1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #39: Truck Job Returns!

[p][/p][p]Knights and mercs, we're dropping another hot update onto the streets of New Boston, calling all heisters. Following up on the 2 new maps (Harbor Prison, Q-Compute Core), Update #39 drops the second half of the Taylor Strizek saga (TRUCK JOB is the first part), as well as a bunch of other exciting stuff. The new heist comes with 2 missions, one of which is an extremely challenging 3-stage heist. We've also added a new system for friendly "ally" units that are controlled by the game but fight on your side, the new Omicron Rook Implants service can offer 8 high-powered cybernetics, 4 new temp Trait options for Face's during Limit Breaks, and fixed a pile of F10s reported by the community (as always, thank you!)[/p][p]As we get going on this content rip, 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]Strizek Returns with Truck Job Part 2[/h2][p][/p][p]While there are no more trucks to chase in the second half of the Taylor Strizek storyline, this extension of the story wraps up her arc and the boosting of this genius-level scientist from Matsumoto. You're sure to make some new friends, enemies, witness some crazy tech, and hopefully (fingers crossed!) complete the pre-arranged boosting to Rook Tech.[/p][p][/p][p]The second half of the storyline features a new, extremely hard 3-stage mission. In addition, the new arc includes a new structure where another linked mission can change the options you have in pathing through the 3-stage mission.[/p][p][/p][p]If you can pull it off, a new unique cybernetics service - the Omicron Rook Implants - is one of your many rewards, offering 8 new cybernetics from Power Level 4 to 7.[/p][p][/p][h2]Face Limit Break Temp Traits[/h2][p][/p][p]We've now added 2 options to both Hype and Stress Limit Breaks for Face that will allow them to pick temp Traits. These Traits are either temporarily buff or debuff to team XP and Stress or a temp buff or debuff to the Face's negotiation prowess and ability to pull in big paydays on missions.[/p][p]This also helps any really late game squads where your Face has run out of options to pick as they are 100% leveled to the gills.[/p][h2]Ally Unit System[/h2][p]Cyber Knights has already supported some pretty exciting variation within the game-controlled characters - the local security, the ability to drop in aggressive enemies who fight you and the security, brain-wormed maniacs fighting everyone, Head Hunters chasing you and fighting local security, VIPs who want no part in the fighting ... [/p][p]And now, we've added friendly ally units that are under the game's control. These units will fight with opposing faction forces (often local security) and will take friendly actions (buffing, healing) toward your mercs if there is a chance to do so. These allies are not under your command and so will follow their own orders and tactical decisions.[/p][p][/p][p]You'll spot them by their sea green outline and "Ally" shown in their overhead.[/p][p]While this new angle for deploying friendly allies was not simple to add, it is exciting in the ways it opens up more scenarios (friendly faction coming to back you up) in missions and stories as well as the option to expand the Leverage system (pay gangers to arrive and cause hell, but if they see you the gangers don't shoot you). More on that Leverage option soon![/p][p][/p][h2]Jupiter Advanced Decks vs. Cascade Arms[/h2][p][/p][p]The next to-be-released Power Play slipped out of the lab in yesterday's hotfix, kind of stealing the Advanced Jupiter Decks spot. You may have seen an offer for Cascade Precision Arms OR your currently on-going Advanced Jupiter Decks Power Play events might have sudden disappeared. This should all be resolved in this update.[/p][p][/p][p]However, if you have any issue with this Power Play after yesterday's bug, please email me at [email protected] and we can assist.[/p][p][/p][h2]v2.2.37 - #39: Truck Job Returns! - 10/9/2025[/h2][p] - Added second part of Taylor Strizek's Truck Job - get heisting! Restricted to PL 5+[/p][p] - High difficulty 3 stage mission to boost Strizek from MATS to Rook - boooooooooooooost![/p][p] - Added new Rook cybernetics service and 8 new cybernetic implants (PL 4-7)[/p][p] - Added new Limit Break options for Face - temp Traits High Baller, Low Baller, Leadership Surge and Leadership Slump[/p][p] - Added new system for friendly allies who can come to your aid in missions (but are controlled by game)[/p][p] - Fixed bug with Truck Job part 1's pre-hack mission where Head Hunters might pretend to arrive[/p][p] - Fixed bug in Nanofacture Hub where an enemy could be stuck in a set of lockers[/p][p] - Fixed bug with offset UI from map elements in "Decommissioned Core" map[/p][p] - Added missing enemy description for Syndicate Shocktop enemy type[/p][p] - Fixed bug with (not ready) Cascade Arms Power Play appearing and Jupiter Advanced Decks Power Play disappearing[/p][p] - Fixed sudden bad stats for Ex-Los Z Recon Vanguard's backstory Trait[/p][p] - Fixed bug where a Head Hunter who is killed by your team really quickly might still pop up the next turn for trash talk[/p]

Update 38: New Map "Q-Compute Core"

[p][/p][p]Knights and mercs, we've been hinting at going on a big content rip, which we got started with a new map "Harbor Prison" last week and now we're dropping a second new map, the Q-Compute Core. More content in the rip is just a day or two away! With Update #38, we've also added new proc-gen combos for Hardened Target, 2 new cybernetic implants, improved a number of nodes in the Agent EX and Wireghost class tree, reduced cooldown on Face's Opposition Research, fixed a bug with Burnt Contact's disappearing, fixed multiple causes that might lock the game up (Warmachine Pain Editor being one), and a ton of other community reported F10s. This one really smashes a set of key bugs that were generating a ton of F10s, so we're excited to see these put to rest and let the heists run smoother![/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: Q-Compute Core and +11 Proc-Gen Combos[/h2][p]Hot on the heels of last week's new map, we're excited to roll out another new map: the Q-Compute Core! The Q-Computer Core is build around a central quantum core, with four wings of the lab all giving access to the main chamber across bridges. It is an exciting map with a lot of potential ways to flow through it and plays awesome across the different objective types. The new Q-Compute Core map is the 6th new map we've released since launch and is connected to 10 proc-gen objectives, and it is especially on point for the Infiltrate and Download and Heist CPU objective types.[/p][p]A dedicated quantum core facility built around a central restricted platform accessible only by bridge where the primary quantum host is housed. The map features a wide circular ring that allows access to the main compute platform across one of four bridges, it offers many ways to plan the optimal heist route through its twisting rooms and open halls.[/p][p][/p][h2]New Hardened Target Proc-Gen Combos[/h2][p][/p][p]With Update #38, we've kept the pressure on wiring up more map options that can link with the Hardened Target objective. These two new proc-gen combos (map X objective) both help increase the variety of Hardened Target objective (now linking to 31 maps) and ensure that some maps that don't appear often enough are more present in the general circulation. [/p][p]Between the new Hardened Target combos and the new map and all of its combos, this brings the total number of proc-gen combos in the system to 355! From our humble beginnings of going for 80 combos in Early Access, it is exciting to be here where its basically inconceivable that you'd see anywhere near every map in every objective during a Knight's career.[/p][p][/p][h2]Imported Cybernetics - Service Level 6[/h2][p][/p][p]WIth Update #386, we've further expanded the offerings with the cybernetics service, Imported Cybernetics, to have a 6th service level. This now includes 2 new high-level implant options - Brau ADX Filter and the Trache-Dualflow). [/p][p]While the Trache-Dualflow offers multiple healing charges in its Talent, the Brau ADX Filter offers top of the line buffs to HP and Move Speed for its slot. Both cybernetics offer different ways to sustain your health and cope with damage throughout challenging heists, fitting right into the Warner-Braun's envelope as the highest tier provider of biomedical cybernetic implants and can be nice additions to your existing teams.[/p][p][/p][h2]Class Tree & Talent Tweaks[/h2][p][/p][p]With Update #38, we've fixed a few icon mismatches in the Wireghost class tree and fixed an Agent EX node in the top left that was very weak for its position - now it gives +1 Reaction and +2% Move Speed.[/p][p]In addition, we've pushed the recharge timer on the Face's Opposition Research Talent down by another 10 days, making it more possible to upgrade this to the max and keep it running hot across series of missions.[/p][p][/p][h2]VIP Debuffs[/h2][p]A few releases back, we introduced an additional set of debuffs to VIPs who you are bodyguarding or escorting. This included an additional -25% Move Speed penalty that was unfortunately not visible on their status pop up. Combined with their -15% from Armor, this contributed to a whopping -40% Move Speed which did make them hard to buff into extreme speeds but also made them a pain and a liability.[/p][p]With this update, we've consolidated all of their Move Speed debuff into their armor and the total is now -25%. The Armor has also gained a +5% Built-In Armor help soak a little damage and they have gained on average +25 HP in addition, making them slow but a bit tougher than they have been.[/p][p][/p][h2]Hiding "Burnt" Contacts[/h2][p][/p][p]A bug had crept in with the latest round of filtering adjustments for Contacts where Contacts who were in the Burnt Status (equivalent to Enemy, but specifically due to some action you took during play) were being hidden.[/p][p][/p][h2]Bugs and Control Locks[/h2][p]In addition, we've cleaned up about 50 F10s in different areas, but our focus now is on ironing out any final places where control schemes, timing or map oddities can cause the game to get into locked state with the controls unresponsive. While these are rare events and at worst, you lose a single turn worth of play, they should never happen at all![/p]
  • [p]With this update, we've resolved one issue with selecting and then canceling Grenade Talents really fast - this could cause you to teleport and potentially lock your controls.[/p]
  • [p]We've fixed an issue with Warmachine's Pain Editor if the buff causes you to "steal" the turn from the enemy[/p]
  • [p]We've fixed some issues where players are on the very edge of extraction zones that can either lock up controls or leave the extract button incorrectly enabled.[/p]
  • [p]We fixed a lock up and animation oddities if a hacker dies mid-hack.[/p]
  • [p]We've fixed some timing issues around enemies throwing grenades or stop their movement suddenly and then immediately ending their turn that could causes control freezes.[/p]
[p][/p][h2]v2.2.27 - #38: New Map "Q-Compute Core"[/h2][p] - Added new proc-gen map "Q-Compute Core": a dedicated quantum core facility built around a central restricted plaform accessible only by bridge where the primary quantum host is housed that supports +10 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download) for Power Level 1+ teams[/p][p] - Added +2 new Hardened Target proc-gen combos (map X objective) bringing Hardened Target combos to 31 maps[/p][p] - Added new service level for Imported Cybernetics (6) with +2 new implants (Brau ADX Filter, Trache-Dualflow)[/p][p] - Fixed 2 upgrade nodes in Wireghost tree with the wrong attribute icon[/p][p] - Fixed bug with Warmachine's Overheat Talent lasting too long when disabling devices[/p][p] - Filled in Agent EX top left upgrade node in class tree, now adding +1 Reaction and +2% Move Speed[/p][p] - Reduce Face's Opposition Research Talent's starting recharge time by 10 days[/p][p] - Fixed bug where Contacts with Burnt relationships could disappear temporarily[/p][p] - Fixed issue where Warmachine's Pain Editor Talent might activate and steal the turn but unfortunately lock up controls[/p][p] - Fixed rare issues where enemy agent might lock up at end of turn, throwing grenade or moving [/p][p] - Fixed issues in extraction zones when reloading or moving very close to the edge leaving button enabled[/p][p] - Adjusted buff/debuff on VIPs you are escort/bodyguard - gain a small +25 HP bonus, 5% Built-In Armor, Move Speed debuff total -25% on Armor[/p][p] - Fixed issue where enemy agent attacking in Full Auto mode could target mercs that are Hidden[/p][p] - Fixed cases where an AI might hang during their turn and be unable to complete action[/p][p] - Improved animation/ragdoll when hackers dies while hacking[/p][p] - Fixed issue where grenades could fall forever off the edge of buildings[/p][p] - Fixed issues that could occur during rapid play with input on selecting and canceling Talents (hard locks, teleporting to grenade location)[/p][p] - Improved consistent updating of "Under Equipped" tab in roster under all circumstances[/p][p] - Fixed issue with Prox Mines being converted to attack enemy AI by Wireghost Kill Switch Talent[/p][p] - Fixed more map issues and starting points that were unfairly seen[/p][p] - Fixed a metric ton of typos[/p]

Save 25% and Update #37: Networker Reshuffle

[p][/p][p]Knights and mercs, Update #37 is landing on the streets of New Boston while the marketing pods at the megacorps are all blaring the same tune: 25% off this week! Get this puppy while its hot. It's a lot of megacorp nonsense, so let's get into the real stuff on the street, the update. #37 arrives with a few tailored fixes for smoke rules, new rules for Face respec to make it fair for everyone, fixing a bug that was hiding the -25% and -50 Cover penalty from the accuracy breakdown (since Update #35 ːsteamfacepalmː ), fixed bugs with Agent EX Line Crawler when it hit 100% activation, enabled an option to disable the mouse-focused support that made map action buttons clickable, improved enemy usage of Talents, fixed a huge host of map issues.[/p][p]To all of those playing, posting and especially everyone leaving a review this week - thank you! Your support makes what we do as a small, indie studio possible.[/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]Face Respec[/h2][p][/p][p]For a long time, respec'ing the Face has been an interesting topic. If you did it correctly, especially when combined with the Face's Efficiency Grind Talent, this could create an endless supply of Talent charges. Anyway, those days are over and fair Face respec has arrived.[/p][p]We've implemented the respec-and-retraining cycle as fairly as we could with the Face. Now, when you respec your Face, we just store all the details about all of your Talents - their ready charges, any cooldown time waiting. Then as you retrain these Talents, we just re-apply those values. This includes Talent upgrades - so you have 2 charges of Care and Feeding ready and then respec, you'll have 1 charge when you retrain the Talent (as, it has 1 charge max) but then if you upgrade it to the second charge, you'll get that charge for free.[/p][p]If you have a Talent trained, respec and then do not retrain that Talent and let time pass, the values that you had the last time it was trained are maintained, including any cooldowns.[/p][p][/p][p][/p][h2]Restored Cover in Accuracy Calculations[/h2][p][/p][p]Since Update #35 (blame smoke!) the Cover penalties were hidden in the accuracy breakdown in the top right corner. This mistake on our part has created a lot of confusion with the accuracy system, sniper rifles, smoke and just about everything. We are very glad to have your cover penalties back![/p][p][/p][h2]Option to Enable Clickable Action Buttons on Map[/h2][p][/p][p]With Update #36, we enabled the action buttons hovering over the map to be clickable for those mouse-only players in our player base. However, this new feature was not great for players who do like keyboards, so now we have added it as an option. If you want the action buttons to be clickable, go into Options > Controls > Mouse Controls and turn on the option. It is disabled by default.[/p][p][/p][h2]Smoke Tweaks vs. Suspicious Enemies[/h2][p][/p][p]With Update #37, we've fixed a few minor issues with the smoke rules that went out in Update #35. The main issue that was resolved was about how enemy agents acted once your characters had been Spotted. If a character was in a smoke cloud but had Spotted status, then it did not mattter what the status of the enemy agent was - Unaware, Suspicious, or Alerted - they would see and attack your character.[/p][p]The fix to this issue is to ensure that each enemy agent needs their own event to rise up to the Alerted status - perhaps told by another enemy agent with local alert, or seeing a merc who is not hidden by smoke. Once the player is Spotted and the enemy agent is Alerted, then the enemy agent will correctly see and attack the merc through smoke.[/p][p][/p][h2]Many Map Fixes![/h2][p][/p][p]With this update, we've closed about 50 F10s from the community about small bugs with maps. This includes cases where your mercs might start in an enemy sight line, or a lootbox was positioned slightly inside another prop, or a lamp post could be walked through or an exposed VIP started in sight of enemies. This was a really big sweep of small but important map cleanup changes, so thank you for reporting on such details - large and small - to help us improve the game![/p][p][/p][h2]v2.2.25 - #37: Networker Reshuffle - 10/2/2025[/h2][p] - Fixed issue with Suspicious enemies seeing Spotted mercs through Smoke - enemy needs a spotting event to be able to target through smoke[/p][p] - Improved Face Respec rules - all Talents restore their charges and recharge rate from last time they were trained[/p][p] - Fixed value shown for "time to recharge" in Face Talent hover off main Safehouse screen (showed 88 turns means 22 days)[/p][p] - Fixed issue with Cover penalties (-25% / -50%) not appearing in Accuracy log in the top right[/p][p] - Fixed bug with Agent EX Line Crawler not triggering at 100%, improved combat log to reference disabled security device type[/p][p] - Added new option to enable mouse-only style of play for clickable key glyphs in mission map[/p][p] - Fixed bug that could cause a game freeze when a merc was shot to Bleeding Out while hacking[/p][p] - Fixed bug with Matsumoto enemies using H-Series Injector item when not injured[/p][p] - Fixed bug where connecting to a Matrix node the second time could reset its scan level to 1/2[/p][p] - Fixed many map issues where you might have started level with enemies spotting mercs or exposed VIP at start[/p][p] - Fixed issues with some props not correctly tagged for cover / blocking movement[/p]

Update #36: New Map "Harbor Prison"

[p][/p][p]Knights and mercs, lets kick off the Autumn Sale and our 25% offer with a new map! We're at the start of a big rip of new content which we are kicking off with a new map, new proc-gen combos for Hardened Target and new weapon 3D models for your guns. We've also made some improvements to smooth the experience for mouse only players and fixed a number of other bugs reported through the community F10 reporting tool. [/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 Map: Harbor Prison and +11 Proc-Gen Combos[/h2][p][/p][p]We're excited to roll out a new map: the Harbor Prison! Your heist team may soon be off to a new, exciting and challenging area for their heists. The new Prison Harbor is the 5th new map we've released since launch and can play the roll of a active or inactive prison site, as it is connected to 11 proc-gen objectives, only one of which includes breaking a prisoner out of a cell. [/p][p]We're excited to drop this new map but also to say it won't be alone - another is coming on its heels.[/p][p]Built on the fringes of New Boston's crumbling waterfront detention facilities store, recycle and extract information from the corporation's endless list of enemies and malcontents. The map features a central prison block that is open enough to host a hell of a gunfight or even sneak past some patrols. Featuring an additional outer loop, teams looking to find the best approach to the prison block can find another way around or work within the given space to lure out the guards.[/p][p][/p][h2]New Hardened Target Proc-Gen Combos[/h2][p][/p][p]With Update #36, we've wired up 5 more maps that are eligible to be rolled and played whenever you get the Hardened Target proc-gen objective. These new map connections help push the total number of maps Hardened Target can appear on up from 24 to 29. And we have another set coming in the next update to help Hardened Target going the "over 30" club for map combinations.[/p][p]This now raises the total number of proc-gen combos in the system to 342, making it less and less likely that you'll see the same map X objective across playthroughs, with an even smaller chance that the map will be played in the same direction, with the same security/enemy/loot outlays.[/p][p][/p][h2]+5 New Weapon Models [/h2][p][/p][p]Thanks to @ZigZag for the nudge, we've added an additional 5 weapon 3D models to help shake up the look of your weapon catalogs as you progress through the game. The new additions are pretty tilted toward the ARs with 3 new AR chassis being added. ARs were one of the most underserved and most popular category of weapons, so this is a nice bonus for everyone.[/p][p]In addition, there is a new sniper chassis for high level snipers as well as a E-Rifle that is ready to roast some enemy and sizzle some Armor Points into nothing but smoke and a bad smell.[/p][p][/p][h2]Mouse Only and Improved Click-n-Hold Pan or Rotate[/h2][p][/p][p]With Update #36, we've closed the gap toward being able to play complete with a mouse by enabling all of the over-map buttons to be clickable directly with your pointer. This offers a standard way to confirm an action (such as attack) with mouse only, but also to allow you to take other options that previously required the keyboard like switching Firing Modes or turning off snap during move.[/p][p]There is still some work to do to upgrade Grenades to let you click on their alternative options but this is a huge step forward for 100% mouse-only players.[/p][p][/p][p]If you are using the default key bindings, then you'd be clicking RMB to rotate by moving the mouse and clicking middle mouse button to engage panning while moving the mouse. These are pretty popular mouse commands and for many player facilitate faster map navigation or allow for closer to mouse-only play. [/p][p]Now whenever using these functions, your mouse will disappear during the hold. It is magically locked so that you can't stray out of the window, into a UI element, trigger a hover or anything like that. When you release, the mouse will snap back to the middle of the screen.[/p][p][/p][h2]v2.2.19 -#36: New Map "Harbor Prison" - 9/29/2025[/h2][p] - Added new proc-gen map "Harbor Prison": a sprawling prison block that supports +11 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download) for Power Level 5+ teams[/p][p] - Added +5 new Hardened Target proc-gen combos (map X objective) bringing Hardened Target combos to 29 maps[/p][p] - Added new weapon designs: 3 new AR chassis, 1 new sniper chassis, 1 new E-Rifle chassis[/p][p] - Improved options to play with mouse-only as all keybinding buttons on map controls are now directly clickable[/p][p] - Mouse now freezes when using click-n-hold to pan and click-n-hold to rotate[/p][p] - Fixed bug in smoke rules where Smoke Penalty could be applied if the smoke cloud was *behind* the target[/p][p] - Fixed bug in buying UI where you could not buy an item if the first seller was In Hiding[/p][p] - Fixed bug where Swapping Loadouts did not always update the "Under Equipped" tag in the barrack's list to the left[/p][p] - Fixed bug in victory/defeat screen where an off click could result in the main elements being deselected and inaccessible[/p][p][/p]

Update #35: Cloud of Smoke

[p][/p][p]Knights and mercs, we're rolling out an upgrade to the smoke system that has been a long time coming. With a change to an important system like this, we took our time, worked with the community to discuss the exact rules update on Steam and on our DIscord to ensure that we kept the intention and soul of Smoke Grenades and Smokescreen Talent while balancing out the parts that could be used to make this fun heisting tool broken. We've also improved and clarified a number of other Agent EX Talents, fixed some map bugs, improved hit reactions to Shock Mines, fixed a bug with late stage Jupiter Decks Power Play and more.[/p][p] [/p][p]From here, we are turning a corner from features and balance and going on a mad content rip. Let's go![/p][p]Thanks to everyone leaving a review this week! We're a tiny team of 3 game dev working hard to get you as many updates as possible and we need you to help us spread the word, so please take a moment and leave a review and tell a friend![/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]Smoke Grenades and EX's Smokescreen[/h2][p][/p][p]Heisting is most fun when you have a lot of tools in your toolkit, giving your team lots of ways to approach challenges at different points throughout the level's flow. [/p][p]Smoke Grenades and Agent EX's Smokescreen were added as powerful tools for obfuscating your movements, delaying your enemy and covering your maneuvers (retreat, charge, etc). Due to some of the "absolutes" in their rule implementation, they became easy to abuse in different ways, and they could often become a kind of "temporary fortress" from which your team could fight, kite and exploit the enemy to death. [/p][p]The following adjustments to Smoke rules remove the absolutes and angles for abuse while keeping Smoke valuable and exciting for its original purpose - confusion, delay and temporarily covering movements. [/p]
  • [p]Smoke no longer absolutely prevents being Spotted. If an enemy gets within 5m of a character will Spot them in or through smoke.[/p]
  • [p]Smoke no longer absolutely prevents ranged attacks. Any ranged attack originating in, passing through or into smoke suffers a Smoke Accuracy Penalty based on the distance (sliding from 25% at 5m up to 60% at 25m or higher).[/p]
  • [p]A character who is Spotted can be targeted by an combat-active enemy in, through or out of Smoke. If a character has not been Spotted, enemy agents do not know they are there and therefore cannot attack them.[/p]
  • [p]Enemy reaction to Smoke has been improved, they will report it to the Sec AI and then often be assigned to go close, seeking to discover or flush out anyone hiding inside.[/p]
  • [p]The duration of all Smoke Grenades has been reduced by 1 Turn.[/p]
  • [p]Melee attacks in Smoke are unchanged.[/p]
  • [p]Agent EX continue to not suffer any Accuracy penalty from their own Smokescreen.[/p]
  • [p]Smokes interaction with security devices like Cameras is unchanged - Smoke block security devices absolutely,[/p]
[p]For a small slice of players who use smoke liberally, this might mean some strategy adjustments. But most of the advantages are the same, but they are less absolute. [/p][p]A merc can still use Smoke to hide their movements, but more momentarily, as enemies are likely to approach and Spot them through the smoke. [/p][p]A merc can still use Smoke to disrupt or slow down a firefight, but once they are Spotted any combat active enemies will fire on them. This means relying on the Smoke Accuracy Penalty instead of the absolute blocking of sight.[/p][p]Remember that at 5m, regardless of Smoke or Accuracy, any attack is guaranteed a Glancing Hit at least.[/p][p]A big thanks to all the community members here on Steam and on Discord who helped review and shape these exciting rules updates.[/p][p][/p][p]Agent EX Smokescreen Talent has kept its special ability - the EX can shoot through, into or out of their own Smokescreen without suffering any Smoke Accuracy Penalty. As this is not as powerful / absolute as it was before, we've added a minor buff to anyone standing inside the Smokescreen area, with a +10% Built-In Armor to help soak damage and a +10% Damage buff to help anyone attacking out of it.[/p][p]Agent EX Smokescreen has also gained a new color tint to help is stand out if it is used alongside regular Smoke Grenades.[/p][h2]
Agent EX Rebalances[/h2][p]With Update #35, we've made some clarifications and improvements to Agent EX Talents.[/p]
  • [p]We have updated the language for Aimlock and Dual Reload to be clear that you are firing a single SMG at a time, but these talents require that you are carrying 2 SMGs. [/p]
  • [p]For Line Crawler, we have rebalanced and improved the % chance that an additional device is knocked out the next turn. The base chance has raised from 40% to 50% and now the 4 level point upgrade chain adds +10%, +10% and finally +30% (for 2 pts) giving you a guaranteed additional device per Turn. It is an expensive set of upgrades, but very worth it![/p]
  • [p]For Shuriken Wave, we have increased the power of the Damage upgrade node so that it adds +25 Pure Dmg instead of +12. Also, we've pushed the area of effect bonus out by +1m so it is +3m total instead of +2m.[/p]
[p][/p][h2]Shock Mines Flinch[/h2][p][/p][p]It was always disconcerting when the enemy agent who got Stunned by the Shock Mine didn't react. Especially if there is a crowd in the zone, the visual flinch of getting hit is super useful. Now - when they get electrocuted, you know it![/p][p][/p][h2]Map and Story Fixes[/h2][p][/p][p]A few salient map and story fixes are worth nothing:[/p]
  • [p]If you got stuck on the last level of the Jupiter Decks Power Play, try to restart before the level or reach out to us. This is now fixed but for a minute, it was broken.[/p]
  • [p]One level that required Blue Keys for exit has had a few of its proc-gen objectives adjusted to ensure that the Blue Key is present and/or there are other options available for extraction.[/p]
  • [p]We've fixed a few cases where multiple victory or defeat conditions could all fire at the same time within the game and cause the game to kind of hang on your final extraction / defeat.[/p]
[p][/p][h2]v2.2.17 - #35: Cloud of Smoke - 9/25/2025[/h2][p] - Updated Smoke Grenade and Smokescreen rules - smoke continues to be a tactic for delay, hiding movements and providing cover[/p][p] - Agent EX Smokescreen how provides a buff to any teammate inside it's area[/p][p] - Improved Agent EX Line Crawler - starts at 50% chance to disable nearby, upgrades to 100%[/p][p] - Improved Agent EX Shuriken Wave - upgrades for more Dmg (+25 instead of +12) and more range (+3m instead of +2m)[/p][p] - Improved Agent EX Aimlock and Dual Reload rules description to be clear - Requires you to carry 2 SMGs.[/p][p]- Fixed bug where enemy agents do not react correctly (flinch) sometimes to Shock Mines[/p][p]- Fixed issue with prisoner proc-gen combo in certain levels not having a Blue Key[/p][p] - Fixed some issues with hanging victory or defeat where game gets stuck instead of changing screens[/p][p] - Renamed "Surrender" to "Abandon Mission" for clarity[/p][p] - Fixed bugs with 3rd mission in Jupiter Decks Power Play[/p][p][/p]