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Cyber Knights: Flashpoint News

Update #33: Starting Wireghost

[p][/p][p]Knights and mercs, we've got Update #33 hitting the streets of New Boston today. With this update, we've added the option to start your Knight multi-classed into Wireghost, added 4 new cosmetic options, increased the pace of Contact Limit Breaks, and continued to make small but important adjustments and fixes to the Wireghost class and its set of unique Talents.[/p][p]If you are enjoying the pace of improvement around here and want to help our small studio keep going, please take a moment to 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]Starting Knight + Wireghost[/h2][p][/p][p]Ok, ok ... OK! We heard you ːsteamhappyː Knight start as Wireghost! The F10 mountain was large, we have finished the work per your many requests! [/p][p]You now have the option to start your Knight as a Wireghost as well as a Hacker, giving you the full suit of cybernetic options. The install of a Cortex Wetgate implant grants you the Wireghost class as your second class. You can later choose to remove this cybernetic implant if you want and revert to a pure Knight or multi-class into another option. [/p][p][/p][p][/p][h2]4 New Cosmetic Options[/h2][p][/p][p]With Update #33, we've added 2 new hair options, a new set of round glasses and a new sleek rebreather face mask. The new hairs help round out some of the longer hair options to give your many characters more options. The glasses are classic big rounders with thick rims and the new sleek rebreather mask has a medical style to it that can fit extremely well with some other comsetics or looks.[/p][p]We are always working on expanding the overall set of cosmetics and different types of options you can deploy. There will be a few more drops in this vein over the next few updates.[/p][p][/p][p][/p][h2]Improved Messages, Class Nodes and Typo Fixes[/h2][p]For the Wireghost, we've made some good improvements with Update #33. We've fixed the hard disconnect message that gets shot out when you are kicked off a matrix host from Skipjack Connection Burn. It used to blame an IC, the IC started rioting, we folded. Now you know![/p][p]Second, we've improved the messages around Phantom Slide to try to make the conditions for where you can and cannot slide more obvious.[/p][p]Finally, we've fixed 2 nodes on the left-side of the tree ("Havoc") that only had an Attribute bonus of Will or Tech. Now they have the small bonuses you'd expect to find there.[/p][p][/p][h2]v2.2.13 - #33: Starting Wireghost - 9/16/2025[/h2][p] - Added New Game option to start your Knight with Cortex Wetgate and a Wireghost class instead of Hacker[/p][p] - Further increased pacing of Contact Limit Breaks as the number of Contacts are waiting for their chance [/p][p] - Improved Dumpshock pop up for Wireghost when kicked off by your own Connection Burn[/p][p] - Fixed 2 Attribute only upgrade nodes in the Havoc part of the Wireghost class tree[/p][p] - Added new 2 cosmetic hair options: big pulled back bun and long straight pony tail[/p][p] - Added new cosmetic accessory option: sleek rebreather [/p][p] - Added new cosmetic accessory option: round glasses[/p][p] - Fixed some clipping in accessories, especially around eyebrows, glasses, knit beannie[/p][p] - Fixed but with Prague Connection Cyberdecks Power Play where first stage of second mission might end instantly[/p][p] - Fixed odd rarities for Weapon Mods for Blades - they were all set to Common[/p][p] - Fixed issue with Talent recharge rate sliding off edge of UI when font scaling was increased past 10%[/p][p] - Improved description of some Wireghost Talents (Loot Manifest, error message for Phantom Slide)[/p]

Update #32: Fabricator Rips

[p][/p][p]Knights and mercs, we've got a great update going into the weekend which improves NanoFabbing for Item Blueprints, tightens up some of the rules around spotting mercs and corpses, improves the damage estimation and "will kill" skull display, and fixes a huge pile of player reported F10s big and small. [/p][p]Thanks to everyone who is playing and especially to those who posted a review this week! Your reviews help our tiny studio keep moving forward.[/p][p]Let's dig in to the list for today![/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]Multi-Use NanoFab for Items[/h2][p][/p][p]If you are crafting items from Blueprint, using your Fab to instantly fill your inventory up with nice things to throw at your enemies or inject into your bloodstream, we've got a very nice QoL improvement for you. With Update #32, every Blueprint now offers to craft its maximum number of uses and there is a slider allowing you to reduce the count (if you don't want to use the cubes). This allows you to reduce overall clicking to craft items by 80% and craft faster and easier. [/p][p]We know this can still be improved even further by offering crafting against all combined uses of your Blueprints but we're excited to roll out this big update first![/p][p][/p][h2]Improved Spotting and Alarm Level Rules [/h2][p][/p][p]An old gap in the spotting rules for enemy AI has been addressed in #32 - the infamous spot-n-kill rule.[/p]
  • [p]If a character or a corpse is spotted by an enemy agent your character is upgraded to "Spotted" status and the corpse is upgraded to "Discovered". Appropriate Tally penalties are levied.[/p]
  • [p](always worked) If the enemy agent was killed before the end of their turn and their chance to complete their report, the Tally would be removed.[/p]
  • [p](before the fix) If the enemy agent was killed before the end of their turn and their chance to complete their report, the character would stay as Spotted or the corpse would stay as Discovered.[/p]
  • [p](after the fix) If the enemy agent was killed before the end of their turn, your character will now revert to whatever status they had before being Spotted and the corpse will do the same.[/p]
[p] [/p][p]The other guard made a deadly mistake - spotting this corpse![/p][p][/p][p]We had to corpse them both ... now no one has seen the dead body.[/p][p][/p][p]And, since everyone who spotted me is dead, my mercs are Hidden again.[/p][p][/p][h2]Damage Estimation and Red Skull[/h2][p]If you see a red skull in your targeting interface, this indicates that unless you get a Glancing Hit, then if you hit this enemy, no matter how poor your damage roll might be, they will die. We have heard reports from players of this still lying, and did a deep dive based on a few very helpful F10s. We scrubbed the entire damage estimation system down and found the inaccuracies. The estimation system should now be perfectly matched to the real damage rolling and the red skull once again is a sign of terror for all AI.[/p][p][/p][h2]Wireghost Class Tree Bonuses[/h2][p]Last update we fixed some of the Wireghost class tree bonuses. But we didn't catch all of the places they were used and refreshed and so it was only a partial fix. This is now resolved fully with Update #32, giving Wireghost that edge they need to keep up with Hackers by investing in the right upgrade nodes within their tree.[/p][p][/p][h2]Loot Icons on SPU[/h2][p][/p][p]A mistake in node type checking lead to SPU nodes not having the gray/gold icons over their node. We have now resolved this so that you can check them quickly for lingering files as well.[/p][p][/p][h2]v2.2.11 - #32: Fabricator Rips - 9/12/2025[/h2][p] - Item Crafting now has quantity slider to craft as many Blueprint uses as you want (5 items at once)[/p][p] - Improved spotting rules - if enemy spots a character but dies before being able to report, character reverts alarm status[/p][p] - Improved spotting rules - if enemy spots a corpse but dies before being able to report, body reverts to undiscovered[/p][p] - Improved calculations of potential damage shown when targeting an enemy and making the "will kill" skull 100% accurate[/p][p] - Fixed bug where enemy AI might not spot a player who was standing in Overwatch stance[/p][p] - (again) Fixed issue where Wireghost's class tree nodes to increase IO Speed were not having correct effect[/p][p] - (again) Fixed issue where Wireghost's extra Damage from Spectral tokens from class tree was not having correct effect[/p][p] - Fixed issue where matrix loot gold/gray icon was not showing over matrix SPU nodes[/p][p] - Fixed bugs with Hackers being killed while hacking locking up the terminal[/p][p] - Fixed bug preventing opening game pause menu when hitting ESC in matrix[/p][p] - Fixed issue where player or merc might be standing on a corpse and therefore prevent it from being targeted[/p][p] - Fixed issue where the hotkeys (1, 2, 3, by default) for Talents might end up skipping one when changing weapons[/p][p] - Improved timing if reloading game and first character to go is an enemy - small delay to ensure you can see their action start[/p][p] - Fixed odd issue in late Daedaelus Bloc storyline where your grenades or buffs might hit/buff hidden characters[/p][p] - Fixed map issues [/p][p][/p]

Update #31: Skipjack Diver

[p][/p][p]Knights and mercs, with so many new players rolling into the New Boston zone this week, we're excited to make some more improvements and fix up a few more minor issues that are coming up with the new Wireghost class. Don't worry - updates are fast and furious here but they don't break anything, so just play on. And read the saved game policy included below! [/p][p]Thanks to everyone playing and posting and especially to everyone who left a review this week![/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]Combat Log warning Body Timer Expires[/h2][p][/p][p]A new combat log is now output at the end of each turn which warns how many body timers might expire the next Turn. Each Body Timer carries with it 2 yellow Sec Tally (potential, not locked in and blue yet) so you have a chance to react in these cases. This will help a few players who were trying to figure out why a certain turn might spike their Sec Tally (4 bodies, that was a bloody turn a while back, now +8 Sec Tally ... wut!?)[/p][p][/p][h2]Cortex Wetgates 3 & 4[/h2][p][/p][p]With this update, we've added the 3rd and 4th Cortex Wetgates and made a fix to ensure that one of the nice benefits of a Wetgate is clear - that it has a innate reduction of Q-Sec Tally per action (-1). The higher tier Wetgates can also mitigate Connection Burn Damage (the type of Connection Dmg per action you get for using Skipjack) by up to 2 pts, allowing a well equipped Wireghost to have a natural 10 actions on Skipjack instead of 8 (without any other intervention).[/p][p][/p][h2]Matrix Gold/Gray Loot Icon[/h2][p]This was not always using the right color, sometimes it was getting confused by Accounts and Blueprints Now fixed![/p][p][/p][h2]Wireghost Class Nodes[/h2][p]Some of the class nodes in the Wireghost class tree were adding bonuses that were not getting respected in all cases. These included +IO for your cyberdeck (critical offeset to not having Overlock) and extra Damage for Spectral tokens (helping you really achieve BOOM when Phantom Sliding or Pindropping). Now both are fully integrated and the bugs are fixed.[/p][p][/p][h2]Supposedly "Sleeping" IC[/h2][p]Sometimes, some IC in the matrix were erroneously marked as "Sleeping" without any cause. This is now resolved.[/p][p][/p][h2]v2.2.9 - #31: Skipjack Diver - 9/10/2025[/h2][p] - Added helpful log at start of new turn warning how many bodies will expire at end of Turn (explaining some Sec Tally)[/p][p] - Fixed issue with Matrix new loot icon not always being accurate with Accounts and Blueprints[/p][p] - Cortex Wetgate 3 & 4 now for sale under "Black Market Matrixware" service - can offer some mitigation to Connection Burn[/p][p] - Fixed issue where Wireghost's class tree nodes to increase IO Speed were not having correct effect[/p][p] - Fixed issue where Wireghost's extra Damage from Spectral tokens from class tree was not having correct effect[/p][p] - Fixed issue where sometimes IC might be marked as "\[Sleeping]" incorrectly[/p][p] - Fixed a few lingering places for Contact type conversion of Wireghost to Netwraith[/p][p]- Increased Token cost of Hype Booster Leverage to 3[/p]

Update #30: Digital Loots

[p][/p][p]Knights and mercs, we've got another update coming to the streets of New Boston on top of the 25% off sale we've got going on. As you can now start the game with a Wireghost and no Hacker, we've added a Hacker to the Underworld Hub, improved the Matrix to show exactly where downloadable files are still present, improved the clarity of the area for BioScan Fields, added a new option if you don't like auto-extract, and fixed minor issues with the Wireghost class.[/p][p]Thanks to everyone playing, posting and sending your F10s! If you like the continued pace of improvement and content adds, please be sure to take a moment to leave a review![/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]Hacker at the Underworld Hub[/h2][p][/p][p]A new Hacker is now available for recruit at the Underworld Hub, increasing the coverage of this important source for recruits to include every class in the game. This can be especially helpful if you started the game with a Wireghost and are looking to recruit a hacker more quickly than they might appear in various recruitment storylines.[/p][p][/p][h2]Matrix File Clarity[/h2][p]Much like physical lootboxes, your matrix divers need clarity about what scanned data nodes still have files to download and steal. Maybe you got teleported out of a node by the Q-Sec AI, or you teleported out of the node you sneaky Wireghost, or you scanned some nodes without going to them yet. Which nodes have files? You had to visit the nodes before to be sure.[/p][p]The Matrix node tree has now been upgraded to help you see this at a distance. There is now a golden file icon hovering over any storage node that could have files (including Manufacturing, Data, Accounting and SPU nodes). A golden icon (like the golden outline on lootboxes) indicates there are still things to steal. And the grayed out icon indicates the node has been properly rifled. [/p][p][/p][h2]BioScan Field Area and Borders[/h2][p][/p][p]The BioScan Field was always display with a VFX that never made it exactly clear where the exact edges were. For larger BioScan Fields this could be pretty questionable, as the larger they got the more stretched the VFX became and its exact ending point was hard to spot. We've resolved that by adding a very clear highlight and border for all BioScan Fields. [/p][p]Good luck heisting! Our recommendation? Get a Wireghost, dive this level 2 device and shut it down![/p][p][/p][h2]Option: Disable Auto-Extract[/h2][p][/p][p]For the players who dislike auto-extract rapidly ending levels for you when the last merc enters the extraction zone, there is a new option under Options > Gameplay. You can now disable Auto-Extraction there whenever you like. By default, this helpful behavior is on for most players.[/p][p][/p][h2]Wireghost Fixes[/h2][p]This update also includes a package of Wireghost fixes. You can no longer Skipjack if you have 0 AP (its a trap!), the UHUB Wireghost's deactivated implant has been swapped to be a spinal implant correctly, we (again) fixed the Wireghost icon in multi-classing screen, and fixed the repeated SFX that was happening whenever enemies crossed Laser Wires. [/p][p]We also added the wiki page for Wireghost for your reference![/p][p][/p][h2]v2.2.7 - #30: Digital Loots - 9/9/2025[/h2][p] - Added new Hacker to the Underworld Hub for recruitment[/p][p] - Matrix data storage (Data Warehouse, Financial Node, etc) now all show a gold/gray loot icon to indicate files to download[/p][p] - Improved display of exact border and state of BioScan Fields[/p][p] - Added new option to disable auto-extraction if you dislike that (Options > Gameplay)[/p][p] - Removed overlapping class icons in dialog info boxes for multi-class characters[/p][p] - Fixed issue with some items in inventory not always selecting correctly [/p][p] - Fixed issue with Contact services sometimes overlapping other parts of screen if there are enough[/p][p] - Fixed bugs with some achievements not setting until after next mission[/p][p] - Prevent use of Wireghost Skipjack with 0 AP[/p][p] - Fixed deactivated cybernetic Synto Drip-Wire to be spinal instead of arms[/p][p] - Fixed issue with Wireghost icon on multi-class screen (again)[/p][p] - Fixed SFX on Laser Wires always firing whenever an enemy walked through[/p][p] - Fixed issue with some effects from map area effects like White Noise not clearing correctly[/p]

New class! The Wireghost is here with all-new ways to hack and infiltrate

[p][/p][p]Knights, we're excited to release the Wireghost class, bringing the total class combinations to over 50! The Wireghost dives into the Matrix with the illegally modified Cortex Wetgate, combining meatspace infiltration talents and hacking with ruthless speed and combo power. [/p][p]This is our second post-launch class and third big content release! We're excited to be hitting another big mark on the post-launch roadmap. If you're enjoying the pace of progress, new content and updates please leave a Steam review to help our team![/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]Wireghost Talents[/h2][p][/p][p]This is a hacking plus infiltration class that requires a cybernetic implant. 15 unique talents offer a wide range of build possibilities and totally new synergies with other classes. The Wireghost provides a second style of hacking the global matrix and is a foil to the Hacker's style of methodically sieging a host. [/p][p]To train as a Wireghost you need to first install a Cortex Wetgate cybernetic (Deep Brain) which you can get from your starting Street Doc or Splicer.[/p][p][/p][p]Wireghosts bring an exciting package of stealth and anti-security Talents to the table. [/p]
  • [p]Manifest Trace can reveal the contents of lootboxes at a distance. [/p]
  • [p]Kill Switch can flip Proximity Mines and Laser Wires to ignore your mercs and instead be triggered by enemies (dealing damage to them and stopping their turn). [/p]
  • [p]Radio Silence is an excellent way to set up ambushes or help prevent gunfire reports from propagating while Ghost Distortion lets the Wireghost slip through enemy patrols momentarily undetected.[/p]
[p][/p][p]When it comes to hacking, Wireghost just dives differently. First, they can employ Skipjack to make a fragile connection to a matrix host that is controlling a security device, through the security device itself -- no jacking in to a Matrix terminal required![/p][p]Dropping right into the unscanned SCU can be a risky move, especially with your Connection burning up every action. But, disabling the device first with Security Siphon will pre-scan the SCU and prep some of your signature Wireghost Talents to clean up the rest; you may be set up to p0wn the SCU and disable a swathe of devices. The connection is too weak to hope to get to a CPU to spike it, but you can soften up and scout the host with this infiltration.[/p][p]When it comes to cutting IC in a host, the Wireghost deals death then covers their tracks with Spectral tokens. Spectral tokens can be generated in multiple ways: [/p]
  • [p]using Spectral Dagger - generates Spectral tokens and allows them to be used to silence the Tally generated by an IC that dies without first being disabled. [/p]
  • [p]using Trap Keeper to capture and immediately kill a trap (known or unknown) on a node (think SCU, data nodes, RCU). [/p]
  • [p]if you've got Active IC in your sights, drop Unlink to move them randomly to other nodes in the host while healing your Connection and gaining Spectral tokens by doing so.[/p]
[p]The Wireghost also moves differently, using Phantom Slide to move to any node down a connected line of nodes, ignoring all node and IC restrictions to movement. And Pindrop will teleport your randomly into the host, unless you upgrade it to avoid all types of defensive nodes (Access Nodes, Firewalls, etc). In both cases, when using a special movement Talent, you drop in hot like a nuke to the node, dealing (10 x Spectral tokens) damage to all IC inside![/p][p][/p][h2]Screaming Multi-Class Potential![/h2][p]The potential for awesome multi-classing with Wireghost is super high. While you can't combine Hacker and Wireghost due to both classes requiring a cybernetic in the same slot, you can: [/p]
  • [p]add Wireghost to another class-focus for a nice set of meatspace infiltration talents, without touching the Matrix at all.[/p]
  • [p]add Wireghost to another class focusing only on the Skipjack talents, letting your merc hit SCUs to wreak havoc on security devices but not dive deeper into Matrix hacking.[/p]
  • [p]build a deep Matrix diver with Wireghost as your primary class, but dipping into any one of the other classes for added combat or stealth utility.[/p]
[p]We can't wait to see what creative builds you put together![/p][p][/p][h2]How to get a Wireghost[/h2][p][/p]
  • [p]A new Wireghost, Bondai, has been added to the Matrix Specialists column (1st column) in the Advanced Start option for New Game, allowing you to choose between him or one of the Hackers, Dade or Remi.[/p]
  • [p]A second Wireghost option has been added to the Underworld Hub for immediate recruitment by existing merc squads.[/p]
  • [p]You can also multi-class your other characters into the Wireghost class if they haven't taken a class yet (or just Respec). Multiclassing into Wireghost requires cyber surgery to install the digital infiltrator's Cortex Wetgate. The only class that can't be multiclassed with Wireghost (due to their required cybernetic occupying the same slot) is Hacker.[/p][p][/p]
[h2]New Matrix Challenges [/h2][p]In high Power Level hosts or when the host rating is a dangerous color, you will start to see some of the new 6 IC that we've added with this update. These nasty varieties start arriving at Power Level 5 and can cause new level of havoc on a hack. Poison Tiger can smack your Deck with 25% Dmg (get some Armor!) while a Black Diamond Trap will take 20 Matrix AP at a pop, and the Trace Viper will add +15 Sec Tally.[/p][p]Keep an eye out for these nasty varieties of IC, so you can prioritize lagging or disabling them first - Poison Tiger, Jackhammer, Searchlight, D-Jammer, Black Diamond, Trace Viper.[/p][p][/p][h2]Some Hacker Improvements[/h2][p]In building out the Wireghost, we found some places where we wanted to buff and streamline the Hacker so that the two classes are better matched foils of each other.[/p][p]The first and the biggest bump is to the Hacker's Scapegoat buff, which now starts with 3 Tokens to block IC (who have not been lagged or disabled) from increasing Security Tally. With upgrades, you can reach 6 tokens in a single use of the buff, making it much more viable for Scapegoat to cover Nuking 2 nodes without carefully disabling the IC resident there.[/p][p]Second, we have upgraded the Dumpshock Res % and Matrix Dmg Bonus % granted by the small upgrade nodes in the Hacker's class tree, bumping up by a few points to make sure that the total you can achieve by taking all the nodes is more meaningful.[/p][p]Finally, we extended the duration of Spoof and Scapegoat to 6 Turns so that they are far beyond the length of any given hack. As the buffs are cleared whenever their tokens run out, duration is not a key factor here.[/p][p][/p][h2]Recasting former "Wireghost" Contacts as "Netwraiths"[/h2][p][/p][p]In order to have a clear distinction between the character class of Wireghost (who have the illegal street adaptation of the Cortex Wetgate and are trained operators capable of running a heist) and the old Contact "Wireghosts" (who have a different cybernetic implant, are not on-the-ground operators like your mercs, and only do remote hacking) we have renamed "Wireghost" contacts to "Netwraiths".[/p][p]Sorry for any confusion this might cause, but in the long run it will be better not to have a Contact and merc class sharing a name.[/p][p][/p][h2]v2.1.59 - #29: New Class WIREGHOST - 9/5/2025[/h2][p] - Added new class: Wireghost, boasting a Cortex Wetgate implant allowing stealthy infiltration, hacking through security devices and a rapid, wild hacking style[/p][p] - Added new Wireghost character, Bondai, to the Matrix Specialist options of Advanced Start in New Game[/p][p] - Added new Wireghost character to the Underworld Hub for recruitment[/p][p] - Added 6 types of new IC (Poison Tiger, Jackhammer, Searchlight, D-Jammer, Black Diamond, Trace Viper)[/p][p] - Improved Hacker class tree with more Dumpshock Res % per node and more Matrix Dmg Boost per node[/p][p] - Improved hover in Matrix over character's effects that have Tokens so the active Token count is shown in text[/p][p] - Improved Hacker's Scapegoat talent starting point and upgrade path to have more tokens (start with 3, upgrade to 6)[/p][p] - Extended duration of Hacker's Spoof and Scapegoat talents duration to 6 Turns (beyond length of most hacks) - they expire when all tokens used[/p][p] - Agent EX Line Crawler recharge rate reduced to 4 from 5, range bonus increased from +4m to +6m[/p][p] - Proximity Mines and Lasers Wires will now damage enemies of another faction (Head Hunters, invading Brave Star, etc)[/p][p] - Fixed issues with Sellers filter being remembered across cybernetic slots in install screen[/p][p] - Recast existing "Wireghost" Contacts as "Netwraiths" [/p]