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Cyber Knights: Flashpoint News

Update #42: Mechanized Battle Lines

[p][/p][p]Knights and mercs, we're following up 4 big content releases (2 new maps, 1 new story arc, 1 new Power Play) with a classic quality of life and bug fix update. A big thanks goes out to everyone community member submitting F10s with suggestions and bugs and everyone discussing the game on the forum - you're feedback help us keep rapidly improving. With Update #42, we've made some big changes to the Drone death rules in prep for the upcoming turrets and flying drones release, improved a number of Drone-focused Talents, fixed a bug with Equip Mods > Market filtering, improved Overwatch triggering for melee, fixed a number of reload issues with Sec Tally and Hit Streak, fixed map bugs, fixed SFX around Agent EX Smokescreen and more.[/p][p]If you're enjoying the game and the steady stream of updates, we hope you'll take a minute to leave a review. We've started the final march to 2,000 - help us get there![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Updated Drone Death - Instant Report[/h2][p][/p][p]There is a big wave of Drones coming - and they are coming closer and closer. This major new set of enemy types will include multiple types of large and small flying drones as well as stationary turrets. In preparation for their arrival, we are tuning up and completing system adjustments that are needed one-by-one and working on getting those into the production build of the game to reduce the overall "everything changed" impact of when drones arrive.[/p][p]These rule updates today apply for all mechanized infantry (as Drone as a class covers all mechanized enemies). To help make the rules clear for these types of enemies, we've added a full rule block to the top of all Drone status pop ups, so you can review the rules about jamming and death reports.[/p][p]So, with Update #42, we've introduced one of the big system changes required for Drones - instant death reporting! Where a human enemy has a biometric that starts a Body Timer and after a few turns the body is discovered, the sudden cut of Drone's signal is strong enough to instantly alert the Sec AI to their destruction.[/p]
  • [p]When a Drone dies, it instantly reports its death causing a +3 Sec Tally and its body is marked as Discovered.[/p]
  • [p]No Body Timer is ever started for a Drone.[/p]
  • [p]If the Drone is jammed when it dies, it is incapable of instantly reporting its death and its body is marked as Undiscovered. It still has no body timer.[/p]
[p]This makes Drones stand out as more challenging enemies to handle with Stealth and paves the way for other types of Drones that are simply going to explode or disintegrate and will not have a proper "body" to be discovered later. Once your fighting enemy drones, stealth becomes much harder to maintain unless you have some team members who are capable of tamping down their sensekits and instant reports.[/p][p]We've also fixed some issues with how the drone SFX might come out - sometimes drones were sounding human when they were shot. This is now resolved![/p][p][/p][h2]Updated Anti-Drone Talents[/h2][p]As we get closer and closer to the major drone releases, the Talent sets of the classes that have anti-Drone capabilities are going to keep receiving changes and upgrades. Some of them will be rewritten entirely as the full shape of the enemy comes out of the primordial mist.[/p][p]Today we've updated the text on 2 Talents and added a new key effect to 2 others.[/p]
  • [p]All existing Talents - Cyber Knight's Disentangle and Vanguard's Counter Static - that jam an enemy sensekit have had their description updated to include that - if they are used before a Drone is destroyed, they will prevent the instant report of their death. This leaves the body as a regular body without a timer that can still be discovered.[/p]
  • [p]Hacker's Downed Shields has increased its starting armor debuff to -15% and gained the jamming ability.[/p]
  • [p]Agent EX's N-Coat Bullet now jams any Drone it hits, applying its regular debuff but also capable of preventing it from making an instant death report. This makes N-Coat a great starting attack in a series of attacks to take out an enemy drone, especially if attempting a (hard) stealth kill.[/p]
[p][/p][h2]Equip Mods to Market[/h2][p]There is a fast shortcut available in the game - if you go to Roster > Equip Mods for a character and then click directly on the Market in the top right. You drop into the market with the filtering already setup to match the mod type you were trying to equip (Pistol Scope) so that you can buy something and hit ESC to go back to the equip screen and equip the new mod you bought.[/p][p]However, this flow was disrupted a bit with the new filter memory implementation a while back. We have now resolved it - basically separating the remembered filters for each of these Market shortcuts as a set of filter values that do not conflict with visit the market > mods tab under normal circumstances.[/p][p]So, the fast shortcut is back in action![/p][p][/p][h2]Reload State Bugs[/h2][p]Thanks to some amazing community members and F10s sent in, we've fixed a number of bugs related to reloading games. In these cases, there were all minor state changes - basically differences between the final saved state of a new Turn vs. the state of a reloaded Turn. [/p]
  • [p]If your Sniper is a on a Hit Streak, they will now correctly maintain their Hit Streak bonus on reload (they used to have to make a shot first)[/p]
  • [p]Fixed bug where Alerted enemies might start seeing undiscoverd dead bodies and not submitting Sec Tally or security events[/p]
  • [p]Fixed bug where the Sec Tally might be higher than when you last left the game. This was caused by events from the previous turn (dispatching guards to investigate specifically) were accidentally counted again after reloading.[/p]
[h2]Fixed Map Issues[/h2][p][/p][p]As always, we receive your map issues and fix them as quickly as we can. We've fixed a few more minor issues with geometry setup, sight lines and an issue that might get you stuck trying to cross the sewer during the latest Power Play (there is only a 0.25% chance you'd end up there ... but fixed!)[/p][p][/p][h2]v2.2.49 - #42: Mechanized - 10/18/2025[/h2][p] - Upgraded death rules for drones: unjammed drone death is reported immediately for +3 Sec Tally (body always known)[/p][p] - Upgraded text for Vanguard's Counter Static, Knight's Disentangle description to include rule about blocking instant death report[/p][p] - Upgraded Agent EX's N-Coat Bullet Talent to jam drones and prevent instant report of death[/p][p] - Upgraded Hacker's Downed Shields to -15% Armor and to jam drones and prevent instant report of death[/p][p] - Fixed oddities in Drone SFX where sometimes the sounds being made could be human[/p][p] - Buff Cyber Knight's Interference Spike upgrade from -1 Initiative to -2, total now -12 (more capable of skipping turns)[/p][p] - Fixed bug with going from Roster > Equip Mods > Market where it was not always correctly filtering to the type of mod in Equip Mods screen[/p][p] - Improved warning in mission deploy when a cyberdeck is in repair and preventing deploy[/p][p] - Fixed bug with melee Overwatch sometimes not firing at close range or when enemy was near edge of the area[/p][p] - Fixed bug where an Alerted enemy would see an undiscovered dead body but not raise Sec Tally[/p][p] - Fixed reload bug where Sec Tally could change slightly after reloading (always more)[/p][p] - Fixed reload bug where Hit Streak critical bonus was not applied immediately upon reload[/p][p] - Fixed bug where Attack Target / Will Hear list might not be fully updated after completing a move[/p][p] - Fixed bug with Grayline Adrenal Pump being marked as deactivated in some games (it works fine)[/p][p] - Fixed bug with One-Ladder Sewers map where could not find exit in some objectives[/p][p] - Fixed bug where passing through Agent EX Smokescreen would make the clicking noise of a grenade pin[/p][p] - Fixed bug with grenades sometimes showing damage previews on invisible or hidden enemies[/p][p] [/p]

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

[p][/p][p]Knights and mercs, we're following up last weeks big story release of the Truck Job Part 2 with another story release - the Cascade Precision Power Play. This new Power Play will proc on smugglers, gun runners and anyone invested or obsessed with weaponry and unlocks 15 new high-level Pistols, Revolvers and SMGs. We've also added a number of new weapon special rules to help buff these offerings, improved teh XP and price offering for pure combat missions, now show the approximate XP reward on the mission planning screen, added new hovers to the HUD for your weapons, and fixed the Grayline and K-Pump cybernetics that were non-functional.[/p][p]We're busy busy loading you up with new free content this October ... we hope you'll consider leaving a review! Did you know its free to hit the review button too ?[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Cascade Precision Power Play[/h2][p]As power shifts in the underworld, your Contacts have chances to make risky Power Plays to open up new opportunities, change their place in the world, or crush a rival. A new opportunity has opened up for your smugglers, gun runners or any contact obsessed with or having a hand in moving smuggled weapons. This Cascade Precision Power Play focuses on top-tier nanofacturer of small arms - Pistols, Revolvers and SMGs and how you might help your contact secure a new smuggling connection with them.[/p][p]Complete this series of high-challenge missions to lock in new Contact service to unlock up to 15 new high-level weapons (PL 4 - 8).[/p][p]To get a Power Play, you need to push your Contact's Influence to 80% or higher (pushing them all to 100% can speed this up too). Much like your Mercs, your Contacts can have Influence Limit Breaks that enhance their Traits, Services, and more. One option in a Limit Break is for your Contact to start a Power Play - a period of elevated risk and reward. During this time, their Limit Breaks become additionally potent, with new options only available for Power Plays including storylines to unlock new services.[/p][p]So, to score a Power Play storyline:[/p]
  • [p]Raise your Contact's Influence to 80%+ (by selling high rarity Blueprints and Accounts, minted Files and completing missions and their secondary objectives. Be sure to use your Face's Co-Conspire Talent to help specific Contacts gain missions)[/p]
  • [p]Choose Power Play from the Limit Break options (and to help be sure you get this an option, stock up on some Favors with your Contact, allowing you to add new options to their list).[/p]
  • [p]Once they are on a Power Play, force another Limit Break and pick the Power Play Storyline.[/p]
[h2]Weapon Special Rules[/h2][p][/p][p]As we keep adding new and higher power weapons, their stat line will not be their only differentiation. With Update #41, we've added 3 new weapon special rules to the set - first and last shot precision which guarantees at least a Glancing Hit and Rapid Retarget which gives a 25% chance to recoup AP on any missed (single target) shots for the weapon.[/p][p][/p][h2]Mission Planning XP Preview[/h2][p][/p][p]With Update #41, we've expanded the rewards section in mission planning to include the job's approximate XP (including difficulty modifier but before bonuses). The types of bonuses that will further change this XP value are your Face's Handling Attribute, gains from Secondary Objectives, etc.[/p][p]This little text blip also includes an indication that the XP is per merc, not a pool that is divided among mercs who go on a mission, as there is no XP benefit for sending less mercs at this time.[/p][p][/p][h2]Pure Combat Rewards Buffed[/h2][p][/p][p]With Update #41, we've completed a round of tune ups for the rewards for Pure Combat missions. As these missions carry higher built-in risk of getting shot, don't have loot and don't feature matrix terminals - we've increased the price offered for all of these missions to be above standard as well as granting an extra +25% XP for the missions. [/p][p]With the new visibility of XP in the mission planning screen, you should now be able to get a good look at the differences vs. a standard heist.[/p][p][/p][h2]HUD Hovers[/h2][p][/p][p]We've added 3 missing hovers to the main mission HUD over the weapon buttons - covering Attack Targets, Targets that will Hear and Limited Reloads. We hope this helps you and all players with these critical icons![/p][p][/p][h2]Grayline and K-Pump Cybernetics[/h2][p]The issues with these automated healing cybernetics have now been resolved. Compared to some of the other auto-healing cybernetics available through Warner-Braun which deliver a small amount of HP over more turns, this set focuses on high HP values delivered over shorter number of turns.[/p][p][/p][h2]Wireghost Ghost DIstortion and Domeshot[/h2][p]We've made some fixes to 2 Talents with this update - [/p]
  • [p]Wireghost Ghost Distortion was failing to hide the "You will be heard" movement warning - now fixed![/p]
  • [p]Vanguard's Domeshot was failing to enforce the rule that it can't be used against armored targets. Now fixed! But now that the rule is in, this feels really restrictive and we might end up losening it a bit. The current conversation is around "cannot target enemies with more than 1 Protection Point" which would prevent heavily armored targets from being hit but still let you hit a wider variety of enemies.[/p]
[h2]
v2.2.45 - #41: New Power Play - 10/15/2025[/h2][p] - Added new Power Play Storyline - Cascade Precision for small arms[/p][p] - Includes new multi-stage mission, first Entrenched Target mission objective, multiple Pure Combat missions[/p][p] - Gain access to 15 new high-level Pistols, Revolvers and SMGs PL 4-8 with special rules and stats[/p][p] - New weapon special rules: precision first/last shots, chance to recoup AP on misses[/p][p] - Pure Combat missions (Alpha Strike, Siege) give +25% XP as elevated reward for risks[/p][p] - Mission planning now shows approximate XP reward per deployed merc (before any bonuses) during mission planning[/p][p] - Repriced and increased payment for pure combat missions (Alpha Strike, Siege)[/p][p] - Added tooltip hovers for Attack Targets, Targets Will Hear and Limited Reloads icons in weapon buttons in bottom left of HUD[/p][p] - Fixed issues with Grayline Adrenal Pump and Elite, K-Pump 2230 not functioning[/p][p] - Fixed issue with Wireghost Ghost Distortion showing the movement warning for being heard[/p][p] - Fixed issue with Vanguard Domeshot allowing you to target armored enemies[/p][p] - Fixed mismatched exit objectives in Battletank mission 2 stage 2[/p][p] - Fixed bugs with certain desk props that had a hairline gap between them and motion detectors were seeing through[/p]

Update #40: Cosine

[p][/p][p]Knights and mercs, we're wrapping up a busy weekend with another update to quickly respond to some of the most recent player requests and F10 submissions! We've rebuild the XP rewards for multi-stage missions to be significantly more rewarding, added more freedom of choice in the custom difficulty options for mission rewards and enemy HP, fixed a (recently appearing) bug with Overwatch + Killing an Enemy going over a barricade, made a bevy of small balance and bug fixes for Truck Job Part 2 and fixed a number of other reported map bugs in the game.[/p][p]In the meantime, we've been working on the next storyline which should drop soon sooooo ... we hope you'll consider leaving a review! Free updates, free maps, free new storylines, free free free. It is free to hit the review button too! [/p][p] [/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Improved Multi-Stage XP Curves[/h2][p][/p][p]With Update #40, we've revisited the bonus to XP rewards for missions that are longer than one stage. These missions provided nearly the same XP as 1-stagers which isn't giving your survivors the credit they deserve for powering through multiple challenging stages. The bonus has now been cranked up to a compounding +50% XP per stage. Therefore, if your XP for a single stage mission was 100 XP, a 2-stager is 150 and a 3-stager is 225. [/p][p]Combined with XP for missions being linked to the their Power Level, you can now hit some pretty major numbers when taking on the most challenging runs in the game, the rare and risky 3-stagers like the one available in the new Truck Job Part 2.[/p][p][/p][h2]Custom Difficulty Maxes[/h2][p][/p][p]We offer a deep custom difficulty system to let you play how you want to play with over 40 tweakable values. With Update #40, we've pushed 3 of the options to have higher maximums, allowing you to play more maximally (both easier or harder) if you please.[/p]
  • [p]We have increased the Experience Rate from missions from its old max of 150% to 200%. If this another run and you'd like to level faster or you just don't have as many hours and want to crank it out, this can help increase the pace.[/p]
  • [p]Mission payments has gained the same expansion, going from max 150% to 200%. Get rich quick, try not to die doing it![/p]
  • [p]Enemy HP max has also been expanded from 150% to 200%. Not recommended, but for those players who have asked for it - why not!?[/p][p][/p]
[h2]Overwatch Kill + Mantle = Freeze[/h2][p]Back in Update #37, we fixed a number of cases that could cause the controls of the game to freeze but accidentally added a new case back into the game. This one was related to an Overwatch attack hitting and killing an enemy while they were trying to mantle over a fence or wall. A rare case but it started immediately popping up in our F10 and we've been hunting it ever since.[/p][p]So a huge thanks to everyone hitting F10 on this, we finally got enough context to easily reproduce it and then ... game over buggie![/p][p][/p][h2]Truck Job Part 2 Continued[/h2][p]Over the weekend, we made some improvements and fixed reported bugs and typos in the Truck Job Part 2 mission. With this update we've made a few adjustments as well. We have pushed the minimum Team Power Level for the Truck Job Part 2 up to TPL 6. This forces a bit more of a gap between the first and the second time that you'll work with Taylor Strizek but gives a team a lot more time to mature in prep for the high challenge ECHELON BOOST mission.[/p][p]We have also corrected the math for how the special secondary objective is calculated (+20% Payment and +5% Trust). The +20% payment was using the wrong number in its calculation and coming in really small. This is now resolved and you can completely double the payment of the mission if you hit all 5 goals.[/p][p]We fixed a number of typos and a few places in the dialog where one character would accidentally name the wrong target in the line.[/p][p][/p][h2]Downer Turn Restriction[/h2][p]With Update #40, we've made a tweak to the Cyber Knight's Downer Talent. Like most other passive Talents, Downer will now only activate once per Turn. The cases where you were getting back to back Downers on back to back shots and effecting the same 3 enemies was really suboptimal waste of charges. [/p][p][/p][p]Map AdjustmentsAs always, thanks to everyone reporting map issues big and small. We've cleaned up a few minor geometry bugs, a few miss tagged props and one spot in the latest map the Q-Compute Core where there was a lingering sight issue on 33% of a bridge doorway. Odd but resolved at last![/p][p][/p][h2]v2.2.43 - #40: Cosine - 10/12/2025[/h2][p] - Added XP bonus for all multi-stage missions (+50% per stage, if 1 Stage = 100, then 2 Stage = 150 and 3 Stage = 225)[/p][p] - Increased difficulty maximum for XP and Mission Payment sliders from 150% to 200%[/p][p] - Increased difficulty maximum for Enemy HP from 150% to 200%[/p][p] - Fixed timing bug in Overwatch that could cause controls lock up when enemy target was shot and killed while mantling or near end of move[/p][p] - Adjusted Truck Job Part 2 to require Team Power Level 6[/p][p] - Corrected scaling of secondary objective reward (20% Pay + 5 Trust) in Truck Job Part 2 to include all other bonuses/difficulty[/p][p] - Fixed Truck Job Part 2 typos and name mismatches[/p][p] - Adjusted Cyber Knight's Downer Talent to correctly only activate once per Turn (more is usually a waste)[/p][p] - Fixed one lingering sightline issue at a bridge in Q-Compute Core[/p][p] - Fixed other minor map and geometry issues[/p]

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]