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Update #47: Shadow Sites Abound

[p][/p][p]Knights and mercs, we're back on the rip for content by adding 6 new Shadow Sites, each one with its own set of unique rewards for a total of +60 unique new programs, weapons, armor, mods and more. We've also opened up the Casting Director match set for which ex-corporate mercs might come forward with a hidden Shadow Site, fixed Casting Director issue preventing some Los Zagales connected mercs from recruiting the starting ex-Los Zagales Vanguard and Soldier, added a new option to allow critical missions to ignore merc backstories for Hates/Deserter etc, and finally fixed the last mismatch in plotting a movement destination and sightlines / how many can I attack? A very exciting update for all - [/p][p]A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week ːsteamhappyː[/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 Shadow Sites & Connections[/h2][p]With Update #47, we've pushed the number of possible unique Shadow Sites (and the unique rewards they can contain) from 4 to 10. This new +6 set represents a new Shadow Site for every megacorporation (Jupiter, Matsumoto, McKellen, Rook Tech, UltraTek and Warner-Brank). These new Shadow Sites each pack their own high-powered rewards, including now new Programs and Blueprints for Armor, Weapons, Mods and Intrinsic Mods. This will increase the variation that you might encounter when hitting a Shadow Site and deepen the variation of end-game loot you can achieve.[/p][p]In addition, we've improved the (previously too limited) Casting Director matches for Shadow Sites. Now mercs who have had trouble with their megacorporation of origin (let's be honest, that's all your mercs, right?) may come forward and reveal to you [/p][p][/p][h2]Buffed Loot Tables Go Boom[/h2][p]We're excited to roll out another big set of higher Power Level Blueprints for Weapons and physical lootable weapons across the game. These will help "round out" the loot tables in the mid to late game to ensure that there are good variety of Blueprints to feed your NanoFab and of physical loot that makes you consider adjusting your character load outs. This should help with any feeling of repetition that can set in for looting at the very end of the game.[/p][p][/p][h2]Critical Mission can Ignore Merc Hates (etc)[/h2][p][/p][p]We've upgraded the mission system to allow certain critical missions to ignore merc restrictions like Hates, Deserter, Wanted and Loves. These merc backstories are very interesting limits that help build out your character's relationships to different factions and force you to juggle up your heist team occasionally, but they can be very painful if you really need a specific merc on a very important end-game missions. [/p][p]The missions that have been put on the exclusion list are the last 5 missions of the Daedelus Bloc mission (where you aren't really working for Jupiter anymore) and the possible assassination attempt on Octane (where Rhino would refuse to go ...?!?) [/p][p][/p][h2]Casting Director: Recruit Connections[/h2][p][/p][p]We've fixed an issue that was blocking a number of starting recruits from correctly connecting their backstories with possible recruits. Specifically, Remi, Bondai and Molly were all unable to offer connections to the Los Zagales Soldier and Vanguard who can appear early in the game and then other team members who joined who had Los Zagales connections would also be unable to connect with these recruit offerings. This made these valuable offers appear only in a subset of games and is now resolved.[/p][p][/p][h2]Movement Destination lied about Sightline / Can Attack[/h2][p][/p][p]Whenever elevation was involved, there some mistakes in the math and the navigation point used to calculate the attack options while you were checking any given movement destination. This lead to a lot of feeling like the sightlines and the attack numbers for your weapons could lie to you and was a steady flow of F10s.[/p][p]We have resolved the issue, which stemmed from using a slightly elevated point at the movement destination to evaluate the attack checks. The movement destination promises for attacks show now be 100% reliable. [/p][p]Thanks to everyone for your patience on this and sending in F10s until we could figure it out.[/p][p][/p][h2]Recruit Levels[/h2][p]We fixed an issue where mercs could be broadcast to come out at level X and then actually appear at X-1 or X-2. Thanks to everyone who F10 this sneaky little issue. It turns out were were calculating X as the average of all your merc's levels. Then after the merc was recruited (at level 1) we recalculated the average with the new merc in the mix and the math came up with X-1 or X-2 usually. Woops ːbrainwormː[/p][p][/p][h2]More Challenging Secondary[/h2][p]For the Security Level maximum secondary objective, we've now implemented a maximum limit of 6. Realistically, once this value goes higher (it could go as high as 15!) it stops really being a challenge to achieve and has less and less impact on your choice of how to play a specific level. Keeping it pinned low helps ensure that secondaries make you heist a little differently in order to achieve a reward.[/p][p][/p][h2]v2.2.63 - #47: Shadow Sites Abound - 10/30/2025[/h2][p] - Added 6 new possible Shadow Site raids across the spectrum of megacorporate interests[/p][p] - Widened the scope of ex-corporate mercs that can come forward with a Shadow Site secret - now Ex-Hateful, Deserters, Traitors and more[/p][p] - Added over 60 unique and valuable rewards scattered across different Shadow Site raids - new programs, new blueprints for intrinsic, weapons, mods, armor[/p][p] - Added 30 new Blueprints and 30 new lootable physical weapons to mission loot/matrix tables to expand Power Level 6-10 options[/p][p] - Fixed Casting Director mismatch preventing Remi, Bondai and Molly from recruiting Los Zagales Vanguard or Soldier[/p][p] - Critical Missions (assassinating Octane, working for Paige at end of Daedelus Bloc) will ignore merc reasons to refuse to go on a mission[/p][p] - Imposed a reasonable limit on secondary objectives for Sec Level goals (max 6)[/p][p] - Fixed all bugs that could cause sightlines and weapon's "Can Attack" numbers to lie or be incorrect when testing out movement destinations/after move[/p][p] - Fixed bug with recruit level from Underworld Hub and other sources sometimes being wrong[/p][p] - Fixed bug with new Containment Site map and prison objectives[/p][p] - Fixed bug causing rare appearance of Head Hunters in a hack only mission (even though they don't *actually* show up)[/p][p] - Fixed bug where a recruit you rescue on a mission might return to the safehouse with an incorrect Talent Limit (invisible, trained Talents)[/p]

#46: Bug Crush Catchup

[p][/p][p]Hi all! We are pushing this bug crusher today with minimal patch notes .. because it's Sunday and I don't have time to write them right now :D[/p][p]See the changelog below for specifics![/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]v2.2.59 - #46: Bug Crush Catchup - 10/26/2025[/h2][p] - Fixed bug with Contacts disappearing from offering services after Limit Breaks until they gain Influence again0;p[/p][p] - Further improved sizing calculations for matrix host template sizes by Matrix Power Level[/p][p] - Fixed bug with Skipjack sometimes kicking you out of matrix host with *lots* of AP[/p][p] - Fixed bug with Skipjack sometimes dropping your Wireghost into an RCU instead of an SCU[/p][p] - Fixed bug with Wireghost Trap Keeper causing some IC reactions incorrectly[/p][p] - Fixed bug where character/contact tag might claim the linked character/contact was "status unknown" incorrectly[/p][p] - Fixed bugs with VIP hunters standing still if the VIP has already exited - now will start to hunt Knight or mercs more actively[/p][p] - Improved combat log and hover about dead bodies to be more clear about who discovered it[/p][p] - Fixed bug with hardened target bosses appearing randomly in levels[/p][p] - Fixed bugs with Glasswalker possibly activating multiple times on a single end of turn / Sec Level rise[/p][p] - Fixed bug with debuffs that reduce Initiative that might drive an enemy into the next Turn or cancel Overwatch[/p][p] - Fixed bug with enemy taking some follow up action (rotating toward a sound) while new turn is starting[/p][p] - Fixed bug where Combat Log buttons were not blocking clicks and clicking in that area would generate a movement path[/p][p] - Fixed double dialog on killing assassination target[/p]

Update #45: New Map "Containment Site"

[p][/p][p]Knights and mercs, we've been on an absolute content tear in October! Why stop now? Today we're dropping the 7th new map since launch - the Containment Site - and its +14 new proc-gen combos. We've also adjusted a default preference for the toggling outlines/highlight, improved the rules and pacing for Contact Limit Breaks, and addressed a number of other story bugs reported thorugh the F10 system.[/p][p]A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week [/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 Map: Containment Site and +14 Proc-Gen Combos[/h2][p][/p][p]Coming in hot as the 3rd new map in 30 days, we're excited to roll out a new map: the Containment Site! This large corporate site is constructed around a central research hall, some of it lowered into a pit that can make for a very dangerous firefight. Perched over top of it all is raised balcony that can make for an amazing sniper's perch if you can take it and hold it. The new Containment Site map is the 7th new map we've released since launch and is connected to 14 proc-gen objectives, and it is especially awesome for Prison Break and Assassinate VIP objective types.[/p][p]This new map release brings the total proc-gen combos (map X objective) up to 380 as we continually push to add new content, new maps and new objectives that reduce the changes for players to see repeated missions.[/p][p][/p][h2]"H" Toggle Highlights on by Default[/h2][p][/p][p]With Update #45, we've enabled by default the option to highlight all enemies, characters and objects on the may that you can interact with a visually obvious outline. You can toggle this option through 3 states - on, on with sight cones and off - using the H key or the left stick press on a controller by default.[/p][p]If you didn't know, now you know ːbrainwormː[/p][p][/p][h2]Contact Limit Break Pacing and Fixes[/h2][p]With Update #45, we've leaned harder into the math for Contact Limit Break pacing. Once a Contact reaches 80% Influence, they join a queue to have a Limit Break. The queue is ordered by all Contacts who have 100% Influence, then 90% and finally 80%. Within each Influence set, the ordering is by how long they have had over 80% Influence, so there is a nice magnitude and then timing ordering to the queue.[/p][p]The underworld is not instant, so once a Contact has the Influence, it can take some time before they make a Limit Break. Recently we added a dynamic throttling to this time to help clear out backlogs of Contacts - the more Contacts who are waiting for Limit Breaks, the faster this goes. [/p][p]After looking at some recent F10s and chatting with players here on the boards, we've realized that our math didn't go deep enough. The tiers of increasing speed of Contact Limit Breaks have been given another pass to be improved for extremely high efficiency players who are piling up a constant stream of Limit Break ready Contacts, far faster than the game's old setup could cope with.[/p][p]We also adjusted the display of the two different "Going into Hiding" results (the regular one and the worse one if Compromised) to show the maximum number of days in the offer instead of an attempt at guessing the rolled value.[/p][p][/p][h2]Other Story Fixes[/h2][p][/p][p]With Update #45, we've addressed a few new F10s about different story things. We've fixed some incorrect dialog in the start of Null Deal around the legwork and delaying, and we fixed a mistake with the FSC Armor Power Play that was allowing you to get the armor even if you rejected the offer. [/p][p]We also fixed a few situations with the new Shadow Site story hooks that could have caused the story not to kick off, even with the right tags for your characters. We're excited to see more teams getting into this content now, and we'll keep monitoring for other bugs. Thanks as always for your F10s![/p][p][/p][h2]v2.2.55 - #45: New Map "Containment Site" - 10/26/2025[/h2][p] - Added new proc-gen map "Containment Site": a hardened location or lab deep within corporate territory with an amazing overlook and a dangerous pit area which supports +14 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Assassinate, Boosted VIP, Prisoner) for Power Level 3+ teams[/p][p] - Highlighting characters, enemies and all interactable objects is now default behavior (H)[/p][p] - Improved pacing for Contact Limit Breaks to improve how sim handles large numbers of ready-to-go Contacts[/p][p] - Improved Contact Limit Break about going into hiding to correctly show the maximum amount of days[/p][p] - Fixed bug where aborting FSC Armor Power Play could result in the Service still being gained[/p][p] - Fixed issues with legwork dialog in Null Deal with missing character names[/p][p][/p]

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]