1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #49: Security Shakedown

[p][/p][p]Knights and mercs, we're excited to roll out update #49 with new helpful HUD feature to look closely at specific causes of Sec Tally increase in any given turn, two new secondary objectives for missions to help push you to new styles of play, improved Defeat to Death screen flow to give you a chance to use your auto-saves in defeat, improved looting balance for high-level missions and Shadow Sites, a fixed Buyers filter in your Cold Storage, new music and SFX improvements and a massive, mountain of F10s resolved![/p][p]A huge thanks to all the players showing up, posting, playing and sharing. We are here because you are here! We hope you'll take a minute to leave a review and help us keep improving the game.[/p][p]Be sure to check out the Gun's Blazing Community Challenge that just went up - join the fun, smash 'em up and then heist 'em![/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]New Sec Tally Breakdown[/h2][p][/p][p]Update #49 includes a new HUD element that can be toggled out with the Combat Log - the Security Tally detail breakdown. This new view gives you a event by event breakdown of what is raising your Sec Tally that turn. It includes increases for the automatic Tally per Turn, any decreases you have caused with Talents or Leverage. Then it also includes all security devices and their cost in Tally as well as all enemies, every event they have encountered and the cost in Tally as well.[/p][p][/p][p]This iteration of the Sec Tally breakdown is the first version and it will be improved. It has no interactivity right now, which is definitely wants. There are some items that could be batched together into a group (if a single enemy hears multiple gunshots) - but we wanted to share the current version with the community to gather feedback before we work on the updated, more powerful version.[/p][p]It feels good to have it as its own dedicated area as a combat log replacement, giving it enough space to show lots of events if needed and to (in the future) allow for mouse over and clicking to help highlight the enemy AI and security devices in question.[/p][p][/p][h2]New Secondary Objectives[/h2][p]We have also introduced 2 new secondary objective types with Update #49 - both focusing on more stealthy side of play and for Contacts who are more adverse to violence and direct conflict. Adding to the 3 existing secondary objectives, these two new types add some much needed variety, demand different styles of play and are also rarer than the existing three (Turns, Kills, Sec Level). [/p][p][/p][p]These are considered side-spicy types of objectives that only appear in missions that make sense (kill max does not appear in Kill 3 Captains or Hardened Target, etc). They also are pushed by some Contacts based on their Traits, but are just generally rarer.[/p][p]The first is a maximum kill count - your Contact wants you to use a lighter touch and complete the mission without a blood bath in order to obtain this secondary objective. [/p][p]The second is to keep a VIP Hidden throughout the entire mission. This can only appear in Bodyguard and Exfiltrate missions today but pushes you to be more careful with your VIP and keep them out of sight to get the maximum rewards. If you want that secondary, then no more wild dashes to the exit, every move will need to be planned more carefully.[/p][p][/p][p]The new objectives can also create scenarios where you'll need to chose one or the other - keep the VIP Hidden or Kill 12 Enemies or both? In some cases, with a kill goal and a kill max, all secondaries cannot be obtained any more.[/p][p][/p][h2]Improved Defeat and Death Flow[/h2][p]With Update #49, we've resolved a longstanding annoyance about the flow of screens if your Cyber Knight is killed. Previously, in the case that your Cyber Knight went down, you'd be pushed out of the level with the Defeated animation but unfortunately dropped straight into the Dead screen, skipping over the important defeat screen. This prevented you from accessing your critical "Retry Level" types of auto saves (based on difficulty).[/p][p]We've resolved the issue with the flow and now you'll end up - once - in your defeat screen. If you accept your fate, you'll move on to the Dead screen. If not, you can restart the level (again, only if difficulty allows it).[/p][p]Thanks to everyone patiently waiting on this fix! Glad to be able to deliver it this week.[/p][p][/p][h2]Improved Shadow Site & Looting for High Power Level[/h2][p]Shadow Sites have been dropping crazy loot as players have hit these new, high-risk raid levels. However, sometimes they have been rolling pretty crap. With Update #49, we've adjusted the balance of their loot rollers to make sure that their minimums are properly set, pushing to avoid allowing them to roll special rewards that end up feeling out of balance or too far behind where you already are.[/p][p]In addition, this comes along with an adjustment to all loot rolling math for Missions at Power Level 7 and above. This pushes the minimum Power Level of loot that can be rolled for these missions simply up by +1 level. This means as you get into 7, 8, 9 and 10 Power Level missions, the chance that you could roll something low like a 4 or 5 are vastly diminished and only possible in the case that very few loot items quality for the current category and faction (it is possible, just more unlikely now than ever). This will once again slightly restrict the loot variety for high level groups, but also a ton of high level things have been added in the last 2 months, so it should be well offset.[/p][p][/p][h2]Fixed Buyers Filter in Cold Storage[/h2][p]We're excited to see the Buyers Filter in your Cold Storage tab for Accounts and Files is now 100% accurate. It was flipped for a while between Files and Accounts (the filter for Accounts was shown for Files, oh my) ... but now we've resolve that along with a few other mistakes in the rules for the filter vs. the final sale.[/p][p]It was a requirement to have this working perfectly before we could move on to the Bulk Sell feature, so we're glad to have this put to rest at last.[/p][p][/p][h2]Improved Music and SFX[/h2][p][/p][p]With Update #49, we've returned to push forward the SFX and music in Cyber Knights: Flashpoint again. With this update, we've rolled in an expansion to the reactive music system, adding more variations to the possible stealth music that can be played and the ways that it ramps up as more tension and trouble arrives upon the scene.[/p][p]In addition, we've spent some time improving the type of environment SFX that help fill in the world. Update #49 has added the missing SFX for the hovertrucks as they land as well as splitting out the different types of doors as they open and close. Now energy barriers / prison doors will sound different than the large mechanical doors.[/p][p]We're excited to be back to this and push forward on incremental improvements.[/p][p][/p][h2]Truck Job - Ignores Merc Faction Issues[/h2][p]With the last few releases, we've been tagging specific missions as those that should ignore the mercenary backstory restrictions around Loves / Hates / Deserter and Wanted. We've added this rule now to the Truck Job part 1 and 2, as you are working for a Contact who is trying to leave Matsumoto and if you Hate Matsumoto, this is not a reason to not join the job![/p][p][/p][h2]Fixed Mountain of F10s![/h2][p]Another big pile of F10s has been wrapped up with this update. We are really beating up the F10 queue, hitting all the high points right now and really crushing down on things that are making the game slightly buggy now and again.[/p]
  • [p]We fixed one more final case where the sightlines during movement could be wrong.[/p]
  • [p]We've fixed another case around movement + mantling + skip turn that could cause a lock. We've also added a ton of extra logging with this update to help track down the final one or two other cases that can cause a movement freeze.[/p]
  • [p]Fixed some Contacts like Goldstax having the "Sell Anything" tag[/p]
  • [p]Fixed a number of text formatting issues for special effects appearing on new Shadow Site armors like Noise, Movement Detection Reduction, Ballistic Dmg and more.[/p]
  • [p]Fixed bugs where Grenades or Venom Trap might still teleport you when canceled.[/p]
[p][/p][h2]v2.2.69 - #49: Security Shakedown - 11/6/2025[/h2][p] -Added Security Tally breakdown - swap with Combat Log to see exact breakdown (version 1)[/p][p] - Added 2 new secondary objective types: keeping VIP hidden and killing X or less enemies[/p][p] - Improved balance for secondary objectives when spread across multiple stages (more Turns, higher Sec limit, more kills)[/p][p] - Added more music and reactive stems to the reactive music system for stealth sequences[/p][p] - Added missing SFX to hovertruck landing animated sequence[/p][p] - Improved SFX for different door types like forcefield doors vs. large metallic doors[/p][p] - Improved flow of screens on Knight Death - now go to defeat screen before Death screen with a chance to retry turn or mission[/p][p] - Improved Power Level of all loot rolled in Shadow Sites, increased the baseline Power Level of all loot rolled for Missions at Power Level 7+[/p][p] - Added rule for Truck Job missions in part 1 and 2 to ignore merc hatred of MATS as the missions are really against MATS[/p][p] - Increased size for Starfish Program, starting now over 300 IO[/p][p] - Fixed issue where considering an attack on an enemy might cause you to be damaged by Laser Wires, detonate Prox Mines or be spotted by a camera[/p][p] - Improved possible odd "float down" visual effect that might happen when an enemy agent skips their move near elevation or mantling[/p][p] - Fixed final bugs with sightlines now always being correct for targets after movement[/p][p] - Fixed bug with cameras and long-range cameras where meta visual for sight cone length might not 100% match actual sight range[/p][p] - Fixed bug where grenade, Venom Trap or other thrown items could possibly teleport character[/p][p] - Fixed Cold Storage filter for Buyers having mismatch, missing items, things they can't buy[/p][p] - Fixed bug with Interference Spike not working well 2 turns in a row[/p][p] - Fixed Contact "Sells" list saying "Anything" for Contacts like Goldstax[/p][p] - Fixed text formatting for + and - Noise values in weapon mods and blueprints[/p][p] - Fixed text formatting for Ballistic/Kinetic Damage and Movement Detection Reduction when added by rare armor[/p][p] - Fixed selection issues for controller on victory and defeat screens (accidentally selecting character list)[/p][p] - Fixed victory screen for hack-only missions showing the wrong Heat summary (as if pitched battle)[/p][p] - Fixed bad formatting of money shown in objectives list[/p][p] - Improved prompt in F10 feedback and bug form[/p]

Guns Blazing Community Challenge

[p][/p][p]Hello, Knights! It's time for another CKF Community Challenge. Almost two years ago, we did our "Go Loud" challenge during Early Access, which required the use of loud weapons. It was a lot of fun and really shook up the way the community approached tackling their jobs in New Boston. This month, we are revisiting that challenge now with the "Guns Blazing" Challenge.[/p][p][/p][p][/p][p]There are two requirements for this challenge: [/p]
  • [p]Complete a mission (or missions) going loud by turn 2 (going loud means using guns, grenades, anything that makes noise). [/p]
  • [p]No silencers or suppressors are permitted. [/p]
[p]You can use swords and any other weapons, but you must make noise with a loud weapon by turn 2 at the latest. If you want a bigger challenge, we encourage the use of the loudest weapons, such as sniper rifles or shotguns.[/p][p][/p][p][/p][p]As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what we’d love to see: [/p]
  • [p]Screenshots of squad during the mission, the guards after you are done with them [/p]
  • [p]After Action Reports of your missions, challenges you faced [/p]
  • [p]Your strategies for telling with going loud immediately in a mission [/p]
  • [p]Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only loud boom-boom: memes, interpretive dance, gifs, etc [/p]
[p]No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!

We’ve opened up a discussion post here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #guns_blazing_challenge to join in on the conversation! We look forward to this upcoming month and I'll be back at the end of the challenge with highlights from the community![/p]

Update #48: Sunday Night Crush

[p][/p][p]It is Sunday again and we have another big bug crush of an update, hitting almost 100 F10s sent in by players over the last month. A big thanks to everyone helping us improve the game in ways big and small. It is late and Sunday and so - we'll keep this very short. Some high points in Update #48 bug crush are that with all the content going out across October, this update focuses on some catch up on map bugs, stage issues, prop issues and extraction points that were sub-optimal. Also, we've also fixed some progression bugs with late game Pistols, SMG and Stun Clubs - everything PL 7+ has gained some stat bumps.[/p][p]Check the full release log below![/p][p]Thanks for playing, posting and we hope you'll leave a review.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]v2.2.65 - #48: Sunday Night Crush - 11/3/2025[/h2][p] - Fixed over 40 map bugs - bad props, odd navigation, sight lines, certain maps without exits, exits very close to start, team starting in exit (auto-victory)[/p][p] - Fixed multiple stages that showed hacking and host color but then did not have a terminal[/p][p] - Fixed Cybersword Sure Parry Talent - now fully blocks incoming melee attacks (no damage, no armor break)[/p][p] - Fixed Sigma BLACK making failed attempts to activate or awaken sleeping Turrets and failing (or locking up)[/p][p] - Fixed broken progressions for Pistols, SMGs, Stun Clubs and Revolvers where stats got static around Power Level 6[/p][p] - Fixed Recoil being noted as "+-" for weapon mods and mod blueprints [/p][p] - Fixed bug where enemy could lock up when jumping over barricade if turn was skipped before or during leap[/p][p] - Fixed bug where weapon could display negative recoil value if enough mods were stacked on it[/p][p] - Reduced small but annoying timing delays when transitioning between camera movement, game, dialog etc[/p][p] - Fixed bug with Wireghost Radio Silence not blocking drones from reporting death instantly[/p][p] - Fixed Wireghost Trap Keeper Talent not causing Connection Dmg per Action (it does)[/p][p] - Fixed bug where all debuffs were not canceling Matsumoto invisibility buff "Red Shift" [/p][p] - Fixed team achievements not displaying correctly in Retirement screen[/p][p] - Fixed bug where mission planning screen did not refresh mission timeline when Leverage / Face Talent used[/p][p] - Fixed enemy agent not responding to Agent EX Smokescreen consistently[/p][p] - Fixed bug with matrix host template with Sluice preventing access to some data nodes[/p][p] - Fixed bug with matrix host template that might not have a RCU when needed[/p][p] - Prevented Face Talent Hand-picked from activating on VIPs added for missions[/p][p] - Fixed bad formatting of money shown in objectives list[/p]

Update #47: Shadow Sites Abound

[p][/p][p]Knights and mercs, we're back on the rip for content by adding 6 new Shadow Sites, each one with its own set of unique rewards for a total of +60 unique new programs, weapons, armor, mods and more. We've also opened up the Casting Director match set for which ex-corporate mercs might come forward with a hidden Shadow Site, fixed Casting Director issue preventing some Los Zagales connected mercs from recruiting the starting ex-Los Zagales Vanguard and Soldier, added a new option to allow critical missions to ignore merc backstories for Hates/Deserter etc, and finally fixed the last mismatch in plotting a movement destination and sightlines / how many can I attack? A very exciting update for all - [/p][p]A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week ːsteamhappyː[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]New Shadow Sites & Connections[/h2][p]With Update #47, we've pushed the number of possible unique Shadow Sites (and the unique rewards they can contain) from 4 to 10. This new +6 set represents a new Shadow Site for every megacorporation (Jupiter, Matsumoto, McKellen, Rook Tech, UltraTek and Warner-Brank). These new Shadow Sites each pack their own high-powered rewards, including now new Programs and Blueprints for Armor, Weapons, Mods and Intrinsic Mods. This will increase the variation that you might encounter when hitting a Shadow Site and deepen the variation of end-game loot you can achieve.[/p][p]In addition, we've improved the (previously too limited) Casting Director matches for Shadow Sites. Now mercs who have had trouble with their megacorporation of origin (let's be honest, that's all your mercs, right?) may come forward and reveal to you [/p][p][/p][h2]Buffed Loot Tables Go Boom[/h2][p]We're excited to roll out another big set of higher Power Level Blueprints for Weapons and physical lootable weapons across the game. These will help "round out" the loot tables in the mid to late game to ensure that there are good variety of Blueprints to feed your NanoFab and of physical loot that makes you consider adjusting your character load outs. This should help with any feeling of repetition that can set in for looting at the very end of the game.[/p][p][/p][h2]Critical Mission can Ignore Merc Hates (etc)[/h2][p][/p][p]We've upgraded the mission system to allow certain critical missions to ignore merc restrictions like Hates, Deserter, Wanted and Loves. These merc backstories are very interesting limits that help build out your character's relationships to different factions and force you to juggle up your heist team occasionally, but they can be very painful if you really need a specific merc on a very important end-game missions. [/p][p]The missions that have been put on the exclusion list are the last 5 missions of the Daedelus Bloc mission (where you aren't really working for Jupiter anymore) and the possible assassination attempt on Octane (where Rhino would refuse to go ...?!?) [/p][p][/p][h2]Casting Director: Recruit Connections[/h2][p][/p][p]We've fixed an issue that was blocking a number of starting recruits from correctly connecting their backstories with possible recruits. Specifically, Remi, Bondai and Molly were all unable to offer connections to the Los Zagales Soldier and Vanguard who can appear early in the game and then other team members who joined who had Los Zagales connections would also be unable to connect with these recruit offerings. This made these valuable offers appear only in a subset of games and is now resolved.[/p][p][/p][h2]Movement Destination lied about Sightline / Can Attack[/h2][p][/p][p]Whenever elevation was involved, there some mistakes in the math and the navigation point used to calculate the attack options while you were checking any given movement destination. This lead to a lot of feeling like the sightlines and the attack numbers for your weapons could lie to you and was a steady flow of F10s.[/p][p]We have resolved the issue, which stemmed from using a slightly elevated point at the movement destination to evaluate the attack checks. The movement destination promises for attacks show now be 100% reliable. [/p][p]Thanks to everyone for your patience on this and sending in F10s until we could figure it out.[/p][p][/p][h2]Recruit Levels[/h2][p]We fixed an issue where mercs could be broadcast to come out at level X and then actually appear at X-1 or X-2. Thanks to everyone who F10 this sneaky little issue. It turns out were were calculating X as the average of all your merc's levels. Then after the merc was recruited (at level 1) we recalculated the average with the new merc in the mix and the math came up with X-1 or X-2 usually. Woops ːbrainwormː[/p][p][/p][h2]More Challenging Secondary[/h2][p]For the Security Level maximum secondary objective, we've now implemented a maximum limit of 6. Realistically, once this value goes higher (it could go as high as 15!) it stops really being a challenge to achieve and has less and less impact on your choice of how to play a specific level. Keeping it pinned low helps ensure that secondaries make you heist a little differently in order to achieve a reward.[/p][p][/p][h2]v2.2.63 - #47: Shadow Sites Abound - 10/30/2025[/h2][p] - Added 6 new possible Shadow Site raids across the spectrum of megacorporate interests[/p][p] - Widened the scope of ex-corporate mercs that can come forward with a Shadow Site secret - now Ex-Hateful, Deserters, Traitors and more[/p][p] - Added over 60 unique and valuable rewards scattered across different Shadow Site raids - new programs, new blueprints for intrinsic, weapons, mods, armor[/p][p] - Added 30 new Blueprints and 30 new lootable physical weapons to mission loot/matrix tables to expand Power Level 6-10 options[/p][p] - Fixed Casting Director mismatch preventing Remi, Bondai and Molly from recruiting Los Zagales Vanguard or Soldier[/p][p] - Critical Missions (assassinating Octane, working for Paige at end of Daedelus Bloc) will ignore merc reasons to refuse to go on a mission[/p][p] - Imposed a reasonable limit on secondary objectives for Sec Level goals (max 6)[/p][p] - Fixed all bugs that could cause sightlines and weapon's "Can Attack" numbers to lie or be incorrect when testing out movement destinations/after move[/p][p] - Fixed bug with recruit level from Underworld Hub and other sources sometimes being wrong[/p][p] - Fixed bug with new Containment Site map and prison objectives[/p][p] - Fixed bug causing rare appearance of Head Hunters in a hack only mission (even though they don't *actually* show up)[/p][p] - Fixed bug where a recruit you rescue on a mission might return to the safehouse with an incorrect Talent Limit (invisible, trained Talents)[/p]

#46: Bug Crush Catchup

[p][/p][p]Hi all! We are pushing this bug crusher today with minimal patch notes .. because it's Sunday and I don't have time to write them right now :D[/p][p]See the changelog below for specifics![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]v2.2.59 - #46: Bug Crush Catchup - 10/26/2025[/h2][p] - Fixed bug with Contacts disappearing from offering services after Limit Breaks until they gain Influence again0;p[/p][p] - Further improved sizing calculations for matrix host template sizes by Matrix Power Level[/p][p] - Fixed bug with Skipjack sometimes kicking you out of matrix host with *lots* of AP[/p][p] - Fixed bug with Skipjack sometimes dropping your Wireghost into an RCU instead of an SCU[/p][p] - Fixed bug with Wireghost Trap Keeper causing some IC reactions incorrectly[/p][p] - Fixed bug where character/contact tag might claim the linked character/contact was "status unknown" incorrectly[/p][p] - Fixed bugs with VIP hunters standing still if the VIP has already exited - now will start to hunt Knight or mercs more actively[/p][p] - Improved combat log and hover about dead bodies to be more clear about who discovered it[/p][p] - Fixed bug with hardened target bosses appearing randomly in levels[/p][p] - Fixed bugs with Glasswalker possibly activating multiple times on a single end of turn / Sec Level rise[/p][p] - Fixed bug with debuffs that reduce Initiative that might drive an enemy into the next Turn or cancel Overwatch[/p][p] - Fixed bug with enemy taking some follow up action (rotating toward a sound) while new turn is starting[/p][p] - Fixed bug where Combat Log buttons were not blocking clicks and clicking in that area would generate a movement path[/p][p] - Fixed double dialog on killing assassination target[/p]