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Cyber Knights: Flashpoint News

Update #187: New Weekly Map "Sector 01 Interchange"


Welcome to the weekend and the latest weekend update! We're excited to keep the streak of adding one new map a week rolling with Sector 01 Interchange, adding a new Leverage that lets you take an extra merc on a mission, adding new Contact to the Underworld Hub offering, improving Hovertruck Operator services, adding (my new favorite) Best in Class filter for Weapon, Weapon Mods and Armor,

We're hard at work expanding and improving the game every week with multiple updates. If you like the relentless pace and the direction the game is going, we hope you will leave a review!

[h2]New Weekly Map Release[/h2]

We are now on week 7th of our New Weekly Map Release schedule, and we have hit it 7 for 7 so far! We're excited to keep this rolling, as the map count in the game has improved so rapidly in the last two months. This has been a huge boon to playability and replayability.

This week, we've got another unique map style coming online - the Sector 01 Interchange is a triangular bridge structure built over an old interchange. This cramped, close-in zone does not give a lot of forgiving wiggle room, and will push both stealth teams - it is a small space to stay stealthy - and combat teams - it is hard to establish zones of control when the fight is so in your face - both.

With the Sector 01 Interchange, we are continuing to support every single proc-gen objective (all 8) with absolute maximum variation inside each option (there are 32!! ways to play this level). The new 8 proc-gen combos offered by the Sector 01 Interchange, brings the total to 97 proc-gen combos and represents another 8% increase in map variety. Sector 01 Interchange includes support for the Assassinate VIP objective as well, which has a rapidly growing list of maps, but it is a key point to keep improving.

As usual, working on a new map comes along with fixing issues in the recently released maps. We've fixed several issues with spawning enemies and Siege missions across the set.

[h2]5 Merc Option for Siege and Battle Strike[/h2]

With Update #187, we've added a new Leverage offering for all Siege and Battle Striker missions. Of course, you can get a wide variety of powerful Leverage from the Field Ops room in your base, but this one costs a Favor from someone willing to provide on-demand, high-risk transport for an extra merc. With the new "Rapid Transport" Leverage, you can bring a 5th merc along for Siege and Battle Striker missions, which is a huge boost to your ability to steamroll the enemies. Of course, you'll have to know the right person, like a Hovertruck Operator (see the next heading).

We've also improved the display of the Siege "Hot Intercept" Leverage. This is automatically applied to all Siege missions to give you a bonus on that first Turn scramble (+3 MP). Previously it said "Applied" as if you had purchased it, but that was confusing so it now states "Automatic".

[h2]Underworld Hub + Updated Hovertruck Operator[/h2]

With this update, we've improved the services offered by all Hovertruck Operators. These key transportation focus contacts are going to be offering a lot more interesting Leverages in the coming weeks, starting with the new Rapid Transport one for Siege and Battle Strike.

To feed that hunger for Favors, you'll need to know the right transporter and be able to pile up the Favors. Hovertruck Operators are now interested in purchasing Item Blueprints as well as Gang and Syndicate Files.

In addition, you can now get an introduction to an additional Hovertruck Operator through the Underworld Hub Contacts service.

[h2]Best in Class Filter[/h2]

We've added a new "best" filter for weapons, weapon mods, and armor. This filter looks through the available list of equipment by class - such as Shotguns, SMGs, and Blades - and then only shows the equipment in that class that is the top Power Level for that class. In this way, you can see the best equipment only - if your best Shotgun is Power Level 4 but your best SMG is Power Level 2 and your best 3 Blades are all Power Level 3, you'll see these and hide any inferior equipment.

This new filter is killer for shopping - helping you focus only on the best and hiding all the chafe. If you want to go budget shopping you can look at the rest but Best in Class helps laser focus on what you really want, the choppas, the best, the highest Power Level.

With this new filter in place, we're going to take another hard look at remembering filtering settings more actively. The original attempt at this remembered things too widely (if you set something in the Weapons Store, looking at Armor Inventory used the same filter) which could lead to confusing situations. A better shot at it will remember specific filters set in specific scopes (Armor Inventory only).

[h2]Contact Traits[/h2]
With Update #187, we've added 2 new Contact Traits - Paranoid and Quantum Obsession. Along with these, we've improved the description of all Traits with extra service interest, like Gun Nut. These Traits - like Gun Nut, Addict, Paranoid, and Quantum Obsession - will all influence the types of services that a Contact may expand into during their Power Play Limit Breaks (coming very soon!). A Gun Nut is going to be very interested in getting into selling guns whereas someone with Quantum Obsession will want to get into slinging programs.

We've fixed a bug where the German-Connection Trait was considered negative and was improving during Exposure Limit Breaks.

[h2]F10 Bug Kill![/h2]
We've hit a lot of extra F10s this week as well. In some cases, especially with Scourge's Callus buff, you could exceed 100% Soak and end up displaying "-12 HP" when taking a hit. This is now fixed and armor maxes out at 95% soak, meaning you can never stop the damage entirely with Armor. There was another issue with duplicate dialog appearing on gunning down a VIP in an assassinate mission and the text shown for auto-crouch was something like "Mission.Ping.GetDown" - all fixed now.

[h2]v1.9.51 - Update #187: - 12/14/2024[/h2]
- Added new proc-gen map "Sector 01 Interchange": a cramped trio of bridges over an interchange providing high-stakes, rapid challenges that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker)
- Added new Leverage offering for Siege missions - Rapid Transport allows deploying a 5th merc
- Siege Leverage "Hot Drop" is now marked correctly as "Automatic" as it is always granted on Siege
- Added new "Best in Class" filter for Armors/Weapons/Weapon Mods - rapidly show only things with the highest Power Level in class
- Added new High-Risk Transporter to Underworld Hub Contact connections
- Added 2 new Contact Traits: Quantum Obsession and Paranoid
- Improved Contact Trait descriptions for interest in services (Gun Nut, etc) - these are potential possible services by Limit Break Power Plays
- Fixed bug allowing Armor soak % to exceed 95% and cause negative damage (wut!?)
- Fixed bug where German-Connection Trait was classified as negative for Contact Limit Breaks
- Fixed bugs with Bio-Recycle giving 3 Talents in the bar
- Fixed missing text for auto-duck where the game was saying "Mission.Ping.GetDown"
- Fixed duplicate dialog on taking down Assassinate VIP target

Update #186: Death in the Core


Early Access improvements across the board continue with today's Update #186. We have a new map and objective proc-gen combo (Decommissioned Core X Assassinate VIP), improved program/talent/item coloring in the HUD, big improvements to navigating the Matrix HUD with keyboard or controller, ability for Matrix Talents to exceed screen size and still scroll to them, some very important progression and balance updates, and another round of polishing for Blueprint crafting.

It is a heavy haul of an update with a lot going on! We've detailed it all below for you to read in detail.

Thanks for playing and posting and our small team especially thanks you if you choose to leave a review!

[h2]VIP Down in the Decommissioned Core[/h2]

With Update #186, we're continuing to buff the mission map list available for the Assassinate VIP proc-gen objective. The Decommissioned Core is a larger interior structure with many paths through it, so you'll have to contend with distance and limited sight lines (Snipers are crying) to take out the VIP on the move. Try to stay stealthy as long as you can, or else the VIP will start moving quickly and then it's going to be a loud, explosive footrace to the end.

This update also includes a ton of other fixes for new maps, including some big rework in Flooded Tunnels about enemy starting positions, counts, and siege setup. We've also fixed a few places where Matrix Terminals had SCU that were not linked to any devices.

[h2]New HUD Colors: Talents, Programs, Items[/h2]

To help increase the visual distinction between Talents, items, and Programs - we have added a slight color shift to these lists in the mission and matrix HUD. Talents retain the original blue coloration, while Items have taken on a gentle orange tint and Programs are now an oceanic green-blue.


We're moving toward automatically placing all items on your Talent bar all the time, so shifting color will help set them apart. It is nice to have them pop more in the Matrix and make a clear break between program (load / unload) and talent (use!).

[h2]Matrix HUD is Nav, Scroll for Too Many Programs/Talents[/h2]

We've adjusted the Matrix HUD to allow you to scroll (with the D-pad, mouse wheel, etc.) to reach any additional Programs, Talents, or Items that go off the edge of your screen. Along with this, we've improved the navigation in the HUD so that it is more open and easier to move between the different button groups. And finally, we've made the navigation in the matrix tree directly linked to the connections between the nodes, so you can walk the three with a keyboard or controller without having to try to free scroll around.

Also, if your program list is sorted to have Sleaze 2 first and Sleaze 1 second, then your actions under the IC will follow the same sort - Sleaze 2 first and Sleaze 1 second. We were previously failing to honor your sorting decisions in these action buttons.

Thanks to @brian and all of our Steam Deck players sending in F10 input and helping us improve here!

[h2]Blueprint Crafting UX[/h2]

We're hard at work improving the NanoFab UX to make the rules for Blueprint crafting clearer. A few updates ago, we started with some text updates and now we've moved on to some larger UI improvements.

With Update #186, we've split out the costs for crafting into the top right of the screen to plan a Blueprint craft. This gives us more space below to pick your Cube allocation and also lets us show discount and time reduction % directly inline.

It is a small but important step in the right direction that lets us reduce 2 to 3 lines of text from the old blueprint rules shown below the crafting recipe. This is in prep to help us focus that text solely on describing the type of recipe you're currently crafting and the Intrinsic bonus rules for that recipe.

[h2]Difficulty and Progression Adjustments[/h2]

We are at a (good) point in the cycle where difficulty and progression are now more and more of the focus of the community and our team. The game has many hours of content, hundreds of pieces of equipment, and a growing list of maps and, not surprisingly, will benefit from an ongoing focus on balance, progression, and difficulty.

So, with this update, we've made a few changes to help in these areas!
  • Progression: We have adjusted the mission payment scale, "squeezing" it a bit. The lower-level missions are now better pay and the highest-level missions had 5-10% trimmed off their top-line pay (when the missions start hitting for $1.5m each).
  • Difficulty: We've adjusted the Casual and Easy Difficulties for all new games - they come with negative values to Power Level scaling for matrix and mission, meaning that these elements of the game will stay lower challenge longer before starting to ramp up. Casual has a -2 Power Level applied to Matrix and Missions while Easy is a -1 and then Normal is +0, bog standard.
  • Difficulty:We've widened the range of Power Level boosts you can do up to -5 to +5. This can help if there are parts of the game you're not loving, and you want to breeze them. You can hit Matrix with a -5 Power Level and keep it simple for the entire game.
  • Progression: We have adjusted the proc-gen map rules to cull the harder maps from appearing too early in the game. Maps like Rooftop Ziggurat and Flooded Tunnels are too big and hard for a Team Power Level 1 team to be riding into without care. These harder, larger maps now slowly appear over a scale from Power Level 1 to 4.

[h2]Other Fixes[/h2]
We've also taken time during this release to hit a lot of small issues around key bindings, odd things with controllers, and other small bugs. Check the full release notes below!

[h2]v1.9.47 - Update #186: - 12/11/2024[/h2]
- Added Decommissioned Core to Assassinate VIP objective for new proc-gen combo (now 89!)
- Many improvements to enemy start locations for the new Flooded Tunnels map, fixed terminal bugs, unliked SCUs in Matrix
- Improved proc-gen to prevent high-challenge maps from being selected early (before Team Power Level 1-3)
- Improved starting Casual and Easy Difficulties - with -2 or -1 Mission and Matrix Power Levels
- Widened difficulty options for Mission and Matrix Power Level adjustments from -5 to +5 from -4 to +4
- Squeezed mission payment scale - lower-level missions pay a little more, higher level pay a little less
- Improved Matrix / Talent HUD with new tints - talents are blue, items are orange, programs are green
- Improved Talent hover in HUD to be clearer about the number of Turns until the next recharge
- Improved Matrix Talent list in HUD to horizontally scroll is too many items to show on screen at once
- Improved Matrix HUD navigation - more easily move between sections, matrix node map navigation follows node paths cleanly
- Improved NanoFab blueprint recipe screen, giving cost its own space, making discounts more obvious, improved help text
- Improved Matrix action list under IC to match the sorting of your program list (if programs Sleaze 1, 2 then actions Sleaze 1, 2)
- Hovers over contacts in sale/purchase offers now over the entire row, not just contact face
- Improved timeline prompts for all proc-gen missions to highlight and identify their objective type (spike CPU, bodyguard, siege, etc.)
- One-time services (E-Rifle) are much more tolerant to low Trust issues - will still offer to sell
- Improved Cold Storage screen for Accounts, Blueprints, and Files where Sell is primary (A or spacebar) is now yellow button
- Fixed issues with multi-class screen and hard-to-find training button in the bottom right (removed)
- Fixed issues with Font Scaling and training screen display of implants overrunning
- Fixed issues with the controller (B) key in the load screen
- Fixed issues with controller/keyboard Mint hotkey (space/A) breaking after changing files
- Added enemy description for FSC mecha infantry Po-Bots

Update #185: Red Alert Pit Viper


It must be a Monday and we've got the big update we couldn't button up over the weekend ready for you now! This one comes with a bundle of improvements to Matrix Host scaling (host rating color and Q-Sec AI), a new mission flag to pre-warn about matrix difficulty, the hotly requested "stayed crouched which planning sprint" QoL, improvements to enemy offensive capabilities in scaling, making the Bio-Recycle items available from day 1 and improving the map repeat protection from 2 to 5.

We're hard at work making Cyber Knights: Flashpoint better, bigger, and more polished each week. We couldn't do it without you—thanks for the posts, playing, and your F10s.

We hope you'll take a moment to leave a review if you are enjoying the game and our relentless update pace.

[h2]Matrix Power Level Scaling[/h2]

Over the last few weeks, we've been resolving many math issues and issues with the correct flow of properly scaled Power Level for missions throughout all the subsystems that rely on it. For example, we fixed a bug where higher-difficulty games were getting less Team Power Level for missions than lower-difficulty games (they should get the same).

Some of these fixes ended up exposing and fixing a Power Level flow bug that was preventing Matrix Hosts from scaling correctly and always turning up as Blue Hosts + Bronze Boa Q-Sec AI. So, this has been fixed in the last update but it has caused a sudden spike of really hard hosts appearing (Red Host + Gold Viper Q-Sec AI is a rude thing to encounter after so many Blue + Boa!!!).

With this update, we've gone back into the scaling system that had been set up before and re-adjusted all of the scales and weights to ensure that there is a ramp-up of difficulty and no major cliffs. High Power Level teams are still going to be hitting higher level Matrix Hosts, so we'd love to hear how it feels to you but the ramp is much more reasonable for lower Team Power Level and should play much better - challenge increases but isn't insane.

Unless you play on Chrome, gl wp gg ːsteamhappyː

[h2]Highest Rated Host Flag[/h2]

To help give a warning about the matrix host levels included in a level, proc-gen missions are now displaying a flag on a mission for the highest-rated host. If there are two hosts, you only get data about the highest-rated one (might be a Yellow and Red but you get a warning for Red) but at least you know how bad it might get. In the case of hack-only missions, this is very helpful as it gives you an immediate warning about the type of host you're considering going up against and you might pick a different hacker, stock up on consumables, or skip it altogether.

[h2]Auto-Duck vs. Cameras and Plotting Moves[/h2]

Last week we introduced a series of fixes to ensure that auto-duck is a highly consistent feature. Auto-duck causes your mercs to immediately crouch in any situation in which it will help them stay hidden. If an enemy is on patrol and they are standing behind some crates, they will auto-duck and dive out of view so the patroller can walk past. The goal is - you do not need to manually manage crouching.

With Update #184, we've pushed this feature to full coverage now by adding all the same auto-duck features against cameras. If a Long-Range Camera sweeps as it is changing positions and your merc is standing behind a set of crates (or in any situation) where crouching would avoid them from being spotted, they will auto-duck and get out of view. The camera will sweep over none the wiser.

In addition, we've added the highly-requested (!!!) ability to plot/preview a sprinting move while staying crouched. This allows you to preview a movement - either sprinting or crouching - without accidentally standing up and being spotted by the enemies.

[h2]Enemy Scaling[/h2]

We're continuing to hammer on enemy scaling - expanding the range of how and how far enemies can scale against your mercs. In most cases, your team will eventually end up with power levels - between Talents, cyber, weapons, armor, etc - that exceed what the enemy can eventually post up against you. So, a lot of this scaling work is focused on the enemy Power Level ranges above 5+, but it's key work to make the entire progression go smoothly and stay challenging.

With Update #185, we've rebuilt the offensive capabilities of the enemy sets, allowing them to scale better up to Power Level 10, equip better weaponry, and punch harder.

[h2]Bio Recycler now available[/h2]

With Update #185, we've changed the configuration around for Bio Recycler items. This powerful starting item is now available for sale in the "Medical Items Level 1" service. Meaning it is immediately available out of the gate. We've raised its price by 50% and increased its AP cost to 2.

To replace the original option coming forward to easier services, we've added new options - the Bio Dissolver and Liquefy 2200. The Bio Dissolver is sold in "Milsec Items Level 2" and now has a 3rd charge to clean up even more corpses. The B-Liquefy gel is sold in "Anti-Security Items Level 1" and costs 0 AP to use but keeps the 2 charge maximum.

This will help out-of-the-gate players have more options for corpse disposal without having to reach for the Scourge, Hacker, or Vanguard always. We're excited to see how the new options help you change the composition of starting teams and item carries.

[h2]Increased Protection against Map Repeats[/h2]

With more maps coming online every week, we've increased the existing protection against map repeats (which was "don't repeat the last 2 maps") to "don't repeat the last 5 maps" if possible. This should really help cut down on any feelings of repeated map appearances and is more and more effective as each new weekly map release drops.

[h2]Cheating Enemies on Fast Forward[/h2]
There was a code path in the option for automatically fasting forwarding all enemy turns that could result in certain enemies using a lot of AP ... like 15 or 20 AP sometimes if they moved around without any interruptions. They weren't using AP so they'd keep going until something stopped them. Bad bad bad, fixed fixed fixed!

[h2]v1.9.45 - Update #185: - 12/9/2024[/h2]
- Improved/reduced speed of Matrix scaling especially for Hack-only missions
- Matrix hosts now generate higher than Blue + Bronze Boa, become more challenging as your Team Power Level and mission payments ramp
- Added tag to proc-gen missions and hack-only missions that show the color of the highest rated host (i.e. "Yellow")
- Added auto-duck system against cameras and long-range cameras
- Added ability to plan a sprint move while crouching if you need to auto-duck
- Improved enemy progression and threat level - enemies scale better to Power Level 10, get better weapons at PL 5+
- Increased protection against repeating mission maps from "last 3" to "last 5" as the map pool keeps growing
- Bio Recycler (but costs 2 AP) now available in the "Medical Items Lvl 2" service, one Limit Break up
- New Bio Dissolvent (-1 AP, +1 charge) and Bio Liquefy (-2 AP cost) available in Milsec Items and Anti-Security Items
- Fixed bug where an enemy might take multiple movements and use more than reasonable AP if Fast Forward
- Fixed issues with doors in buildings blocking sight lines above them in the Urban HQ mission map
- Fixed duplicate dialog popping up during Kill 3 captains missions

Update #183: Take One Down, 99 Ragdolls on the Wall!


It must be Thursday and we're rolling out a new update with a full rebuild of our character's ragdolls, adding missing ambient SFX to the game, visually linking doors to their trigger panels to reduce confusion, fixing auto-duck bugs and more!

A big thanks again to everyone playing and posting feedback - we're hard at work during our Early Access phase and on our way to 200 updates here! Every few days, the game takes a lunge forward, getting better or larger - so let's keep grinding together. We've got a new Weekly Map Release coming up and more content to follow it as well.

Did you notice we do Early Access a bit differently? We vow to keep EA a crazy, relentless march to the finish line. You've got feedback? Post it and watch the game get better constantly. If you're having fun or like the direction of the game, please leave a review to help us keep trucking.

[h2]Ragdoll Rebuild[/h2]
We're excited to have finished a big background project that has been in the works for a while - the ragdoll rebuild. The old ragdoll setup - triggered when anyone dies and the physics engine takes over - was not the best looking, so it is grand to roll out the new one.


What have we done? We've adjusted all of the character joints and colliders in use to try to improve the realism of the ragdoll as it goes to the ground and as it finds its resting position. We've removed the awkward T position ragdolling that was so common on in the other system. We've also configured weapons to drive some percentage of the final physics force that is applied, so a Sniper Rifle kill should feel and look different than a Pistol execution or even a Revolver boom-boom.


There were some times along the way where we thought we might be dealing with aliens or something escaped from a cyber lab.


And unfortunately, any bodies that are currently lying on the ground when you get the update will be corrupted, stretched and munged. All new bodies you drop to the floor will be good. So this is a temporary setback.


The completion of this task also comes along with a number of improvements to character models, especially around necks and the connection of head-neck-body not having any gaps, clipping or overlaps.


Of course, there is always more to do! Ragdolls are fun to play with and we could clearly spend a lot more time tweaking and improving but for now we're excited to share the second-generation ragdoll and let you get back to heisting! For example, we know that there are issues with lower back flexibility in the ragdoll ... we've appealed to the megacorps to fund a robo-masseuse to help us straighten that out for the next iteration.

If you do see anything odd, please F10!

[h2]Environmental Ambient SFX[/h2]
We've restored the ambient SFX for areas which was accidentally lost early in the Early Access process to some coding mistakes. This ambient SFX helps give background noise and atmosphere to the room spaces and is part of the SFX volume slider.

While the ambient is back, the level spaces we're working in have changed a lot since we started. We are working on a review of the SFX vs. the areas we're playing in to see how to adjust and improve them.

[h2]Connecting Doors to their Terminals[/h2]

We have now added the same blue line connecting doors to their trigger panels as we have between Matrix Terminals and security devices and doors. This allows you to quickly see where you need to go to open any given door and hopefully can reduce any confusion about how to get a door open.

[h2]Auto-Duck Fixes[/h2]

Auto-duck is a longstanding feature that removes the need for you to manage your crouch / sprint state. I an enemy happens to be moving toward a standing merc and crouching would help the situation, then your merc immediately does that. We've been processing a number of F10s about situations in which auto-duck wasn't working and fixed all of the known cases now. One case was caused by 2 mercs in the enemy's view that both needed to auto-duck but only one of them would.

This is a lovely feature that reduces your need to manage state on your mercs so we hope everyone can get back to using it with confidence.

We are working on the paired issue - the inability to plot a sprinting move while crouched - now and will get it fixed soon.

[h2]Stressed Tag in 3 places[/h2]

We've added the Stressed Tag to the roster and the safehouse barracks list as well. It was appearing in mission deploy screen but that is not always where you need the valuable heads up that a negative Limit Break might be brewing.

[h2]Building Fixes[/h2]
While working on ragdolls we kept having ragdolls slip through parts of the edge of the raised buildings and fall down a floor. This lead us to finally finding and fixing the whole that has made buildings so troublesome - this allowed both corpses to fall through and be discovered but also for enemies sometimes to shoot up through the invisible hole even though you should not be a valid target.

[h2]Other F10 Cleanup[/h2]
We hit a few other nice QoL F10s for this update. There are still lingering issues with +25% Font Scale but we're getting them as they come in - this time we fixed issues with the Talent LImit being hidden on the class tree at that Font Scale.

Using Leverages in the HUD left an odd "Button" text showing - now fixed.

Sometimes if you swapped mods on your weapons and then went to the Appearance tab, you would visually see the old mods - now fixed.

And if you were targeting with Agent EX Glitch it would let you drag the target circle as far as you wanted which isn't consistent with how other ranged targeting circles work. it is now limited to the range of the Talent and fixed.

[h2]v1.9.39 - #183: - 12/4/2024[/h2]
- Rebuilt all character ragdolls for more realistic and visually appealing joints and deaths
- Added blue line from door to door trigger on hover to make connection more clear
- Added missing environmental ambient SFX by different mission map themes and safehouse
- Fixed issue that could prevent merc from correctly auto-ducking when enemy is moving
- Added "Stressed" tag to Roster and Safehouse Barracks overlay to match Mission Deploy screen
- Finished all dual pistol/revolver animations for all characters
- Fixed major sight line holes and spaces where bodies could fall through building rooftop edges
- Fixed Agent EX Glitch Talent allowing target to be shown beyond maximum range
- Fixed issue with +25% Font Scale preventing Talent Limit from showing in Class tree
- Fixed issue with appearance not always updating after swapping mods on weapons
- Fixed odd gray text "Button" appearing in HUD sometimes

Gift Giving Community "Challenge"

[h2]Initial Challenge Write Up Below[/h2]

Knights! It's time to wrap up our Giving Gifts challenge. Some great gifts, and a few lumps of coal, were given out!

Here are a few highlights:

MikeJames handed out this Epic Revolver. I mean sure it's a little noisy, but it packs quite the punch!


We saw Khargal gifting this Legendary Sniper Rifle. Tuned up with its suppressor, that merc will be hiding in the shadows at a distant to help clear out enemies.

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And well sometimes you get a lump of coal for the holidays, because you went and got yourself injured on a previous heist. Muddball gave out this practical if not very flashy gift after a mission gone sideways.

Hope you enjoyed this wrap of our Giving Gifts 'challenge.' As always I'll be back soon with another CKF community challenge!



Hello, Knights! It's time for another CKF Community Challenge. Though honestly this is less of a challenge and more of a show and tell. In the spirit of the holiday season, we want to hear what gifts you would craft and give your mercs.

There are only two requirements for this:

- Your gifted items must be ones you craft
- Your merc must use the crafted item you give them



Since this is a very different sort of community 'challenge' what you choose to share may be different from other challenges, some ideas:

- The story of why you chose that particular item for that particular merc
- your head canon for the relationship between your CK and mercs
- Any other creative ways you want to share to tell us about your team: memes, interpretive dance, gifs, etc



Hope your appreciate my terrible photo editing job! :D No matter what you choose to share, please share screenshots of your merc with their gift equipped and in use!



We’ve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #giving_gifts to join in on the conversation!