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Update #71: When I say GO! ...

[p][/p][p]Knights and mercs, this time when the hover truck comes down to drop off the update, it has a big F10 fixer, quality of lifer, translation prepper. The last few updates added story expansion with each one, and we've circled back now to clean up some of the issues being reported by the community and also to wrap up some text improvements for the next big phase of this thing called Cyber Knights! [/p][p]We've made controller improvements, clarified rules for Leverages, added mission detail hover to Field Ops and Hacking Station, fixed bugs with Matrix Nuke, Full Auto with 2 AP and made a sweeping set of improvements to mission descriptions. And more - lots of F10s, thank you![/p][p]Our small team of 3 working who are in the gamedev seats wanted to say thank you for playing, posting and hanging out with us! If you are enjoying the game and the steady stream of updates, we hope you'll take a minute to return the favor by 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]Steam Deck / Controller Improvement[/h2][p][/p][p]With Update #71, we've improved the consistency of the control scheme for controllers, Steam Deck and keyboards alike. Thanks to feedback from Zoarster on Discord, we have a new set of improvements we can work on in this is the first of a couple coming down the pipe.[/p][p]On controller and keyboard, there was some confusion about which was the priority action if you had both a movement destination set and a Talent selected. This is a common situation because you want to be previewing the Talent range from your new location. The common pattern of play is to pick a movement destination, preview the Talents to ensure that they will work from your location and then to cancel (B) or execute (A) the move. However, if a Talent was selected, (A) would execute the Talent instead of moving the character. And if you hit (B), it would cancel the movement, not the Talent (until you hit (B) again). [/p][p]This left the execute (A) and cancel (B) basically considering different actions the priority and makes the game harder to play. We have now straightened this out - if a movement destination is set and a Talent is selected, hitting (A) will execute the move and (B) will cancel the move. If a movement destination is not set, then hitting (A) will execute a Talent and (B) will cancel the Talent.[/p][p]Hopefully you find this improvement helpful! Excited to hear from the community on it.[/p][p][/p][h2]Clarified: Leverages can't stop Hunters/Bodyguards[/h2][p]We've had some questions recently about the Leverage that blocks Reinforcements. We've added some clarifying rules text to the Leverage to make it more clear - this Leverage can block Reinforcements sent by Security Escalations only - it is not enough to block Head Hunters, VIP Hunters or Bodyguards who are arriving to help a beleaguered VIP. [/p][p][/p][h2]Mission Preview in Hacking Station / Field Ops[/h2][p][/p][p]As your are browsing the mission list in your Field Ops and Hacking Station rooms, considering which Leverages you might want to spend your precious tokens on, it was not uncommon to need to drop out of the Command HQ to examine the missions in detail again. Which was which? Which was for Octane again? [/p][p]We've helped resolve that issue by bringing the mission details panel into the Field Ops and Hacking Station rooms directly, making them hover off to the right of the Leverages list so you always know what mission you are picking Leverages for.[/p][p][/p][h2]Mission Description Highlights and Improvements[/h2][p]As we continue to work on the translation project for the game, we had to make some wholesale improvements to the mission description text within the game to prepare it for translation. It was a bit of a wild west, not sticking to a clear enough format to share with the translation team to get consistent results.[/p][p]Thankfully, the result of standardizing everything is that the highlighting of names, classes, factions and game terms within the mission descriptions is now so much more accurate and consistent. Everything should be lit up for you to help you parse the description faster and recognize game characters.[/p][p]This did require about 10 hours of manual work and rewriting of strings, relinking and all sorts of error prone tasks. We did a ton of testing, basically kicking off every type of mission in the game and checking its text but we are sure to have missed mistakes. If you see any mission descriptions that are odd or show up as code instead of narrative text, just be sure to hit F10 and we will get them resolved very quickly.[/p][p][/p][h2]So Many More F10s![/h2][p][/p][p]We also just fixed a general mountain of F10s for Update #71. We fixed strings that had broken in victory a few other places due to translation work. We fixed issues where you could get stuck in Full Auto mode if you only had 2 AP. We fixed Lumen Spear and other self-damage Talents not always doing the correct amount of damage. We resolved map bugs with reinforcements in open fields, matrix balance for a number of missions, off-centered and misplaced security devices, lockers you could walk into ... bugs and more F10s! Fixed! All fixed. Thank you for submitting them![/p][p][/p][h2]v2.5.39 - #71: When I say GO! ... - 2/26/2026[/h2][p] - Improved controller support so (A) when having both movement waypoint set and Talent selected executes the movement, not the Talent[/p][p] - Clarified rules for Reinforcement blocking Leverages which cannot prevent arrival of Head Hunters, VIP Hunters or enemy VIP Bodyguards[/p][p] - Added hover to Hacking Station and Field Ops Leverage lists to show details of mission [/p][p] - Fixed rare issue where you could get stuck in Full Auto mode and unable to switch weapon with 2 AP[/p][p] - Matrix Nuke button now correctly grays out of lacking AP to use[/p][p] - Vastly improved highlighting of names, factions and terms in Mission descriptions[/p][p] - Fixed issue with not taking self damage when using Lumen Spear abilities[/p][p] - Fixed a possible lock up at the start of Sibling Breakout[/p][p] - Fixed some open field reinforcements appearing in odd places[/p][p] - Improved balance/scaling of matrix hosts in Sibling Breakout and Cube Run missions[/p][p] - Fixed invisible wall bouncing grenades near stairs in River Street Bridge map[/p][p] - Fixed bug where reinforcements might appear without outline on to match other enemies[/p][p] - Fixed some security devices slightly off center or misplaced[/p][p] - Fixed map bugs with lockers you could walk into in some maps[/p][p] - Reduced overload of pings when a target of an AOE effect might be invalid[/p][p] - Increased mission loading performance[/p][p] - Fixed recruit dialog typos[/p]