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Cyber Knights: Flashpoint News

Update #28: Neon Glow QoL

[p][/p][p]With Update #28, it is Update Thursday again and this week we've got a quality-of-life focused update. With this update, we've added a new helpful filter to look at things in any market based on what specific Service and Service Level offers them, added 2 new tattoo options, added VFX to make Dumpshock and Bleeding out more obvious, added infoboxes to every dialog to make the speaker's name, type and faction clear, improved looting balance again, fixed active Trap display and fixed a bunch of smaller, rare bugs that might trip up a player.[/p][p]Thanks for all the support and for playing, posting and sharing out game with others. If you are enjoying the pace of improvements, please be sure 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]Service and Level Filter[/h2][p]With Update #28, we've added filter that will be very helpful in finding the newest weapons, armor, items, cybernetics, programs and decks that you've unlocked by Contact Limit Breaks, storylines or Power Plays. The filter allows you to look at all of the Service and Levels (Street Guns 1 VS. Street Guns 2) and decide to only check what is available from a specific service.[/p][p]This is really helpful in Cybernetics too as the offerings are spread across slots and it can help you get a feeling for what your latest new options are.[/p][p][/p][h2]2 New Tattoo Options[/h2][p][/p][p]Two new tattoo options have been added with Update #28 - roughly described as a horizontal stripe and a cheek cross. These are the first two new cosmetic options coming out of a new set that we are working wrapping up and finalizing. We're looking forward to sharing more hairstyles, accessories, cybernetics and scars.[/p][p][/p][h2]Bleeding Out and Dumpshock VFX[/h2][p][/p][p]While important status effects like Stun have always had a constant VFX to help warn they are there, two other very important effects have not - Bleeding Out and Dumpshock.[/p][p]These constant VFX have now been added, making it much easier to spot a Bleeding Out merc or a Dumpshocked Hacker. Purple little whirly-gigs circle a Hacker for Dumpshock and a red bubbling warning of blood radiates from a Bleeding Out mercenary (in addition to their selector ring being red).[/p][p][/p][h2]Dialog Speaker Boxes[/h2][p][/p][p]There are a lot of mercs and Contacts flying around some times between stories, proc-gen mission offers and Legwork - whether or not they are recent arrives or old standards. Regardless, we've now added dialog speaker boxes to the bottom right and left of all dialog screens as a reminder of who is talking. For Contacts you can see their name, faction and position in the underworld. For mercs, you can see their name and classes.[/p][p][/p][h2]Matrix: Active Trap Correction[/h2][p]For the Matrix in the last update, we improved the text around Traps but there was one set of active traps that were not handled properly. With this update, we now have covered the type of Trap that becomes active after triggering and continues to have on-going affects, like Diamonds. [/p][p][/p][h2]Other Bugs![/h2][p]We also fixed a host of other smaller bugs. Check the full release notes below for the extra small and rare things that were fixed. Thank you for your F10s! Every one helps improve the game.[/p][p][/p][h2]v2.1.57 - #28: Neon Glow QoL - 8/28/2025[/h2][p] - Added Service Level filter for all market/cyberware lists (Street Weapons Lvl 1, Street Weapons Lvl 2, Rook Prototype Lvl 6, etc)[/p][p] - Added 2 new tattoo options - horizontal stripe and cheek cross[/p][p] - Added constant VFX to show whenever Hacker is suffering from Dumpshock debuff[/p][p] - Added constant VFX to show whenever a merc is Bleeding Out[/p][p] - Added infoboxes to bottom of all dialog to list character name, profession/type and faction[/p][p] - Improved looting for higher level teams that were only turning up the same result repeatedly[/p][p] - Fixed issues with Trap display in Matrix for Traps that have on-going effects (-10 AP, etc)[/p][p] - Fixed bug with Cyberdeck screen always showing Programs 0/0 at the start[/p][p] - Fixed rare bug in crafting and inventory when there might be one item in the list that you couldn't select for no reason[/p][p] - Fixed bug that could cause a lock up in a multi-Overwatch scenario (Overwatch gunfight)[/p][p] - Added better in game notifications when crafting of Items complete instantly[/p][p] - Fixed bugs in HUD and Hover that might leave HP bar out of sync with real value[/p][p] - Improved alert when minting a file set[/p]

Update #27: New Map "Nanofacture Hub"

[p][/p][p]Knights and mercs, we're excited to have the full team back from vacation and get the update engines rev'ing again. Today's update releases a new map - the Nanofacture Hub - which matches with 11 proc-gen objectives, as well as improving the loot and blueprint balance in the late game with new entries in the SMG, Pistol, Revolver and Sniper categories. We've also fixed a number of other reported map issues and have included at the bottom of the update the roll up of the 3 QoL patches we put out last week to improve things here and there.[/p][p]We hope you are enjoying the game and will take a moment to help our small team by leaving a review.[/p][p][/p][h2]Wireghost Preview[/h2][p]The Wireghost will be the next class released into the game, so we've put up the traditional preview thread to give everyone a chance to brainstorm or think up cool ideas for the class. We hope you check it out![/p][p]Wireghost Preview Thread[/p][p][/p][h2]New Map: Nanofacture Hub and +11 Proc-Gen Combos[/h2][p][/p][p]This week we've got a new map to continue to send your heist team into new and exciting areas for challenge. The new Nanofacture Hub is the 4th new map we've released since launch and sits as the central data hub for an industrial site. Now that the pipeline is warm again (having released Prisoner objective and 3 maps now), we're looking forward to more proc-gen maps and objectives in the following weeks![/p][p]Nanofacture Hub is an industrial site with scattered cover leading up to the well-defended central data store and matrix terminal. The map features a large central pit area to fight around or over and then an extended ring of elevated walkway around the entire map. This setup plays like a dream for snipers who can get a commanding look over much of the map and might find other even more elevated positions along the upper rim. Still, with only 4 access points between the rim and the lower level, the team may be pushed to split up or get pinned down if you don't pick you path carefully.[/p][p][/p][p]This week's new map brings the proc-gen map total up to 37 and adds +11 proc-gen combos raise the total combinations of map X objective to 324. Nanofacture Hub can appear for any proc-gen mission at Power Level 1+.
[/p][h2]Late Game SMG / Pistol / Revolver / Sniper[/h2][p]The last set of patches made some critical adjustments to looting balance, especially in the late game. Now with Update #27, we're continuing that push by injecting some new high-level Blueprints and options to steal physical weapons for SMG, Pistols, Revolvers and Snipers. [/p][p]Keep your eyes out of the newest models - the Osprey, Signature '73, KX Buster, Hammerkill, Crimson Jaguar and more.[/p][p][/p][h2]PL 9 Jupiter Decks are not Common![/h2][p][/p][p]We fixed a lingering issue with one of the Jupiter Power Level 9 decks being marked as common. By the soup, it is not! ːsteamhappyː[/p][p][/p][h2]Patch Roll Up [/h2][p]Last week we deployed 3 sizeable patches on top of Update #26 - all focused on player issues, UI improvements and balance. The full details are in the release notes below for ease of review![/p][p][/p][h2]v2.1.55 - 8/26/2025[/h2][p] - Team has returned from vacation! [/p][p] - Added new proc-gen map "Nanofacture DataHub": a central data store for an industrial nanofab that supports +11 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download) for Power Level 1+ teams[/p][p] - Added +8 new high level (PL 6-8) SMG, Pistol, Revolver and Sniper weapons between Blueprints and Lootable weapons [/p][p] - Fixed lingering issues with one Jupiter Deck still being marked as Common[/p][p] - Fixed map issues, incorrect spawns and props you could wander through[/p][p] - Fixed heap of typos - thank you![/p][h2]v2.1.53 - Patched last week[/h2][p] - Adjusted balance of Jupiter Cyberdecks, adjusted Power Level, Rarity and Pricing[/p][p] - Cybersword Improved Power Slice gains +10% Dmg bonus on base Talent, also correctly displays Dmg bonuses in Talent text, improved Talent text clarity[/p][p] - Improved hover text for rules for Yield to be clear it reduces Initiative by 1 pt [/p][p] - Added a note to clarify that the Hacker Legwork "Shoulder to Shoulder" can only be attempted by a Hacker-type character[/p][p] - Fixed issue with Bait the Trap upgrade node text[/p][h2]v2.1.51 - Patched last week[/h2][p] - Reduced difficulty of early game Haven Smokeout level[/p][p] - Improved display of Traps in Matrix HUD to be more clear about when they are set and ready to trigger vs. triggered and harmless[/p][p] - Fixed categorization of Contact Traits Fast-Splice and Ops First to be correctly marked as positive[/p][p] - Improved options text describing changing camera transitions between character/enemy actions[/p][h2]v2.1.49 - Patched last week[/h2][p] - Characters assigned to legwork during mission victory are no longer denied XP and chance to talk in post mission dialog[/p][p] - Fixed bug with Next Man Up achievement being incorrectly granted if you completed Carnivore and took the legwork option[/p][p] - Fixed issue with Face's getting offered temporary positive Traits that only apply to combat-oriented mercs[/p][p] - Fixed typos and map issues[/p]

Update #26: Grindstone

[p][/p][p]Knights and mercs! it is update Thursday again and we're here with a polish update focused on improving the UI and working out some bug fixes. Our entire team is on vacation right now, so this is a roll up of some important hotfixes, minor UI tweaks and timely bug fixes while we relax a little. We'll be back soon! We'll have more new content and features coming once we're all back on station.[/p][p]A big thanks goes out to everyone playing and to the 50 players who left a review this week![/p][p][/p][h2]Face Talent Recharge Reset[/h2][p]There was an issue with Face Talents that when you used a charge, if another charge was busy recharging it would be forced to reset its charging timeline. This is now resolved - you'll get your charges back faster, as you deserve. This is especially helpful with Talents that are used often over a series of days, like Opposition Research.[/p][p][/p][h2]Toggle Filter with "F"[/h2][p]Using the "F" hotkey, you can now open \and\ close the Filter UI. This can speed up pace of play with hotkeys.[/p][p][/p][h2]Always Catching Outline on RevealZ[/h2][p]We've fixed a number of issues with the highlight on interactive objects, enemies and mercs not always appearing when elements might be revealed by distance or a cut-scene. This could mean that enemies who appear on the map as you move (about 40m out) wouldn't have the highlight on immediately which could be pretty sneaky in a bad way.[/p][p][/p][h2]Enemies Stuck on Barricades[/h2][p]For a minute after Update #25, enemies could get stuck trying to leap over a barricade. This was a bug only if they were hunting your merc and they tried to jump a fence. We're excited to have finished this work and completed the needed bugfix, as enemies are now willing to go over a fence no matter what their status (patrol, hunting, chasing, fighting) which means they can't get "stuck" in some parts of the maps like they were before if they were in the Unaware state.[/p][p][/p][h2]Hotfix Rollup[/h2][p]Update #26 also rolls up 3 major hotfixes that had to be released after the Prison Break objective was released. This fixed issues with the Sibling Salvage Stage 1 having no enemies, an issue with Daito could end up floating in the air in the middle of the Daedalus Bloc storylines and also that Coyote Hotdrop mission might not have Dakota in it at all.[/p][p][/p][h2]v2.1.47 - #26: Grindstone - 8/14/2025[/h2][p] - Hotkey "F" now opens and closes the filter menu for faster toggling[/p][p] - Fixed bug with multi-charge Face Talents reseting their recharging rate on every use[/p][p] - Fixed bugs with mission map highlight mode "H" where enemies might not get highlighted as they are discovered in some situations[/p][p] - Fixed issue where selling items for money might not always trigger Steam achievements about getting rich[/p][p] - Fixed UI issue with roster rendering incorrectly in the bottom left corner of the screen for 1 frame[/p][p] - Fixed critical bugs with Stage 1 of Sibling Salvage heist not having any enemies[/p][p] - Fixed issue with enemy getting stuck going over barricades sometimes[/p][p] - Fixed issue in River Street where your team could start on the map twice[/p][p] - Fixed issue where rescued prisoner could be deployed to another mission in an 8 hour window after completing prison rescue[/p][p] - Fixed issue in escort missions of Daedaelus Bloc where Diato could start floating in the air[/p]

Update #25: New "Prison Break!" Proc-Gen Objective

[p][/p][p]It is Update time once again and this week we have a new objective type to add to the game's proc-gen system: Prison Break with +9 proc-gen combos (map X objective) ready to play and an absolute mountain of F10 fixes across the entire breadth of the game. We've fixed issues with the new Matrix HUD Q-Tally display, filtering issues in Blueprint crafting, issues with Fadelight Blades Power Play files not registering as being found, improved Nova Beam's display to make it like a grenade, removed loot duplication and improved the loot tables and more! [/p][p][/p][p]If you are enjoying the continued pace of improvements and content expansion, we hope you'll take a short minute to leave a review on the game![/p][p][/p][h2]New Proc-Gen Objective: Prison Break![/h2][p][/p][p]The new proc-gen objective Prison Break gives you a short-window of time to rescue a Contact's agents from a temporarily prison. Whoever snatched the agent wants a bit of extra time with them before handing them over to the larger faction forces, probably to squeeze some answers out of them or to try to cut a ransom deal. This is the limited window into which you can take action to deploy, score a Red Key and bust the agent out of prison.[/p][p][/p][p]Prison Breaks start appearing at and above Power Level 3 and currently can match with 9 maps for a total of +9 proc-gen combos (map X objective). These maps offer a lot of paths to victory - you can find the Red Key in a lootbox, you can kill a roving prison warden who is carrying a Red Key or you can hack a local terminal to pop the prison cell open. Once the door is open, you've got a VIP on your who needs your protection to reach the extraction point.[/p][p]Time to jailbreak, hesiters![/p][p][/p][h2]Improved Loot / Reduced Duplicates[/h2][p][/p][p]With Update #25, we've made some big moves on reducing redundancy in loot drops and improving the overall distribution and loot counts. With this update, we've added protection against redundant Weapon, Mods, Armor and Blueprints within a single mission stage. You may still see duplicate Files, NBS Cubes and Items but the variation in the most exciting loot has gone way up with this change. This is a hard rule now, so you should never see the same Weapon, Mod, Armor or Blueprint twice in the same stage (though you may see them repeated across multi-stage missions).[/p][p]Second, we've tweaked the loot tables to give a better distribution and fixed a bug that was causing a bit too much loot (basically, another source of duplicates!) to be added with each mission generation.[/p][p]Any mission added to your timeline before this release will still have rolled on the old loot tables and may have duplication.[/p][p][/p][h2]Improved Matrix HUD Q-Tally & Hacking Drugs[/h2][p][/p][p]Update #24 added a new level of detail to the matrix HUD about Q-Sec Tally added per action in order to support better use of your new Cloak 1-3 Utilities. It also gave a lot of visibility into some of the Hacking Traits, Active IC, some Traps and more. It turns out that visibility helped some of our players spot bugs that could be fixed![/p]
  • [p]Some Active IC might get their Q-Sec Tally penalty charged twice (5 and 5)[/p]
  • [p]Some Trap IC were incorrectly doubling their +5 Q-Sec Tally and instead giving +10[/p]
  • [p]When some buffs ended their duration, they might incorrectly clear the Cloak bonus at that time[/p]
  • [p]A lot of the hovering effect icons for Talents and Programs didn't exactly match what the program icon was. We've resolved a ton of these and made sure that they all show up as well.[/p]
  • [p]Some Hacking Drugs like Turqo Juice and Tundra were not correctly applying all their buffs and sticking around. Now fixed![/p][p][/p]
[h2]Improved Nova Beam Targeting[/h2][p][/p][p]The Warmachine's Nova Beam is an eye laser grenade - a you to drop a deadly AOE blast at a point you can see within range. As a grenade-like effect, it was painful that it wasn't giving a proper preview of damage when you were targeting it. We've resolved all that with Update #25, and pushed Nova Beam to have a first class set of details as you target, showing you targets who will be hit and damage preview just like you expect from a grenade.[/p][p][/p][h2]Fadelight Blades Citizenship Files[/h2][p][/p][p]You can see I was lazy and only got one file but it counted! [/p][p]A long standing bug has been stuck in the Fadelight Blades Power Play - even if you found all the Fake Citizenship Files, they would not register at victory and while you do count as achieving victory, you would get almost no payment no matter how hard you worked. We're very excited to put this one behind us![/p][p][/p][h2]v2.1.41 - #25: New "Prison Break!" Proc-Gen Objective [/h2][p] - Added new proc-gen objective: Prison Break - an agent has been captured, you need to break them out before they are "processed"[/p][p] - Prison Break appears at Power Level 3+ and has 9 maps available, +9 total proc-gen combos[/p][p] - Fixed Filtering issue with NanoFab - selecting a mod for a weapon often started with incorrect filter set[/p][p] - Improved Warmachine's Nova Beam Talent to show Damage preview and estimation like a grenade[/p][p] - Improved looting tables and stopped duplicates especially in weapons, armor and blueprints[/p][p] - Fixed bug with Fadelight Blades Power Play where Fake Citizenship Files were never counted as successfully stolen[/p][p] - Fixed issue with enemies on patrol who were unwilling to go over fences no matter what[/p][p] - Fixed bugs with auto-extraction in some levels, invisible bridge in Truck Job level[/p][p] - Fixed issues with miscalculation of grenade damage in flashing damage preview[/p][p] - Fixed bug with some looted Armor not appearing in inventory after mission victory[/p][p] - Fixed bug with Mass Trauma Kit locking UI after using it on yourself[/p][p] - Fixed issues with hovers sometimes lingering on screen incorrectly during character movement[/p][p] - Fixed issue with some Talent and attack labels/hotkey glyphs not clearing correctly between different Talent combos[/p][p] - Fixed bug with Talent range circle sometimes staying on screen[/p][p] - Fixed visual "first frame" bugs in Safehouse where some UI elements would be displayed in odd places for 1 frame[/p][p] - Fixed bugs where health in hover on Initiative track might not always update correctly[/p][p] - Fixed bugs with matrix hacking drugs not granting all of their multi-turn bonuses[/p][p] - Fixed issue where Q-Sec Tally mitigation would go to 0 after an unrelated matrix buff expired[/p][p] - Fixed issue where you couldn't see critical Q-Tally per Action details after spiking the host CPU[/p][p] - Fixed bug with some Active IC showing/charging double Q-Tally per action in Matrix[/p][p]- Fixed issue with Head Hunters not dying and reappearing later[/p][p] - Fixed bug with some hidden Traps incorrectly showing a higher than expected Q-Tally per action in Matrix[/p][p] - Fixed bug where some enemy effects (Atomic Stutter) would show up twice or some (Stun Stick debuff) wouldn't show up at all[/p][p] - Fixed bug allowing small negative Heat values[/p][p] - No longer offering Temp Traits for tactical characters to Faces during Limit Breaks[/p]

Update #24: Heat Sinks Steaming

[p][/p][p]Knights and mercs, we're coming in this Tuesday with a big update on recent matrix additions of Cloak Program and Mirrorwalker Trait, as well as some Matrix HUD updates to improve clarity around the Q-Sec Tally rules, toughening up enemy captains against Stun and finally a fine tuning of the Heat system - tweaking the ways you get it and the ways you generate it for more fun and balanced play.[/p][p]We hope you're enjoying the continued push to improve the game, add new content and fight the bugs we have. If you are, please take a moment to help us share the game and continue our updates by leaving a review.[/p][p][/p][h2]Updated Matrix HUD for Tally per Action Clarity[/h2][p][/p][p]We've fixed a number of bugs with the "+X Tally per Action" display in the top of the matrix HUD as well as improved its hover text. Finally, we've clarified the exact sources of the Tally per Action in the golden yellow text, listing the bonus from the node itself, any present active IC, your own programs or from Cloak (see next). Hopefully everyone finds this helpful to have these extra details.[/p][p][/p][h2]Cloak Program Reduces Tally per Action[/h2][p][/p][p]The Cloak Program offered by Rootmaker Programs service is now correctly displaying its ability - which is to reduce the the number of Q-Sec Tally you gain every action you take. While it won't be able to do much if you a Nuke a node full of active IC, this series of Utility programs can be a big help if you are taking a careful more stealthy hacking approach and just tamp down on the over all host response.[/p][p][/p][h2]Mirrorwalker Trait - CPU Spike Passive[/h2][p][/p][p]The Mirrorwalker Trait, which can be introduced during one of the Power Play storylines now correctly displays its ability and the logs in the matrix are all clear when you are getting your bonuses. Mirrorwalker acts as a passive ability, leaping to give a bonus whenever you Spike a CPU. The bonus is a big pile of extra AP and a % of your Cyberdeck's max IO freed up. In short, if you can get to the CPU and spike it, Mirrorwalker gives you a powerful and timely refresh of your key Hacking pools that will let you extend your turn.[/p][p][/p][h2]All Captains Gain Stun Break[/h2][p][/p][p]Across the entire set of factions, enemy captains have gained some amount of Stun Break % from 40 to 60%. This is an important push variety in how your most powerful abilities match against the different enemies, forcing you to consider Stunning a captain as a risky proposition that may fail half the time. You still get the benefit of keeping them Stunned until their next Turn, which can tamp down security events and reports, but you never know if they will lunge back into action. [/p][p]It is a nice update to the Talent balance to ensure that Stun has some weaknesses.[/p][p][/p][h2]Heat Rebalance[/h2][p][/p][p]With Update #24, we've completed a balancing sweep through all the sources that generate Heat and all the tools that you have to deal with Heat. Our aim in this improvement has been to give you more options when trying to figure out "how to manage Heat" which was previously relatively one pathed: "get Counter-Intel Pod". This update brings Face's Pressure Drop Talent and "just waiting" back into the play as more viable options.[/p][p][/p][h2]Heat Reduction Tools[/h2][p][/p][p]You have 3 primary tools when trying to bring your Heat down - time, your Face, and the Counter-Intel Pod. Update #24 has increased the power of Time to reduce your Heat, reduced the power of Counter-Intel Pod to reduce your Heat and left Face Talent Pressured Drop as it was, because it was right in the sweet spot once the other two were adjusted.[/p]
  • [p]Waiting out Heat has never looked better. Before Update #24, Heat dropped at 1 point per day, which was very, very slow. Once you reached 100 Heat, there was no reasonable way to wait your way out of that. With Update #24, Heat now reduces faster the longer you are "laying low" in your Safehouse. Heat reduces 1 the first day after you last job, then 2 if you lay low for a second day, then 3 and maxes out at 4 per day. So, if you are resting at the safehouse, your total Heat reduction over 7 days: 1, 3, 6, 10, 14, 18, 22. In Update #23, instead of 22 Heat reduced, you'd have sunk 7 points. It won't fix all your problems, but waiting any amount of time between jobs has a bigger effect on Heat now.[/p]
  • [p]Counter-Intel Pod has been rebalanced to reduce a % of your current Heat instead of a flat value. The room can now reduce between 20% to 50% of your Heat per Token, meaning you can still do some major damage to your Heat but it isn't a panacea taking your Heat to 0 whenever you please.[/p]
  • [p]The Face's Pressure Drop Talent can be run in advance of a mission as a Leverage. The changes to Counter-Intel Pod and waiting make the Face's Pressure Drop Talent more attractive than before, making it a very useful part of your toolbox. Once applied, the Leverage stacks up Heat reduction that is applied after the mission. If you're a go loud team, you can use this as often as it has charges to reduce Heat. If you're a mid-stealth or full-stealth team, drop it when you are going into a pure combat mission or know you have a long / hard mission on your hands that is going to spike your Heat.[/p]
[p][/p][h2]Heat Generation from Missions[/h2][p][/p][p]Having made so many changes to the tools you have in your box to reduce Heat, we needed to also make some changes to the Heat generation rules. We've made 2 sets of tweaks - the first is to round the Heat maximums from missions off to match day boundaries (Hack-only missions now take a clean 3 days to "burn off") and second was to reduce the "snowball" effect of going into a mission with high Heat, starting with high Sec Level and then paying for that high Sec Level with more Heat gen at the end.[/p][p]Let's look at both change in detail![/p]
  • [p]Maximum and minimum Heat totals you can get from a missions have all been raised a little bit. A regular mission has gone up from 15 to 18, pure combat from 8 to 10 and pure hacking from 5 to 6. These all are on "day thresholds" - so a max'd out regular heist will burn off in 6 days, pure combat in 4 and pure hacking in 3. The minimum for a heist of any kind is now 3 (2 days).[/p]
  • [p]If you come into a mission with 25+ Heat, you start with at least 1 Sec Level. We have now removed any Sec Level you start with from the end of mission Heat calculations. In Update #23, if you entered a mission with 52 Heat, you'd start with Sec Level 2 and on the far side, would take +4 Heat (at a minimum) for your ending Sec Level. With Update #24, we now ignore any Sec Levels you started with, and only assess extra Heat for new Sec Levels. This means, a careful stealthy heist, starting with 52 Heat and 2 Sec Level that ends with 2 Sec Level will gain only the minimum of +3 Heat.[/p]
[p][/p][h2]Dermal Sheathe Fix[/h2][p]There were some odd, hidden conditions for using Dermal Sheathe that were making it basically impossible to use. We have fixed these and all 3 cybernetic implant levels are open for business![/p][p][/p][h2] v2.1.37 - #24: Heat Sinks Steaming - 8/5/2025[/h2][p] - Fixed Cloak Program not describing its effect: Reducing Tally per Action while loaded[/p][p] - Improved Matrix Hover over Q-Tally per Action to break down all sources[/p][p] - Fixed Mirrorwalker Trait not describing its effect when spiking CPU: +25 Matrix AP and freeing 25% of max deck IO (increases w/ Trait levels)[/p][p] - All enemy captains gain some innate Stun Break (40-60% depending on Faction) - Stunning captains is a risky choice[/p][p] - McKellen enemies (Crusher, Heavyweight) gain Overwatch Break (% chance to take an OW hit and keep going)[/p][p] - Heat reduction for "laying low" increased to +1 per day without a job, up to 4 / day maximum (burn by days: 1, 3, 6, 10, 14, 18, 22)[/p][p] - Heat maximums updated - minimum 3 (2 days), 18 for regular Sec Level (6 days), 10 for pure combat (4 days), 6 for hack only (3 days)[/p][p] - Updated how Counter-Intel Pod reduces Heat from a flat value to a percentage reduction (from 20% to 50% per token)[/p][p] - Starting Sec Level from Heat (25 Heat per 1 Sec Level) no longer adds Heat at the end of a mission, Heat is only added by NEW Sec Level[/p][p] - Fixed bug with Scan IV actually linking to Scan III (now links IV)[/p][p] - Fixed bug preventing the use of Cybernetic Talent Dermal Sheathe[/p]