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Update #50: Shadow Veil Wrap

[p][/p][p]Knights and mercs, we've got an updated that focuses on crushing down on your community F10s, polishing up and adding new QoL for you and your company of underworld operators. With Update #50, we fixed a number of issues with Shadow Sites, fixed issues with the new Hidden VIP secondary objective, polished how weapon aiming happens especially during misses to make it look better, fixed bugs with Stunned enemies reporting corpses, made a quality of life adjustment to difficulty rules and Sec Tally per Turn, fixed reload bugs around Sec Tally per Turn and more. This one is a huge pack of things you submitted, so thank you for your F10s, playing and posting![/p][p]If you are enjoying the ongoing support for Cyber Knights: Flashpoint, we hope that you will leave a review ːtoxcloudː[/p][p]Also be sure to check out the Guns Blazing community challenge that is going on right now![/p][p][dynamiclink][/dynamiclink][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Shadow Site Fixes[/h2][p][/p][p]We fixed a mistake in the Casting Directors matches for Shadow Sites that was causing a cascade of downstream problems. Individual mercs who should not have gotten a Shadow Site tag might get a tag (they have no ex-corp background), or mercs might get multiple Shadow Site tags at the same time. In either of these odd cases where you have tags that don't belong or duplicate tags, you could then generally end up with the Shadow Site mission against Warner-Braun even though the dialog and the loot were from another faction. [/p][p]We're very excited about this new set of merc-driven storylines that help round out some of the late and end game and are very impressed by the screenshots we've seen of what you all are looting! Well done, keep it up.[/p][p][/p][h2]Secondary Objective: Hidden VIP[/h2][p]We fixed some issues with the Hidden VIP secondary objective that were (1) preventing it from appearing mid mission and (2) preventing it from appearing correctly on the end mission screen, or always showing up as failed. This is a fun but difficult secondary objective goal and we're glad to have it working as it should be now. [/p][p]With these 2 new objectives (hidden VIP, kill max) wrapped up, we are now moving on to look at another new secondary objective that will be hacking focused.[/p][p][/p][h2]Sec Tally per Turn Reload/Difficulty[/h2][p][/p][p]With Update #50, we fixed a bug that could cause your Sec Tally per Turn to increase each time you reloaded the game from the main menu in higher difficulty settings. This is now cleaned up - you don't get charged multiple times on reload.[/p][p]Also, we changed how difficulty functions to exclude the Security Escalations that would increase your Security Tally per Turn if you have the difficulty setting that "All Tally per Turn Disabled". Basically, we are now taking that more seriously - if you have made this choice in difficulty then you will not get Tally per Turn increases from the Sec AI. [/p][p]We are considering renaming this effect to Auto Tally - let us know what you think![/p][p][/p][h2]Gunfire Animation and Hand Positions[/h2][p][/p][p]With Update #49, we fixed a bug preventing enemies from angling their weapon up and down when they are shooting at a target with a different elevation. This helped a lot but also with the focus on it, players started noticing that some feminine characters or enemies held their pistols in a shotgun grip! We found and fixed an animation bug with the order of weapon classes => animation types for aiming. This has helped all weapons aim up and down with the correct hand position.[/p][p]In addition, we've polished the gunfire animation so that the weapon is always pointing directly straight with the line of the bullet that will come out of it. This is especially noticeable with misses and close range shots where sometimes the bullet and barrel of the gun were misaligned and it looked silly.[/p][p][/p][h2]Stunned Enemies Spot Corpses[/h2][p]We fixed a bug here where Stunned enemies spot enemy corpses and even though they were Stunned were able to report these to the Sec AI. Fixed![/p][p][/p][h2]Map Fixes[/h2][p]We fixed an issue in the Offshore Platform where you might not be able to access one of the extract points that was built into a new elevator. we fixed some bugs with different props blocking sight lines and fixed a few more cases where a VIP or your team might start too close to the extraction point.[/p][p][/p][h2]v2.2.71 - #50: Shadow Veil Wrap - 11/11/2025[/h2][p] - Fixed bugs with Shadow Site sometimes repeating on the same character, on character's who don't have ex-corporate backstory[/p][p] - Fixed bugs with Shadow Site oddly turning up was against Warner-Braun even though the dialog and loot is from another faction[/p][p] - Fixed issues with Hidden VIP Secondary objective not displaying always in objectives or being rewarded always[/p][p] - Improved weapon aiming during shooting so that the gun always lock on target in the bullets always go directly forward, even when missing[/p][p] - Fixed bad animation setup for aiming - feminine characters used wrong animation for aiming pistols, all aims too high[/p][p] - Fixed bug with stunned enemies still reporting corpses in some situations[/p][p] - Fixed bug where Sec Tally might creep up slowly with each reload based on higher difficulty settings[/p][p] - If Security Tally per Turn is disabled in difficulty, Sec AI cannot draw cards that will increase it[/p][p] - Fixed duplicate shotgun names, typos[/p][p] - Fixed bug with reusing already used item multiple times[/p][p] - Fixed map bugs, bad starts, inaccessible extraction elevator [/p][p] - Fixed bug where victory/defeat could run multiple times (kill all final enemies with grenade, etc)[/p][p] - Fixed issues with mercs shown as "status unknown" in Contact tags when in Medical Recovery [/p][p][/p]