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

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,079
Update #78: Smashing F10s
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As we are rev'ing the pedal toward the big base building update, we're still working to keep the quality of life and bug fix train chugging along. Today we've got a nice update hitting the most hotly reported F10s, so thank you for posting them up!

If you like the direction we're heading and the pace of updates, please take a moment to leave a review.

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Overwatch & Cornering
We fixed a bug that could cause your Overwatch character to step back into cover after setting Overwatch cone, meaning they'd be facing a wall and therefore not able to see any targets moving in their cone of Overwatch ... so they wouldn't shoot. Few things are more tilting in an TBT game! Now fixed.

We've also improved a longstanding issue where your character didn't visually step out when considering to shoot a target. This would similarly leave them facing a wall which wasn't a great look, often jamming their gun into the geometry of the wall, only to step out when they made the shot. This is now fixed and importantly, when just considering targets, this is a "test" so the merc does not really step out and become visually spotted until they make the attack.

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Item Effects
The effects of items like Shock Mine, Concussion Grenade and Dazzler have been oddly absent from your merc and enemy status pop ups. We've now resolved this situation and the effects appear along with the duration. This also ensures they appear correctly in the hover on the map with an icon and duration too. For stun heavy builds, this is a big boon!

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Secondary Objectives Again
We fixed a bug that was prevent secondary objectives about Sec Level and Turn limit not to always display. This is so helpful especially on proc-gen missions where these extra objectives are almost always present.

v1.5.23 - 4/29/2024
- Fixed bug with merc Overwatch around corners leaving merc facing the wall and enemies moving through cone
- Fixed bug where targeting Overwatch could suddenly pick a distance farther than you clicked
- Fixed bug where Shock Mine, Concussion Grenade and Dazzler Stun Effects were not listed in enemy detail screen
- Fixed bug preventing secondary objectives about completing mission with Turn or Sec Level requirements from being shown
- Fixed visual bug where mercs testing out a target would not step around a corner but instead would face the wall
- Fixed bug a where secondary objectives about Sec Level below a certain value failed when Sec Tally exceed that value
 

cyborgboy95

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Joined
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Messages
3,079


Update #79: Share and Auto-Train Builds
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Update #79 is hitting the streets of New Boston with another major set of features to help you perfect your class training builds - share them, auto-train them, save them and re-use them with a few clicks - a very exciting set of community and efficiency set of features coming together to make the game more fun to play. Also, we've added new tactical benefits of saving AP, fixed some level issues and a longstanding issue with Stealth Crit % bonus from Silence.

If you like the pace of improvements and updates, please take a moment to leave a review to help us keep moving forward -- fast -- during Early Access!

And, something soon -
We're excited to share on Twitter and other channels this morning that We are just one week away from adding Cyber Knights' final core feature: safehouse basebuilding!
https://twitter.com/TreseBrothers/status/1785722797810982956

Now - what do we have today?

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Import, Export and Saving your Builds to Library
As a starting point, we've brought the same set of sharing and saving features we added for Appearance to your class builds. You can now export your class build to an easy to share string like this --

---BEGIN CYBER KNIGHTS CLASS BUILD---
qmugiIn7+SoUcpKaFCRmpgFgAkZGhOvhCjY/R/KTyQP73h72n7G0OQKj7imdeEIB
---END CYBER KNIGHTS CLASS BUILD---

And you can import a class build someone else has shared. And then, you can save either your own custom class build or your imported class build with a name to your Library so that it can be shared between all of your saved games.

What are some great uses of this feature?
1) sharing your coolest builds with friends or as a guide
2) easily saving and restoring your Stealth Vanguard and Murder Vanguard builds with a few clicks
3) rapid and easy respec
4) less clicks, less repeated choices
5) perfecting your builds, science!, sharing, community, lettuce!

But really, its all about Auto-Training.

Auto-Training your Build
Once you have a class build imported or loaded from your library, your character remembers that build and the Auto-Training button will appear in the left hand column. A class build is a specific set of nodes trained in a specific order, including any multi-classing choices.

Check out the video above to get a full run down on this feature and some of the awesome ways you can use it.

Clicking auto-train will show you the next set of nodes in the build you've loaded and if you can train them or not.
(1) Auto-Train build can be small or long. Here is a build for "insta Knight" that is the first move I always use for my new Knights -

---BEGIN CYBER KNIGHTS CLASS BUILD---
f4TFg4TzTYsLNtK1kIAZM5IRTdhiMR8NTbICLIPQ2fzefSn479Jwp232FlkYLce6
---END CYBER KNIGHTS CLASS BUILD---

(2) Auto-Train builds can do multi-classing, so build your perfect Vanguard-Cybersword
(3) the build is remembered, so once you've used all your Level Points, the Auto-Train build is there for you. When you come back to the screen with more Level Points, just click Auto-Train to keep following the build

Unused AP becomes +Initiative
For those mercs that are chilling at the end of their Turn, either waiting for the next action or just being careful not to get too loud or rowdy before it gets loud, there is a new bonus for ending your action with unused Action Points. For each unspent Action Point remaining when you end your Turn, you get a flat +1 Initiative bonus in the next Turn. The ghosting preview of your position in the next Turn respects this bonus, so you can check it out easily and see where you land as you spend down your AP.

This isn't an overpowering bonus, but a tactical consideration. For those mercs that aren't taking action at all or can afford to sit still, the +6 is a very large Initiative bonus and is going to place them very high if not first in the order. There is no bonus for unused Move Points.

In order to ensure that Take Cover (which will fire automatically) didn't become a disadvantage within this system, it has gained a +1 Initiative bonus as well.

Silence Buff Stealth Critical %
We fixed a bug with the buff from Silence to your Stealth Crit % chance not appear in the accuracy breakdown in the top right. This is an old one but a popular F10, as all our stealth ninjas really want that extra +20% Critical! Now you've got it. Enjoy your silent kills.

v1.5.25 - 5/1/2024
- New class build management features: import, export and save to shared library
- Easy import/export through clipboard to share your class builds with others
- Easy save to library to re-use your class builds in other games or for new teams
- Once a class build is loaded, click Auto-Train to considering training the next nodes
- Complete flexibility to follow your Auto-Train build, train other nodes or load a new Auto-Train and try something else
- Cleaned up and improved navigation in class training screen
- Fixed class tree bugs that could result in frozen class tree nodes
- If Ending Turn with unused AP, gain a +1 Initiative bonus per AP in the next Turn
- Take Cover gains a +1 Initiative to stay competitive
- Fixed issue with Silence Crit Stealth Chance buff not appearing always in the right hand corner Accuracy breakdown
- Fixed display issue where Stress or Hype could exceed 100% (OVER-hypeeeeee!)
- Fixed out of place prop group in Lockdown Station
- Adjusted some trigger areas in tutorial to ensure you can't accidentally slip past them
 
Last edited by a moderator:

cyborgboy95

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Joined
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Messages
3,079

Major Milestone “SAFEHOUSE” - Base Building Unlocked!
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This major milestone update unlocks safehouse base building! A huge addition to Cyber Knights: Flashpoint’s strategy layer, adding to your safehouse gives you new ways to exploit your underworld network, give your squad the edge on heists, and shape your roster to your playstyle.

With rooms like the Field Ops Center you’ll be able to arrange powerful leverage for specific jobs, route additional rewards into the target facility before your squad hits it, or orchestrate a delay to your deadline for completing it -- buying valuable time for an injured merc to recover, to bankroll better gear by completing other jobs, or to recruit a new merc whose skills you need.

Rooms like the Simstream Detox and Simstream Trainer help you keep your crew in peak condition, burning off stress accumulated from missions, or plugging them into lifelike recreations of the missions to help off-duty squad members keep up with a share of XP gained.

These and many more capabilities can be gained depending on the rooms you select and upgrade. Of course, secret underground construction and installation of advanced, sometimes illegal tech doesn’t come cheap.

Building out the Safehouse
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This release comes with the first set of seven new rooms to choose from, with upgrades for all of them and for the three core rooms of your safehouse: the Barracks, Command HQ, and Cold Storage. Future updates will bring more rooms including a workshop for weapons, armor, and gear crafting in the near-term, plus rooms for class-specific features still to come later down the road.

This update also rolls in the new lighting engine changes the rest of the game has enjoyed the benefits of, and we’re looking forward to bringing more cool visual perks to the safehouse as we continue down the road to full launch. We won't be adding Fallout Shelter levels of character animation, but we do intend to add more character movement and life within the safehouse. After all, when the Hunder class is added we have to make sure you can pet the dogs.

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Gameplay Changes
With the new safehouse capabilities come two significant changes to the current gameplay:
  • Your roster size is now controlled by your barracks upgrade level. You can now seek out specific kinds of recruits through the Underworld Hub room, so you have more control over who’s in your crew -- but mercs are not an infinite resource. Be smart about when to make space for more.
  • Free respecs are now only available for a squad member’s first 10 days. After that, you’ll need a Simstream Trainer. The build you’ve chosen on a squad member’s talent tree defines their role within your crew. During early EA we’ve let everyone change that at will, but it’s time to settle into a more balanced system; no more changing your hacker into a Matrix god just before a hacking mission, then multiclassing them into a full auto soldier build just before a combat mission. You’ll still be able to freely respec any squad member for the first 10 days after they join or the game starts, so you’re not locked into their defaults; after that you’ll need to use a Simstream Trainer room to call in an instant respec.
  • Combine files into more valuable sets in your cold storage module. Some of the most valuable Files are now those that are pieces of a larger set, which you can mint in your Cold Storage module under the Sets tab. The new Files you will mint have higher sale prices than the sum of their pieces, and some can be converted into powerful new Matrix HOT or FAS Programs, others can be transformed into the coordinates of a Matrix host to hack or even used as a V-Chip to connect with new valuable contacts.
We’re very excited to see how you use the safehouse, as we continue to expand and improve it. Unlocking the safehouse is a huge milestone for Cyber Knights, adding the final core feature to the game and marking our halfway point through Early Access. We’ll share a roadmap update soon, and as always you can find us in the community Discord[discord.gg] or Steam forums to ask questions / share feedback.

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Your safehouse is the hub all of the game’s other systems tie into. It’s your crew’s base of operations and refuge in a dark future. Becoming a Cyber Knight has given you the ability to lead a crew like few others can and put you on a path through a dangerous underworld that can only end by climbing out or burning out. What will make the difference? Your skills. Your squad. Your safehouse.

Have fun.

v1.6.1 - 5/8/2024
- All new major milestone: safehouse base building
- Clean out, upgrade and manage your safehouse - your base of operations and home
- Install up to 7 unique rooms to create your underworld strategy, manage your team, make new connections
- Cold Storage now includes "File Sets" tab allowing you to combine files you've gathered into even more valuable sets
- Added new Traits, new recruits, new cyberware, new contacts
- More Traits make merc qualify as eligible for Legwork
- Fixed bug where Cyber Knight's Rewind Talent could refresh Item charges
- Fixed issue where backstory Traits would incorrectly report level "1", as if they could level up

We have followed the initial safehouse base building release with a patch tonight - thanks to everyone posting F10s and helping us rapidly fix issues.
v1.6.3 - 5/8/2024
- Fixing issue with Underworld Hub recruits only having a 2 day window to decide - now 15 days
- Fixed bug where sibling in Sibling Job was not recruitable if you delayed
- Simstream display in mission victory includes percentage of XP granted by Simstream level (60%, etc)
- Fixed issue with Attach/Detach mods causing the equipment menus to hang or go haywire
- Fixed issues with stories not correctly giving out enough Hype/Loyalty for positive events
- Fixing some unintentionally dark parts of the safehouse (command HQ)
- Fixing all reported typos - thanks!
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,079
Update #83: Cleaners
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Last week, we snuck Update #81 and #82 into the big safehouse update new post but now we're getting back to regular order and we're going to have a lot of patches and new things coming this week. The safehouse base building roadmap item is complete and it's time to roar the engines on to the next thing!

But for a little longer, we're hitting all the bugs and quality of life improvements we can from your Steam posts and your F10s.

If you like the latest improvements, big feature adds and pace of updates, please support our Early Access efforts by leaving a review. Remember - you can always edit it later.

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Our previous RPG is featured in Steam's Endless Replayability Fest!

Cyber Knights: Flashpoint is our 9th game; we love in-depth RPGs & strategy games. Many of you may already know us from our previous game, Star Traders: Frontiers, but if you're new here, give Star Traders a look! Our sci-fi captain RPG is an open-ended space sim that's been called "Firefly meets Dune" by players and one of the best RPGs on PC by Rock Paper Shotgun.

Trade, recruit, hunt, spy, or more across the galaxy; fight in turn-based ship and crew combat; choose how you'll build your rep, skills, and fortune. Bounty hunter, merchant, carrier commander, smuggler, pirate... what kind of captain will you be?
Safehouse Room Fixes
We've hit a bit list of most popular F10 issues in the safehouse with Update #83.
  • If you were having screen freezing using the Inject Matrix Loot leverage option, that is now all working correctly.
  • The Counter-Intel Pods now show the HUD details for Heat and Head Hunters, which is pretty important info for the types of actions you can take there.
  • You can access the Command HQ even if there are no missions, so you can get to the build/upgrade screen. Keep mind, any time you want to jump directly to the build/upgrade screen, hold down the [R] key (or whatever you have bound) while clicking on the room in the safehouse. This jumps you straight to build/upgrade. Not well documented, but we'll work on that. Save a click, hold [R].
  • For token offers that have lists in a pop up like recruits and contacts, if the offering is not available it is correctly styled and darkened row.
  • Some old saved games showed a 3rd utility that doesn't exist. Fixed!
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Custom Difficulty: Game Speed
Game Speed in your difficulty settings now correctly applies to all safehouse tasks. We've also improved the text/hover for both story and game speed to be clear that increasing the value (from 100% to 125%) makes things go faster. So, if you want shorter build times, you want to raise the value to 125%.
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Lock on Level Start with T-Pose
Some players were getting games into certain states that could result in a mission being loaded with their characters in T-Pose and the game hard locked. These games will now just resume and play forward under Update #83. Apologies for the hard-lock pause, but you're back on track!

Cybernetics
We had a few issues with cybernetics, all fixed now. We've improved the implant for MatrixLink 2 and also you can now correctly upgrade any cyberware that is required for a class, such as from MatrixLink to MatrixLink 2 for the Hacker.

Also, putting mercs into the Simstream Detox was causing them to show that they had an invalid cybernetic called "Implant.Name.-1", now fixed.

File Set Minting
When you Mint a File Set, the result is always a new File. Then you can chose to Use that file to call in its special action, like creating a mission, compiling code for a Cyberdeck Program or connecting with a Contact by their V-Chip. But, this is a separate Use action because you can also chose to Sell that more expensive resulting file.

The file that is created is now marked as new with a nice yellow dot to help you find it.

Also, we've fixed issues with the Inventory back button and other parts of the Ui locking up after attempting to create a Hacking Mission from a file.

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Tutorial Improvements
We've continued to make improvements to the tutorial text and how it picks when and what to offer as advice. We've improved the system never to offer advice if you're at your maximum tasks, so it won't pester you if you can't do anything. A number of prompts received additional clean-up and clarification.

Also, if you don't want the safehosue tutorial, just disable it either with a new game or through the options menu directly.

v1.6.7 - 5/13/2024
- Fixed issue using "Inject Matrix Loot Accounts" Leverage locking up screen
- Improved MatrixLink 2, fixed bug preventing upgrading to this new implant
- Files that are newly minted from a set get the "New" yellow dot
- Counter-Intel Pods displays Heat and Head Hunters details in the HUD
- Even if you have 0 missions, you can enter Command HQ in order to upgrade it
- If a token offer for recruiting or contacts is not available, the row style is grayed out correctly
- Fixed issue where level could lock up before HUD is loaded, mercs in T-Pose
- Old saved games that were showing a 3rd type of Utility on Command HQ no longer have this bug
- Fixing invalid implant ("Implant.Name.-1") appearing on characters who were in Simstream Detox
- Reduced possible Safehouse HUD overlaps on certain resolutions and UI scales
- Improved safehouse tutorial prompts
- Fixed reported typos - thank you!
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,079
Update #84: Cap Rising
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Exciting times ahead as we come roaring out of the major safehouse base building milestone and careening back into the regular order of updates, improvements, new content and more! With Update #84, we've raised the level cap by 5 levels, added 2 new Power Level 3 armors for sale from the newest contacts, improved Soldier's Blast Radius, and fixed a huge heap of F10s from the community!

A big thanks goes out to everyone reviewing, playing and posting. Hit F10 if you see anything odd, we are hard at work improving and fixing.

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Level Cap Rises
With Update #84 and the big expansion of the safehouse, it is the right time to lift the level cap to 25. You'll gain an additional +1 Level Point per level. The next cap raise will include additional Talent LImit allowance.

For those players who have been grinding past the current cap, you will find that your XP is kept and used. You may suddenly find your mercs are Level 22 or even Level 25 if you've played out enough missions. Enjoy the new points!

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Blast Radius Buffs
The Soldier's Blast Radius Talent has had its upgrade tree simplified a bit to be a single row updates and gained some additional buffs. The new improvements push the max range you can gain for any type of thrown grenade, medi-cloud or shock mine to +8m up from +6m. Also, the total damage buff is increased by extra +20%.

Those who invest their Level Points in grenades ... go BOOM.

New Armors
We've added 2 new Power Level 3 options - one Heavy and one Light - for armor. These can currently be purchased from your new Fixer Contact. The heavy armor features 3 Protection Points, making it awfully hard to chip down to its low %s and the Light armor keeps the same 2 Protection Points but shifts its max and min Protection % upwards.

Check out the Underworld Hub to meet some new power players and expand your available services.

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Safehouse Improvements
If a room generates Tokens and it has the maximum number on the shelf, the tag for that will go green now, making it easier to spot. This makes it easier to know where you've got room to spend.

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We fixed a bug with the Simstream Trainer that was adding more than +10% Stress pre use. When a merc goes in, now they get a flat +10% Stress. They gain a percentage % of XP of all missions run while they are in the trainer, so it is to your benefit to stick them in there and then run as many missions as you can for the +10% Stress.

We simplified the filters in the Inventory / Equipping / Market screens to be more fitting to the task you are doing. We're working toward further simplification that will help focus the screens specifically on the task at hand. Previously, these screens were trying to each do everything and it was making them much harder to use. We're excited for this big step forward and to keep pushing these into better shape. Also, this resolves a number of bugs about different Programs not appearing in inventory.

APU / CPU Spike Clarity
We've improved the text around APU and CPU spiking to be more clear about which one affects which. APU affects the real-world meat-space Sec AI while CPU affects the Matrix host's Q-Sec Tally. We know we still have work to do here as the actual displayed Sec Level in the HUD in both meat-space and matrix does not reflect the drop in Tally, so this is going to keep confusing players until we improve the UI. Coming soon hopefully.

Recruit Durations
We've double the duration on all recruit offers from story and Sibling Job. You'll have more time if you need to make adjustments to your Barracks now to accommodate these new mercs. Furthermore, we've added an option to continue to delay your recruit choice after the Sibling Job if you had to delay directly after the mission was over.

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Overwatch and Targeting
We're working on some of the most populous F10s in buckets. This update fixes a ton of minor issues with targeting, movement destinations and Overwatch. We have fixed some inconsistencies with targeting, the character's reaction and rotation after targeting not being consistent and the attack Talent sometimes not always being selected correctly.

Also, we've fixed issues where the direction of your Overwatch cone could shift when taking reaction shots. With this bug fixed, Overwatch correctly keeps to the exact range and direction you set and never changes during reaction shots.

Finally, we've made some progress crushing down on the bug that can cause the game to get stuck in slow motion during an Overwatch reaction shot. We've found 2 possible causes, patched them and added additional logging so that any future F10s about the issue will help us pin it to the wall.

This was actually related to the same reason that sometimes unarmed characters or prisoners would loop for a while and then suddenly go into a T-Pose. That's fixed now too!

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Hates and Desertion Tags
If you were having any issues with Hates or Deserter backstory tags preventing you from going on missions that seemed to make no sense, this is resolved.

Sticky Toggle Highlights
Your choice of playing with highlights on or off, by default using the (H) key, is now remembered between levels and level retries. Thanks for the F10s!

v1.6.9 - 5/15/2024
- Increased Level cap to 25
- Added 2 new Power Level 3 armors available from new Fixer Contacts
- Increasing benefits of Soldier's Blast Radius grenade buffs: extra +2m range available, extra +20% Dmg
- Fixed Soldier's Blast Radius upgrades to be a single progression, last upgrade costs 2 points
- Fixed/improved matrix text for APU / CPU Spiking to be clearer about each (APU=real world Sec Tally, CPU=Matrix Q-Sec Tally)
- Fixed issue with Desertion or Hatred sometimes blocking a character from an inexplicable mission
- Double duration on all story-based recruit offers including Sibling Job
- Added continued delay option when considering recruit from Sibling Job at safehouse
- Simplified/improved filters in inventory and market, removed duplicate "Can Sell" filter vs. "Ready to Equip/Sell"
- Corrected icon for Reaction attribute boosts in Class skill tree to match roster Attribute
- Fixed issue with Simstream Trainer adding too much stress, adds +10% Stress per use, run more missions for more XP per Stress
- Fixed price displayed in file set grid to show the base price of the possible file set result
- Fixed log for group buffs misreporting number of buffed by -1
- Fixed bug where Overwatch cone could change rotation after each attack
- Fixed issues with prisoners or other unarmed characters randomly going into T-Pose
- Fixed level issues where you might be able to see a skybox beyond edge of level
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #85: Glitch in the Datastreams

Down in the underbelly of New Boston, welcome Update #85! We've got a small bump to the level cap, new Matrix program types (Hybrid-Utilities), and tons of matrix improvements. We've also improved the display and text shown with accounts, and fixed the mostly highly reported 2 game locks that occur during missions.

One of our next major milestones is the matrix tutorial, so we're pressing hard on a few feature adds, bug fixes and improvements on the entire Matrix to make sure we're tutorializing the best foot we can put forward. Check out the latest!

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

Level Cap Bump for Extra Talent
When we raised the Level cap to 25, it was a nice +5 level points for all of our mercs and Knights out there but it fell 1 level short of the mathematically determined milestone for a new Talent limit point. That is not the most fun result - so we've bumped the max Level cap by +1 to make it 26 and let max level characters train into one more Talent or Passive.


Hybrid-Utility Programs
The newest type of program has arrived today which is a Hybrid-Utility. While these programs have Program Ratings that are too high to install on any existing deck and they have large memory footprints to boot, they are both a Utility (granting a buff as long as they stay in active memory) and regular active programs (allowing active use, like Attacking or Sleazing).

These program types can currently only be achieved by minting File Sets of code files, compiling new high-power programs like Attack III (FAS) and Nuke II (HOT). If you have previously compiled these programs, check out your Deck Mgmt, the programs will now appear as they should.

Each type of Hybrid-Utility comes in a series like FAS or HOT (with QCK, HWD and RIP to follow). FAS Programs are IO accelerators that make it easier to load other programs, at the cost of connection health. HOT Programs are damage boosting programs that make it easier to destroy, at the cost of hacker health.

We're excited to see how HOT and FAS programs play into your hacking strategies. One straightforward way to use these Hybrid-Utilities is to load-and-hold them for as long as you can, using them only as a last resort so that you can get as much benefit from the Utility side of their hybrid nature as possible.


Matrix Buff / Debuff Visibility
All Matrix buffs on your Hacker are now clearly visible in the top left corner along with the turn duration for each effect. This is a big help tracking the buffs of Utility and Hybrid-Utilities, as well as your Talents and buffs from Leverages as well.


Hacking Leaking to Meat-space
We fixed 2 big issues with Hacking and returning to meat-space. The first is that some of your Hacking AP might come with you and you could actually increase meat-space AP by hacking. This is now fixed, and your resulting Action Points after hacking are equal to whichever is lower of the two:
(AP you started the Hack with) - (Hacking AP spent / 10)
(AP you started the Hack with) - 1 AP
So, at minimum a Hack will cost you -1 AP or more if you take action in the matrix host.

Also, we fixed issues with the AP hover on the character going a big crazy after hacking where it would show very large numbers.

We also fixed a class of bugs about disconnect / reconnect in the same Turn for hackers.


Fixed Overwatch Freeze and Movement Glitch
A huge thanks to everyone reporting F10s! In Update #84, we improved the situation with Overwatch, squeezing out cases that could cause a freeze, but it's clear we didn't catch all of them. Thankfully, we also added a ton of extra checks and logging so we could get a handle on this difficult bug in production. With the newest crop of F10s that have come in since Update #84, we've found and fixed the root issue. Hopefully, #85+ will no longer see possibility of freezes during intense Overwatch gunfights.

Finally, we fixed a movement glitch that could sometimes result in a character suddenly moving a distance after targeting an enemy and canceling it to test out a move. Thanks to everyone who found and reported this odd issue with an F10!

v1.6.13 - 5/17/2024
- Increased Level cap to 26 to grant +1 Talent Limit
- New type of Program - the Hybrid-Utility grants an active program ability (Attack, Nuke, Scan, etc) AND a buff as long as it stays loaded
- Compile source code through File Sets to create new Hybrid-Utility programs
- Hybrid-Utilities of HOT type boost damage while loaded
- Hybrid-Utilities of FAS type boost IO speed while loaded
- All matrix buffs are now visible in top left of the Matrix HUD with hovers and turn duration
- Improved handling of Utility and Hybrid-Utility program buffs when force unloaded by IC or host
- Fixed Matrix bug where possible hacking AP leaks back into meat-space or meat-space character hovers
- Fixed Matrix bug where some buffs could persist and double-up during connection and disconnect cycles
- Increased price penalties for Contact Traits Fast-Splice and Hack-Saw
- Accounts stolen after this update will include lore name and description
- Fixed issue where ignored recruits might hang around on the roster, inactive but visible
- Fixed bug where movement could suddenly glitch after targeting enemy and move merc
- Fixed bugs with Overwatch reaction to Full Auto attacks, bugs that can cause Overwatch to freeze game
 

cyborgboy95

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Update #86: Techies - Spike On!
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Down in the Belly under the New Boston Dome, Update #86 has touched down. We've got a lot of exciting new things with this one - new bonuses for the Tech attribute, improved display for APU/CPU spiking, new milsec items you can purchase, all the Hybrid-Utility programs can now be installed and used and more. Let's dig into the details!

We're busy with Early Access - lots of updates, lots of milestones coming up quick. We hope you are enjoying the pace of fixes, improvements, hotfixes and new content. If so, please take a moment to leave a review of any length - every one helps! And remember, you can always edit your review at any time.

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New Hacker-Only Tech Bonuses
The Tech Attribute has gained a big (needed) boost for Hackers, now adding Matrix-specific bonuses. If you have the Hacker class (as your primary or multi-classed) you will gain +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech, which protects both the Hacker and the cyberdeck. This makes the choice to go after extra Tech points in different class trees more interesting and firmly pushes Tech into the realm of being the Hacker's key stat.
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Load Up those Hybrid-Utilities!
In Update #85, we fixed all the issues that were nagging Hybrid-Utility programs and now we've rolled out a new set of Program Ratings that allow some of them to be used in existing decks. So, check the new Ratings and consider juggling some of your programs around to make space for these new biggies - they're powerful and interesting options in your digital kit.

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Unique Milsec Items Return
The different MilSec and Brave Star contacts you can connect with throughout the game now (once again) have more unique offers for consumable items that they can sell, including Dazzlers and Concussion Grenades. This opens up some new angles for building out your item load out, so check out what you might want to swap around.

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Clear Display of APU/CPU Spiking
While APU and CPU spiking have been working correctly for about a month, they were lacking any helpful UI support to indicate what they had done. This has been causing a ton of F10s and confusing players, as it simply seems like they don't do what they promise or what is reported in the logs.

The big Sec Level or Q-Sec Level value in the HUD will now immediately react to an APU or CPU Spike. It will gray out indicating that it is below the real level of the Sec Level and no Escalations will occur until the Sec Level exceeds the old Sec Level. For example, if your Q-Sec Level is 8 and you Spike the CPU, then the Q-Sec Level will drop to 6 and the Matrix Host can't take an Escalation action until the Q-Sec Level reaches 9.

This is also all shown in the hover over the grayed out Sec Level, so check that out too for specifics once you see it in game.

More Matrix Hovers
As we've mentioned, we're hard at work on the matrix tutorial now. In order to make it the best it can be, we're sprucing up the matrix in general. With this update, we've added and improved a number of hovers through the Matrix screen - especially around the Q-Sec Level in the top right and all the deck details in the bottom left (IO, Active Mem, Storage).

We hope it's helpful!

Armors Debuffed
As we build out the full progression of armor and weapons for the game, we've adjusted some of the early game armors to have a bit lower protection ratings. These have dropped anywhere from 2% to 5% for some armors, especially Power Level 1 armors. Take a check through your gear and see if you want to upgrade today.

We've also simplified the armor categories in this update, crushing everything down to Light, Heavy and Stealth. There will be distinct groups within those based on stats and styles, but they don't each need their own high level category in the filter.

V-Chip Contact Fixes
We resolved an issue where the Contacts you gained through a V-Chip were not appearing in the initial conversation. While everything else was functioning correctly, this made them harder to track down in your list of Contacts and to recognize them as they appear in the newly offered services.

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Hid Loadout Button


v1.6.17 - 5/19/2024
- Improved Tech attribute - for hackers now grant +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech
- Adjusted Hybrid-Utility program ratings to work with existing decks available in the underworld
- Improved Sec Level UI response to spiking CPU or APU to gray out Sec Level when an escalation will be skipped
- Improved Sec Level hover to include exact details of when Escalations will resume for spiked CPU or APU
- Improved hovers in matrix for IO, Deck Storage, Q-Sec Level
- Down balance on starting armors, dropping 2% to 5% protection - consider upgrading your armor
- Simplified Armor category filters (Light, Stealth, Heavy)
- Fixed issue with missing milsec items for sale from Milsec and Brave Star Contacts
- Fixed bugs with V-Chips having conversations where the new contact did not show up and name was blank
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/1021210/view/6181831424332557505

Update #87: At the Hack Station
Dialog UI and interaction improvements, better Hacker HUD, fixed Leverages from Safehouse, fixed Legwork Hustle Up
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Update #87 continues to press on community F10s, quality of life requests and bug reports. We've got some major things cooking back at HQ and some milestone items coming up, but for now we're making sure everything in the latest massive base building update is working as it should be. We've fixed a number of issues, improved the matrix to prep for the tutorial and made some much needed changes to the UI pattern in dialog to ensure that confirm-is-confirm.

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

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Hacking YouTube Tutorial
As we are still working on getting everything ready and done for the proper in-game Matrix Tutorial, we've taken a moment to record a brief and focused YouTube tutorial for anyone looking for help here.

Learn to hack to drop the alarm level, control security devices, get valuable paydata, and complete CPU spike missions.


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Confirm to Advance Dialog
With Update #87, we've fixed the longstanding issue where TAB was by default used to advance dialog instead of the regular UI confirmation, spacebar. This issue stemmed from the regular concern over controller and keyboard players hitting space rapidly and accidentally selecting the first dialog option without realizing it in a rush of mashing buttons. To address this, we've moved the selection for keyboard and controllers to a prompt above the choices - so, hit (A) or (space) to advance the dialog and when a choice comes, you can't make a choice until you use your D-pad or arrow keys to navigate down.

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In the same vein, there is a dead spot on the screen that refuses to accept "click to advance" clicks during dialogs. This area is the area where the choices will appear and is there to prevent you from spamming clicks into an area where dialog choices are going to be shortly, and then accidentally mashing your way through a choice. The dead zone is now highlighted in a darker color to make it clear so you can click elsewhere.

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We've also added an attribution arrow to the last line of shown dialog to help it be more clear as the speaker jumps back and forth between sides.

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Hacker Details in HUD
We've improved the hacker's details in the top left of the matrix HUD with Update #87. This includes breaking out Cyberdeck Shield and Cyberdeck Armor to give them their own own icons, hovers and space above the 3 health bars for your hacker (HP, Cyberdeck, Connection Health).

We've also added a set of new hovers to cover these re-organized fields.
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Safehouse Leverages
If you were using the Field Ops or Hacking Station rooms in your safehouse to gain additional leverages, you might have found that a few of them were not working as advertised. In some cases, they were but were giving no indication to the player. Regardless, we've fixed the lot of them, including Pemex Doubler, RIPR DX and Bespoke Deck Armor.

We've also fixed an issue where the passive on-first-turn type of Leverages were not being shown in the Command HQ when you returned there to finish your mission planning. This was making them feel even less likely to be useful.

Please F10 any additional issues you have, but we're seeing the whole set working and displaying better now.

Underworld Hub: Legwork Hustle Up
The Legwork Hustle Up capability of the Underworld Hub in your Safehouse was not working. A math error with rounding things off to whole numbers snuck in near the end of testing and set everything back to the same duration it had before! This is now fixed.

We are working on better feedback for using tokens, but the first priority is to crush any bugs in the actual mechanical parts before getting some dialog in there from the Face.

Double IO Bug
We fixed a bug that was sometimes causing IO buffs from Programs or Talents to be counted twice or to reapply on the following turn. IO is so important and comes from many sources - your deck, your cybernetics, your Talents and your programs - so getting every point counts.

Targeting Click and Cancel Bug
We fixed an old bug that could cause the click to target an enemy to instantly cancel the attack targeting. In this case, the target circle would flash on screen and then disappear. This is now resolved, hurrah!

v1.6.19 - 5/21/2024
- Improved dialog and story choice display - confirm (spacebar by default), attribution arrow, smooth scrolling
- Improved Hacker HUD in the top left corner to show Cyberdeck Shield and Armor separately
- Fixed reported issues with Safehouse-driven Leverages
- Improved Command HQ's mission planning by showing Passive Leverages on a mission
- Fixed RIPR DX, Pemex Memory Doubler
- Fixed issues with matrix Armor buffs like Bespoke Deck Armor not reducing damage correctly
- Fixed issue with IO Speed buffs sometimes being double-applied
- Fixed issue with Underworld Hub not correctly reducing Legwork duration
- Fixed issue that could cause game to ignore clicks on enemy targets or immediately cancel targeting
 

cyborgboy95

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Joined
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Messages
3,079
Update #88: Sorting it Out
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It's late Friday night and updates are brewing in New Boston. This is when the heisters like to make their hits, so let's dive in. With Update #88, we've buffed 2 Hacker Talents focused on more stealthy style of hacking - Scapegoat and Spoof - as well as adding 4 new filters to help you sort out and manage your files and their relation to sets. We've fixed a longstanding issue about items selling for $1K and the odd price mismatches in the grid and sell UI, well as fixing issues with first turn buff Leverages and resolving any lingering bugs caused by the loadouts screen.

If you're enjoying the pace of updates and improvements, please take a minute to share the game with a review. We're working hard to keep Early Access a constant forward motion and we'll be putting up a preview thread for the next class added to the game next week.

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Hacker Scapegoat and Spoof
Both Scapegoat and Spoof received starting Duration buffs. These both started with a very slim duration, making it hard to use them advance and leaving some possibility that the tokens could simply expire. An extra turn for each, and with duration boosters among their upgrades, makes them a more versatile play.

In addition, the Scapegoat passive Talent which blocks Q-Sec Tally added by destroying an IC that is not disabled (often with Nuke or Null Op) now has an addition starting token. We're testing out this balance and considering if it needs even more token buffs in the upgrades tree.

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File Filters
We've added a set of 4 new filters for files to help you organize and prioritize for sale, keeping and use.
  • All Files that are not included in a set can be shown or hidden using the "Not used by Set" filter.
  • All files that are part of a set can be shown or hidden by using the "Used By Set" filter.
  • If a File was created by minting a set, you can now use the "Created by Set" filter to find these result Files quickly.
  • Finally, if a file has a Use action, like a V-Chip or a File that can create a mission, these are now easy to locate using the Has Use Action filter.
These new filters should cover the use cases we've heard from players across our channels. Thanks to everyone sharing how you're approaching files in Discord, Steam and in F10s!

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Inventory Pricing, Items No Longer $1K
When you're in your inventory, you're likely checking on something to equip, sorting out weapon mods or planning to sell something. We've worked on smoothing out the selling experience and preview prices for all types of equipment and fixed the bug that was forcing all items to sell for exactly $1K.

There are 3 places prices are shown in the Inventory - a preview price in the grid, a preview price in the Sell button and a final price offered by each individual contact. For items, all 3 of these prices were different until Update #88.

Before Update #88, the grid price was showing the preview for what you'd pay to buy it, but you already own it ... so now it is nicely updated to preview the sell price as early as possible. Items were also incorrectly using the price of their bundle (Buy 5 for $15K) instead of individual prices ($3K).

Anyway, its nicer and you can make some money, if not riches, by selling items now.

We're glad to see this set of issues resolved and are working toward multi-buy and multi-sell with a quantity slider. That will be wildly helpful here.

Loadout Issues
If you were having any loadout issues - such as missing armor - making the character roster screen or inventory screens act oddly or freeze, we've fixed a set of issues that came along with the big release of the safehouse. Your games should be automagically healed, so just boot them up and play on.

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First Turn Buff Leverages
A big thanks to everyone reporting specifics with your F10s about any Leverages that aren't working. It is great to see everyone using these so much. This update includes a fix to ensure that Leverage buffs aren't lost incorrectly during a retry turn or retry mission.

v1.6.21 - 5/24/2024
- Buffed Hacker's Scapegoat Talent with +1 Turn duration and +1 token, switch a duration upgrade to recharge rate
- Buffed Hacker's Spoof Talent with +1 Turn duration
- Added 4 new filters for Files in Cold Storage - Not Used by Set, Used by Set, Created by Set, Has Use Action
- Cyber Surgery tag in roster shows time for recovery inline
- Improved inventory pricing display to ensure the price shown in the grid, the Sell button and the contact list all match
- Fixed issue with Items always selling for only $1K
- Fixed issue with File "Use" button only appearing in "Files" tab but not "All" tab in Cold Storage
- Fixed issues caused by loadout screen last week, issues with not wearing any armor
- Fixed issues with first-turn buffs from Leverages
- Improved matrix hover for auto-dump nodes
 

cyborgboy95

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3,079
Update #90: Deploy the Decoy!
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When the IC are coming in hot, digital streams are screaming and the quantum temp is getting close to "cook your brain" levels - it's time to deploy the Decoy program! And Juice, punch some Juice. This update drops a new cyberdeck program - Decoy - to the markets as well as improves the balance of the Hacker's drug of choice, Juice. We've also improved enemy progression, re-added the missing Pistol Silencer 2, remove fraction AP in Tactical Surge (I know! ... cue screaming, ...now
:steamsad:
), fixed File filters to be always remembered and more. So, let's check out Update #90!

If you're enjoying the pace of updates and the game as we're shaping it throughout Early Access, please take a moment to share the game with a friend and leave a review. Our small studio lives on them :D

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New Program: Decoy
The latest cyberdeck program to hit the digital streets is the Decoy utility program. Decoy I and Decoy II are now available. While this unassuming Utility program offers a small buff to Cyberdeck Shield (temp health) and Armor (damage resistance) its real power is in volunteering to be the first program to be unloaded. If an IC or the Matrix Q-Security Escalation results in an attempt to unload a program, Decoy always goes first, protecting your real programs from being booted out of Active Memory.

As part of the deal we even got a nice new icon for Nuke programs!

A big thanks to the crew on our Discord[discord.com] and other channels suggesting awesome ideas for new Programs!
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Enemy Progression
We've started the official grind on enemy progression, rolling out about 40 new tiers that enemies can appear at as you grow in Team Power Level and take on harder and harder missions. Enemies of all sorts have better access to increased HP, better armor, a small set of new Talents and improved options like Critical % to hit in some cases like the Whislter Cult from the Syndicates. So - upgrade those weapons and armors, mercs!

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Blue and Turqo Juice Rebalance
We fixed a few things with the initial Juice offerings. These hacker drugs are mind-expanding and powerful but expensive, so their abilities have to justify it.

For Blue Juice, we added a new charge (+1 to 3 total) and improved the buffs to have no duration, it is instant +20 Matrix AP. This makes it less valuable over multiple Turns, but allows you to use it multiple times in a Turn, so you can burn all 3 charges for +60 AP in a single blast.

For Turqo Juice we added an additional charge (+1 to 2 total) so that you can use the item in multiple hot moments. It is very powerful IC blocker, and does not trigger IC responses when taking it, so consider using it the second before you need to take some action and would be slapped by the IC. Including Traps!

Juice on, cowboys and cowgirls.

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Missing Silencer 2
For a short minute the Pistol Silencer 2 (WhisperLite) disappeared from the markets. It has returned! We're hard to work on some major expansion in preparation for crafting and this one got bumped in the process.

Also, there was an issue with a similar cause where some enemies who should have had Protection Points to buff their armor suddenly didn't. This is now fixed too.

Nerf Tactical Surge
We've removed the complicated +0.5 AP you could gain from Tactical Surge. Its other buffs are more than enough to stand on their own and from a design standpoint, we've made the call that team buffs can't add fractional AP. We know it hurts, but rip the band-aid off now in EA, it's for the best of the game.

File Filters Now Remembered
They weren't getting remembered in every situation. Now fixed!

Matrix Snoop Confusion
We've improved the description of Matrix Snoop Leverage option and ensured it only appears in missions that have matrix hosts. It is a passive Leverage, so it happens automatically but only affects the first Stage of a mission.

Talent Fixes
We've patched a few issues with Talents as well:
  • Hacker's RIPR Compression was restoring incorrect amount of IO.
  • Cybersword Lightfoot was canceling itself as soon as you set a movement destination.
  • Fixed the first Hacker's class tree upgrade on the right side, it was missing a +3 Matrix AP buff.

v1.6.29 - 5/31/2024
- Added Decoy I and II programs for sale - Utility program volunteers to be first to be unloaded by IC / escalation
- Improved ability for enemies to scale with Power Level, more enemy types scale farther with upgrades to Armor, HP, Talents
- Improved balance of Blue and Turqo Juice - more charges, Blue Juice has no duration, instant AP add
- Fixed Blue Juice and Turqo Juice missing details when looking at item on character roster
- Knight's Tactical Surge no longer grants extra +0.5 AP in upgrade nodes
- Fixed issues with Matrix Snoop Leverage, improved description to be clear it reveals hosts on the first Stage only
- Fixed first small upgrade on right side of Hacker's class tree to be +1 Will and +3 Matrix AP
- Fixed issues with proc-gen missions where Matrix Snoop might incorrectly appear
- Fixed issue with lots of enemies armor Protection Points being stuck at 0
- Fixed issue with Cybersword's Lightfoot Talent always canceling when setting movement destination
- Fixed issue with File filters not always being remembered
- Fixed issue with Hacker's RIPR Compression Talent restoring wrong amount of IO
- Fixed issue with safehouse timeline where paging to the right caused events to space out oddly
- Fixed issue with Pistol Silencer 2 disappearing from markets
 

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,079
Update #92: Pylon
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Welcome to June! The sweltering heat out in the Wards outside of the dome hasn't set in completely yet but it won't be long. Things are about to get hot for our roadmap and for major game feature completion. Usually, we tend to avoid posting specific goals, so don't think of this as a promise but as a fun challenge for the team here. We've got a major traffic jam at the launch pad for features and content - so many things that are 80-90% done are piling up that need that last test, polish and content/feature push to be done.

So, let's see how many of these we can drop in June! New evolving Contacts with Influence/Exposure Limit Breaks, the fast, deadly and chaotic Agent EX class[/]b, the New Game V2 experience with the Knight character creator, major increase of speed of play with Fast-Forward Enemy Turns, huge content explosion with Crafting Blueprints in your Safehouse NanoFab and the Matrix Tutorial.
:steamsad:
:steamhappy:
:steammocking:
:steamfacepalm:
:steambored:


Is it possible? Let's go June!
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For tonight, we have a big bug fix update to catch up with the week's F10s, prep for the upcoming roadmap items and help improve the in-game instruction for Safehouse rooms like the Simstream Trainer and Detox.

If you're looking forward to seeing what we can get done in June, like the pace of updates or are just enjoying the game - please take a moment to leave a review!

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Further Enemy Upgrades
As we keep improving the starting base of enemies in the game, we're now rolling new weapons, some new armors and a few Talent variations for enemies. You'll see most higher level enemies start to hit a little harder, some will have higher Crit % and others will have weapons that boast better Shred %.

Once we've got the basic set all tuned up and corrected, with everyone scaling nicely in power levels, weapons, armor and Talents the next step is to start adding new types and variations altogether -- so, enemy variety is finally on the horizon.

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Knight Attribute Boost - Prepping for New Game V2
As we prep for the Knight Character Creator, we're rolling out some balance changes. All of the Knights in your existing games just gained +8 Attribute points total across their starting set, all granted by the Backstory Trait. We refuse to allow saved games to be left behind, so we're smoothing out the path in advance of New Game V2 to make sure that old Knights aren't left out in the cold with an unfairly low number of Attribute points. In the Knight Creator, you'll be able to spend 12 Attribute points and gain 8 points in bonuses from picking your Backstory and Traits.

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Contact Traits Affect Prices!
We've fixed an issue with Contact Traits that prevented them from having any meaningful impact on prices of buying and selling goods. Now you'll see these coming into play, so enjoy the new price variations across the board. We're working on new Traits and new options within Traits that will help make this even more interesting.

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Simstream Trainer and Detox
With this update, we've put some helper text into both the Simstream Trainer and Detox benches when they are unoccupied to help explain the expected flow. These will probably get a bit more detailed over the next few releases, but this is a good starting point.

We've also updated a game rule that prevents the Cyber Knight from going into the Simstream Trainer.

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Matrix HUD Updates
The matrix Talents in the HUD now correctly display AP cost even if it is 0 and also include the details about their recharging turns.

We've improved how Matrix previewing of Security Devices works on a host. The eye button in the top left is now always enabled if there are Security Devices enabled and you can use it at any time to preview those devices in the real world. Once you reach a SCU, you can use the "Show" button on a specific device to see the short list and pick which device you want to disable.

We fixed a reported bug in some sequences of play where the Leverages list would refuse to open with the Matrix.

UI Polish
We've improved how scrolling panels react to mouse entering and exiting the panel throughout the game. This stops a whole class of odd scrolling that was occurring where the panel would (to help controllers) want to auto-scroll to the selected element and ensure it is in view. This wasn't great UI feature to include for mouse play, so we've disabled it for that type of input.

If you add a multi-class, you'll immediately return to the class tree of your new class, not the original one.

The Notes, Pay Rate and Dismiss areas of the roster were hidden accidentally a few updates ago, they are now back.

v1.6.35 - 6/6/2024
- Enemies upgrade with new weapons, armor, Talent variations
- Added +8 Attributes total to all Cyber Knight backstories in prep for New Game V2 attribute spend
- Contact Traits now properly affect all prices including offers to purchase used goods
- Added helper text into screens for Simstream Trainer and Detox to be more clear what
- Improved rules - Cyber Knight can never go into the Simstream Trainer
- Improved all scrolling views in game for mouse users, no more auto-scroll or odd scroll up/down
- Added enemy animated reaction when taking a debuff
- Matrix Talents improved to show AP cost even if it is 0 AP and show recharge turns in hover correctly
- UI polish: after training multi-class, training screen opens that class tree
- Safehouse camera is more active, willing to zoom to locations for Barracks and Cold Storage
- Fixed Rarity on NX-Longsight AR - it is Rare, not Legendary
- Fixed bug causing Roster Notes, Pay Rate and Dismiss to be hidden
- Fixed bug in Matrix that could prevent the Leverage list from opening
- Fixed bug with Yield Turn preview if the merc wasn't the highest Initiative
- Fixed overlaps in some base building UIs and Simstream benches
 

ERYFKRAD

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Messages
29,897
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
Update #92: Pylon
c6dbc39abc673ec558cfe16d5115cd89ee2d805f.jpg

Welcome to June! The sweltering heat out in the Wards outside of the dome hasn't set in completely yet but it won't be long. Things are about to get hot for our roadmap and for major game feature completion. Usually, we tend to avoid posting specific goals, so don't think of this as a promise but as a fun challenge for the team here. We've got a major traffic jam at the launch pad for features and content - so many things that are 80-90% done are piling up that need that last test, polish and content/feature push to be done.

So, let's see how many of these we can drop in June! New evolving Contacts with Influence/Exposure Limit Breaks, the fast, deadly and chaotic Agent EX class[/]b, the New Game V2 experience with the Knight character creator, major increase of speed of play with Fast-Forward Enemy Turns, huge content explosion with Crafting Blueprints in your Safehouse NanoFab and the Matrix Tutorial.
:steamsad:
:steamhappy:
:steammocking:
:steamfacepalm:
:steambored:


Is it possible? Let's go June!
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For tonight, we have a big bug fix update to catch up with the week's F10s, prep for the upcoming roadmap items and help improve the in-game instruction for Safehouse rooms like the Simstream Trainer and Detox.

If you're looking forward to seeing what we can get done in June, like the pace of updates or are just enjoying the game - please take a moment to leave a review!

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Further Enemy Upgrades
As we keep improving the starting base of enemies in the game, we're now rolling new weapons, some new armors and a few Talent variations for enemies. You'll see most higher level enemies start to hit a little harder, some will have higher Crit % and others will have weapons that boast better Shred %.

Once we've got the basic set all tuned up and corrected, with everyone scaling nicely in power levels, weapons, armor and Talents the next step is to start adding new types and variations altogether -- so, enemy variety is finally on the horizon.

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Knight Attribute Boost - Prepping for New Game V2
As we prep for the Knight Character Creator, we're rolling out some balance changes. All of the Knights in your existing games just gained +8 Attribute points total across their starting set, all granted by the Backstory Trait. We refuse to allow saved games to be left behind, so we're smoothing out the path in advance of New Game V2 to make sure that old Knights aren't left out in the cold with an unfairly low number of Attribute points. In the Knight Creator, you'll be able to spend 12 Attribute points and gain 8 points in bonuses from picking your Backstory and Traits.

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Contact Traits Affect Prices!
We've fixed an issue with Contact Traits that prevented them from having any meaningful impact on prices of buying and selling goods. Now you'll see these coming into play, so enjoy the new price variations across the board. We're working on new Traits and new options within Traits that will help make this even more interesting.

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Simstream Trainer and Detox
With this update, we've put some helper text into both the Simstream Trainer and Detox benches when they are unoccupied to help explain the expected flow. These will probably get a bit more detailed over the next few releases, but this is a good starting point.

We've also updated a game rule that prevents the Cyber Knight from going into the Simstream Trainer.

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Matrix HUD Updates
The matrix Talents in the HUD now correctly display AP cost even if it is 0 and also include the details about their recharging turns.

We've improved how Matrix previewing of Security Devices works on a host. The eye button in the top left is now always enabled if there are Security Devices enabled and you can use it at any time to preview those devices in the real world. Once you reach a SCU, you can use the "Show" button on a specific device to see the short list and pick which device you want to disable.

We fixed a reported bug in some sequences of play where the Leverages list would refuse to open with the Matrix.

UI Polish
We've improved how scrolling panels react to mouse entering and exiting the panel throughout the game. This stops a whole class of odd scrolling that was occurring where the panel would (to help controllers) want to auto-scroll to the selected element and ensure it is in view. This wasn't great UI feature to include for mouse play, so we've disabled it for that type of input.

If you add a multi-class, you'll immediately return to the class tree of your new class, not the original one.

The Notes, Pay Rate and Dismiss areas of the roster were hidden accidentally a few updates ago, they are now back.

v1.6.35 - 6/6/2024
- Enemies upgrade with new weapons, armor, Talent variations
- Added +8 Attributes total to all Cyber Knight backstories in prep for New Game V2 attribute spend
- Contact Traits now properly affect all prices including offers to purchase used goods
- Added helper text into screens for Simstream Trainer and Detox to be more clear what
- Improved rules - Cyber Knight can never go into the Simstream Trainer
- Improved all scrolling views in game for mouse users, no more auto-scroll or odd scroll up/down
- Added enemy animated reaction when taking a debuff
- Matrix Talents improved to show AP cost even if it is 0 AP and show recharge turns in hover correctly
- UI polish: after training multi-class, training screen opens that class tree
- Safehouse camera is more active, willing to zoom to locations for Barracks and Cold Storage
- Fixed Rarity on NX-Longsight AR - it is Rare, not Legendary
- Fixed bug causing Roster Notes, Pay Rate and Dismiss to be hidden
- Fixed bug in Matrix that could prevent the Leverage list from opening
- Fixed bug with Yield Turn preview if the merc wasn't the highest Initiative
- Fixed overlaps in some base building UIs and Simstream benches
Hot diggity 13 str on my cyber dude ain't no joke.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1021210/view/4150709804571505107
New class! Agent EX is here + a sale to celebrate.
High-tech killers with phenomenal mobility, tech-warping cybercontrol, and bonuses for dual SMGs.

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Update #93 brings the second new character class to the game, Agent EX, a high-tech killer with phenomenal mobility, tech-warping cybercontrol, and bonuses for dual SMGs. For new games, the Agent EX can replace the Vanguard in your squad, giving you a character with more limited options for dealing with security systems and manipulating enemy guards, but greater offensive capability and a more specialized set of stealth options.

Players that want to run and gun will find the Agent EX can thrive chaotic combat, but may need to invest more in other squad members’ sec-device-disable talents to deal with laser wires or mines. Players that enjoy using the element of surprise will find it harder to stealthily clear the way for their entire squad with Agent EX, but with clever use of their abilities can frequently position the Agent for deadly ambushes.

The Talent Tree


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Like the Scourge, Agent EX is the second and final class to require a type of Nano-Hive implant. At the forefront of dangerously experimental cybernetics, the Nano-Have infuses and links the Agent’s body to a nanite swarm.

This allows the Agent to “glitch” short distances at undetectable speeds, gives them a variety of infiltration talents, and makes them a nightmare for enemy drones.

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Mobility
is a core focus of Agent EX, with 12 nodes of +1 Reaction bonuses available throughout their tree, their Glitch talent, and passive talents like:
  • Adrenaline Flow
    - When taking damage from an attack, instantly reduce damage by 50% and gain +1 Move Points.
  • Supremacy
    - When the Security Level rises, gain +10% Evasion, +1 Move Points and +10% Move Speed for remainder of the turn.


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SMG specialization
is assisted through node bonuses of up to +6% Pistol/SMG accuracy, +15% Full Auto damage, and talents like:
  • Dual Reload
    - Fully reload both of your carried Dual SMGs for 2AP.
  • Aimlock
    - If this Dual SMG attack hits, start an Aimlock Streak so that the next attacks gain +25% Ballistic Pure Dmg upgrade, +25% Armor Shred.


Destroy drones
with node bonuses of up to +6% accuracy vs drones, +25% damage vs drones, and two powerful talents:
  • Leech
    - Designate an area (10m radius) within 15m, and while any drone is inside the area they are debuffed with -50% Move Speed and suffers 25 Pure Dmg per turn, which is recouped by the Agent EX.
  • N-Coat Bullet
    - Delivered by bullet, nanites burrow into and infect drone systems. If this attack hits the enemy drone, debuff your target with -100 HP / Turn and -25% All Ranged Accuracy until end of the next turn.


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And finally,
cloak and corrupt
your way past enemy defenses with talents including...
  • White-Noise
    - A hissing, popping White-Noise zone that is 8m across is created within 2m. The zone will slowly move in the direction it is initially released but will not pass through walls. Any enemy within the field is debuffed with the inability to hear the sounds of any movements (but can hear gunfire) for up to 2 turns.
  • Line Crawler
    - Disable a Level 1 Security Device within 12m for next 2 turns. At the start of the next 2 turns, there is a 40% chance of disabling the next nearest Security Device (of any level).
  • Shuriken Wave
    - A whirling, searing cloud of nanites strike all enemies within 10m of your current position, causing 50 Pure Dmg and debuffing with -10% Evasion and -10% Move Speed for remainder of the turn. Cancels enemy Overwatch.

...and more!

How to Get an Agent EX

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Existing squads
can multiclass a squad member into Agent EX by undergoing cybersurgery to install a Nano-Hive implant. For now, this option is immediately available without investing any extra in Dr. Ashe’s clinic. Keep in mind you can't respec
out
of cyber-classes at this time.

New squads
can select an Agent EX in place of a Vanguard at squad creation. This new character template, Sören, comes with a unique set of traits, starting contacts, and background that the story engine can hook into as we continue to add more content.

And we’ll add more Agent EX characters as recruits down the road.

We’ve had a ton of fun with Agent EX in playtesting, and can see many ways it could shake up the “meta” for how our most experienced players are building their squads. Thank you to the players in the Steam forums and our Discord who offered feedback on the class preview!

As always, during Early Access we may tweak talents to balance as data comes in. And if you spot any bugs, please F10 to report in-game; in-game reports help us prioritize and fix them quick.

v1.6.37 - 6/10/2024
- Added new class: Agent EX (EXpiremental, EXtreme!) uses their nano-hive implant to create a tech-warping cloud of DNA-bonded nanites
- Higher Loyalty results in higher Hype left over after Hype Limit Break
- Improved Vanguard Glasswalker Talent icon, Smoke Grenades
- Smoke Grenades now have a clear border shown around their hazy smoke area
- Fixed bug where moving map buff/debuff zones like Tox-Cloud could blip through walls or out of bounds after 2 Turns
- Improved calculation of damage shown when making attacks to be more accurate around Pure Dmg
- Clarified rules for Vanguard's Lure and Soldier's Red Dot - enemies immediately become Suspicious
- Fixed issue with Soldier's Iron Grip granting Kinetic Pure Dmg Upgrade bonus
- Vanguard's Projection Talent buffed to 4 AP movement as starting point, can upgrade from there
- Fixed issue with Vanguard's Synapse Short debuff reducing Pure Dmg Upgrades instead of Ballistic/Kinetic Dmg directly
- Renamed Vanguard's "Static Spectre" Talent to "Counter Static"
- Fixed hyper repetitive Combat log about "Starting Preplan Turn" that was a dev-only message
- Fixed bug that could allow a Hype Limit Break to appear over top of a dialog sometimes
 

Sweeper

Arcane
Joined
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Messages
3,750
Cyber Knights? Flashpoint? Man this shit looks fucking horrendous. I'm hijacking this thread so we can talk about the real Flashpoint.
Operation Flashpoint: Cold War Crisis. What a fucking game it was.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #94: EX Back
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Welcome back New Boston! We had a short break here so this is the first update since the Agent EX was dropped. Update #94 focuses fully on patching EX issues, so thanks to everyone for putting in F10s. We've been pleased just how stable the new class has been, how much play time the EX are getting and just how fun the class is to play and integrate into both new and existing teams.

So thank you for playing, posting to the forums, hitting F10 if you see something and especially to everyone who left a review this week!

Underworld Hub Recruit Levels
With Update #94, we've resolved the issues that were leaving all recruits at level 1 all the time. Now, Underworld Hub safehouse room will accurately predict the level of the characters it can find and any recruits introduced by other members of the squad or contacts will also have a higher level. This level is based on some math related to your Team Power Level, so as that increases expect to see improved recruit level options.

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Full Auto in the Class Tree
Soldier and Agent EX both have +X% Full Auto Damage nodes but these were not displaying or actually elsewhere, like in the combat stats summary block or when damage by Full Auto was estimated or applied. So, this is a nice new bonus you weren't getting before.

Also, we've improved 2 of the Soldier's nodes to go from +2% to +3% Full Auto Damage.

We've also fixed one of the bottom left Agent EX class tree nodes that only gave +1 Reaction, it now grants +1 Reaction and +2% Evasion.

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Other Agent EX Fixes
We've improved the VFX for Shuriken Wave to give it a feeling of a wave and individual enemies getting hit. We've also simplified the damage calculations for it - S-Wave was incorrectly applying cover and distance reductions to damage like a Grenade and making it quite weak.

We fixed a bug that could cause Agent EX to lock up when trying to re-use certain Talents (due to their VFX being badly cleaned up).

And finally, we fixed a bug where Glitching across different elevations could result in odd rotations and positioning.

v1.6.39 - 6/16/2024
- Fixed starting level of recruits offered by Underworld Hub and by other characters/contacts - no longer always Level 1
- Improved some bonuses in class tree small nodes for Agent EX, Soldier gains 2 X +1% Full Auto boosts
- Fixed issue with Full Auto Dmg bonuses from class tree not appearing in Combat Stats block
- Fixed bugs where repeated use of some Agent EX Talents could lock game randomly
- Improved VFX for Shuriken Wave, fixed issues reducing Pure Damage to targets incorrectly
- Fixed bug with Agent EX Glitch where changing elevation would cause odd final rotation
- Fixed reported typos, thank you!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #95: Lettuce
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We're excited to be back with another day of fixes and improvements to catch up on the week of no updates. Update #95 hits the streets with some important upgrades to Account and File pricing, improvements to Contact Traits to make them be more impactful, a nice new File Set minting preview that helps clarify what swapping files is doing for your result chances, and a big set of improvements to Agent EX and other areas of the game based on your F10s for the day!

If you're enjoying the pace of Early Access around here and the on-going improvements to your game, please do remember to leave us a review. We're a tiny studio and we live on the things. You can always edit it later :D

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Improved Digital Prices & Contact Traits
For files and accounts, we've fixed a number of pricing bugs that were preventing Power Level from having the correct impact on the prices of each type. These should now be more reactive to higher Power Level and offer increased prices from your Contacts should be forthcoming.

In addition, we've fixed a number of bugs in how Contact Traits were handled that were causing a lot of the price change Traits still not to work as expected. We've been grinding on these and getting everything working right because we're playing the Contact Influence/Exposure Limit Breaks, so these are going to be getting even more important. But for now with Update #95, they're going to help you see even more divergent prices between your Contact offers.

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Minting Preview
When changing the files going into Minting a File Set, you can now see a preview of the possible ranges of value for the resulting file - for example, from $35K to $139K. This depends on the inputs (their Rarity and Power Level) and the output they could create (which is randomly selected from the input Rarities and Power Levels).

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Stuck Agent EX Roster
For any players who were having their new game Agent EX's roster not load completely, we fixed the issue with their relationship tag to the Wireghost Dancehall that was causing the bug. You can now see all of their tags and their correct equipment.

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XP Bar Relative
The XP bar in the roster used to be a progres bar relative to your total XP to your next level, showing a percentage from 0 to your next XP goal, like 1000. We've fixed the bar to work like every XP ever LOL :D and be relative to your progress toward completing your current level (say, from 800 to 1000). Winning!

v1.6.41 - 6/17/2024
- Improved File and Account pricing to be more sensitive to Power Level
- Improved File Set minting UI to include the range of prices possible from the mint based on your Rarity/Power Level inputs
- Fixed bugs with Contact Traits that were preventing Contacts from offering significantly different prices
- Fixed bug with loading Agent EX Sören's roster page due to misformatted relationship tag with Dancehall
- Improved Cybersword's Adaptive Restruct Talent description
- Fixed possible story dead-end in Salvage Job that leaves sibling as Recruit in roster but cannot talk to them
- Fixed XP bar percent in roster to be relative to the current level (800-1000) of all XP (0-1000)
- Fixed tutorial issue where sometimes non-tutorial characters (like Emille) would be referenced in dialog
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/4183362170396832244
Major Milestone "DOMINION" - Contact Limit Breaks Unlocked
Your actions now reverberate through the underworld and cause Contacts to evolve (for good or bad) with Limit Breaks
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This major milestone unlocks another major part of the game's strategy layer as the New Boston underworld and its Contacts come alive in all new ways. It is great to see the roadmap design advancing with this - now your favored Contacts thrive while those you hate or work against wither.

Up until now, most of your actions have focused on their
inward
impact - money for equipment, Experience for Training, new recruits. And while you've been able to meet new Contacts and alter their Traits and Services through storylines, all of your game decisions weren't also echoing into the wider underworld and into your network of Contacts. Now, your decisions regarding Contacts, running or ignoring their missions, selling them high Rarity Accounts and following their storylines all have [i[outward[/i] impact and will feed their dynamic evolution - changing their Traits, Services and more in ways unique to your game.

Exciting times to be alive in New Boston! Let's check it out -

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At the beginning of June, we threw down the gauntlet to ourselves to try to wrap up this ambitious set of roadmap milestones before the end of the quarter. We are smashing away now with the Agent EX recently out and the Contact Limit Breaks dropping today ... we're still in this fight with 10 days to go!

If you like our style of Early Access and how hard our team is working to deliver improvements, gameplay depth, new features and content to you on a very regular basis, we hope you will say "Thank you" to the team by leaving a review! It doesn't have to be long, and you can always edit it later.

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Contact Limit Breaks!
Contact Influence and Exposure Limit breaks work in similar ways to your merc's Hype and Stress Limit Breaks. Through your actions, story choices, relationships and changing Eras of the game, your Contacts will gain and lose Influence and Exposure and as their Influence and Exposure top 80%, they will have have a Limit Break and change for the better or the worse.

  • Contacts can upgrade their services
    - like the Power Level of Weapons, Armor or Items - that they sell. With this update, a bunch of services can now be upgraded by Limit Breaks, with a sum total of over 30 new pieces of equipment coming into the game. This will be a rapidly expanding area as well with new upgradable services coming online for other disciplines as well.
  • Contacts can upgrade their positive or negative Traits.
    Your Partnerships can deepen, their issues and hardpoints can grow and worsen.
  • Contacts can get temporary positive or negative Traits,
    like the Hi-Priority Trait that adds +25% to all mission payments for 30 days.
  • Exposed Contacts might duck into hiding for a while
    , disappearing off the scene for up to 30 days and unwilling to buy or sell anything.

Accruing Influence and Exposure
With LImit Breaks coming online, you'll naturally have more interest in the ways your Contacts gain Exposure and Influence. With this major milestone update, we've also plugged in some systems that were waiting for this day, so the new ways to get Exposure and Influence have come online:

  • Completing missions for Contacts has always given Influence
  • Mission secondary objectives have been expanded to include possible boosts to Influence (more on this below)
  • Failing missions for Contacts now causes Exposure
  • Ignoring a mission offered by a Contact now has a chance of causing Exposure
  • Accounts of Rarity Epic or Legendary will grant a +1 Influence boost to the Contact you select
  • More storylines include Influence and Exposure changes depending on how they play out
  • Contact's Exposure Res Trait bonus directly reduces the % chance of gaining Exposure
  • Contact's Influence Boost has been upgraded to be at % chance to double all Influence gains (huge!)

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Contact Service Clarity
To help with making this clear, we've improved the Contact display of services to include their maximum level. This lets you compare, for example, Dr. Ashe to Dr. Knife to see who is selling higher level medical gear or that your recently upgraded Gun Runner who got a cool Limit Break for gun sales is now selling the best weapons on the street.


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This also works well with the Sellers filter we added in the last update, so if you see a Limit Break from Origami Joe for Weapons, you can go check out specifically what he is selling today.

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High Rarity Accounts
Consider carefully where your Epic and Legendary Accounts are sold these days as each one will add a +1 Influence bonus to the lucky Contact, whether sold for money or for favors.

High Power Level Mission Payments
As crafting is cresting the horizon (in June!?!?), the late game economy needs work. In order to begin to bring the late game economy into balance, we're cutting some of the mission payments to help bring them inline. The $2m and $5m missions in the late game throw things a bit out of whack.

For missions at Power Level 5 and above (meaning, Team Power Level 5+ if you're on a balanced difficulty) the payments start to take a dip. Where you used to get $600K as the starting point for a Power Level 5 mission, you'll now start calculations at $500K. For PL 7, you've dropped from starting $2m to starting $1.2m and Power Level 10 went from a (whopping!) $25m to $4m.

Storyline bonuses, conditions, secondary objectives, Contact Traits all still apply, so these are just the starting points of the negotiation :D

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Secondary Objective Reward Update
With this major milestone update, we've improved the variety of secondary objective reward offerings, which previously only included extra money or extra XP. Now these secondary objectives can include gaining Favors from your Contact, additional boosts to their Influence or their Trust % with you.

This extra variety is great to mix up the rewards, and it plays to the new Contact Limit Break feature that is rolling out with this update as well. The next set of updates for secondary objectives fill focus on expanding the types of goals you are asked to achieve beyond "go fast" and "go quiet" with a lot of exciting other options that will add cool complications.

Item Sales in the Underworld
For a little while, Item sales in the underworld have gotten pretty twisted around. Doctors were selling Grenades, Gun Runners were selling Bandages and no one was selling Bio-Recyclers or Dazzlers.

In prep for the Limit Break update and the ability for these sellers to upgrade what they sell, we've cleaned house and straightened everything out nice. We've also cleanly split Street Military Gear (sold by Gun Runners, Gang Bosses, etc) and MilSec Military Gear (sold by Corrupt cops, security officers, etc). These distinctions are especially important as each service will evolve differently as the Contacts hit their limit breaks, and MilSec Military Gear heads off into more techy gear while Street Military Gear focuses on more boom-boom grenades.


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Fixed "Kill All Enemies" Objectives
There has been a nagging issue with any objective that was to kill all of the enemies. Your victory was never registered until the end of the Turn which might mean you missed a secondary objective or just had to click End Turn a bunch of times. This is now resolved - your victory will be swift and it will be severe. Before the last ragdoll thumps on the floor, the game knows and is ready to award you victory.

v1.7.1 - 6/20/2024
- Contacts now achieve Influence Limit Breaks and suffer Exposure Limit Breaks (either at 80%+)
- Contact Limit Breaks can increase levels of positive and negative Traits
- Contact Limit breaks can grant Temporary Traits (+25% Mission Payment, +25% Price of buying Files)
- Contact Influence Limit Breaks can upgrade services, like upgrading weapons sold or items sold
- Limit Breaks can add 10 new weapons, 13 new weapon mods, 4 new Armors, 5 new/upgraded items
- Contact Exposure Limit Breaks can send Contacts into hiding for up to a month
- Selling Epic or Legendary Rarity Accounts to a Contact will increase their Influence by +1
- Complete Missions and Stories with Contacts to increase Influence, more options to feed Influence are coming
- Failing missions or ignoring missions from Contact has chance of causing Exposure increase
- Improved Contact Trait bonus Influence Boost to be % Chance to gain extra Influence
- Expanded rewards possible for secondary objectives in proc-gen missions to Favors, Influence and Trust
- Reduced money rewards for Missions at Power Level 5 or above - bringing late game economy toward balance
- Fixed all Items Services to make a lot more sense and separated Street Military Gear from MilSec Military Gear
- Fixed issue with battle missions with "Kill All Enemies" not immediately ending when last enemy is dead
- Fixed issue with swapping weapons where second equipped weapon would not be shown
- Fixed issues with Leverages Lazy Shift, Bribed Shift and Unexpected Fly-over showing that they buff enemies
- Improved description of Legwork "Under our Thumb" to be more clear - +1 Favor per month
- Removed useless Reo-Flexsuit Armor from sale
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/4246413199404493404
Update #99: Benders
New enemy types, better marking enemy buff/debuff with VFX, improved enemy captains, better Attribute / Trait effects
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Update #98 follows up on 2 major milestone releases - DOMINION and GO FAST - to continue to press forward on other areas of the game. Tonight's focus is on new enemies, improved enemy weapons and armors, new armor setup for enemy corporate captains and new varieties of reinforcement groups arriving across the faction lines.

Thanks to everyone posting F10s, posting feedback to the community and to everyone who left a review to push us up and over 300!

We're short on days but we still have a busy June ahead of us as we try to close out our (self-inflicted) challenge to close all these major milestones by the end of the month. To be honest, we've already hit 4 milestones which is crazy and we should be able to get #5 but the other 2 are going to slip into July by a few days to a week.

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New Enemy Types, Clearer VFX
Two new enemy types have been added, both armed with portable nano-capsules capable of releasing small fields of nanites that can form up to affect an incoming bullet just enough to alter its course from a hit to a miss. At the street and gang level, these Benders are cruder in their art, but the trained corporate Divergents boast a hi-tech and more expensive kit and are capable of putting up bigger Evasion buffs more often.

We're super excited to get on the track here of adding new enemies of all sorts - with new abilities, weapons and special moves. This is a great time for the enemy catalog to go from woefully shallow to something deep and much more exciting.

If an enemy uses an debuff against your team or a buff on their team, we've improved the VFX for these rarer and important events to be constant. They are light visual touches but they should help draw attention to the buff/debuff and can help prompt you to check the status pop up for the character or enemy to learn more about the specific effect in play.

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Continued Improvement on Enemies
We've continued to press this week on better progression across the board for the enemies in all factions. We've rolled out upgraded armor and weapons for a number of enemies as they scale into higher Power Levels and most notably, corporate Captains can now get armor as high as 3 Protection Points, making them significantly harder targets to take down, especially in Kill 3 missions.

Also, we've rebuilt some of the reinforcement groups that can be rolled for different factions, so expect to see a more varied response teams, mixing the new enemy types, some snipers and other enemies in where they didn't previously appear.

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Improved Attributes
In prep for the next major milestone of New Game V2 (Knight Creator) we've improved some of the effects of Attributes. You now gain +2% Dmg to Drones per point of Tech and +1% Dumpshock Res per Will instead of +1% to every 2 Will. Small changes, but helping to bring the Attributes into a tighter balance.

Improved Traits
A number of Contact and merc Traits got a lift with this update. Thanks to everyone reporting issues with Traits via F10 and for the balancing suggestions as well.
  • Merc Traits Grit, Scrappy, Bouncer and Bull-Built all now give nicer HP bonuses
  • Contact Trait Detailed Oriented has gained bonus for buying Files and big Exposure Res bonus
  • Contact Trait Calculating has been reclassified as a positive Trait
  • Fixed bugs in progression with the MilSec Merch Trait
Custom Difficulty: -1 Tally Rules
If you modified your custom difficulty setting to apply a -1 to the designed rate of Security Tally this did work
except
if the Security Tally was +1, in which case it was ignored. That was some silly nonsense which we have now fixed, it is always -1 unless it would force the Sec Tally negative and then time would start going backwards or something.

v1.7.7 - 6/24/2024
- Improved enemy buffs and debuffs to more commonly have a constant VFX so they are more noticeable
- New type of street and corporate enemy - Benders and Divergents
- Benders / Divergents employ fast moving and flanking tactics, start with bonus Evasion and can buff for even more
- Improved armor and weapon progression on corporate captains - now boasting 1-3 Armor Points
- Rebuilt some corp, syndicate and street reinforcement groups to have more exciting variations
- Improved Attribute effects - now +2% Drone Dmg per Tech (up from +1%) and +1% Dumpshock Res per Will (up from 0.5%)
- Improved merc Traits Grit, Scrappy, Bouncer and Bull-Built to have better HP bonuses
- Fixed issue with Security Tally modifier in Difficulty; when set to -1 will now set level with +1 to +0/Turn correctly
- Improved Detail Oriented Trait to have bonuses to buying Files and big Exposure Res bonuses
- Reclassified Contact Trait "Calculating" as a low positive Trait
- Fixed issues with progression in Contact Trait "Milsec Merch"
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
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Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/4246413199410228682
Major Milestone "GENESIS" - New Game v2, Steam Deck, and the Summer Sale!
Update #100! Full cRPG character creation for your Cyber Knight, talent keybindings, controller / Steam Deck revamp!
Update #100(!!) is here with full cRPG character creation for your Cyber Knight, and more. Enjoy 34%-off for the Steam Summer Sale!


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New Game v2
Desire for more fine-grained control over your Knight's stats has been a consistent drumbeat of feedback we've heard from you all, and now the
new
New Game experience is ready to offer it! You can now choose your own background, traits, and attribute bonuses for your Knight, dive into visual customization if you want, then select your starting squad members.

Backgrounds
come with some inherent stat bonuses, open up new trait options for more, add tags that our Casting Director story engine uses to select storylines for your Knight, and offer context for your roleplaying, explaining how your character started down this path of underworld connections that eventually lead to becoming a Cyber Knight. We'll add more background options over time.

You then have 12 points to spend on your 4
Attributes:
Reaction, Strength, Will, and Tech. You can spend up to 6 points on one attribute and no more than 5 on any other single attribute. Traits you select may also grant attribute bonuses.


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Finally,
Traits
grant special stat bonuses and can grow over time as your Knight achieves limit breaks and can potentially choose trait upgrades as a reward (check the Cyber Knights wiki for trait upgrade stats). You can choose one background-specific trait and one Knight-specific trait during knight creation.

Thanks to all in our Discord who shared feedback on this system's preview! It's a great addition to the game, emphasizing the Knight's role as your main character. Experienced players will consider their long-term planned build to find the best synergies, and (if needed) re-spec their Knight's starting talents once they reach the Safehouse

You can also now view starting talents for your team members during squad selection, helping new players make more informed choices about if they want to start with an Agent EX or Vanguard, a Sniper or a Scourge, etc.

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New keybindings for talents, Reload, Yield & Delay
We've added new, configurable keybindings for selecting talents, reloading, and Yielding or Delaying in the initiative order. You can now by default press 1-9 to select your talents rather than needing to mouse down to the action bar, press R to reload, Y to Yield, or U to Delay.

We helped enemies go faster with the Skip Enemy Turn feature in update #98, now it's your turn!


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Controller & Steam Deck improvements
This update brings major improvements to playing with a controller or on Steam Deck. We've smoothed out navigation, scrolling, screen transitions, and made it so that the Steam virtual keyboard now appears for all controller types.


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We have a final round of Steam Deck testing to do and a new default controller configuration to set up for it in the next few days, and then we'll submit for Steam Deck verification. If you're playing on a Steam Deck now, we'd love to hear any feedback or suggestions for the new default controller configuration.

Summer Sale deals, help us spread the word?
It's awesome to reach update #100 already, and you know more updates (including another major feature addition) are right around the corner. If you're enjoying Cyber Knights, we'd love your help getting the word out about it! Please give the game a shout-out to your friends (maybe check your Steam friends list to see who's played similar games like XCOM 2 or Shadowrun) and suggest us to anyone you see looking for great games in the Steam Summer Sale!

Cyber Knights is 34%-off, a great deal for a game with as much replayability as we're building into it. We're pumping the sales now during EA, but will be scaling back discount %s as we get closer to full launch.

And if you're looking for more deals during the Steam Summer Sale, all our previous games are on sale right now too! Great time to pick up the Best of Trese Brothers bundle for more deep RPGs and tactics games to dive into:

Best of Trese Brothers

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

v1.7.9 - 6/27/24
- All new cRPG style Knight Creator in new game - select your background, assign attributes, pick your Traits, perfect your look
- Once you've optimized your Knight for your desired playstyle, assemble your team as usual and hit the ground heisting
- View starting Talents for your team characters (like Vanguard, Agent EX) to make more informed choices
- Tag now shown over the Command HQ showing the max and count of active tasks
- Major improvements and bug fixes to playing with a controller - navigation, scrolling, screen transitions fixes
- Steam virtual keyboard now appears for all controller types - Steam Deck, Big Picture Mode, controller in normal mode
- Added 10 new configurable keybindings for Talents (default 0-9)
- Added new configurable keybinding for Reload (default R)
- Added new configurable keybinding for Yield (default Y) and Delay (default U)
- Improved description of Scourge's Talent Reknit, removing all confusing language about duration
- Fixed some bad copies of SMG RapidFire that were for sale on market
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/4246413199418195008
Update #101: Dial It In
Better Legwork visibility on all mercs, adjusted Haven Smokeout, Cold Storage tabs, and a big pile of community F10 bugs
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We've got Update #101 tonight landing in the New Boston zone, following up on the GENESIS update. We're soaking up community feedback through the forums, Discord and F10s and excited to keep updating and improving rapidly through Early Access. Please keep sharing with us - you're the engine that drives us to improve and improve again.

As usual, after a big roadmap update, we need a few polish updates, so tonight Update #101 improves the Legwork system, some minor tweaks to Haven Smokeout, fixes New Game V2 bugs and a ton of fixes to issues and feedback posted by the community.

If you're enjoying the pace of updates, the 5 major milestones we hit in June and playing the game, please remember to post up a review.

Haven Smokeout Adjustments
Thanks to all the players posting up feedback on Haven Smokeout mission, we've made adjustments to the map and reinforcement rules. In addition, we've adjusted the secondary objective for the mission to be within 15 Turns instead of 12 Turns, giving everyone a little more breathing room. Let us know how your heists go and how the adjustments play out.


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Legwork Team Visibility
With Update #101, we've improved the Legwork system to be much clearer about what mercs are eligible for the legwork based on their backstory, traits, and skills. The upgrade shows all mercs who are eligible for the legwork but then disables them if they are Injured, just a Recruit, in the Simstream Detox or Trainer, getting Medical Treatment, committed to another Legwork or Injured. All of these mercs are now shown but unavailable for selection, which takes a lot of the mystery about why you may have less mercs ready for the Legwork than you expected.

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Better Cold Storage Tabs
With Update #101, we've redone the icons for the digital good types in Cold Storage and re-ordered them as well - now Accounts, Blueprints, Files and File Sets. This helps to move sets out to the end, get the icons to be far more visually readable and distinct.

Cybersword Adaptive Restruct
We've fixed a minor issue with Cybersword's Adaptive Restruct Talent not costing 1 AP to use. Now, bringing your Armor back up a Protection Point will cost you 1 AP, unless you further upgrade the Talent.

New Game Talents Tab
We fixed a bug with the new game Talents tab - once you opened the Face's page, all of the other characters had their Talents tab locked. Fixed.


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Fixed Other Bugs
Thanks to everyone posting F10s, we've fixed a ton of typos, small issues and other small bugs.

v1.7.13 - 6/29/2024
- Haven Smokeout, secondary objective extended to 15 Turns (from 12)
- Improved Legwork offering to show all eligible characters, even if they can't (cyber surgery, detox, treatment, etc)
- New icons and new order for the tabs in Cold Storage (Accounts, Blueprints, Files, File Sets)
- Fixed Cybersword Talent Adaptive Restruct to cost 1 AP to use by default
- Fixed bug with Ex-Detective Backstory for your Knight causing them to be invisible, speak as "Unknown"
- Fixed bug in new game that made the View Talents tab disabled after viewing the Face
- Fixed issue with Battle Strike missions ending early if you killed all enemies very quickly
- Fixed reported typos in dialog and new game
- Fixed some odd floating objects in safehouse rooms 3D
- Fixed odd bug with non-existent Contact in the list
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #102: Snap the Shot
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A new update is hitting the streets of New Boston to go with the 34% off Summer Sale event! We've got big improvements to photo mode to help you capture awesome screenshots, better treatment for Glitch and Slashslide to give you info about your movement destination, the ability to unequip weapons and armor (yes, finally), improvements for Steam Deck coming directly from our deck players right now, and a clear lock / placeholder message for the 3 Talents that aren't done - Taunt, Preempt and Stemlocker (yes, finally).

Thanks to everyone posting feedback, playing and leaving a review! We're a small, hard-working team who lives by your feedback and reviews so please help us out and spread the word!

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Enhanced Photo Mode
We snuck in another big step toward completing the Enhanced Photo Mode roadmap item with this release. There are a few more slaps of icing to put on this cake and then we'll be done with it.

With the updated photo mode, now whenever you engage photo mode (default P) all the UI will be hidden. In addition, by holding down right click (by default) to rotate your camera with the mouse, you can now rotate vertically and horizontally to get cool new angles of your characters and team. By coming freely pan, full rotation and zooming you can get some new and awesome angles, checking everything out down on the ground floor or from directly overhead.

We're excited this will let us all snag cooler screenshots of the game - but let us know what else you'd like to see.

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Improved Slashslide and Glitch
Slashslide and Glitch took a big step forward in this update, being treated more like movement now. As you consider the targeting for either of these Talents, the numbers for your weapons in the bottom left corner - how many could I attack from this new position, how many would hear that attack? - are updated live. This is the first step to getting these Talents respected as movement, the next will be to get all the sightlines added as if you were moving.

Then we'll be fixing the lingering issue with Slashslide and line of sight.

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Unequip Weapons, Armor, Items
We've finally added the basic feature to let you unequip weapons, armor and items. You can now remove these in order to give them to another merc without needing to have an extra to facilitate the swap.

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If a merc is not carrying 2 weapons and wearing armor, they will refuse to go on a heist.

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Steam Deck & Controller
After the big GENESIS update, we're continuing to put pressure on improving Steam Deck as we head back toward a re-verification with Steam. We've got some work to do still but things are running so much better on the deck now. We're also luck to have a good group of players sharing feedback in our Discord and helping us know what our next steps are - join in on the Steam Deck Blitz[discord.com] forum thread on Discord if you have ideas!

With this update, we've improved the organization and exactly what is listed in the game's pause menu for key bindings, providing extra helpful items for controllers. Previously, important items like setting a movement destination were just not shown :)facepalm:)

We also fixed both Leverages and Items to use the standard accept binding (A) to activate the selected item. Players have been helping us hone in on places where the key required for actions are not consistent (especially with (A) and (RT) atm) and we're going to keep hammering these until its smooth.

We also fixed a big bug that prevented the safehouse rooms from rendering properly on smaller screens, including the Steam Deck.

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Placeholder Talents
We've finally given clear labeling and locked the 3 placeholder Talents in the game -- Hacker's Stemlocker, Vanguard's Taunt and Cybersword's Preempt. Sorry for all the confusion, we should have done this earlier.

v1.7.15 - 7/1/2024
- Upgraded Photo Mode (P) now use right click to rotate vertically and horizontally while panning/zooming
- Improved Talents Glitch and Slashslide - when targeting the bottom left counts for attack/hear update
- Adjusted balance of Ex-Detectives Lasting Injuries Trait, removed +5% Stress Res
- Improved Dockyard Smuggler's Handshaker Trait with +5% Kinetic Pure Dmg Upgrade
- Can now unequip weapons, armor and items from players for easier swapping
- Fixed selection/click handling issue in class training tree with upgrade nodes
- Fixed bug where player might have incorrect red sight lines (enemy will see you!) drawn at start of level
- Correctly locked and updated text for the 3 placeholder Talents - Taunt, Stemlock and Preempt

Steam Deck and Controller Improvements
- Improved keybinding/controller binding list shown in game menu to include everything more clearly
- Section covers movement actions (set (R stick-click) / accept movement destination (RT)) and Select Talent List (X)
- Swapped the accept button in the HUD Backpack to use an item to (A)
- Fixed issues with Safehouse room rendering on smaller screens like Steam Deck
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #103: Flash Sale those Blueprints
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It's late night on the New Boston streets and things are quiet - until the update hover truck drops in. Roaring engines, new improvements, more level points for you! and you! and you! - plus Blueprints can now be sold widely, more Contacts are buying accounts, service maximums are more clear, better Matrix Escalation balance, you can detach mods again (woops!) and another big round of Steam Deck improvements. You know - just another New Boston day, another big update!

If you're enjoying the pace of improvement and how we do things over here at Trese Brothers, please leave a review. We are a small team, working hard for your reviews - if you like it, review it!

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Steam Deck Progress
We plan to have continual Steam Deck progress for a while here, angling toward a better control scheme. Update #103 is taking a big step forward with resetting the default controller bindings to be more immediately playable and easy to use.
  • Swapped Set Movement Destination to (Y) - it is easier to find and you can hold it down and drag your movement destination around by panning the camera.
  • Swapped Toggle Highlights to (Right Stick Click) and added Decrease Full Auto Targets to (Left Stick Click) so you can control the Full Auto targets directly
  • Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A)
  • Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect
These changes are coming right out of the group chatting on our Discord in the Steam Deck Blitz[discord.com] thread and aren't likely to be the final changes, but please let us know how these changes feel and what else we can do to improve or if you found bugs, let's get them fixed on your Deck!

In order to use the latest default controller bindings - go to Options > Keybindings - Missions > Reset Defaults.

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Better Level Point Progression
Bonus! You get extra Level Points today for all your characters who have at least reached level 10! We've improved the curve, smoothing out a minor oddity at level 9 & 10, and then added an extra +1 Level Point for every 5 levels achieved. So, that's extra points at 10, 15, 20 and 25 - adding up to +4 Level Points for max'd out characters.

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Blueprints for Sale!
Blueprints have not been mature enough for a long time to really go up for sale, but as we are narrowing in on the upcoming crafting release, the time has come. Now a variety of Contacts can purchase Blueprints, limited by Type and Power Level. Contacts like Gun Runners will be interested in buying your Weapon and Weapon Mod Blueprints, while Corporate Researchers others will want to get a hold of your Item Blueprints.

Most Contacts start being able to purchase Blueprints up to Power Level 3 and will need further Limit Breaks to upgrade their services to purchase higher level and even more valuable Blueprints.

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Better Service Listing
With Update #103, we've improved the display of Contact Service's list to be more clear when a Contact has maxed out a service. With the addition of Influence Limit Breaks being able to raise a service's level and trigger the sale of new weapons, armor, items, implants (etc) this is key to help further identify Contacts you want to focus on helping, selling to and supporting.

Maxed out Services are highlighted in yellow.

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More Account Interest
More Contact types are now interested in purchasing Accounts from you, giving you the option to feed more Influence to them. For Contact types like Street Doc, Dopers, Gang Bosses, it is now easier to raise their Influence with high Rarity Account sales, but check their specific services for what they are seeking and keep an eye out for matching missions. For example, your Street Docs can make use of Street Accounts - those from Gangs - so, consider extra time and effort to plunder and hack on missions running up against gangs if you're trying to push your Street Docs up to Cybernetic Implants level 3.

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Matrix Escalation Rebalance
As we continue to improve the matrix - and especially tune its balance for high Power Levels - we've made some changes with Update #103 that should help make the late-game matrix play more interesting and offer some more strategies.

First, we've adjusted how the Wake All IC Q-Security Escalation was weighted and drawn. It was used as a backup for a number of other cards that might not apply, causing it to be drawn far more often than it should be. It has now been pushed back to a realistic weighting among all the other options and should occur significantly less frequently, especially on nodes where the are already 3+ IC.

Secondly, we've adjusted the weighting of other Q-Security Escalation options, including to punch up the 3 types of lethal feedback the host can dish out - to your Hacker's HP, your deck and your Connection %. For your Hackers HP, the hits can now also come with a lot more bite, ranging from 10 to 30 Damage on the most deadly hosts - and then reduced by half your Deck Armor directly (8 Deck Armor = 4 HP saved).

Detach Mods
For a minute there, the ability to remove mods from weapons was completely gone. We've fixed this, bringing it back!

v1.7.17 - 7/2/2024
- Improved level points curve, +2 pts at checkpoints 10, 15, 20, 25 and smoothed out odd bump at level 9/10 and
- New Contacts willing to buy Blueprints by type - Gun Runners buy Weapon Blueprints, Researchers buy Item Blueprints and more
- More Contacts willing to buy Accounts (Street/Syndicate/Corporate): Street Docs, Dopers, Gang Bosses, Detectives, Sector Commander
- Wider range of Contacts can boost Influence with high Rarity Account sales to drive Limit Breaks
- Contact Services are now highlighted in Yellow if they cannot be upgraded further by Limit Breaks
- Matrix balance improvements - adjusted weighting of Matrix Escalations (more Dmg responses, less Global Wake IC)
- Matrix lethal feedback escalation can cause meaningful amounts of HP loss (10-30 HP, less 50% Deck Armor)
- Fixing bug preventing from detaching mods from weapons
- Prevent special effects (+5% Legwork for all mercs) from appearing in buffs and debuffs list
- Fixed Mintable Attack III (FAS) program to have Program Rating 7

Steam Deck Improvements
- Improved Steam Deck default controller config - use Options > Keybindings > Reset Defaults
- Moved Set Movement Destination to (Y) - easier to find and hold down to drag your movement destination
- Moved Toggle Highlights to (Right Stick Click), Decrease Full Auto Targets to (Left Stick Click)
- Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A)
- Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,745
Location
Lower Wolffuckery
Trese Brothers are machines!
I don't know how many people they employ, but this kind of speed and efficiency I have never seen.
They are still making updates for the Star Traders: Frontiers, too.
 

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