Cyber Knights: Flashpoint - October Update

HiddenX

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Henriquejr spotted the October update for Cyber Knights: Flashpoint:

October Progress Report

Major Milestone Gunfight, UX implementation begins, controller support improving, refining the stealth game and more

What a spooky month! We've been busy with 4 major Alpha updates to Steam and hit some major development and balancing milestones for the game. Throughout the month we've worked on a major rebalance to all of the game's weaponry to help all the gunfighting options have enough character and exciting strategic differences, extending the game's scaling and Power Level system so longer games are continually challenging, refined the stealth gameplay, added story and dialog to improve the context of the game start. Now at the end of the month, we've officially started the massive UX overhaul project.

There are always way too many dev milestones to list them all here, but let's check in on a few!

UX Implementation Begins!
The UX project has been a real beast -- it officially started in July 2022 with study of reference games, before launching into an exploration phase that resulted in large-scale wireframing of every screen, hover and interaction in the game. Now the beautiful visual design is complete for 2/3 of the game and with the latest Alpha update, we've officially started rolling in the first changes including a custom cursor that highlights nicely over clickable map elements.

This will be a long road to the animated, beautiful vision outlined by the project but the stone has started rolling!

Major "Gunfight" Milestone
After months of studying player feedback and reviewing all the combat rules and systems, we were excited to roll out a Major Milestone "GUNFIGHT" in mid-October to the Cyber Knight's weapons system.

The goal of the design update was to further develop marked functional differences in weapon types which enable teams to push those weapons into niche roles based on the mods you install. We had been chipping away at this update through September but it was time to finish the rest in one big sweep. In this major update, we made major changes to the rules for:


  • Accuracy, including adding Glancing Hits
  • Full Auto, including ability to surge damage on single targets
  • Well, pretty much all the weapon stats actually :D
With changes to the fundamental rules for Accuracy, Full Auto and major stat rebalances including ranges, shot volume, recoil rates, Armor Crit %, reload AP, it was an exciting moment for players to re-evaluate their load outs and see how the new system fit their play style. A lot more weapons are exciting and viable for a lot more reasons now and the field of smart tactical choices is much wider.

[...]
More information.
 
Joined
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