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Cyber Knights: Flashpoint News

Update #70: Hunters Stalk the Shadows

[p][/p][p]Knights and mercs, we're here to drop another expansion of the Contact Limit Break system on the New Boston Zone. Tonight, the focus is on your enemies or those who hate or hold grudges against individuals on your team and allowing them to pay Head Hunters handsomely to settle these scores. Of course, this is in prep to release a new wave of Head Hunters into the NBZ ːtoxcloudː In addition, we've released variations of the latest head ware cosmetic options, and completed more parallel work with the game's translation team to get the English source into the best shape it can be. [/p][p]Thanks to everyone playing and especially those enjoying the latest focus on improving the Contact simulation. This keeps opening up new and exciting possibilities. Cheer us on with a review! 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]New Head Hunter Sources[/h2][p]While some hostile Contacts (those with status Burnt or Enemy) could dispatch Head Hunters against you through their Limit Breaks, Update #70 significantly increases the number of Casting Director matches that can allow for a Contact to decide that they do want to send Head Hunters.[/p][p]To expand this footprint and help find more cases where a Contact on a Power Play may choose to send Head Hunters, we've built out the match set so that any Contact who Hates, Hunts, wants to murder, etc etc a member of your team (including your Face or Knight) may now choose to dispatch Head Hunters. This covers a number of Contacts who previously might not have opted into the option and generally increases the chances that you'll see Head Hunters coming out of Contact Limit Breaks enough to keep things more dicey out there.[/p][p]Which is important, because in the next update, a new batch of legendary Head Hunters are coming to the NBZ and we need to make sure they've got contracts![/p][p]In addition, we've expanded a few places where it feels cool to have a specific storyline always risk generating a Head Hunter call. We've specifically added two story beats that allow Head Hunters to be sent - one for the starting Scourge (August) and the Syndicate Boss he tried to take out as part of his backstory. This Badu Jack may discover - on a Power Play Limit Break - his would be poisoner on your team and decide now is the time to take revenge.[/p][p]In addition, the megacorporate lead behind Taylor Strizek's lab may also send Head Hunters if you've completed Truck Job Part 2 and dealt a disastrous blow to her organization.[/p][p][/p][h2]Appearance Headphone Variations[/h2][p][/p][p]Some of the most recently added cosmetic options were the headphones joined by a headband. They're a cool look for different characters but the band that was included could make them hard to use with certain hats and hairstyles as it was could cause a lot of ugly clipping. [/p][p]Thanks to the players who requested the option, we have included new variations of these cosmetics simply without the band, which allows them to be used in more cases.[/p][p][/p][h2]Improved Clarity / Fixed Text and Rules[/h2][p][/p][p]As the translation project keeps ripping along, we've been making a lot of changes to the underlying English rules text for the game. In some cases, we've been removing old strings, other places we've been improving our consistency of use of terminology (in this update, Recovery Time vs. Injury Time is now always used correctly). And we've been doing other things that will be invisible to players in English, like splitting text for genders, reducing the complexity of some of the strings for translation, etc.[/p][p]We also fixed a number of strings that accidentally got bumped and turned into string codes instead of English text.[/p][p]If you do see a string that switches to a code, please F10 it and we will fix it quickly. [/p][p]We're excited to be moving forward with our community review of the game translations! Stay tuned for more news and next steps for a upcoming public beta.[/p][p] [/p][h2]v2.5.33 - #70: Hunters Stalk the Shadows - 2/20/2026[/h2][p] - Contacts who specifically hate/hunt a merc on your team can now send Head Hunters when on Power Play[/p][p] - Added two new cases where Contacts might send Head Hunters based on existing stories - after Truck Job Part 2 and starting Scourge's Syndicate target[/p][p] - Added 2 modified cosmetic options - headphones without the band if you want to use them on hair / hats or other options that were clipping badly [/p][p] - Improved English rules text for clarity, consistent usage of terms like Recovery Time and Injury time, simplified some Talent descriptions[/p][p] - Fixed issues with random strings appearing as string keys instead of English due to mistakes in translation effort[/p][p] - Fixed issue with the cybernetic eye implant popping off the side of some character's faces[/p]

Update #69: Fractional Boosts

[p][/p][p]Knight and mercs, we're excited to roll out the second Compromised Contact storyline which is driven from Exposure Limit Breaks, a ton of new types of armor spread across the Power Level spectrum, including some that add fractional +AP and +MP, improved balance for Stealth armor to have more reduction in movement noise, and fixed a whole big pile of map bugs that were reported by F10![/p][p]While we are working on two very large projects at Trese Brothers HQ - finishing translations and pet classes - we're excited to be rolling out a steady stream of new content for you. We'd love you to leave a review for our small team of 3 devs who are grinding hard for you, nothing else could be more helpful [/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]+21 New Armors and Fraction AP/MP[/h2][p]With Update #69, we've addressed a looting gap that players have identified over the last few months. There were too few options with looting armor of all types. Also, the availability of fraction AP and MP bonuses in Blueprints was limited to earlier Power Level Armor (1-4) or only to late game Shadow Site runs. This created a difficult dynamic of when and how you could access to extra AP/MP points that were likely needed to get to the full +1.0 AP to get your 7th AP.[/p][p]With Update #69, we've added 21 new armors - 7 stealth, 7 light and 7 heavy spanning from Power Level 4 to Power Level 10. They can now all be looted as physical armor found in a lockbox or as Blueprints found in hacking Manufacturing Nodes or Vaults. Many of these new Armor designs include fractional AP or MP bonuses and fill a key gap within the Armor progression in the game.[/p][p][/p][p]In addition, we've started making some moves to further differentiate the Stealth Armor class, increasing the number of armors that include a reduction in how much noise you make when your moving, carving out more of a specialized niche for Stealth Armor than exists today in the system.[/p][p][/p][h2]Compromised: Transport Attacked![/h2][p]With Update #68, we added a possible very bad end for one of your Compromised Contacts who might get imprisoned and then executed by an enemy faction. With Update #69, we've added another variation of the same possible-death storylines for Compromised Contacts. [/p][p]Being Compromised is an unwanted state that may settle upon a Contact as the result of a Exposure Limit Break and once Compromised a Contact opens up a set of additionally bad possible results already - going into hiding for twice as long, gaining worse negative temp Traits, suffering Influence wipes.[/p][p]Now, you may encounter a storyline in which your Contact has been attacked mid-transport and forced to flee into hiding in the underground. With only a tiny bodyguard remaining, cornered and pinned down, you are on an extremely tight timeline to rescue them or they are sure to be killed.[/p][p]Depending on who it is - no, not Goldstax! - you'd better jump fast to mount a rescue expedition![/p][p]We're excited that this new multi-stage mission also includes another use of the allies system (characters who are friendly but not under your control) who add a whole layer of complication to your rescue effort here.[/p][p][/p][h2]F10 Hunting[/h2][p]On top of the new armor and the new storyline, we've made a dedicated effort to be crushing out F10s that are related to issues within maps. We've fixed a ton of minor issues around sight lines, cover, props placed in odd places and the on-going category of your characters starting in a position where they are immediately scene by an enemy.[/p][p]We've closed over 40 X F10s in this release as we continue to put pressure on these areas. For now, we're going to keep putting the maximum pressure on map bugs until we get the flow of reports down to a trickle.[/p][p][/p][h2]v2.5.31 - #69: Fractional Boosts - 2/10/2026[/h2][p] - New Compromised Story: Contacts who are Compromised may be attacked during transport, pinned down and need Exfiltration help[/p][p] - New mission includes the use of allies for further complication and chaos[/p][p] - Added 21 new Epic and Legendary Armor Blueprints and Loot options[/p][p] - Increased availability of fractional +AP and +MP on Armor and Armor Blueprints beyond PL 4 and outside of Shadow Sites[/p][p]- Rebalanced more Stealth Armor to have reduction in detection radius for moving[/p][p] - Fixed bug with character who runs The Belly legwork not getting the skills tag for it[/p][p] - Fixed incorrect highlight of extraction locations in Wreckspire map[/p][p] - Improved cover and sight line configuration on some of the street shanty shacks[/p][p] - Fixed oddly placed pipes in Q-Compute Core[/p][p] - Fixed bug where either Sibling from Salvage Job could forever banned from doing Legwork[/p][p] - Fixed map bugs and typos[/p]

Update #68: Compromised and Imprisoned

[p][/p][p]Knight and mercs, we're excited to be rolling out a new Contact-driven story that can come from a Compromised Contact, better Contact job targeting based on their faction and contact relationships, improvements to the Exposure flow for Contacts, fixes for AI allies, improvements to how passive Talents that work on Sec Level rise activate, and a big pile of other F10s submitted by you![/p][p]If you are enjoying the constant flow of new updates, content and improvements, please take a moment to thank our small team by leaving a review, nothing else could be more helpful [/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]Compromised and Imprisoned[/h2][p][/p][p]We have now added a new and awful result for Contacts who become Compromised. This state may happen as the result of a Exposure Limit Break and once Compromised a Contact opens up a set of additionally bad possible results already - going into hiding for twice as long, gaining worse negative temp Traits, suffering Influence wipes.[/p][p]But with Update #68, we've enabled the first storyline that can spin out of a Compromised Contact, much like a Contact on a Power Play can start a storyline to gain a new service. Well ... the Compromised storyline can get your Contact killed, dead, permanently. They need your help - its now or never, do you like them enough to risk saving their lives from prison and death?[/p][p]If its your Gun Runner with the 3 extra upgraded services you helped her achieve with Power Plays, you'd better jump! [/p][p]These new multi-stage missions help build up relationships and hatred between Contacts and within Factions as well, strengthening the web of the underworld. [/p][p][/p][h2]Mission Expiration Exposure 20%[/h2][p][/p][p]If you allow a Contact's mission to expire without helping them, the penalty has been hiked from 10% to 20%. This matches the baseline Influence gain they can get if you do complete the mission and increases risk that ignored Contacts will end up Compromised and possibly dead.[/p][p][/p][h2]Contact Job Targeting[/h2][p]We have also improved the decision matrix that helps Contacts generate jobs so that the target faction of the job is the most appropriate option. If a Contact has a relationship with a Faction (Hates, Loves) or a Contact (Ex-Lover, Rival) then these tags now have a much larger influence on the factions your Contact will be aggressive against with jobs. [/p][p]This upgrade help better reinforce the flow of power, revenge and pay back in the underworld and we're excited to be making other improvements (such as the Compromised stories) that will further reinforce it.[/p][p][/p][h2]Steam Deck Improvements[/h2][p][/p][p]With Update #68, we've fixed a number of places where on Steam Deck you could accidentally enter a new screen and immediately activate (as if you had hit (A)) the default selected element. In market, this could result in trying to sell the first item. In Safehouse Manage Rooms, this was resulting in building the first room.[/p][p]Glad to see these resolved![/p][p][/p][h2]Passive Talents on Sec Level Rise[/h2][p][/p][p]We've changed the rules for passive Talents that active when the Sec Level rises. At the moment, there are 2 types of Talents like this in the game, so the change is very specific to these Talents but also functions under a clear set of rules.[/p][p]These new rules are a clear improvement over the previous rule, in which only one passive talent could activate when the Sec Level rose, regardless of type or target. The old rules could result in training multiple passive Talents of this specific type to feel basically like a trap.[/p]
  • [p]If a Talent has an AOE effect (such as Vanguard's Glasswalker) only one of these Talents (if your team has multiple) will be randomly selected to activate.[/p]
  • [p]If a Talent is self buff (such as Agent EX Supremacy), it will activate for everyone who has the buff and charges to activate it.[/p]
  • [p]The Talent activations in the log now include the Talent name and the character name, so it is clear who did what. The character name was previously missing from these.[/p][p][/p]
[h2]Allies Controlled by AI[/h2][p][/p][p]With Update #68, we've made a host of clean ups on enemy allies that are controlled by the AI. These allies want to be helpful but are not under your direct control, usually they are coming from another faction. While they were trying to be helpful, there were lots of issues with how they interacted with the Sec AI, movement alerts and attacking HUD that didn't make sense.[/p]
  • [p]Movement Alerts are all corrected around allies[/p]
  • [p]You can no longer target or shoot allies directly[/p]
  • [p]Allies no longer report corpses of enemy faction[/p]
[p][/p][h2]Major Engine Update Tweaks[/h2][p]With Update #67, we finished the official roll out of the new engine upgrade (to Unity 6.3). There were a string of hotfixes immediately following over the next 2 days, but since then the issues have been minor enough to bundle them up for this next content release.[/p][p]With Update #68, we fixed issues where sometimes ragdolls would go flying into the air, especially around Talents that leave an AOE zone on the map like Tox-Cloud or JTAC. We also resolved some issues that could - depending on what type of the enemy made - results in your sight lines shooting off into the sky at seemingly random angles. [/p][p]We also fixed an issue that could create extremely long movement paths, if you requested paths near doors or lootboxes sometimes.[/p][p]We're happy to say that 6.3 has been very stable, so a huge thanks to all of the players who joined the public_beta and submitted F10s to get us there.[/p][p][/p][h2]v2.5.25 - #68 - 2/10/2026[/h2][p] - New Compromised Story: Contacts who are Compromised may be captured and imprisoned by enemies and put to death if not rescued[/p][p] - Contacts more likely to target missions against contacts and factions they dislike[/p][p] - Failing to complete a proc-gen mission for a Contact now causes a 20% Exposure gain[/p][p] - Fixed issue with Sell and Bulk Sell not working when you filter or sell down to 1 or 0 items[/p][p] - Fixed issue with Steam Deck immediately buying first item when entering market[/p][p] - Improved support for friendly allies controlled by AI - no sight lines, can't attack, don't report any security events[/p][p] - Improved rules for passive Talents activating on Sec Level rise (Glasswalker, Supremacy) (single AOE/rise, all self buffs/rise)[/p][p] - Fixed bug where enemy status said "Suspicious" instead of "Alerted" in 1 case[/p][p] - Fixed missing string for set bookmark[/p][p] - Fixed Vanguard and Hacker class nodes that showed broken strings for upgrades[/p][p] - Fixed some missing icons in the appearance tab[/p][p] - Fixed bug that could cause attack sightline to veer off into the sky sometimes (rare)[/p][p] - Fixed bug that could cause ragdolls to go flying into the sky when killed by damage over time[/p][p] - Fixed bug that could cause Talent bar to become non-navigable after Full Auto attack with 2 AP afterwards[/p][p] - Fixed movement bug that could result in really long paths to things like doors[/p][p] - Fixed bugs that could prevent Slashslide or Crimson Vector from correctly targeting[/p][p] - Fixed bad movement in maps around stairs and certain desks you could walk into[/p][p] - Fixed bug that could lock up tabbing through enemies sometimes freeze[/p][p] - Fixed bug with Medical Stretcher sometimes spamming barks [/p]

Dual Squad Directive Community Challenge

[p]
[/p][p]Hello Knights! It's time for another CKF Community Challenge. For this challenge, we are going to lean into the RP aspects of the game and ask you to build two distinct squads of mercs. Each squad is self-contained and members do not cross between them. We want to hear the stories of the interactions between your two squads and within each squad as well. Is there intra-squad romance? Are the two squads in a heated rivalry? [/p][p][/p][p](screenshot credit to jotwebe on Discord)

There is only one requirement for this challenge: [/p]
  • [p]Once you have enough mercs, create two separate squads for running missions. They may not mix and match members. [/p]
[p]Because some missions do require your Cyber Knight, you may choose to have your Cyber Knight go with either/both squads. If you want an additional challenge, pick one squad and your Cyber Knight can only go on missions with that squad.[/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 your squads: show them in missions, do they have matching outfits? What distinguishes the squads from one another?[/p]
  • [p]Stories about the relationships of squadmates: friendships, romances [/p]
  • [p]Why you built the squads as you did. Was it for RP reasons? Strategy reasons? [/p]
  • [p]Any other creative ways you want to share the stories of your squads: memes, interpretive dance, gifs, etc [/p]
[p]No matter what you choose to share, please share at least one screenshot of each of your two squads during missions.

Thank you again to our Trese Boosters. Your support lets us run these Community Challenges and other community events.

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 #dual_squad_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]

MILESTONE #67: Bulk Sale + Bookmarks in Inventory + Major Engine Update

[p][/p][p]Knight and mercs, a big update is coming to the streets of New Boston today with some big UX improvements to close out the UX roadmap item, and the new major engine upgrade and other community F10 bug fixes. We've got Bulk Sell! We've got Cybernetic Slot tabs! We've got improved Buy/Sell rows! We've got bookmarks on your inventory and cold storage. It's a big one![/p][p]If you are enjoying the constant flow of new updates, content and improvements, please take a moment to thank our small team by leaving a review, nothing else could be more helpful [/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]Engine Upgrade[/h2][p]With Update #67, we've rolled out the new engine upgrade (to Unity 6.3). This is why the update is a full 8.3 GB for some platforms - everything has been upgraded, every scene metadata changed, every lighting file rebaked.[/p][p]While this has taken a month of work, community help in the public_beta branch and more, the end result is hopefully invisible to you. As always - you can update and just play on. The engine upgrade may improve your performance but that is very machine and hardware specific, so we'll be interested to hear your feedback but can't promise it will be better for everyone.[/p][p]Of course, for all the work that we did, there are sure to be bugs on someone's hardware that we missed. Please post an F10 and we will get on it right away![/p][p] [/p][h2]Roadmap Milestone: Community-driven UX Improvements[/h2][p][/p][p]Since launch in June, the roadmap item for "player-driven UX improvements" has been hanging on our currently working on list. We always had "one more big thing" we wanted to do before we marked that as closed. We're excited to cap it off with Bulk Sell (huge!!) and Cybernetic Slot Tabs (yes!!) and finally call it done.[/p][p]Of course, we aren't finished with player-drive UX improvements - we're here listening every day and taking notes on how to improve the game so please keep sending feedback and F10s. [/p][p]Still - we finished the list we had compiled (and expanded ... and expanded ...) for the roadmap item with Update #67 so we want to celebrate the massive list of improvements we tucked into that one item. Here is a summary of big UX changes we made for you![/p]
  • [p]Bulk Sell allowing selling hundreds of items at once to quickly reduce clutter by filter[/p]
  • [p]Cybernetic Slot Tabs for rapid navigation between all types of cybernetics[/p]
  • [p]Added Colored Bookmarks to characters, contacts and all inventory/cold storage items[/p]
  • [p]Expanded Buy/Sell rows to show all key data without hover and offer $$/Favors with hotkeys[/p]
  • [p]Added Sorting options to Buy/Sell rows to remember your preference[/p]
  • [p]Added Sec Tally Breakdown tab for combat log to show all sources of Sec Tally in a turn[/p]
  • [p]Improved Death and Defeat flow to allow correctly for Retry Mission option[/p]
  • [p]Improved accuracy of Buyers Filter in Cold Storage where it was getting some Files wrong[/p]
  • [p]Added Service Level filter to let you examine exact offers from Contact Services down to the level[/p]
  • [p]Added Dialog Infoboxes showing Name, Class and Faction for all speakers in dialog[/p]
  • [p]Increased speed of play by improving smoothness and speed of all turn and camera pans and transitions[/p]
  • [p]Added option to craft multiple Items at once in NanoFab[/p]
  • [p]Upgraded Items to be an instant craft in NanoFab to reduce wait times[/p]
  • [p]Added Red Skull to attack preview if a full hit (not Glancing Hit) is guaranteed to kill target[/p]
  • [p]Added gray or gold Loot icon to Matrix nodes to match looted/unlooted of physical lootboxes[/p]
  • [p]Safehouse rooms highlight their upgrades in Gold when they reach max level[/p]
  • [p]Rebuilt Q-Sec Tally display in top right in Matrix to clearly show Tally/Action[/p]
  • [p]Added tons of hovers to HUD, market and other game screens[/p]
  • [p]New option for Clickable Action Buttons on Map (Attack, Change Firing Mode, etc)[/p]
  • [p]New option for double click to move on Map especially nice for Steam Deck players[/p]
  • [p]Enabled vertical rotation of the camera instead of forcing the 40 degree play angle[/p]
  • [p]New option to disable Auto Extraction for players who don't like it [/p]
  • [p]Upgraded lootbox and victory loot summary to show type, Rarity and Power Level for all things[/p]
  • [p]Character display "MAX LVL" when they reach max level instead of hanging forever at 42[/p]
  • [p]Added filter option to show Blueprints in Inventory next to physical items for easy comparison[/p]
  • [p]Sorting and Filtering remembered by individual screen and type[/p]
  • [p]Added Quit to Desktop button to in-game pause menu[/p]
  • [p]New Game Quick Start Squads separated from Advanced Start[/p]
  • [p]Improved colored outlines to make their overlaps nice and pretty[/p]
  • [p]Added FPS limit to game options[/p]
  • [p]Improved Matrix HUD with labels and focus on the 3 key pools (Matrix AP, Deck IO, Active Memory)[/p]
  • [p]Directly change individual pieces of gear or entire Loadout from the Mission Deploy screen[/p][p][/p]
[h2]Bulk Sell!![/h2][p]Bulk Sell is now available in your inventory and cold storage screens and allows you to rapidly sell LOTS of things. Whatever is not filtered out can be bundled up into a single sale offer for the best credits. Bulk Sell refuses to sell certain things, and you can set a rule to skip other things, but it will make the most money with the offer it can - picking the most profitable sale of every item to every contact.[/p]
  • [p]Bulk Sell will give you a confirmation window detailing final Offer and what it can and cannot sell[/p]
  • [p]Filter your list as much as you want (Bulk Sell Power Level 0-3 OR Bulk Sell everything Common OR Bulk Sell everything except what I bookmarked Blue) before selling[/p]
  • [p]Bulk Sell will not sell anything that adds Influence - you should pick the Contact for this[/p]
  • [p]You have the option to skip items that could be sold for Favors. So, if you are interested in trading for Favors, these items are held out of the sale. If not, you have the option to sell it all.[/p]
  • [p]Bulk Sell is just as good as regular sale - the price result is exactly the same as selling everything individually to "Best Price"[/p]
[p]It is time to clean out those overpacked Inventories![/p][p][/p][h2]Expanded Sale/Buy Rows[/h2][p][/p][p]With Update #67, we've made some major improvements to the buying and selling offers in the game. Let's go through the changes one by one:[/p]
  • [p]Each Contact gets only 1 row - Where there could have been 2 rows (one for $$ and one for Favor) before, each Contact now has only a single row. [/p]
  • [p]Sell currency ($$ or Favor) by hotkey, not row - Picking between $$ and Favor is now controlled by your hotkey or button at the bottom of the window. This allows for rapid use of the UI with hotkeys and removes the requirement to scroll down looking for a Favor offer if one exists.[/p]
  • [p]Show Influence always - The single Contact row shows Influence (important), Favors currently owed, Contact Type and Faction[/p]
  • [p]Added sorting - You can now sort the list of Contacts by Best Price, Most Favors, and Low or High Influence scores.[/p]
[p]All in all, this results in less rows (1 per Contact always), less scrolling to check things (is there a favor offer), rapid sorting by your choice (best price) and Influence visibility (now show directly on row).[/p][p][/p][h2]Cybernetic Slot Tabs[/h2][p][/p][p]To make browsing of cybernetic slots for your characters faster and easier, you can now move between the slots just like tabs in your market. Where market has guns and armor, cybernetics has Eyes and Skin slots. This can help you quickly search for new cyberware from services of interest and reduce a lot of the clicking required going in and out of screens constantly to look for something you might want to splice in.[/p][p][/p][h2]Bookmarks in Inventory / Cold Storage[/h2][p][/p][p]Just like bookmarks for Characters and Contacts, you can now set bookmark colors on anything in your inventory or cold storage. This allows you to mark, organize and set aside up to 5 groups of items that you are interested in (5 colors) - your Yellow equipment is for Soldiers, don't sell anything with Blue bookmark, Red is Blueprints I want to use soon, etc.[/p][p]This was by popular request, so thanks to the players who have been using bookmarks in roster and contacts and asking for them in inventory too![/p][p][/p][h2]Character Bookmarks in Mission[/h2][p][/p][p]On the topic of bookmarks, your bookmark colors on team members are now shown (read-only but visible) in your mission deploy screen. So, if you run squads by color (A Team is Red, B team is Blue) or color by efficiency type (Yellow is combat, Blue is matrix divers), you can now see and use these quickly for selection.[/p][p][/p][h2]v2.5.15 - #67 - 1/31/2026[/h2][p] - Added Bulk Sell - sell huge numbers of items in one click - filter, bulk sell, set rule - profit![/p][p] - Can now set bookmark on any gear or digital item in Inventory or Cold Storage (set red bookmark) and then filter (by red bookmarks)[/p][p] - Added new long press UI pattern into inventories to easily offer Bulk Sell / Set Bookmark on items (long press key/button or click with mouse)[/p][p] - Expanded buy/sell UI to show Influence, Faction, Contact Type and merge rows for each Contact (single row for $$ or Favor)[/p][p] - Hotkey now allows for rapid selling for $$ or Favors during sell screen[/p][p] - Added sorting options for buy/sell offers such as Price or Best Favors[/p][p]- New cyber surgery screen tabs to allow rapid swapping between slots without going in and out of screen[/p][p] - Character bookmark colors now shown on mission deploy screen to help organize squads on mission faster[/p][p] - Fixed Steamdeck or controller bug where hitting (A) on Manage Room might automatically start the room upgrade (as if you hit (A) again)[/p][p] - Fixed bug where sometimes Hover Tanks could cause the turn to lock up if they tried to follow a security event into an area they could not fit[/p][p] - Fixed another case where mission that required Hacker or Wireghost just insisted "Hacker"[/p][p] - Improved performance, rebaked all lighting to better clarity[/p][p] - Improved bullet firing VFX and missing logic to create cool bullet patterns[/p][p] - Improved sorting and order of targets during Full Auto to create a more natural sweep (from left to right)[/p][p] - Improved ragdoll physics from any attack, ragdolls should not disappear under floor anymore[/p][p] - Added ragdoll physics from grenades - bodies will now go flying[/p][p] - Improve path of bullets from gun in situations like firing really close[/p][p] - Sniper Rifles always get Glancing Hit under 2m (previously no minimum distance for Sniper Rifles)[/p][p] - Fixed freezes around Overwatch with Cyberweapon like Claws[/p][p] - Fixed sometimes hitting spacebar in lootbox screen taking 2 items instantly[/p]