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Update #77: SCUs Rising

[p][/p][p]Knights and mercs, we are following the big merc-driven story update with an update expanding the matrix, improving translations, fixing some Talent descriptions, hitting some key balance points for early-game and fixing your F10s. [/p][p]Thanks to everyone checking out these updates, playing the game and especially to those who have left a review to help us keep going 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]4 New Matrix Templates[/h2][p][/p][p]We are on a roll right now, expanding the templates within the matrix to increase the variation and challenge level in any given matrix host you might come across.[/p][p]With Update #77, we've focused on matrix hosts that can include SCUs and expanded the catalog with 4 new templates. We are also continuing to keep the pressure to get more Access Nodes and Sluices nodes across the matrix set so that they are seen more often. [/p][p]An Access Gate needs to be spiked like a CPU or APU before you can leave it, so be sure your programs are loaded up and you're ready for a fight before entering. With Slucie Nodes, all of its connections are one way - either IN or OUT - which forces special pathing decisions and often creates "one-way doors" in the Matrix.[/p][p]We also fixed a few more F10s where a Sluice might preventing access to part if its host.[/p][p][/p][h2]Persistent AOE Talent Durations[/h2][p][/p][p]For a while, the Talent durations for all Talents that create persistent AOE zones on the map had issues if you started to upgrade their duration, they could show as incorrectly extended like 15 Turns (!!). With this update, we have corrected these durations so that they stay reasonable, which has helped Talents like JTAC, Strike Zone, Venom Trap, Tox-Cloud, White Noise and many others.[/p][p][/p][h2]Power Level Limits[/h2][p][/p][p]We've pushed a few more Power Level limits into the game to help content appear at appropriate times, with specific focus on certain types of stories and challenges not appearing too early.[/p]
  • [p]Certain Head Hunters, including Le Sidewinder and his cadre of mecha infantry bots, has been limited to Team Power Level 4 or higher[/p]
  • [p]Power Play storylines have been limited in all forms to Team Power Level 3 or higher[/p]
[h2]Translation Improvements[/h2][p]With over 500 changes across the languages, this update has a specially big set of improvements to the translation as our translation partner has wrapped up another round of LQA and we have continued to keep the pressure up on processing your F10s and improving the translation text. [/p][p]A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]Simplified Chinese is Coming![/h2][p]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner.[/p][p]If you know Simplified Chinese -[/p][p]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks.[/p][p]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p]For other languages -[/p][p]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]v2.5.53 - #77: SCUs Rising - 3/25/2026[/h2][p] - Added 4 new matrix templates to increase variety and challenge levels within SCU hosts[/p][p] - Fixed issues with JTAC, Strike Zone, Venom Trap and other persistent AOE areas with duration changing suddenly during training[/p][p] - Fixed bugs where certain armors had high Blueprint output count[/p][p] - Fixed bug with Sluice node in one matrix template where you could not access it[/p][p] - Added Power Level filter to come Head Hunters (such as Le Sidewinder with all mecha helpers) to avoid them appearing too early[/p][p] - Further prevented challenging Power Play storylines to appear before Team Power Level 3 through any path[/p][p] - Moved the HUD pop up when completing crafting to the bottom of the screen to block less[/p][p] - Fixed death tags showing up incorrectly for dead characters[/p][p] - Improved some cover for chain link fence and corrugated metal props[/p][p] - Improved over 500 string translations with better word choice, clarity and plurality especially in compound effect strings[/p]