1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #44: Head Hunters Hunt!

[p][/p][p]Knights, we're back with another big piece of the Depths of Loyalty puzzle to tap into your merc's backstories and create new merc-driven stories within the game. With this second Depths of Loyalty update, Contacts who are on a Power Play may put a bounty on your head and send Head Hunters after you. They may do so because of specific story reasons (you boosted their star scientist in Truck Job 2) or for backstory or personal reasons (you were part of the undercover task force attempting to kill them before things went ... very wrong). This comes along with 3 brand new Head Hunters teams who use new challenges, new henchmen enemy types and new Talents to try to collect the bounty on your head.[/p][p]We're excited to keep expanding the game as we work on our ambitious post-launch roadmap. This update continues an already very busy October where we've added the Shadow Site storylines, 2 new maps, a new Power Play storyline and a new major story arc with Truck Job part 2.[/p][p]If you want to see what else we've got cooking - check out the full Post-Launch Roadmap![/p][p][/p][h2]Shout-out for our fantasy RPG friends, Vagrus - The Riven Realms [/h2][p]We have some news from another indie studio we want to share: our friends who make Vagrus - The Riven Realms just released their second major expansion for their already vast open-world strategy RPG! Vagrus is an intensely dark, lore-heavy setting -- it's basically a massive, explorable, 2.5 million words D&D campaign with challenging turn-based tactical combat and resource management. [/p][p][/p][previewyoutube][/previewyoutube][p]If that sounds like your kind of game, take a look! [/p][p][dynamiclink][/dynamiclink] We also have a Steam bundle (pay only for the games you don't already own) with Vagrus, Wildermyth, and our previous game Star Traders: Frontiers, with an additional discount: Endless Adventures - Deep & Replayable RPGs.[/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]New Head Hunters on the Hunt[/h2][p]With Update #44, three new famous Head Hunters can now join in the hunt, filling the ranks of possible varied and powerful enemies that might come at you on the battlefield. There is Le Sidewinder, known for rolling with an escort of mechanized infantry, and the bombastic War Elephant and Six-Gun Sal and his lethal revolver packing Pure Damage that has dropped many a bounty target.[/p][p]These new Head Hunters can join in any hunt, so they might appear as the Hunters in Syndicate Debts or any other Head Hunter storyline. But, with their addition to the game, the ranks of Hunters has swelled enough (with more coming) to start to offered enemy Contacts to deploy them via Limit Breaks.[/p][p][/p][h2]Enemy Contacts Limit Break for Head Hunters[/h2][p]Enemy and Burnt Contacts now have a new option if they get a Limit Break and have achieved a Power Play - they can put a bounty on your head! Those enemies who hate you, your crew or you have trashed the relationship all have this options and now you have extra incentive to try to keep them off Power Play or block their Head Hunter calls (unless you want that kind of trouble).[/p][p]This is the first way that new Head Hunters may be sent after your team as part of the underworld story simulation, but others will be following shortly as there are often Factions and not individual contacts who are "hunting such and such merc" from their backstory. Soon, these backstory complications will have the option to manifest in the form of Head Hunters![/p][p]We've also added a new Limit Break option if a Contact is Compromised that can put them into hiding for twice as long as usual. This full disappearing act might be very painful if you rely on them but is the type of thing that the Compromised tag is welcoming.[/p][p][/p][h2]Cyber Surgery Time Rebalance[/h2][p]With Update #44, we've adjusted the balancing equation around cyber surgery recovery time to ensure that the timelines even for the most advanced pieces of cyberware are within the range that make sense of the rest of the game's rules and abilities (injury time, wound treatment, mission delay windows, etc).[/p][p]The new maximum timeline for the most advanced cybernetics range in the 15-17 day range, down from as high as 30-40 days before the adjustment to the math.[/p][p]Call your splicer quick, this deal might be too good to last![/p][p][/p][h2]Hacking Host Size[/h2][p]At maximum Mission and Matrix Power Level, big hosts are back ^^[/p][p]We found and fixed a bug with this update that was causing the matrix host generator to create small hosts for many missions in the game without taking the proper scaling of the Matrix Power Level for the mission into account. This is now resolved, so expect that some of your matrix hosts are going to grow in size and complexity.[/p][p][/p][h2]Fixed Bugs[/h2][p]We fixed an issue with the new Cascade Precision Power Play missions that allowed them to still be delayed even though they are stated to disallow that option. We also fixed an issue where Contact Limit Breaks that were positive could turn negative if you quit the game while the Limit Break was on screen.[/p][p][/p][h2]v2.2.53 - #44: Head Hunters Hunt! - 10/22/2025[/h2][p] - Added 3 new famous Head Hunters - Le Sidewinder, War Elephant and Six-Gun Val[/p][p] - New enemy Head Hunters have cool new abilities and Talents - smoke grenades, other grenades, shielding, cloaking, mecha infantry[/p][p] - Contacts with specific hatred or story grief may send Head Hunters after you as a result of Limit Break when on Power Play[/p][p] - Enemy and Burnt Contacts may send Head Hunters after you as a result of a Limit Break when on Power Play[/p][p] - New extra bad Contact Exposure Limit Break option when Compromised - go Hiding for 2X as long[/p][p] - Standardized and reduced cyber surgery recovery times for cybernetics where the timeline was very long (15+ days)[/p][p] - Fixed bug with Cascade Precision Power Play where you could in fact delay the missions[/p][p] - Fixed bug with Contact Limit Break Influence breaks sometimes turning negative if you reload while they are on screen[/p]

Depths of Loyalty expansion - new merc-driven storylines! (UPDATED)

[p][/p][p]Knights, we have a couple of huge updates for you this week which tap into your mercs' backstories to create more merc-driven stories within the game. With this first Depths of Loyalty update, mercs who have reached 60%+ Loyalty will now be able to kick off their own events, offering the Knight and crew the details about a secret they have held on to, perhaps for a long time - the knowledge of a megacorporate shadow site they gleaned at sometime during their tenure at a corp they used to be affiliated with, before their bloody or sudden exit and descent into the criminal underground.[/p][p](UPDATED) We have now also released the second piece of Depths of Loyalty, Contacts who are on a Power Play may put a bounty on your head and send Head Hunters after you. They may do so because of specific story reasons (you boosted their star scientist in Truck Job 2) or for backstory or personal reasons (you were part of the undercover task force attempting to kill them before things went ... very wrong). This comes along with 3 brand new Head Hunters teams who use new challenges, new henchmen enemy types and new Talents to try to collect the bounty on your head.[/p][p]We're excited to keep expanding the game as we work on our ambitious post-launch roadmap. This update continues an already very busy October where we've added 2 new maps, a new Power Play storyline and a new major story arc with Truck Job part 2.[/p][p]If you want to see what else we've got cooking - check out the full Post-Launch Roadmap![/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]Shadow Site Secrets[/h2][p][/p][p]The first type of new merc-driven storylines we're releasing are shadow sites -- highly secret, often entirely illegal facilities where megacorps keep the things they don't want any of their rivals (or remaining governments) to know about. Some of your mercs with a megacorp background may have mentioned during their recruiting interview a shadow site they had uncovered. But at that time they didn't know if they could really trust you, the Knight, and kept the details to themselves.[/p][p]If that merc reaches 60%+ Loyalty they are now willing to share, and can kick off their own story event where they offer you the details on a high-risk, high-reward raid against that faction's shadow site. You can raise their Loyalty through merc Limit Breaks for a number of long-term benefits.[/p][p]Once the mission is completed - win or lose - the merc's backstory tag will switch to a "Divulged Shadow Site" tag which removes them from the running of coming up with another such storyline.[/p][p][/p][p]These storylines aren't limited to the specific recruits who have a mention of shadow sites in their recruit interview dialogue options. Any merc with megacorp entanglements in their background may come forward to tell you they've uncovered or previously knew about a Shadow Site. Sharing that kind of information too freely can be a death sentence, so it's still on you to raise your merc's Loyalty to 6+ if you want them to consider turning that secret into an actionable (and valuable) mission for you.[/p][p][/p][h2]Sigma BLACK Sec AI[/h2][p][/p][p]To protect these shadow sites, the corporations have modified and removed intelligence-level safety protocols from the regular UltraTek-developed Sigma security AIs. The gloves are off; these specialized Sec AI are the worst of the worst opponents - pushing the boundary in every way. They drop more reinforcements, they are relentless about keeping their security device network up, they push Tally per Turn to the max.[/p][p]Your Shadow Site Raids won't come easy with these Sec AI overloads hunting you - so get in, get your rewards and get out.[/p][p][/p][h2]New Head Hunters on the Hunt[/h2][p]With Update #44, three new famous Head Hunters can now join in the hunt, filling the ranks of possible varied and powerful enemies that might come at you on the battlefield. There is Le Sidewinder, known for rolling with an escort of mechanized infantry, and the bombastic War Elephant and Six-Gun Sal and his lethal revolver packing Pure Damage that has dropped many a bounty target.[/p][p]These new Head Hunters can join in any hunt, so they might appear as the Hunters in Syndicate Debts or any other Head Hunter storyline. But, with their addition to the game, the ranks of Hunters has swelled enough (with more coming) to start to offered enemy Contacts to deploy them via Limit Breaks.[/p][p][/p][h2]Enemy Contacts Limit Break for Head Hunters[/h2][p]Enemy and Burnt Contacts now have a new option if they get a Limit Break and have achieved a Power Play - they can put a bounty on your head! Those enemies who hate you, your crew or you have trashed the relationship all have this options and now you have extra incentive to try to keep them off Power Play or block their Head Hunter calls (unless you want that kind of trouble).[/p][p]This is the first way that new Head Hunters may be sent after your team as part of the underworld story simulation, but others will be following shortly as there are often Factions and not individual contacts who are "hunting such and such merc" from their backstory. Soon, these backstory complications will have the option to manifest in the form of Head Hunters![/p][p]We've also added a new Limit Break option if a Contact is Compromised that can put them into hiding for twice as long as usual. This full disappearing act might be very painful if you rely on them but is the type of thing that the Compromised tag is welcoming.[/p][p][/p][h2]v2.2.53 - #44: Head Hunters Hunt! - 10/22/2025[/h2][p] - Added 3 new famous Head Hunters - Le Sidewinder, War Elephant and Six-Gun Val[/p][p] - New enemy Head Hunters have cool new abilities and Talents - smoke grenades, other grenades, shielding, cloaking, mecha infantry[/p][p] - Contacts with specific hatred or story grief may send Head Hunters after you as a result of Limit Break when on Power Play[/p][p] - Enemy and Burnt Contacts may send Head Hunters after you as a result of a Limit Break when on Power Play[/p][p] - New extra bad Contact Exposure Limit Break option when Compromised - go Hiding for 2X as long[/p][p] - Standardized and reduced cyber surgery recovery times for cybernetics where the timeline was very long (15+ days)[/p][p] - Fixed bug with Cascade Precision Power Play where you could in fact delay the missions[/p][p] - Fixed bug with Contact Limit Break Influence breaks sometimes turning negative if you reload while they are on screen[/p][p][/p][h2]v2.2.51 - #43: Depths of Loyalty - 10/20/2024[/h2][p] - New Shadow Site storylines can connect to mercenary backstories, offering high-risk and high-reward raids on specific Factions[/p][p] - Revealing the secret about the Shadow Site storyline to the Knight requires Loyalty 60%+ on merc, Team Power Level 5+[/p][p] - Shadow sites offer challenge multi-stage missions and unique faction specific rewards[/p][p] - Over 50 unique and valuable rewards scattered across different Shadow Site raids[/p][p] - New Sec AI - Sigma BLACK is the worst of the worst opponents; guards megacorporate Shadow Sites[/p][p][/p]

Update #42: Mechanized Battle Lines

[p][/p][p]Knights and mercs, we're following up 4 big content releases (2 new maps, 1 new story arc, 1 new Power Play) with a classic quality of life and bug fix update. A big thanks goes out to everyone community member submitting F10s with suggestions and bugs and everyone discussing the game on the forum - you're feedback help us keep rapidly improving. With Update #42, we've made some big changes to the Drone death rules in prep for the upcoming turrets and flying drones release, improved a number of Drone-focused Talents, fixed a bug with Equip Mods > Market filtering, improved Overwatch triggering for melee, fixed a number of reload issues with Sec Tally and Hit Streak, fixed map bugs, fixed SFX around Agent EX Smokescreen and more.[/p][p]If you're enjoying the game and the steady stream of updates, we hope you'll take a minute to leave a review. We've started the final march to 2,000 - help us get there![/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]Updated Drone Death - Instant Report[/h2][p][/p][p]There is a big wave of Drones coming - and they are coming closer and closer. This major new set of enemy types will include multiple types of large and small flying drones as well as stationary turrets. In preparation for their arrival, we are tuning up and completing system adjustments that are needed one-by-one and working on getting those into the production build of the game to reduce the overall "everything changed" impact of when drones arrive.[/p][p]These rule updates today apply for all mechanized infantry (as Drone as a class covers all mechanized enemies). To help make the rules clear for these types of enemies, we've added a full rule block to the top of all Drone status pop ups, so you can review the rules about jamming and death reports.[/p][p]So, with Update #42, we've introduced one of the big system changes required for Drones - instant death reporting! Where a human enemy has a biometric that starts a Body Timer and after a few turns the body is discovered, the sudden cut of Drone's signal is strong enough to instantly alert the Sec AI to their destruction.[/p]
  • [p]When a Drone dies, it instantly reports its death causing a +3 Sec Tally and its body is marked as Discovered.[/p]
  • [p]No Body Timer is ever started for a Drone.[/p]
  • [p]If the Drone is jammed when it dies, it is incapable of instantly reporting its death and its body is marked as Undiscovered. It still has no body timer.[/p]
[p]This makes Drones stand out as more challenging enemies to handle with Stealth and paves the way for other types of Drones that are simply going to explode or disintegrate and will not have a proper "body" to be discovered later. Once your fighting enemy drones, stealth becomes much harder to maintain unless you have some team members who are capable of tamping down their sensekits and instant reports.[/p][p]We've also fixed some issues with how the drone SFX might come out - sometimes drones were sounding human when they were shot. This is now resolved![/p][p][/p][h2]Updated Anti-Drone Talents[/h2][p]As we get closer and closer to the major drone releases, the Talent sets of the classes that have anti-Drone capabilities are going to keep receiving changes and upgrades. Some of them will be rewritten entirely as the full shape of the enemy comes out of the primordial mist.[/p][p]Today we've updated the text on 2 Talents and added a new key effect to 2 others.[/p]
  • [p]All existing Talents - Cyber Knight's Disentangle and Vanguard's Counter Static - that jam an enemy sensekit have had their description updated to include that - if they are used before a Drone is destroyed, they will prevent the instant report of their death. This leaves the body as a regular body without a timer that can still be discovered.[/p]
  • [p]Hacker's Downed Shields has increased its starting armor debuff to -15% and gained the jamming ability.[/p]
  • [p]Agent EX's N-Coat Bullet now jams any Drone it hits, applying its regular debuff but also capable of preventing it from making an instant death report. This makes N-Coat a great starting attack in a series of attacks to take out an enemy drone, especially if attempting a (hard) stealth kill.[/p]
[p][/p][h2]Equip Mods to Market[/h2][p]There is a fast shortcut available in the game - if you go to Roster > Equip Mods for a character and then click directly on the Market in the top right. You drop into the market with the filtering already setup to match the mod type you were trying to equip (Pistol Scope) so that you can buy something and hit ESC to go back to the equip screen and equip the new mod you bought.[/p][p]However, this flow was disrupted a bit with the new filter memory implementation a while back. We have now resolved it - basically separating the remembered filters for each of these Market shortcuts as a set of filter values that do not conflict with visit the market > mods tab under normal circumstances.[/p][p]So, the fast shortcut is back in action![/p][p][/p][h2]Reload State Bugs[/h2][p]Thanks to some amazing community members and F10s sent in, we've fixed a number of bugs related to reloading games. In these cases, there were all minor state changes - basically differences between the final saved state of a new Turn vs. the state of a reloaded Turn. [/p]
  • [p]If your Sniper is a on a Hit Streak, they will now correctly maintain their Hit Streak bonus on reload (they used to have to make a shot first)[/p]
  • [p]Fixed bug where Alerted enemies might start seeing undiscoverd dead bodies and not submitting Sec Tally or security events[/p]
  • [p]Fixed bug where the Sec Tally might be higher than when you last left the game. This was caused by events from the previous turn (dispatching guards to investigate specifically) were accidentally counted again after reloading.[/p]
[h2]Fixed Map Issues[/h2][p][/p][p]As always, we receive your map issues and fix them as quickly as we can. We've fixed a few more minor issues with geometry setup, sight lines and an issue that might get you stuck trying to cross the sewer during the latest Power Play (there is only a 0.25% chance you'd end up there ... but fixed!)[/p][p][/p][h2]v2.2.49 - #42: Mechanized - 10/18/2025[/h2][p] - Upgraded death rules for drones: unjammed drone death is reported immediately for +3 Sec Tally (body always known)[/p][p] - Upgraded text for Vanguard's Counter Static, Knight's Disentangle description to include rule about blocking instant death report[/p][p] - Upgraded Agent EX's N-Coat Bullet Talent to jam drones and prevent instant report of death[/p][p] - Upgraded Hacker's Downed Shields to -15% Armor and to jam drones and prevent instant report of death[/p][p] - Fixed oddities in Drone SFX where sometimes the sounds being made could be human[/p][p] - Buff Cyber Knight's Interference Spike upgrade from -1 Initiative to -2, total now -12 (more capable of skipping turns)[/p][p] - Fixed bug with going from Roster > Equip Mods > Market where it was not always correctly filtering to the type of mod in Equip Mods screen[/p][p] - Improved warning in mission deploy when a cyberdeck is in repair and preventing deploy[/p][p] - Fixed bug with melee Overwatch sometimes not firing at close range or when enemy was near edge of the area[/p][p] - Fixed bug where an Alerted enemy would see an undiscovered dead body but not raise Sec Tally[/p][p] - Fixed reload bug where Sec Tally could change slightly after reloading (always more)[/p][p] - Fixed reload bug where Hit Streak critical bonus was not applied immediately upon reload[/p][p] - Fixed bug where Attack Target / Will Hear list might not be fully updated after completing a move[/p][p] - Fixed bug with Grayline Adrenal Pump being marked as deactivated in some games (it works fine)[/p][p] - Fixed bug with One-Ladder Sewers map where could not find exit in some objectives[/p][p] - Fixed bug where passing through Agent EX Smokescreen would make the clicking noise of a grenade pin[/p][p] - Fixed bug with grenades sometimes showing damage previews on invisible or hidden enemies[/p][p] [/p]

Update #41: New Power Play: Cascade Precision Small Arms

[p][/p][p]Knights and mercs, we're following up last weeks big story release of the Truck Job Part 2 with another story release - the Cascade Precision Power Play. This new Power Play will proc on smugglers, gun runners and anyone invested or obsessed with weaponry and unlocks 15 new high-level Pistols, Revolvers and SMGs. We've also added a number of new weapon special rules to help buff these offerings, improved teh XP and price offering for pure combat missions, now show the approximate XP reward on the mission planning screen, added new hovers to the HUD for your weapons, and fixed the Grayline and K-Pump cybernetics that were non-functional.[/p][p]We're busy busy loading you up with new free content this October ... we hope you'll consider leaving a review! Did you know its free to hit the review button too ?[/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]Cascade Precision Power Play[/h2][p]As power shifts in the underworld, your Contacts have chances to make risky Power Plays to open up new opportunities, change their place in the world, or crush a rival. A new opportunity has opened up for your smugglers, gun runners or any contact obsessed with or having a hand in moving smuggled weapons. This Cascade Precision Power Play focuses on top-tier nanofacturer of small arms - Pistols, Revolvers and SMGs and how you might help your contact secure a new smuggling connection with them.[/p][p]Complete this series of high-challenge missions to lock in new Contact service to unlock up to 15 new high-level weapons (PL 4 - 8).[/p][p]To get a Power Play, you need to push your Contact's Influence to 80% or higher (pushing them all to 100% can speed this up too). Much like your Mercs, your Contacts can have Influence Limit Breaks that enhance their Traits, Services, and more. One option in a Limit Break is for your Contact to start a Power Play - a period of elevated risk and reward. During this time, their Limit Breaks become additionally potent, with new options only available for Power Plays including storylines to unlock new services.[/p][p]So, to score a Power Play storyline:[/p]
  • [p]Raise your Contact's Influence to 80%+ (by selling high rarity Blueprints and Accounts, minted Files and completing missions and their secondary objectives. Be sure to use your Face's Co-Conspire Talent to help specific Contacts gain missions)[/p]
  • [p]Choose Power Play from the Limit Break options (and to help be sure you get this an option, stock up on some Favors with your Contact, allowing you to add new options to their list).[/p]
  • [p]Once they are on a Power Play, force another Limit Break and pick the Power Play Storyline.[/p]
[h2]Weapon Special Rules[/h2][p][/p][p]As we keep adding new and higher power weapons, their stat line will not be their only differentiation. With Update #41, we've added 3 new weapon special rules to the set - first and last shot precision which guarantees at least a Glancing Hit and Rapid Retarget which gives a 25% chance to recoup AP on any missed (single target) shots for the weapon.[/p][p][/p][h2]Mission Planning XP Preview[/h2][p][/p][p]With Update #41, we've expanded the rewards section in mission planning to include the job's approximate XP (including difficulty modifier but before bonuses). The types of bonuses that will further change this XP value are your Face's Handling Attribute, gains from Secondary Objectives, etc.[/p][p]This little text blip also includes an indication that the XP is per merc, not a pool that is divided among mercs who go on a mission, as there is no XP benefit for sending less mercs at this time.[/p][p][/p][h2]Pure Combat Rewards Buffed[/h2][p][/p][p]With Update #41, we've completed a round of tune ups for the rewards for Pure Combat missions. As these missions carry higher built-in risk of getting shot, don't have loot and don't feature matrix terminals - we've increased the price offered for all of these missions to be above standard as well as granting an extra +25% XP for the missions. [/p][p]With the new visibility of XP in the mission planning screen, you should now be able to get a good look at the differences vs. a standard heist.[/p][p][/p][h2]HUD Hovers[/h2][p][/p][p]We've added 3 missing hovers to the main mission HUD over the weapon buttons - covering Attack Targets, Targets that will Hear and Limited Reloads. We hope this helps you and all players with these critical icons![/p][p][/p][h2]Grayline and K-Pump Cybernetics[/h2][p]The issues with these automated healing cybernetics have now been resolved. Compared to some of the other auto-healing cybernetics available through Warner-Braun which deliver a small amount of HP over more turns, this set focuses on high HP values delivered over shorter number of turns.[/p][p][/p][h2]Wireghost Ghost DIstortion and Domeshot[/h2][p]We've made some fixes to 2 Talents with this update - [/p]
  • [p]Wireghost Ghost Distortion was failing to hide the "You will be heard" movement warning - now fixed![/p]
  • [p]Vanguard's Domeshot was failing to enforce the rule that it can't be used against armored targets. Now fixed! But now that the rule is in, this feels really restrictive and we might end up losening it a bit. The current conversation is around "cannot target enemies with more than 1 Protection Point" which would prevent heavily armored targets from being hit but still let you hit a wider variety of enemies.[/p]
[h2]
v2.2.45 - #41: New Power Play - 10/15/2025[/h2][p] - Added new Power Play Storyline - Cascade Precision for small arms[/p][p] - Includes new multi-stage mission, first Entrenched Target mission objective, multiple Pure Combat missions[/p][p] - Gain access to 15 new high-level Pistols, Revolvers and SMGs PL 4-8 with special rules and stats[/p][p] - New weapon special rules: precision first/last shots, chance to recoup AP on misses[/p][p] - Pure Combat missions (Alpha Strike, Siege) give +25% XP as elevated reward for risks[/p][p] - Mission planning now shows approximate XP reward per deployed merc (before any bonuses) during mission planning[/p][p] - Repriced and increased payment for pure combat missions (Alpha Strike, Siege)[/p][p] - Added tooltip hovers for Attack Targets, Targets Will Hear and Limited Reloads icons in weapon buttons in bottom left of HUD[/p][p] - Fixed issues with Grayline Adrenal Pump and Elite, K-Pump 2230 not functioning[/p][p] - Fixed issue with Wireghost Ghost Distortion showing the movement warning for being heard[/p][p] - Fixed issue with Vanguard Domeshot allowing you to target armored enemies[/p][p] - Fixed mismatched exit objectives in Battletank mission 2 stage 2[/p][p] - Fixed bugs with certain desk props that had a hairline gap between them and motion detectors were seeing through[/p]

Update #40: Cosine

[p][/p][p]Knights and mercs, we're wrapping up a busy weekend with another update to quickly respond to some of the most recent player requests and F10 submissions! We've rebuild the XP rewards for multi-stage missions to be significantly more rewarding, added more freedom of choice in the custom difficulty options for mission rewards and enemy HP, fixed a (recently appearing) bug with Overwatch + Killing an Enemy going over a barricade, made a bevy of small balance and bug fixes for Truck Job Part 2 and fixed a number of other reported map bugs in the game.[/p][p]In the meantime, we've been working on the next storyline which should drop soon sooooo ... we hope you'll consider leaving a review! Free updates, free maps, free new storylines, free free free. It is free to hit the review button too! [/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]Improved Multi-Stage XP Curves[/h2][p][/p][p]With Update #40, we've revisited the bonus to XP rewards for missions that are longer than one stage. These missions provided nearly the same XP as 1-stagers which isn't giving your survivors the credit they deserve for powering through multiple challenging stages. The bonus has now been cranked up to a compounding +50% XP per stage. Therefore, if your XP for a single stage mission was 100 XP, a 2-stager is 150 and a 3-stager is 225. [/p][p]Combined with XP for missions being linked to the their Power Level, you can now hit some pretty major numbers when taking on the most challenging runs in the game, the rare and risky 3-stagers like the one available in the new Truck Job Part 2.[/p][p][/p][h2]Custom Difficulty Maxes[/h2][p][/p][p]We offer a deep custom difficulty system to let you play how you want to play with over 40 tweakable values. With Update #40, we've pushed 3 of the options to have higher maximums, allowing you to play more maximally (both easier or harder) if you please.[/p]
  • [p]We have increased the Experience Rate from missions from its old max of 150% to 200%. If this another run and you'd like to level faster or you just don't have as many hours and want to crank it out, this can help increase the pace.[/p]
  • [p]Mission payments has gained the same expansion, going from max 150% to 200%. Get rich quick, try not to die doing it![/p]
  • [p]Enemy HP max has also been expanded from 150% to 200%. Not recommended, but for those players who have asked for it - why not!?[/p][p][/p]
[h2]Overwatch Kill + Mantle = Freeze[/h2][p]Back in Update #37, we fixed a number of cases that could cause the controls of the game to freeze but accidentally added a new case back into the game. This one was related to an Overwatch attack hitting and killing an enemy while they were trying to mantle over a fence or wall. A rare case but it started immediately popping up in our F10 and we've been hunting it ever since.[/p][p]So a huge thanks to everyone hitting F10 on this, we finally got enough context to easily reproduce it and then ... game over buggie![/p][p][/p][h2]Truck Job Part 2 Continued[/h2][p]Over the weekend, we made some improvements and fixed reported bugs and typos in the Truck Job Part 2 mission. With this update we've made a few adjustments as well. We have pushed the minimum Team Power Level for the Truck Job Part 2 up to TPL 6. This forces a bit more of a gap between the first and the second time that you'll work with Taylor Strizek but gives a team a lot more time to mature in prep for the high challenge ECHELON BOOST mission.[/p][p]We have also corrected the math for how the special secondary objective is calculated (+20% Payment and +5% Trust). The +20% payment was using the wrong number in its calculation and coming in really small. This is now resolved and you can completely double the payment of the mission if you hit all 5 goals.[/p][p]We fixed a number of typos and a few places in the dialog where one character would accidentally name the wrong target in the line.[/p][p][/p][h2]Downer Turn Restriction[/h2][p]With Update #40, we've made a tweak to the Cyber Knight's Downer Talent. Like most other passive Talents, Downer will now only activate once per Turn. The cases where you were getting back to back Downers on back to back shots and effecting the same 3 enemies was really suboptimal waste of charges. [/p][p][/p][p]Map AdjustmentsAs always, thanks to everyone reporting map issues big and small. We've cleaned up a few minor geometry bugs, a few miss tagged props and one spot in the latest map the Q-Compute Core where there was a lingering sight issue on 33% of a bridge doorway. Odd but resolved at last![/p][p][/p][h2]v2.2.43 - #40: Cosine - 10/12/2025[/h2][p] - Added XP bonus for all multi-stage missions (+50% per stage, if 1 Stage = 100, then 2 Stage = 150 and 3 Stage = 225)[/p][p] - Increased difficulty maximum for XP and Mission Payment sliders from 150% to 200%[/p][p] - Increased difficulty maximum for Enemy HP from 150% to 200%[/p][p] - Fixed timing bug in Overwatch that could cause controls lock up when enemy target was shot and killed while mantling or near end of move[/p][p] - Adjusted Truck Job Part 2 to require Team Power Level 6[/p][p] - Corrected scaling of secondary objective reward (20% Pay + 5 Trust) in Truck Job Part 2 to include all other bonuses/difficulty[/p][p] - Fixed Truck Job Part 2 typos and name mismatches[/p][p] - Adjusted Cyber Knight's Downer Talent to correctly only activate once per Turn (more is usually a waste)[/p][p] - Fixed one lingering sightline issue at a bridge in Q-Compute Core[/p][p] - Fixed other minor map and geometry issues[/p]