest is just fast. It rips along and does very little attempt at making animation so much as moving turns forward.


Improving Meta-Visuals
For the meta-visuals, we've made some nice upgrades to follow up on the big update and improve in some situations where things were not working as expected

First up, if an enemy was standing near a drop that was 4m or above, their sight lines were not displayed below. This is now resolved with the sight lines painting onto the lower geometry up to 6.2m below. The situation with enemies facing upwards elevation (such as stairs) is no better than it was in the old system and there is no visual aid except relying on movement alerts to know if you will be seen by an enemy in this position or not.


We've also adjusted and increased the opacity on the sight cones which is important to make them functional in areas with varied light - especially red and orange lighting conditions.


In addition, the new visualization for Talent ranges are very helpful for placing map area of effects like Lookahead or Tox-Cloud except that the range calculations on these areas was not updated to ignore height and effectively use a column instead of a sphere. This lead to the meta-visual range finder showing situations in which an enemy would be targeted - near the edge, as shown above - and yet they could still be missed. We've now updated the math to ensure that the visuals are unerring.

Bug Fixes!
Thanks for all the F10s. We had another round of high Power Level Cyberdecks escape the lab (how!? again!?!) and we've stuffed them back in the box. Unless you bought them lol. Also, when removing required programs from the deck, sometimes the names were wrong (you're removing Attack but it warns about Sleaze).

We fixed a long standing issue with a trio of fuel barrels that refused to ever show the cover shield, now resolved.

Some of the enemies in the new Blown Out Flat level could appear in inaccessible areas, trapped forever.

In the Hacking mission level - the Weigh Station - the camera bounds were flipped, allowing you to leave the leave but never get back in.

v1.8.139 - #163: New Knight Packages - 10/22/2024
- New Game Knight - now select from 1 of 4 weapons sets for your starting Knight
- New Game Knight - now select from 1 of 4 cybernetic implants for your starting Knight, including MatrixLink to multi-class Hacker from start
- Improved smoothness of Safehouse timeline animation, expanded option for speed to be Standard, Accelerated or Fastest (less animation, more speed)
- Fixed issue with new meta-visuals for sight cones where they disappeared if there was a 4m or more drop
- Improve new meta-visuals for sight cone to be more visible in brighter / redder lighting environments
- Improved map area of effect rules (for Talents like Lookahead and Tox-Cloud) that were not following the new rules (these also still need new meta-visuals)
- Buffed Synth Muscle (more Strength/Speed, removed -Wound Res %) and Matrix Link (removed -Stress Res %), buffed Dermal Plating series (more HP, Wound Res, better Move Speed), added +1% Accuracy to Display Link
- Fixed issue with triple fuel barrel stacks not showing cover shield correctly
- Fixed issue with program names being swapped when uninstalling required programs
- Removed Cyberdecks in Power Level 8 and 9 that had leaked into market
- Fixed enemy starting in inaccessible area in Blown Out Flat level
- Fixed camera bounds issue in Hacking Weigh station level - you could pass through and never return
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #164: Bodyguard Rising
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Knights of New Boston, another update is hitting the streets hard. Today we're announcing a new ambitious goal for a weekly release schedule for a new map, dropping 5 new proc-gen combos for the Bodyguard objective type that vastly increase its map variety (even though they are not new maps), and fixing the meta-visual issue that was wreaking havoc on Mac OS, Linux and Steam Deck. We've also bumped the Sell action over to default submit (spacebar, (A)) in Cold Storage for better consistency with the market and inventory.

Thanks to everyone playing and especially to those leaving a review and helping us vault over 500 reviews last week! Here's to more updates, more maps and more reviews!

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New Map Schedule
We're excited to share that the map design, development and completion process has moved far enough forward that we're hitting the acceleration point now. We have major pile of maps ready for final dressing, objective assignment and testing and we're finalizing the process to fast track them into the game.

With this new process in place, our goal will be to release a new mission map every week from now until full launch. This is a goal, we are sure to miss it this week, but we're confident that we are going to hit it on the majority of weeks starting with the new map next week and rolling from there.

With the additional 5 new proc-gen combos for Bodyguard objective (see below) we've already crossed the 50 proc-gen combos (map X objective) and are very excited that this new map release schedule is going to blow that dinky little number out of the water. The first new release map is testing right now with 7 objective types linked so that is a big boost (7 / 50 = 15%).

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+5 Bodyguard Proc-Gen Combos
The Bodyguard objective has been one of the underserved objectives for a while with only 2 maps matching it. With Update #164 we've kicked Bodyguard into high-gear with its possible map matches, adding 5 new proc-gen combos. These maps matches, which are (from the top left, clockwise in the graphic) Wreckspire, District HQ, H-Interchange, Sewers and Req Site) are all pre-existing in the set, so there are no new maps here. But if you have to protect a data courier on the move, you're going to see a lot more variety in map type, shape and size. And, to ensure that Bodyguard stays spicey and fun, we've covered it better in our process for new map releases, ensuring it won't be left behind again.

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Meta-Visuals & Sight Lines for Mac OS and LInux
The major update last week to redo the meta-visuals for just about everything in the game had issues on some Linux and Mac OS machines, resulting in giant pink and purple boxes - looking like this -
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It's cool enough that it made us think about how we could do special tactical overlays in the map for something weird or cool someday (thermo vision?) but also just totally broken and unplayable on Steam Deck, Mac OS and Linux.

In the end, due to the difficulty with fixing the prickly shader issue, we had to roll back these platforms to the October 17th release.

We're glad to roll out the Update #164 today that restores the functionality and all other features and content for these platforms to the latest.

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Cold Storage - Sell with Space
We've finally completed the upgrade to Cold Storage to match the other major inventory screens so that you can sell things with the spacebar or (A) by default. This allows very rapid selling with keyboard only if you want to try to move some items (before Bulk Sell feature finally arrives) and just increases consistency across screens.

Thanks to everyone who posted o-so-many F10s about this
:steamhappy:
we're happy to deliver!

Triage Clinic PL 4
We've made a small but nice tweak to the final level of the Triage Clinic room, increasing the Wound Res to 30% from 25%. This room continues to be enduringly popular among early and late merc teams, so we know it becomes even more important as your enemies become harder and the risk of Wounds is even greater.

v1.8.141 - #164: Bodyguard Rising - 10/26/2024
- Fixed issue with meta-visuals in Mac OS, Linux and Steam Deck creating huge pink and purple boxes under some GPUs
- Added 5 new proc-gen combos for Bodyguard mission objective (Wreckspire, District HQ, H Interchange, Sewers, Req Site)
- Now with 50 Proc-gen map X objective combos and new maps coming very soon!
- Announced new weekly map release schedule goal
- Cold Storage Sell now default action (Space, A) and Use File defaults to (C)
- Improved Triage Clinic Lvl 4 to 30% Wound Res from 25%
- Fixed issues with inconsistent application of HDR to all game cameras
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #165: Bug Street
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Knights, this is bug street - an update where we squish popular F10s and prep for the next big thing. Having just come off adding 5 new proc-gen combos for the Bodyguard objective, we're prepping some really big things (new map release this week, upcoming Gunslinger class, Steam Deck verification) and keeping up with the F10 train. This update is dedicated to bug fix and minor balance tweaks, so let's dig into what we've got.

A big thanks goes out to everyone playing, posting and sending in F10s with feedback, suggestions and of course, pesky bugs. We're continually polishing the game and tuning the experience based on your timely feedback, so thank you.

And, of course, as we are a really small team - every single review counts. Thank you to every Knight who has posted up a review!

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Balance Tweaks
We've improved Soldier's Covering Fire, increasing the debuff against enemy accuracy from -20% to -25% making it just a little better at suppressing return fire. As it debuffs whether it hits or miss, this can be a powerful move in a retreating gunfight or when storming an enemy position, as even those pesky targets that might be 15% to hit will be debuffed.

We've made some adjustments to make cybernetics that grant classes a little more similar. The Vanguard's Chameleon Sheathe, Agent EX Nano-Hive and Scourge Chem-Hive all have been reduced to a 12 day recovery time after the splicing surgery.

Power Slice Clarity
We've adjusted the descriptions for Power Slice and Improved Power Slice to be more clear that they add a duration to the debuff if and only if the weapon has a debuff in its special Power Slice rule block. If the Power Slice bonus for the weapon is just extra damage, this doesn't get a duration.

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Timeline Bumps
We've fixed an issue in the timeline where a character who was recovering or in a Simstream Detox or Trainer might have their duration extended if a new mission or storyline appeared. Now, it will happen the other way around, the mission or story will get an extra Turn to avoid overlapping with your merc's recovery times. This is a nice boon to help things align, you basically win ties in the timeline :D

Respec Token Theft!
We fixed a bug where Respec'ing would steal a Simstream Trainer token[cyberknightswiki.tresebrothers.com] even if the merc was a new recruit and the confirmation window explained that it wouldn't cost you a token. Then the sneaky sneak would steal a token anyway! Now fixed.

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Movement AP Theft!
In some edge cases, but most commonly when using Talents like Lightfoot and Projection, you could be charged more AP for your move than you were shown when planning the move. AP theft! We've fixed the rule here to only calculate the cost of AP one time and then to charge that exact amount of AP to you if the move is executed.

Better Hiding Access Gates
In the matrix, some sharp-eyed hackers realized you could spot Access Gates because even when they weren't scanned, their connection lines were marked as gray. We've fixed this issue with Gates, and the status of their connections is only revealed once they reach Scan 1/2 at least.

Floating Bullet Holes
We had a rash of reports about magical bullets holes that were forming on the side of BioScan fields, in Laser Mesh wires, Linecrawler VFX and more. We've fixed the mistakes in the physics collision matrix that was allowing firing lines to hit those objects and register them as collisions. Bullets now find something more solid to slap into.

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Cybersword Start
For a long time, who knows how long (?), the Cybersword has started with a floating point in an upgraded to the Choppa Talent. It didn't help you or hurt you, but it was a wasted point until you Respec. New Cyberswords will gain a second charge of Slashslide instead (the power!). Veteran Cyberswords might want to check if they should respec.

And that's it - a mountain of bugs we will flow to thee!

v1.8.143 - #165: Bug Street - 10/30/2024
- Improved debuff to Accuracy from -20% to -25% for Soldier's Covering Fire
- Reduced install time for Vanguard's Chameleon Sheathe, Agent EX Nano-Hive and Scourge Chem-Hive to 12 days
- Improved description of Improved Power Slice to be clearer that the debuff Turn bonus is used only if the weapon has a debuff
- Fixed issues where the timeline might move an Injured character or character in Simstream back 6 hours if a mission had same ending
- Fixed bug with Respec consuming Simstream Trainer token even when used on a new recruit
- Fixed issue where Access Gate nodes were visible in Matrix before being scanned due to grayed out lines
- Fixed issues with bullet holes appearing on laser wires, BioScan field and more silly things
- Fixed issue with special movement Talents like Lightfoot and Projection where sometimes the final AP cost was higher than previewed
- Fixed bug with Cybersword starting level points - random floating point was spent on Choppa without the Talent, now spent to for +1 Slashslide charge
 

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