Update #151: ERA Storylines for Treaty '31

Cyber Knights: Flashpoint

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!

[img]{STEAM_CLAN_IMAGE}/36740530/0bd3a501f071d9934543da5ffddb1630d5391fba.jpg[/img] Welcome to Steam's Turn-Based RPG Fest! We're going to have a crusher of a week with a ton of new content coming online and we are kicking it off with a blast of new stories for the Treaty '31 ERA in New Boston. These new storylines include new recruits, new challenges, new types of map interactions and of course, chances to make new enemies, allies and form bonds within your team and beyond that will last into the rest of your career. We've also added an exciting proc-gen Legwork system that has been cooking for a while and more. Thanks to everyone playing, wishlisting and reviewing Cyber Knights. We're in Early Access right now and we're BUSY. So, if EA isn't your think, wishlist us. If you're in playing, please take a minute to leave a review when you get far enough to help share your experiences with others. If you have an issue, hit F10 in the game to send in a bug report or feedback. [img]{STEAM_CLAN_IMAGE}/36740530/1282ff0daf3261bcaddbd57a1087213b0d3731a2.png[/img] [h2]ERA Storylines[/h2] As in our previous RPG, Star Traders: Frontiers, the major story events of the world and New Boston are organized into "Eras". These major story happenings stem from a compelling event and then having lasting ripples and tremors that can have major story effects on your team and contacts. The first ERA, the Treaty '31 Era starts with the major political and economic shift that allows the major German conglomerate Warner-Braun to establish sovereign territory in New Boston and operate within its economic zone. For a treaty city that has had a mostly static megacorporate landscape for the last 30 years, this is a major shake up and the power players on both sides of the line are scrambling to find their new footing. This ERA sets the context of a lot of the proc-gen missions that you can play in the game and a number of the existing storylines. But with Update #151, we've added another big batch of storylines that can stem from it. Of course, as is always our goal, this content will immediately be added to all saved games - old and new. For older saved games, the storylines might feel a little disconnected from where your team is at, as they are designed to be filtered into the game during the beginning of the Treaty '31 ERA, but they should play very nicely. [h2]New Recruits, New Traits[/h2] The ERA '31 content includes the possibilities to pick up 2 new recruits to help round out your squad. This is a continual growth point for the game, which does not yet feature proc-gen recruits. These new recruits are both accessible via larger storylines and come with their own hefty backstories and baggage. We'll leave you to the fun of finding them! [img]{STEAM_CLAN_IMAGE}/36740530/1fa3959e1e5743bec33ae559ed0eb919a921ef43.jpg[/img] [h2]Proc-Gen Legworks[/h2] With this update we've released the first set of proc-gen Legworks. These non-mission tasks that your team takes let you investigate, intimidate, steal, bribe and manipulate the underworld and its denizens in ways that aren't exactly tactical. Up until now, Legworks have all been part of larger storylines or associated with missions. With Update #151, we've rolled out the first repeatable Legwork, which is a new pathway to gain Favors and Influence with Contacts who are less likely to ask for missions from you. This Legwork can attached to be and be offered by Contacts like Street Docs, Splicers, Dopers, Drug Runners and Moneylenders. After a generous cool-down, it may reappear in the game again with slightly changed parameters and probably offered by a different contact. More of these will be coming which will give you more chances to keep your team busy, actually be [i]too busy[/i] for your own good, and to earn those key Favors for later. [img]{STEAM_CLAN_IMAGE}/36740530/13d386155214592e5d3b3e77c60cb9993d3694c1.png[/img] [h2]Enemies Dropping Keys[/h2] We're excited to add a new possible wrinkle to levels that involve Red, Blue or Gold key doors. The new mission content for the ERA '31 storylines includes a map in which enemy captains can drop a Red Key on death. While there are other ways to get the Red Key door open, surprising and quietly killing or just guns-blazing steamrolling either of the enemy captains may be your [i]your[/i] way of getting the key and progressing farther into the mission. We will not be using this feature for regular or valuable loot, it will be reserved for keys and other story relevant items. Especially in a turn-based game, we don't to require you to be spending turns running around picking up stuff off the ground. [img]{STEAM_CLAN_IMAGE}/36740530/92cfe434a1f139543d6e29cb5c2341fd66826c61.png[/img] [h2]New Cyberware Services / Implants[/h2] Some of the storylines in the new ERA Treaty '31 content may introduce you to splicers who offer new services for implanted cybernetics. These services will branch off their own way, providing different set of options, improvements and increase in service level via Contact Limit Breaks like all services. The service levels currently offer 6 new implants, among which you'll find 2 entirely new classes of implants added - HeadMem and Recoil Tri-Anks). Both fit into slots that are already in use (fast brain and legs) which ups the competition in these areas for what you'll build out. HeadMem allows Hackers to consider other balance angles on how to run their deck and Recoil Tri-Anks offer the foundation of a Recoil solution for non-Soldiers or ... offer to make your Full Auto Soldier even more ridiculous than they already are! [img]{STEAM_CLAN_IMAGE}/36740530/617366735a28696bfe11a45374268871cfc5a9ab.png[/img] [h2]On-going Map & Balance Tweaks[/h2] We're continuing to review the maps, patrol paths and reinforcement points for all levels in the set. We've made some tweaks to Wreckspire and Dusted Hover-Evac starting setups as well as fixed issues with reinforcement points that were oddly placed or only producing 2 enemies in a number of levels. For the recent add to the Free Streets Compact (FSC) faction, we've adjusted the Po-Bot's HP totals, which were too high for their "refurbished drone" status. [h2]v1.8.113 - 9/30/2024[/h2] - Added 3 new storylines that fill in the Treaty '31 Story Era - new missions, new allies, new enemies - Two new recruits stemming from Treaty '31 stories - Additional Treaty '31 stories and a capstone story will follow soon - Added proc-gen Legwork system, some legworks can occasionally repeat, new paths to gain Favors/Influence with Contacts - First proc-gen Legwork offered by Doctors/Splicers/Dopers/Moneylenders - Added new cybernetic service for Imported Implants and 6 new implants, 2 new types (HeadMem, Recoil Tri-Anks) - Adjusted / reduced the recovery time for some classes of cybernetics by 10-20% - Added 2 new Hacker-focused character Traits - Synth Weaver and Fortified Receptors - Added new ability for specific enemies to drop Red/Blue/Gold Key on maps when they die - Improved description of Sniper's Deathwatch reaction shots - Improved balance and HP pools for FSC Po-Bot enemies who were too tough - Fixed some reinforcement points that were spawning odd 2 enemy groups