Cyberpunk mercenaries RPG! Turn-based squad tactics with unique heist-planning strategy. Build your crew wisely; their stories will become interwoven with your own. Pull off heists with powerful cyberware, faction connections, multiclassing, weapon modding, stealth, hacking, and more!
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While Cory has been pumping out new maps for the Weekly Map release (btw, expect a new map tomorrow!), I've been working on the newest character class for the game: the Gunslinger.
The Gunslinger's Gunlink spinal implant hardwires them to their chosen weaponry, allowing them to move and fire with something more than reflex, something more than instinct. Like the fabled duelists of the Old West, the Gunslinger walks with a quiet confidence, their guns ready to speak for them.
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We're excited to push the class list to a big round 8 - meaning there are now a whopping 64 viable multi-class combinations + 8 more for the Knight, totaling 72 total class combos. It is especially exciting to drop in a new combat focused class that is an excellent choice for anyone carrying a Pistol as a backup multi-class for combat and utility.
It's another big milestone for the game and if you're enjoying the pace of progress, new content and updates [b]please leave a review for our team![/b]
[h2]Slinger's Talent Tree[/h2]
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This is a combat-focused class, with 16 talents offering a wide range of build possibilities and synergies with other classes. Some talents can be used with any weapon, like the initiative-manipulating Quick Draw talent, manipulating Initiative to ensure you act first in the next Turn. But most of the Gunslinger's talents are designed for use with at least one Pistol, or even more specifically in some cases, a Revolver.
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These talents allow a Gunslinger to attack an enemy who has them under Overwatch without triggering it, to fire their revolver like it's a Full Auto weapon, to reload as they fire, and more. One especially cool talent allows you to target hard cover around an enemy and Ricochet your bullet off it to hit an enemy you don't have direct line-of-sight too. That'll catch 'em by surprise!
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There's more: the Gunslinger can dual wield! Using dual pistols or revolvers (or one of both!) lets you make use of talents like Gun Kata, firing a shot from each weapon into every visible target within a wide cone (which you can upgrade up to a full 360° arc).
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[h2]Animation Updates Pending[/h2]
Note that as this is still Early Access, [i][b]we're releasing the Gunslinger without all of the dual wielding attack animations completed.[/b][/i] You won't see any dual wielding animation yet, all characters will just shoot as if they have one pistol.
We are aiming to wrap up the animations in a week or two, but we didn't want to delay your chance to try this class just for that.
[h2]Shifting Metas[/h2]
This is exciting to see what meta shifts are going to hit with the new class. It is also a time for us to go back over the next few weeks and revisist the original combat classes (Soldier, Sniper, etc) and their weapon set to ensure that the meta stays tightly competitive. We'll be sharing more about this in the coming days!
[h2]How to Get a Gunslinger[/h2]
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A new Gunslinger, Sid, has been added to the Fighter column (Soldier by default) in New Game, so you can trade Sid for Aaron or Aitana.
You can also multi-class your other characters into the Gunslinger class if they haven't taken a class yet (or just [url=https://cyberknightswiki.tresebrothers.com/Simstream_Trainer#Training_Tokens]Respec[/url]). Gunslinger is a cybernetic class, requiring cyber surgery installing a GunLink spinal implant to be able to able to multiclass into it.
There is a lot to explore here, new multi-class combinations to build and oh so many places to bounce bullets off. We'll let you get to it, slingers!
[h2]Raised Level Cap[/h2]
To go along with the Gunslinger, we've also raised the level cap to 32 now which grants +1 maximum Talent limit. We used a "stored XP" model in Cyber Knights, so if you've been running missions at level 26, all the XP you acquired was kept and you may immediately increase levels. Enjoy your new options and another raise will be coming before the end of the year as the enemies get a new batch of Power Levels and variations to match.
[h2]v1.9.1 - #169: Gunslinger - 11/8/2024[/h2]
- Added new class: Gunslinger
- New starting character option in the Soldier slot - Sid who was "Born to a Gun"
- Raised character Level Cap to level 32, +1 Talent limit
- Fixed Knight's starting Traits so that Ballistic Co-Processor and Trigger by Wire are available to all backstories
- Improved descriptions of buffs where you can use them on "yourself or a teammate" instead of just saying "a teammate"
- Fixed issue with Stealth Crit Dmg bonuses printing as Crit Dmg bonuses in Talent effects
[h2]v1.9.3 - #170: Gunslinger Patch[/h2]
- Fixed all of the Gunslinger class tree small nodes (they were mislinked to Scourge!)
- Added dual wielding pistols for masculine characters models
- Clarified description of Ricochet Talent to be clear it works with any Single Shot weapon (Revolver, Sniper)
- Fixed Ricochet having a 0m range displayed, its range is set by the weapon used
- Fixed issues with Item Slots where you can now equip items into slot 1, 2, 3 4 and they don't "slide" down but stay put
- Fixed bug where weapons were not appearing in inventory or store
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would allow attack if second weapon had no ammo
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would make noise of the less loud weapon
- Fixed bug where Gunslinger's Twin Irons cost 0 AP
- Fixed placeholder # left in Talent description for total number of reaction shots in Overwatch, Deathwatch and Linkwatch
- Fixed text alignment for XP in current level when numbers get large enough