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Cyber Knights: Flashpoint News

Update #77: SCUs Rising

[p][/p][p]Knights and mercs, we are following the big merc-driven story update with an update expanding the matrix, improving translations, fixing some Talent descriptions, hitting some key balance points for early-game and fixing your F10s. [/p][p]Thanks to everyone checking out these updates, playing the game and especially to those who have left a review to help us keep going ːsteamhappyː[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]4 New Matrix Templates[/h2][p][/p][p]We are on a roll right now, expanding the templates within the matrix to increase the variation and challenge level in any given matrix host you might come across.[/p][p]With Update #77, we've focused on matrix hosts that can include SCUs and expanded the catalog with 4 new templates. We are also continuing to keep the pressure to get more Access Nodes and Sluices nodes across the matrix set so that they are seen more often. [/p][p]An Access Gate needs to be spiked like a CPU or APU before you can leave it, so be sure your programs are loaded up and you're ready for a fight before entering. With Slucie Nodes, all of its connections are one way - either IN or OUT - which forces special pathing decisions and often creates "one-way doors" in the Matrix.[/p][p]We also fixed a few more F10s where a Sluice might preventing access to part if its host.[/p][p][/p][h2]Persistent AOE Talent Durations[/h2][p][/p][p]For a while, the Talent durations for all Talents that create persistent AOE zones on the map had issues if you started to upgrade their duration, they could show as incorrectly extended like 15 Turns (!!). With this update, we have corrected these durations so that they stay reasonable, which has helped Talents like JTAC, Strike Zone, Venom Trap, Tox-Cloud, White Noise and many others.[/p][p][/p][h2]Power Level Limits[/h2][p][/p][p]We've pushed a few more Power Level limits into the game to help content appear at appropriate times, with specific focus on certain types of stories and challenges not appearing too early.[/p]
  • [p]Certain Head Hunters, including Le Sidewinder and his cadre of mecha infantry bots, has been limited to Team Power Level 4 or higher[/p]
  • [p]Power Play storylines have been limited in all forms to Team Power Level 3 or higher[/p]
[h2]Translation Improvements[/h2][p]With over 500 changes across the languages, this update has a specially big set of improvements to the translation as our translation partner has wrapped up another round of LQA and we have continued to keep the pressure up on processing your F10s and improving the translation text. [/p][p]A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]Simplified Chinese is Coming![/h2][p]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner.[/p][p]If you know Simplified Chinese -[/p][p]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks.[/p][p]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p]For other languages -[/p][p]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]v2.5.53 - #77: SCUs Rising - 3/25/2026[/h2][p] - Added 4 new matrix templates to increase variety and challenge levels within SCU hosts[/p][p] - Fixed issues with JTAC, Strike Zone, Venom Trap and other persistent AOE areas with duration changing suddenly during training[/p][p] - Fixed bugs where certain armors had high Blueprint output count[/p][p] - Fixed bug with Sluice node in one matrix template where you could not access it[/p][p] - Added Power Level filter to come Head Hunters (such as Le Sidewinder with all mecha helpers) to avoid them appearing too early[/p][p] - Further prevented challenging Power Play storylines to appear before Team Power Level 3 through any path[/p][p] - Moved the HUD pop up when completing crafting to the bottom of the screen to block less[/p][p] - Fixed death tags showing up incorrectly for dead characters[/p][p] - Improved some cover for chain link fence and corrugated metal props[/p][p] - Improved over 500 string translations with better word choice, clarity and plurality especially in compound effect strings[/p]

New merc-driven storylines: Deltaware Re-Activation Expansion + new translations

[p][/p][p]Knights, we are excited to hit a new milestone with our merc-driven storylines - now when mercs who have deactivated deltaware implants hit 60% Loyalty, storylines may begin to appear where they work with a splicer to scheme how to steal the things needed to get that one-of-a-kind implant re-activated. This update pairs with the previous "Depths of Loyalty" update from October to wrap up this set of merc-driven story content.[/p][p]In translations land - we are now releasing the European Spanish translation, are announcing the upcoming Simplified Chinese translation 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》and are looking for community members to help in the review process (see below). Thank you to all who have provided feedback on the other newly released translations! We've provided UI improvements where needed and accepted many suggestions. [/p][p]If you are enjoying the updates and constant improvements, please take a moment to leave a review! ːsteamhappyː[/p]
Our Save Game Policy and Updates
[p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Re-Activated Deltaware![/h2][p][/p][p]This new type of new merc-driven storylines allows you to re-activate deltaware on those mercs that have dead weight implants installed. You may have selected this option from the merc's recruitment interview and been left with a cybernetic slot occupied by a deactivated implant. Now, by working with a splicer, these mercs have hatched a scheme to get this powerful deltaware re-activated and back into the action.[/p][p]If a merc with a de-activated deltaware reaches 60%+ Loyalty and your Team Power Level is at 5 or higher, these conditions can kick off a new story trajectory and a high-risk multi-stage mission against one of the shadowy biolabs of the faction who implanted the cybernetics. You can raise their Loyalty through merc Limit Breaks for a number of long-term benefits as well.[/p][p][/p][p]If you are able to successfully complete the mission, the splicer and merc will complete the process and re-activate the cybernetic to unleash a one-of-a-kind and uniquely powerful cybernetic implant.[/p][p]Currently these storylines are limited to mercs who have made this choice during their recruitment interview, but we will be upgrading and expanding the availability of this very cool character arc in future updates.
[/p][h2]Spanish (ES) Released![/h2][p]While the big translation release last week added Spanish (LATAM) for Latin American players, this update adds the European Spanish translation to the game. Thanks for all your support and helping us get to this exciting day![/p][p]As always, the best way to share feedback for anything in Cyber Knights remains the F10 system (or on Steam Deck, left stick click).[/p][p]Your feedback is automatically tagged with your language and put into a special bucket in our system to help us categorize and process issues with translation and how the UI might not always handle extended text due to translation perfectly.[/p][p]We will be processing your F10s with determination and diligence to improve the game in every way we can.[/p][p][/p][h2]Simplified Chinese is Coming![/h2][p]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner. [/p][p]If you know Simplified Chinese - [/p][p]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks. [/p][p]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p]For other languages - [/p][p]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]Knight Wireghost Multi-Class Bug[/h2][p][/p][p]In previous versions, you could cause your Knight to end up in a very odd state if you started New Game, quit without finishing it, and then started again. In the exact right order of operations could result in your Knight being a Knight + Hacker multi-class but having the cybernetics for a Wireghost. This would leave your Knight unable to upgrade or uninstall your cyberware and therefore you could not change your multi-class setup either.[/p][p]This is now resolve for all games that have the issue - just open the game and you'll find your Knight has been switched to a Cortex Wetware and you have full options again.[/p][p][/p][h2]Translation UI/Text Updates[/h2][p]With Update #76, we are continuing to work diligently to address the feedback you've sent in by F10 on translations and places where the UI is not working correctly when the text gets too long or you increase Font Size too high. [/p][p]We have completed another big run of F10s here, fixing bulk sell window, the confirmation windows, Talent description pop ups and more.[/p][p]In addition, we're going to have a constant and steady drip of improvements to the translations as we hear more from our community about anything we can improve. The updates range the gap from missing translations to plurality, gender or just natural tone for a dialog line, etc. [/p][p]A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]v2.5.51 - #76: Deltaware Restored to Life - 3/20/2026[/h2][p] - New Cyber Site storylines can connect to mercenary backstories, offering high-risk mission to reactivate dead deltaware[/p][p] - Hunting the needed pieces to re-activate your deltaware requires Loyalty 60%+ on merc, Team Power Level 5+[/p][p] - Cyber sites offer challenge multi-stage missions and one-of-a-kind cybernetic implants [/p][p] - Improved over 200 string translations with better word choice, gender, plurality or terms not being translated[/p][p] - Improved UI responsiveness for longer translated text / font scaling in many areas (talents, confirm window, bulk sell)[/p][p] - Fixed bug where combat log for enemy taking armor damage was flipped (said Restored if it was Shredded)[/p][p] - Fixed bug where a Knight multi-classed with Wireghost might sometimes come out as a Hacker and be stuck (auto-fixed)[/p][p] - Improved default selection for New Game picks like Weapons and Implant to avoid 2 selected items on screen sometimes[/p][p] - Fixed Covering Fire debuff to be correctly colored/classified when looking at enemy status[/p][p] - Fixed some Armor Blueprints that had issues with 10+ uses incorrectly[/p]

Update #75: Surprise Slash!

[p][/p][p]Knights and mercs - let's take a look at this weekend update which has a new community requested feature - Uninstall All Programs for a Deck, 6 new matrix host templates that add more Sluices and Access Gates, reformatted the main safehouse HUD, improvements around Shock Mine edge cases, a mountain of F10 bugfixes and a ton of small but important updates to the translation text and how the UI responds to longer translated content.[/p][p]Our small team of 3 game devs is hard at work bringing you the latest and great updates constantly. If you're enjoying the steady pace of improvement and expansions, please consider leaving a review![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Uninstall All Programs[/h2][p][/p][p]If you want to rapidly swap programs without as much clicking, you can now use the Uninstall All Programs option from the Roster > Manage Deck > Change Deck screen. This button does what it promises - it removes all the programs from a deck, which makes it unusable until someone reloads programs, but if you are moving a lot of programs around, this might be much more efficient.[/p][p][/p][h2]6 New Matrix Templates[/h2][p]We've followed up on last update's +4 matrix templates with additional +6 new very cool host templates that will do even more to bring the once rare Sluice node more into circulation. [/p][p]When you encounter a Sluice Node, you'll find that all of its connections are one way - either IN or OUT but never both. This forces special routing in and around the node, forcing you to often take "one-way doors" through the Matrix. So, be sure to scan ahead of yourself to see a Sluice node's connection set.[/p][p]We also fixed a number of other small bugs with Sluices in host templates that might deny access to certain parts of a host.[/p][p][/p][h2]Reformatted Safehouse HUD[/h2][p][/p][p]As a way to improve the safehouse HUD, ensure that all fields (Team Power Level, etc) are always in the same place between different screens to make room for longer translated room titles, we completed some work to reformat the main HUD. This pushes all of the values into the right hand stack, makes their padding more consistent, breaks them into groups with small vertical lines and also allows the left hand side room title to wrap if it becomes to large.[/p][p]Thanks for all the F10s![/p][p][/p][h2]Shock Mines and Step Out[/h2][p][/p][p]We fixed a rare situation with this update where an enemy might attempt to step out to make an attack (stepping around a corner) and by doing so, step into your Shock Mine area. This was causing a game freeze and is now correctly handled - the enemy is stunned, the attack is canceled and the game resumes with the next character or enemy on the Initiative track.[/p][p]A huge thanks goes out to everyone sending in F10s to help us catch cases like this.[/p][p][/p][h2]Translation and UI Responsiveness[/h2][p][/p][p]With Update #75, we've continued to work on fixing your feedback on translations and places where the UI is not performing as well as it should with longer text and up to +25% Font Size. We have completed big jobs like rebuilding the safehouse HUD for room titles, fixing multiple issues in New Game with tabs and points remaining, fixed many (but not all) of the issues you could get in hacking with much longer labels in the HUD and node map and improved multi-class screens for translations.[/p][p]We're also continuing to improve translations, gender and plurality issues within the translated content. A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]v2.5.49 - #75: Surprise Slash! - 3/16/2026[/h2][p] - New Uninstall All Programs button under Roster > Manage Deck > Change Deck[/p][p] - Added 6 new matrix templates to increase the occurrence of Sluice and Access Gate nodes[/p][p] - Improved dialog choices listing UI responsiveness for longer translated text[/p][p] - Improved UI responsiveness for longer translated text / font scaling in many areas (new game, multi-class, hacking, safehouse HUD)[/p][p] - Improved options screen UI responsiveness for longer translated text[/p][p] - Fixed bug in matrix where IC woken up by Escalation would not have their icon in far away nodes reset to blue[/p][p] - Fixed bug with enemies attempting to attack and stepping out in a Shock Mine, getting Stunned stops attack but was locking game[/p][p] - Fixed bug with Timeline Team History not properly showing hover for controller or keyboard[/p][p] - Fixed bug where the Blueprint hover in mission planning was not always showing the right Blueprint details[/p][p] - Fixed missing cover shield on front and back of truck on River Street Bridge map[/p][p] - Fixed bug with Sluice preventing access to data branch of matrix host[/p][p] - Improve some cosmetic placements to avoid clipping or odd looks[/p][p] - Continued to improve string translations with better word choice, gender, plurality or terms not being translated[/p]

Update #74: Shifting Sand

[p][/p][p]Knights and mercs - let's take a look at tonight's update which has something juicy for for everyone. With Update #74, we've added 2 new classified Shadow Sites with exciting never-before-seen loot (6 new weapons, 3 new armors, 6 new weapon mods, 2 new programs), added 4 new matrix templates to bring the Sluice node into more hacking encounters, and rebuilt the display for the timeline history in preparation for using it to track more events in the game. As we are following up on the Translations milestone, we've also made over 100 improvements to translation, fixed 15+ places where translations were missed and the English was still show and fixed a ton of places where a long translation might overrun or wrap badly in the UI.[/p][p]Our small team of 3 game devs is hard at work bringing you the latest and great updates constantly. If you're enjoying the steady pace of improvement and expansions, please consider leaving a review![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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[/h2][p]With Update #74, we've released two new unique variations of Shadow Sites - a new Matsumoto underground code foundry boasting new programs and new armors as well as the UltraTek prototype weapons program for the Ocra HAR E-Rifle and accompanying unique weapon mods. [/p][p]These new sites are options for your mercs who already have Shadow Site tags or add tags during your career. Be sure to get those mercs to 60%% Loyalty to be able to trigger the reveal of the site and the addition of the mission.[/p][p]In total, this new round adds 2 new programs, 6 new weapons, 3 new armors and 6 new ER/Blade mods.[/p][p][/p][h2]New Matrix Templates[/h2][p]We've also added 4 new matrix templates that will help bring the rare Sluice node more into circulation. When you encounter a Sluice Node, you'll find that all of its connections are one way - either IN or OUT but never both. This forces special routing in and around the node, forcing you to often take "one-way doors" through the Matrix.[/p][p]So, be sure to scan ahead of yourself to see a Sluice node's connection set.[/p][p]These additional templates also help buff the RCU matrix set for more variation and include Access Gate nodes as well.[/p][p]We also fixed that one PTOR-Relay host that had 3 active CPUs! Never seen anything like it.[/p][p][/p][h2]Rebuilt Timeline History[/h2][p][/p][p]With this update, we've taken a moment to revisit and rebuild the timeline history. The old UI focused on a table where every row showed its full details but reduced the total number of rows you could see on screen and made it harder to post smaller events to the history log.[/p][p]With this rebuild, we've compressed ever event down to a single line with its Title + Date. If you want to see the full details of the event, you can hover or select the event and it will pop up to the side with all the regular details you'd want to see.[/p][p]This is especially important as we are preparing to update the types of events coming into the timeline history to include more events and some of small scope, so having them compressed will allow this type of logging, with more rows added.[/p][p][/p][h2]Translation / UX Updates[/h2][p][/p][p]With the TRANSLATION milestone now live, we're excited to be receiving feedback from players on places we can improve via the F10 system. Currently there have been 4 big areas of improvements that are captured in this update:[/p]
  • [p]English text that was missed - either accidentally written into code or for some other reason, this English text was missed during the entire process. Now it is playing catch up (like "Snap: On" or "Snap: Off"). We fixed over 15 cases of this as players dove into the game and reported the issue with F10.[/p]
  • [p]Longer strings overrun the UI - either due to longer words within the source language especially when combined with the Font Size option, there are still many places to keep working on with this type of issue. However, we slashed through the first 25 cases to get improvements for this build, including the green text in all weapon and armor hovers, the accuracy log being overly crammed, the rename window being too small and more.[/p]
  • [p]Translation mistakes, typos, missed terms - working with the translation team and from community F10s, we've fixed over 100 mistakes of varying sizes with the translations to keep improving. There will be on-going work to do in this area, so thank you advance for your F10s helping us more rapidly identify hot spots.[/p]
[p][/p][h2]Fixed: Cold Storage "Go Crazy"[/h2][p][/p][p]If you were running into an issue where Cold Storage could suddenly go haywire, stop updating images or show items you'd already sold it was due to one bad Armor Blueprint that is now fixed. Apologies for that![/p][p][/p][h2]v2.5.47 - #74: Shifting Sand - 3/12/2026[/h2][p] - Added 2 new Shadow Site loot sets (UltraTek, MATS) including 2 new programs, 6 new weapons, 3 new armors and 6 new ER/Blade mods[/p][p] - Added 4 new matrix templates to increase the occurrence of Sluice and Access Gate nodes[/p][p] - Compressed the display for the timeline Team History, allowing for more items on screen and better detail in hover[/p][p] - Fixed bug with the "PT-Relay TOR" host template having 3 CPUs[/p][p] - Fixed 25+ places across game where text wrapping or text overflow were causing issues (new game, EQ, accuracy breakdown)[/p][p] - Fixed bugged armor blueprint which could cause cold storage to go hawywire[/p][p] - Fixed issue where class icons were not always coming out correctly in training tree[/p][p] - Fixed 15+ strings that were not translated (some combat logs, timeline "X more", "Snap: On" etc)[/p][p] - Fixed some strings that were showing their code instead of translated string[/p][p]- Improved over 100 string translations with better word choice, gender, plurality or terms not being translated[/p]

Milestone: TRANSLATIONS released!

[p][/p][p]Knights and mercs - we are excited to announce we have launched the game's initial set of translations for 6 new languages: French, German, Italian, Spanish (Latin America), Polish and Brazilian Portuguese. In the following 1-2 weeks, European Spanish will follow. We'll continue to evaluate other languages for the future based on wishlist counts.[/p][p]We hope all of our bilingual players who see this will dive in to check out the work we've done and help us share the game with your friends who might not have been interested without an option to play the game in their native language.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since we are talking about a major upgrade for the game, let us be clear about our saved game policy - our commitment is to your saved games and the translation update is no exception. No saved game will ever be invalidated by an update, even big ones. 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]If you find improvements we need, we'll make them[/h2][p]Thanks to a professional translation team we've worked with and many rounds of private beta community feedback, we're feeling very good about launching translations, but we don't expect that in a game as large and text-heavy as Cyber Knights, on our studio's first time internationalizing a game, that we will have gotten everything perfect. [/p][p]We're a small team, and even with the professional assistance we've gotten, a couple dozen eyes between their team and ours can't compare to the thousands of eyes this launch will bring.[/p][p]So please do let us know if you see anything in your language's translation we should take a closer look at; we're ready to quickly make improvements wherever you find they're needed. [/p][p]Enjoy diving in with the new languages! You can bet we'll continue to have more new game content coming soon too.[/p][p][/p][h2]Hit F10 to Share Feedback![/h2][p]As always, the best way to share feedback for anything in Cyber Knights remains the F10 system (or on Steam Deck, left stick click). [/p][p]Your feedback is automatically tagged with your language and put into a special bucket in our system to help us categorize and process issues with translation and how the UI might not always handle extended text due to translation perfectly.[/p][p]We will be processing your F10s with determination and diligence to improve the game in every way we can.[/p][p][/p][h2]Future Translations & Community Translations[/h2][p]We're finishing some extra work now on our European Spanish translation, correcting some pieces that didn't quite make the quality threshold in time for launch.[/p][p]We'll consider translating to more languages depending on wishlist counts, so spread the word if you'd like to see your language added.[/p][p]We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]Also in this update...[/h2][h3]Respec Extension[/h3][p][/p][p]With this update, we've also doubled the respec timeline from 10 to 20 days. This gives you an extra 10 days at the start of the game to freely play around with your builds before needing tokens from your Simstream Trainer. And, in addition, when you get a new recruit now you also have 20 days to respec them freely to try to find their new build.[/p][p][/p][h3]Controllers can get HUD Objective[/h3][p][/p][p]With this update, we've made another important controller update to allow them to select objectives in the mission HUD. Then using the (A) button, you can get the camera to scroll to the objective if it has a visible target. This HUD selection was the last known controller gap (something you simply couldn't do) and it is great to get it wrapped up. [/p][p][/p][h2]v2.5.45 - #73: Milestone: TRANSLATION[/h2][p] - Added game translations for: French, German, Italian, Spanish (Latin America), Polish and Brazilian Portuguese[/p][p] - Translation for European Spanish coming soon[/p][p] - Doubled the length of Free Respec at start of game and for new characters to 20 days[/p][p] - Improved HUD for controllers, can now select and (A) objectives to scroll map to check them out[/p][p] - Fixed issue with TRUCK JOB stage descriptions[/p][p] - Fixed issues with header text overflowing bounds in screens like options on small resolutions[/p][p] - Fixed bug where Wireghost's new -1 Connection Burn / Turn was not stacking correctly in UI even though it was applied in Matrix[/p][p] - Fixed bug with game pause menu allowing input through to matrix even when paused[/p][p] - Improved hover anchoring in cyber surgery screen to ensure no hover goes off screen[/p][p] - Fixed imprecise rounding display of Team Power Level making it look like you reached TPL 10 (but actually 9.95) and got no achievement[/p]