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Cyber Knights: Flashpoint News

Major Milestone “SAFEHOUSE” - Base Building Unlocked!


This major milestone update unlocks safehouse base building! A huge addition to Cyber Knights: Flashpoint’s strategy layer, adding to your safehouse gives you new ways to exploit your underworld network, give your squad the edge on heists, and shape your roster to your playstyle.

With rooms like the Field Ops Center you’ll be able to arrange powerful leverage for specific jobs, route additional rewards into the target facility before your squad hits it, or orchestrate a delay to your deadline for completing it -- buying valuable time for an injured merc to recover, to bankroll better gear by completing other jobs, or to recruit a new merc whose skills you need.

Rooms like the Simstream Detox and Simstream Trainer help you keep your crew in peak condition, burning off stress accumulated from missions, or plugging them into lifelike recreations of the missions to help off-duty squad members keep up with a share of XP gained.

These and many more capabilities can be gained depending on the rooms you select and upgrade. Of course, secret underground construction and installation of advanced, sometimes illegal tech doesn’t come cheap. 😉

[h2]Building out the Safehouse[/h2]

This release comes with the first set of seven new rooms to choose from, with upgrades for all of them and for the three core rooms of your safehouse: the Barracks, Command HQ, and Cold Storage. Future updates will bring more rooms including a workshop for weapons, armor, and gear crafting in the near-term, plus rooms for class-specific features still to come later down the road.

This update also rolls in the new lighting engine changes the rest of the game has enjoyed the benefits of, and we’re looking forward to bringing more cool visual perks to the safehouse as we continue down the road to full launch. We won't be adding Fallout Shelter levels of character animation, but we do intend to add more character movement and life within the safehouse. After all, when the Hunder class is added we have to make sure you can pet the dogs.



[h2]Gameplay Changes[/h2]
With the new safehouse capabilities come two significant changes to the current gameplay:
  • Your roster size is now controlled by your barracks upgrade level. You can now seek out specific kinds of recruits through the Underworld Hub room, so you have more control over who’s in your crew -- but mercs are not an infinite resource. Be smart about when to make space for more.
  • Free respecs are now only available for a squad member’s first 10 days. After that, you’ll need a Simstream Trainer. The build you’ve chosen on a squad member’s talent tree defines their role within your crew. During early EA we’ve let everyone change that at will, but it’s time to settle into a more balanced system; no more changing your hacker into a Matrix god just before a hacking mission, then multiclassing them into a full auto soldier build just before a combat mission. 😂 You’ll still be able to freely respec any squad member for the first 10 days after they join or the game starts, so you’re not locked into their defaults; after that you’ll need to use a Simstream Trainer room to call in an instant respec.
  • Combine files into more valuable sets in your cold storage module. Some of the most valuable Files are now those that are pieces of a larger set, which you can mint in your Cold Storage module under the Sets tab. The new Files you will mint have higher sale prices than the sum of their pieces, and some can be converted into powerful new Matrix HOT or FAS Programs, others can be transformed into the coordinates of a Matrix host to hack or even used as a V-Chip to connect with new valuable contacts.
We’re very excited to see how you use the safehouse, as we continue to expand and improve it. Unlocking the safehouse is a huge milestone for Cyber Knights, adding the final core feature to the game and marking our halfway point through Early Access. We’ll share a roadmap update soon, and as always you can find us in the community Discord or Steam forums to ask questions / share feedback.


Your safehouse is the hub all of the game’s other systems tie into. It’s your crew’s base of operations and refuge in a dark future. Becoming a Cyber Knight has given you the ability to lead a crew like few others can and put you on a path through a dangerous underworld that can only end by climbing out or burning out. What will make the difference? Your skills. Your squad. Your safehouse.

Have fun.

[h2]v1.6.1 - 5/8/2024[/h2]
- All new major milestone: safehouse base building
- Clean out, upgrade and manage your safehouse - your base of operations and home
- Install up to 7 unique rooms to create your underworld strategy, manage your team, make new connections
- Cold Storage now includes "File Sets" tab allowing you to combine files you've gathered into even more valuable sets
- Added new Traits, new recruits, new cyberware, new contacts
- More Traits make merc qualify as eligible for Legwork
- Fixed bug where Cyber Knight's Rewind Talent could refresh Item charges
- Fixed issue where backstory Traits would incorrectly report level "1", as if they could level up

We have followed the initial safehouse base building release with an update tonight - Update #81 - thanks to everyone posting F10s and helping us rapidly fix issues.
[h2]v1.6.3 - 5/8/2024[/h2]
- Fixing issue with Underworld Hub recruits only having a 2 day window to decide - now 15 days
- Fixed bug where sibling in Sibling Job was not recruitable if you delayed
- Simstream display in mission victory includes percentage of XP granted by Simstream level (60%, etc)
- Fixed issue with Attach/Detach mods causing the equipment menus to hang or go haywire
- Fixed issues with stories not correctly giving out enough Hype/Loyalty for positive events
- Fixing some unintentionally dark parts of the safehouse (command HQ)
- Fixing all reported typos - thanks!

It is Friday now and we're pushing Update #82 to continue to fix bugs, improve UIs and fix storyline issues that have been reported by the community:

[h2]v1.6.5 - 5/10/2024[/h2]
- Added fix for Sibling Job when sibling might end up stuck as a potential Recruit without any way to recruit - she just joins your team
- Improved file sets so that the minting screen clearly states the name of the file that will be created
- Improved Safehouse resolution handling for more square aspect ratios and Mac OS laptops
- Improved display of new messages for characters and contacts in roster / contact list
- Added easy checkbox to disable/enable Safehouse tutorial to new game screen - also just change it from Options
- Fixed bug where V-Chips for Dr. Samdara and Goldstax were switched
- Added dialog popping up correctly if you use a V-Chip file to connect with a Contact or create a hacking mission
- Fixed inconsistencies with paying mercs for missions they didn't go on during Simstream Training or Cyber Surgery
- Fixed issue with secondary objectives for Turn and Security level saying "3 or less" when it is really "less than 3"
- Fixed typo using term "Melee Pure Dmg Upgrade" when it is "Kinetic Pure Dmg Upgrade"
- Fixed issue where original merc in Sibling Job would be unable to do Legwork after storyline

Update #79: Share and Auto-Train Builds


Update #79 is hitting the streets of New Boston with another major set of features to help you perfect your class training builds - share them, auto-train them, save them and re-use them with a few clicks - a very exciting set of community and efficiency set of features coming together to make the game more fun to play. Also, we've added new tactical benefits of saving AP, fixed some level issues and a longstanding issue with Stealth Crit % bonus from Silence.

If you like the pace of improvements and updates, please take a moment to leave a review to help us keep moving forward -- fast -- during Early Access!

[h2]And, something soon - [/h2]
We're excited to share on Twitter and other channels this morning that We are just one week away from adding Cyber Knights' final core feature: safehouse basebuilding!
https://twitter.com/TreseBrothers/status/1785722797810982956

Now - what do we have today?


[h2]Import, Export and Saving your Builds to Library[/h2]
As a starting point, we've brought the same set of sharing and saving features we added for Appearance to your class builds. You can now export your class build to an easy to share string like this --

---BEGIN CYBER KNIGHTS CLASS BUILD---
qmugiIn7+SoUcpKaFCRmpgFgAkZGhOvhCjY/R/KTyQP73h72n7G0OQKj7imdeEIB
---END CYBER KNIGHTS CLASS BUILD---

And you can import a class build someone else has shared. And then, you can save either your own custom class build or your imported class build with a name to your Library so that it can be shared between all of your saved games.

What are some great uses of this feature?
1) sharing your coolest builds with friends or as a guide
2) easily saving and restoring your Stealth Vanguard and Murder Vanguard builds with a few clicks
3) rapid and easy respec
4) less clicks, less repeated choices
5) perfecting your builds, science!, sharing, community, lettuce!

But really, its all about Auto-Training.

[previewyoutube][/previewyoutube]
[h2]Auto-Training your Build[/h2]
Once you have a class build imported or loaded from your library, your character remembers that build and the Auto-Training button will appear in the left hand column. A class build is a specific set of nodes trained in a specific order, including any multi-classing choices.

Check out the video above to get a full run down on this feature and some of the awesome ways you can use it.

Clicking auto-train will show you the next set of nodes in the build you've loaded and if you can train them or not.
(1) Auto-Train build can be small or long. Here is a build for "insta Knight" that is the first move I always use for my new Knights -

---BEGIN CYBER KNIGHTS CLASS BUILD---
f4TFg4TzTYsLNtK1kIAZM5IRTdhiMR8NTbICLIPQ2fzefSn479Jwp232FlkYLce6
---END CYBER KNIGHTS CLASS BUILD---

(2) Auto-Train builds can do multi-classing, so build your perfect Vanguard-Cybersword
(3) the build is remembered, so once you've used all your Level Points, the Auto-Train build is there for you. When you come back to the screen with more Level Points, just click Auto-Train to keep following the build
(4) import a class build from a guide, such as this awesome set:

https://steamcommunity.com/sharedfiles/filedetails/?id=3237229329

Here's a video run down on how to use a build like this across a number of levels and with total flexibility on how to follow the class builds -
[previewyoutube][/previewyoutube]


[h2]Unused AP becomes +Initiative[/h2]
For those mercs that are chilling at the end of their Turn, either waiting for the next action or just being careful not to get too loud or rowdy before it gets loud, there is a new bonus for ending your action with unused Action Points. For each unspent Action Point remaining when you end your Turn, you get a flat +1 Initiative bonus in the next Turn. The ghosting preview of your position in the next Turn respects this bonus, so you can check it out easily and see where you land as you spend down your AP.

This isn't an overpowering bonus, but a tactical consideration. For those mercs that aren't taking action at all or can afford to sit still, the +6 is a very large Initiative bonus and is going to place them very high if not first in the order. There is no bonus for unused Move Points.

In order to ensure that Take Cover (which will fire automatically) didn't become a disadvantage within this system, it has gained a +1 Initiative bonus as well.

[h2]Silence Buff Stealth Critical %[/h2]
We fixed a bug with the buff from Silence to your Stealth Crit % chance not appear in the accuracy breakdown in the top right. This is an old one but a popular F10, as all our stealth ninjas really want that extra +20% Critical! Now you've got it. Enjoy your silent kills.

[h2]v1.5.25 - 5/1/2024[/h2]
- New class build management features: import, export and save to shared library
- Easy import/export through clipboard to share your class builds with others
- Easy save to library to re-use your class builds in other games or for new teams
- Once a class build is loaded, click Auto-Train to considering training the next nodes
- Complete flexibility to follow your Auto-Train build, train other nodes or load a new Auto-Train and try something else
- Cleaned up and improved navigation in class training screen
- Fixed class tree bugs that could result in frozen class tree nodes
- If Ending Turn with unused AP, gain a +1 Initiative bonus per AP in the next Turn
- Take Cover gains a +1 Initiative to stay competitive
- Fixed issue with Silence Crit Stealth Chance buff not appearing always in the right hand corner Accuracy breakdown
- Fixed display issue where Stress or Hype could exceed 100% (OVER-hypeeeeee!)
- Fixed out of place prop group in Lockdown Station
- Adjusted some trigger areas in tutorial to ensure you can't accidentally slip past them

Update #78: Smashing F10s


As we are rev'ing the pedal toward the big base building update, we're still working to keep the quality of life and bug fix train chugging along. Today we've got a nice update hitting the most hotly reported F10s, so thank you for posting them up!

If you like the direction we're heading and the pace of updates, please take a moment to leave a review.


[h2]Overwatch & Cornering[/h2]
We fixed a bug that could cause your Overwatch character to step back into cover after setting Overwatch cone, meaning they'd be facing a wall and therefore not able to see any targets moving in their cone of Overwatch ... so they wouldn't shoot. Few things are more tilting in an TBT game! Now fixed.

We've also improved a longstanding issue where your character didn't visually step out when considering to shoot a target. This would similarly leave them facing a wall which wasn't a great look, often jamming their gun into the geometry of the wall, only to step out when they made the shot. This is now fixed and importantly, when just considering targets, this is a "test" so the merc does not really step out and become visually spotted until they make the attack.


[h2]Item Effects[/h2]
The effects of items like Shock Mine, Concussion Grenade and Dazzler have been oddly absent from your merc and enemy status pop ups. We've now resolved this situation and the effects appear along with the duration. This also ensures they appear correctly in the hover on the map with an icon and duration too. For stun heavy builds, this is a big boon!


[h2]Secondary Objectives Again[/h2]
We fixed a bug that was prevent secondary objectives about Sec Level and Turn limit not to always display. This is so helpful especially on proc-gen missions where these extra objectives are almost always present.

[h2]v1.5.23 - 4/29/2024[/h2]
- Fixed bug with merc Overwatch around corners leaving merc facing the wall and enemies moving through cone
- Fixed bug where targeting Overwatch could suddenly pick a distance farther than you clicked
- Fixed bug where Shock Mine, Concussion Grenade and Dazzler Stun Effects were not listed in enemy detail screen
- Fixed bug preventing secondary objectives about completing mission with Turn or Sec Level requirements from being shown
- Fixed visual bug where mercs testing out a target would not step around a corner but instead would face the wall
- Fixed bug a where secondary objectives about Sec Level below a certain value failed when Sec Tally exceed that value

Important Mac OS Patch: Missing Images


Evening! We've got an important update for Mac OS players going out tonight.

For part of our Mac OS player base with specific hardware and OS combination, there has been a nagging bug with some of the images in the game not always showing up. A very annoying set of images -- the Talent bar!

We're excited to say we've fixed the Mac OS specific issue in the shaders to ensure these images appear in all versions of Metal and Mac OS.

So, if you were seeing missing images at different points in the game, thank you for your patience, thank you for your F10s! There is a 50 MB hotfix patch waiting for you in the Steam client.

From a rare set of F10s, this may also have affected a very slim percentage of Linux players, but if you had a no-icon Talent bar during missions, that might be you!

Thanks again for your patience and glad we could fix this one at last.

[h2]v1.5.21 - 4/28/2024[/h2]
- Fixed Mac OS issue with missing images in Talent bar, team button bar, safehouse programs and a few other places

Hotfix on #77


Tonight we are pushing a hotfix that will resolve a few important issues. First, sorry for the download size - this one fixes the "glowing white square" issue in materials that was appearing on so many levels. Therefore, it's impact in GB downloaded is not small!

[h2]Snitch Snuff: Safehouse Lockup[/h2]
Second, if you had any issue after completing the new heist mission where the Safehouse ends up frozen after your return, one of the optional branches that runs after the mission was bugged. If you reload y our game, you'll be all set to play forward.

[h2]Mac OS Retina Screen Mode[/h2]
Finally, we've fixed some of the text strings in options to be more clear when they are useful. We've updated the Screen Mode drop down to indicate where it might help to change your settings if you have a Retina screen on Mac OS. We're working on some improvements in these areas and Retina-detection will help make this more automatic for new players, but for the moment, if you're playing on a small Mac screen and the text is blurry, switch up to "TV / Retina" screen mode in options.
 
[h2]v1.5.21 - 4/26/2024[/h2]
- Fixed different types of scattered papers that were showing as big white square on the floor
- Fixed possible bug after Snitch Snuff mission that could result in safehouse lock up on load
- Clarified screen mode in Options screen: "PC / Non-Retina" or "TV / Retina" or "Handheld / Mobile"
- Fixed broken option text in Options screen