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Cyber Knights: Flashpoint News

Update #68: Compromised and Imprisoned

[p][/p][p]Knight and mercs, we're excited to be rolling out a new Contact-driven story that can come from a Compromised Contact, better Contact job targeting based on their faction and contact relationships, improvements to the Exposure flow for Contacts, fixes for AI allies, improvements to how passive Talents that work on Sec Level rise activate, and a big pile of other F10s submitted by you![/p][p]If you are enjoying the constant flow of new updates, content and improvements, please take a moment to thank our small team by leaving a review, nothing else could be more helpful [/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Compromised and Imprisoned[/h2][p][/p][p]We have now added a new and awful result for Contacts who become Compromised. This state may happen as the result of a Exposure Limit Break and once Compromised a Contact opens up a set of additionally bad possible results already - going into hiding for twice as long, gaining worse negative temp Traits, suffering Influence wipes.[/p][p]But with Update #68, we've enabled the first storyline that can spin out of a Compromised Contact, much like a Contact on a Power Play can start a storyline to gain a new service. Well ... the Compromised storyline can get your Contact killed, dead, permanently. They need your help - its now or never, do you like them enough to risk saving their lives from prison and death?[/p][p]If its your Gun Runner with the 3 extra upgraded services you helped her achieve with Power Plays, you'd better jump! [/p][p]These new multi-stage missions help build up relationships and hatred between Contacts and within Factions as well, strengthening the web of the underworld. [/p][p][/p][h2]Mission Expiration Exposure 20%[/h2][p][/p][p]If you allow a Contact's mission to expire without helping them, the penalty has been hiked from 10% to 20%. This matches the baseline Influence gain they can get if you do complete the mission and increases risk that ignored Contacts will end up Compromised and possibly dead.[/p][p][/p][h2]Contact Job Targeting[/h2][p]We have also improved the decision matrix that helps Contacts generate jobs so that the target faction of the job is the most appropriate option. If a Contact has a relationship with a Faction (Hates, Loves) or a Contact (Ex-Lover, Rival) then these tags now have a much larger influence on the factions your Contact will be aggressive against with jobs. [/p][p]This upgrade help better reinforce the flow of power, revenge and pay back in the underworld and we're excited to be making other improvements (such as the Compromised stories) that will further reinforce it.[/p][p][/p][h2]Steam Deck Improvements[/h2][p][/p][p]With Update #68, we've fixed a number of places where on Steam Deck you could accidentally enter a new screen and immediately activate (as if you had hit (A)) the default selected element. In market, this could result in trying to sell the first item. In Safehouse Manage Rooms, this was resulting in building the first room.[/p][p]Glad to see these resolved![/p][p][/p][h2]Passive Talents on Sec Level Rise[/h2][p][/p][p]We've changed the rules for passive Talents that active when the Sec Level rises. At the moment, there are 2 types of Talents like this in the game, so the change is very specific to these Talents but also functions under a clear set of rules.[/p][p]These new rules are a clear improvement over the previous rule, in which only one passive talent could activate when the Sec Level rose, regardless of type or target. The old rules could result in training multiple passive Talents of this specific type to feel basically like a trap.[/p]
  • [p]If a Talent has an AOE effect (such as Vanguard's Glasswalker) only one of these Talents (if your team has multiple) will be randomly selected to activate.[/p]
  • [p]If a Talent is self buff (such as Agent EX Supremacy), it will activate for everyone who has the buff and charges to activate it.[/p]
  • [p]The Talent activations in the log now include the Talent name and the character name, so it is clear who did what. The character name was previously missing from these.[/p][p][/p]
[h2]Allies Controlled by AI[/h2][p][/p][p]With Update #68, we've made a host of clean ups on enemy allies that are controlled by the AI. These allies want to be helpful but are not under your direct control, usually they are coming from another faction. While they were trying to be helpful, there were lots of issues with how they interacted with the Sec AI, movement alerts and attacking HUD that didn't make sense.[/p]
  • [p]Movement Alerts are all corrected around allies[/p]
  • [p]You can no longer target or shoot allies directly[/p]
  • [p]Allies no longer report corpses of enemy faction[/p]
[p][/p][h2]Major Engine Update Tweaks[/h2][p]With Update #67, we finished the official roll out of the new engine upgrade (to Unity 6.3). There were a string of hotfixes immediately following over the next 2 days, but since then the issues have been minor enough to bundle them up for this next content release.[/p][p]With Update #68, we fixed issues where sometimes ragdolls would go flying into the air, especially around Talents that leave an AOE zone on the map like Tox-Cloud or JTAC. We also resolved some issues that could - depending on what type of the enemy made - results in your sight lines shooting off into the sky at seemingly random angles. [/p][p]We also fixed an issue that could create extremely long movement paths, if you requested paths near doors or lootboxes sometimes.[/p][p]We're happy to say that 6.3 has been very stable, so a huge thanks to all of the players who joined the public_beta and submitted F10s to get us there.[/p][p][/p][h2]v2.5.25 - #68 - 2/10/2026[/h2][p] - New Compromised Story: Contacts who are Compromised may be captured and imprisoned by enemies and put to death if not rescued[/p][p] - Contacts more likely to target missions against contacts and factions they dislike[/p][p] - Failing to complete a proc-gen mission for a Contact now causes a 20% Exposure gain[/p][p] - Fixed issue with Sell and Bulk Sell not working when you filter or sell down to 1 or 0 items[/p][p] - Fixed issue with Steam Deck immediately buying first item when entering market[/p][p] - Improved support for friendly allies controlled by AI - no sight lines, can't attack, don't report any security events[/p][p] - Improved rules for passive Talents activating on Sec Level rise (Glasswalker, Supremacy) (single AOE/rise, all self buffs/rise)[/p][p] - Fixed bug where enemy status said "Suspicious" instead of "Alerted" in 1 case[/p][p] - Fixed missing string for set bookmark[/p][p] - Fixed Vanguard and Hacker class nodes that showed broken strings for upgrades[/p][p] - Fixed some missing icons in the appearance tab[/p][p] - Fixed bug that could cause attack sightline to veer off into the sky sometimes (rare)[/p][p] - Fixed bug that could cause ragdolls to go flying into the sky when killed by damage over time[/p][p] - Fixed bug that could cause Talent bar to become non-navigable after Full Auto attack with 2 AP afterwards[/p][p] - Fixed movement bug that could result in really long paths to things like doors[/p][p] - Fixed bugs that could prevent Slashslide or Crimson Vector from correctly targeting[/p][p] - Fixed bad movement in maps around stairs and certain desks you could walk into[/p][p] - Fixed bug that could lock up tabbing through enemies sometimes freeze[/p][p] - Fixed bug with Medical Stretcher sometimes spamming barks [/p]

Dual Squad Directive Community Challenge

[p]
[/p][p]Hello Knights! It's time for another CKF Community Challenge. For this challenge, we are going to lean into the RP aspects of the game and ask you to build two distinct squads of mercs. Each squad is self-contained and members do not cross between them. We want to hear the stories of the interactions between your two squads and within each squad as well. Is there intra-squad romance? Are the two squads in a heated rivalry? [/p][p][/p][p](screenshot credit to jotwebe on Discord)

There is only one requirement for this challenge: [/p]
  • [p]Once you have enough mercs, create two separate squads for running missions. They may not mix and match members. [/p]
[p]Because some missions do require your Cyber Knight, you may choose to have your Cyber Knight go with either/both squads. If you want an additional challenge, pick one squad and your Cyber Knight can only go on missions with that squad.[/p][p][/p][p][/p][p]As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what we’d love to see: [/p]
  • [p]Screenshots of your squads: show them in missions, do they have matching outfits? What distinguishes the squads from one another?[/p]
  • [p]Stories about the relationships of squadmates: friendships, romances [/p]
  • [p]Why you built the squads as you did. Was it for RP reasons? Strategy reasons? [/p]
  • [p]Any other creative ways you want to share the stories of your squads: memes, interpretive dance, gifs, etc [/p]
[p]No matter what you choose to share, please share at least one screenshot of each of your two squads during missions.

Thank you again to our Trese Boosters. Your support lets us run these Community Challenges and other community events.

We’ve opened up a discussion post here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #dual_squad_challenge to join in on the conversation! We look forward to this upcoming month and I'll be back at the end of the challenge with highlights from the community![/p]

MILESTONE #67: Bulk Sale + Bookmarks in Inventory + Major Engine Update

[p][/p][p]Knight and mercs, a big update is coming to the streets of New Boston today with some big UX improvements to close out the UX roadmap item, and the new major engine upgrade and other community F10 bug fixes. We've got Bulk Sell! We've got Cybernetic Slot tabs! We've got improved Buy/Sell rows! We've got bookmarks on your inventory and cold storage. It's a big one![/p][p]If you are enjoying the constant flow of new updates, content and improvements, please take a moment to thank our small team by leaving a review, nothing else could be more helpful [/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Engine Upgrade[/h2][p]With Update #67, we've rolled out the new engine upgrade (to Unity 6.3). This is why the update is a full 8.3 GB for some platforms - everything has been upgraded, every scene metadata changed, every lighting file rebaked.[/p][p]While this has taken a month of work, community help in the public_beta branch and more, the end result is hopefully invisible to you. As always - you can update and just play on. The engine upgrade may improve your performance but that is very machine and hardware specific, so we'll be interested to hear your feedback but can't promise it will be better for everyone.[/p][p]Of course, for all the work that we did, there are sure to be bugs on someone's hardware that we missed. Please post an F10 and we will get on it right away![/p][p] [/p][h2]Roadmap Milestone: Community-driven UX Improvements[/h2][p][/p][p]Since launch in June, the roadmap item for "player-driven UX improvements" has been hanging on our currently working on list. We always had "one more big thing" we wanted to do before we marked that as closed. We're excited to cap it off with Bulk Sell (huge!!) and Cybernetic Slot Tabs (yes!!) and finally call it done.[/p][p]Of course, we aren't finished with player-drive UX improvements - we're here listening every day and taking notes on how to improve the game so please keep sending feedback and F10s. [/p][p]Still - we finished the list we had compiled (and expanded ... and expanded ...) for the roadmap item with Update #67 so we want to celebrate the massive list of improvements we tucked into that one item. Here is a summary of big UX changes we made for you![/p]
  • [p]Bulk Sell allowing selling hundreds of items at once to quickly reduce clutter by filter[/p]
  • [p]Cybernetic Slot Tabs for rapid navigation between all types of cybernetics[/p]
  • [p]Added Colored Bookmarks to characters, contacts and all inventory/cold storage items[/p]
  • [p]Expanded Buy/Sell rows to show all key data without hover and offer $$/Favors with hotkeys[/p]
  • [p]Added Sorting options to Buy/Sell rows to remember your preference[/p]
  • [p]Added Sec Tally Breakdown tab for combat log to show all sources of Sec Tally in a turn[/p]
  • [p]Improved Death and Defeat flow to allow correctly for Retry Mission option[/p]
  • [p]Improved accuracy of Buyers Filter in Cold Storage where it was getting some Files wrong[/p]
  • [p]Added Service Level filter to let you examine exact offers from Contact Services down to the level[/p]
  • [p]Added Dialog Infoboxes showing Name, Class and Faction for all speakers in dialog[/p]
  • [p]Increased speed of play by improving smoothness and speed of all turn and camera pans and transitions[/p]
  • [p]Added option to craft multiple Items at once in NanoFab[/p]
  • [p]Upgraded Items to be an instant craft in NanoFab to reduce wait times[/p]
  • [p]Added Red Skull to attack preview if a full hit (not Glancing Hit) is guaranteed to kill target[/p]
  • [p]Added gray or gold Loot icon to Matrix nodes to match looted/unlooted of physical lootboxes[/p]
  • [p]Safehouse rooms highlight their upgrades in Gold when they reach max level[/p]
  • [p]Rebuilt Q-Sec Tally display in top right in Matrix to clearly show Tally/Action[/p]
  • [p]Added tons of hovers to HUD, market and other game screens[/p]
  • [p]New option for Clickable Action Buttons on Map (Attack, Change Firing Mode, etc)[/p]
  • [p]New option for double click to move on Map especially nice for Steam Deck players[/p]
  • [p]Enabled vertical rotation of the camera instead of forcing the 40 degree play angle[/p]
  • [p]New option to disable Auto Extraction for players who don't like it [/p]
  • [p]Upgraded lootbox and victory loot summary to show type, Rarity and Power Level for all things[/p]
  • [p]Character display "MAX LVL" when they reach max level instead of hanging forever at 42[/p]
  • [p]Added filter option to show Blueprints in Inventory next to physical items for easy comparison[/p]
  • [p]Sorting and Filtering remembered by individual screen and type[/p]
  • [p]Added Quit to Desktop button to in-game pause menu[/p]
  • [p]New Game Quick Start Squads separated from Advanced Start[/p]
  • [p]Improved colored outlines to make their overlaps nice and pretty[/p]
  • [p]Added FPS limit to game options[/p]
  • [p]Improved Matrix HUD with labels and focus on the 3 key pools (Matrix AP, Deck IO, Active Memory)[/p]
  • [p]Directly change individual pieces of gear or entire Loadout from the Mission Deploy screen[/p][p][/p]
[h2]Bulk Sell!![/h2][p]Bulk Sell is now available in your inventory and cold storage screens and allows you to rapidly sell LOTS of things. Whatever is not filtered out can be bundled up into a single sale offer for the best credits. Bulk Sell refuses to sell certain things, and you can set a rule to skip other things, but it will make the most money with the offer it can - picking the most profitable sale of every item to every contact.[/p]
  • [p]Bulk Sell will give you a confirmation window detailing final Offer and what it can and cannot sell[/p]
  • [p]Filter your list as much as you want (Bulk Sell Power Level 0-3 OR Bulk Sell everything Common OR Bulk Sell everything except what I bookmarked Blue) before selling[/p]
  • [p]Bulk Sell will not sell anything that adds Influence - you should pick the Contact for this[/p]
  • [p]You have the option to skip items that could be sold for Favors. So, if you are interested in trading for Favors, these items are held out of the sale. If not, you have the option to sell it all.[/p]
  • [p]Bulk Sell is just as good as regular sale - the price result is exactly the same as selling everything individually to "Best Price"[/p]
[p]It is time to clean out those overpacked Inventories![/p][p][/p][h2]Expanded Sale/Buy Rows[/h2][p][/p][p]With Update #67, we've made some major improvements to the buying and selling offers in the game. Let's go through the changes one by one:[/p]
  • [p]Each Contact gets only 1 row - Where there could have been 2 rows (one for $$ and one for Favor) before, each Contact now has only a single row. [/p]
  • [p]Sell currency ($$ or Favor) by hotkey, not row - Picking between $$ and Favor is now controlled by your hotkey or button at the bottom of the window. This allows for rapid use of the UI with hotkeys and removes the requirement to scroll down looking for a Favor offer if one exists.[/p]
  • [p]Show Influence always - The single Contact row shows Influence (important), Favors currently owed, Contact Type and Faction[/p]
  • [p]Added sorting - You can now sort the list of Contacts by Best Price, Most Favors, and Low or High Influence scores.[/p]
[p]All in all, this results in less rows (1 per Contact always), less scrolling to check things (is there a favor offer), rapid sorting by your choice (best price) and Influence visibility (now show directly on row).[/p][p][/p][h2]Cybernetic Slot Tabs[/h2][p][/p][p]To make browsing of cybernetic slots for your characters faster and easier, you can now move between the slots just like tabs in your market. Where market has guns and armor, cybernetics has Eyes and Skin slots. This can help you quickly search for new cyberware from services of interest and reduce a lot of the clicking required going in and out of screens constantly to look for something you might want to splice in.[/p][p][/p][h2]Bookmarks in Inventory / Cold Storage[/h2][p][/p][p]Just like bookmarks for Characters and Contacts, you can now set bookmark colors on anything in your inventory or cold storage. This allows you to mark, organize and set aside up to 5 groups of items that you are interested in (5 colors) - your Yellow equipment is for Soldiers, don't sell anything with Blue bookmark, Red is Blueprints I want to use soon, etc.[/p][p]This was by popular request, so thanks to the players who have been using bookmarks in roster and contacts and asking for them in inventory too![/p][p][/p][h2]Character Bookmarks in Mission[/h2][p][/p][p]On the topic of bookmarks, your bookmark colors on team members are now shown (read-only but visible) in your mission deploy screen. So, if you run squads by color (A Team is Red, B team is Blue) or color by efficiency type (Yellow is combat, Blue is matrix divers), you can now see and use these quickly for selection.[/p][p][/p][h2]v2.5.15 - #67 - 1/31/2026[/h2][p] - Added Bulk Sell - sell huge numbers of items in one click - filter, bulk sell, set rule - profit![/p][p] - Can now set bookmark on any gear or digital item in Inventory or Cold Storage (set red bookmark) and then filter (by red bookmarks)[/p][p] - Added new long press UI pattern into inventories to easily offer Bulk Sell / Set Bookmark on items (long press key/button or click with mouse)[/p][p] - Expanded buy/sell UI to show Influence, Faction, Contact Type and merge rows for each Contact (single row for $$ or Favor)[/p][p] - Hotkey now allows for rapid selling for $$ or Favors during sell screen[/p][p] - Added sorting options for buy/sell offers such as Price or Best Favors[/p][p]- New cyber surgery screen tabs to allow rapid swapping between slots without going in and out of screen[/p][p] - Character bookmark colors now shown on mission deploy screen to help organize squads on mission faster[/p][p] - Fixed Steamdeck or controller bug where hitting (A) on Manage Room might automatically start the room upgrade (as if you hit (A) again)[/p][p] - Fixed bug where sometimes Hover Tanks could cause the turn to lock up if they tried to follow a security event into an area they could not fit[/p][p] - Fixed another case where mission that required Hacker or Wireghost just insisted "Hacker"[/p][p] - Improved performance, rebaked all lighting to better clarity[/p][p] - Improved bullet firing VFX and missing logic to create cool bullet patterns[/p][p] - Improved sorting and order of targets during Full Auto to create a more natural sweep (from left to right)[/p][p] - Improved ragdoll physics from any attack, ragdolls should not disappear under floor anymore[/p][p] - Added ragdoll physics from grenades - bodies will now go flying[/p][p] - Improve path of bullets from gun in situations like firing really close[/p][p] - Sniper Rifles always get Glancing Hit under 2m (previously no minimum distance for Sniper Rifles)[/p][p] - Fixed freezes around Overwatch with Cyberweapon like Claws[/p][p] - Fixed sometimes hitting spacebar in lootbox screen taking 2 items instantly[/p]

Update #66: Last Merc Flight

[p][/p][p]Knights and mercs, we are rolling out a big patch and map fix here to make a final update checkpoint before we drop the major engine upgrade. In the end, the engine upgrade should be pretty invisible to the players except some modest performance improvements, but we have set this checkpoint as a final point we can "roll back" to if there are unexpected issues in the coming days. [/p][p]Again a huge thanks to everyone how participated in the public_beta and helped us find and fix issues with F10s. [/p][p]If you're enjoying the constant focus on improvements, bug fixes and polish for the game, be sure to leave a review![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Last Flight of Mercs[/h2][p]With Update #66, we've pinned down a bug that had crept in with the release of flying drones ... sometimes your mercs could fly too! In certain maps, around certain staircases, an issue had crept in where the movement plotter would accept a flight path of sorts instead of the long way around. We've resolved the logic error that resulted in this mistake, which will fix it on all maps where it occured.[/p][p][/p][h2]Skyrise Balconies and Lighting[/h2][p][/p][p]We've also improved Skyrise balconies, fixing an issue where sightlines could be blocked by them and where enemies might see through specific doorjams of the doors, and that you could throw grenades over these doors too.[/p][p]We also addressed a few places where there was really harsh (too intense) lighting or places where lighting setup created odd lines of breaks between shadow and darkness.[/p][p][/p][h2]Map Fixes from F10s[/h2][p][/p][p]With Update #66, we fixed over 20 reported map issues across Containment Site, One-Ladder Sewer, Militarized Hoverport and Rooftop Hoverport where your team might start in sight of enemies, could get stuck in a pit, might start too far from a door, or rotated oddly, etc. [/p][p]We have a solid pile of F10s about minor map issues and are setting a goal to get through them in the next week. Let's go F10 kill![/p][p][/p][h2]v2.4.33 - #66: Last in Flight - 1/27/2026[/h2][p] - Fixed cases where you could suddenly fly between elevation in certain areas of specific maps[/p][p] - Fixed issue in Carnivore where you could run through the locked doors at edge of map[/p][p] - Fixed Rooftop HQ issue where your navigation light would suddenly "jump" down a floor oddly when running along the edge of a raised platform[/p][p] - Fixed on-going sight line issues with balconies in Skyrise maps[/p][p] - Improved lighting Skyrise maps[/p][p] - Fixed issues in Containment Site, One-Ladder Sewer maps starting within view of enemies[/p][p] - Fixed issues in Militarized Hoverport, Rooftop Hoverport maps starting within view of enemies[/p][p] - Fixed bug where players might get stuck in a pit on Rooftop Hoverport[/p][p] - Fixed typos with "Terrapien and Sons"[/p][p] - Improved placement of some appearance options to reduce/avoid clipping[/p]

Update #65: Sky High Gunfight

[p][/p][p]Knight and mercs, we're landing a big improvement and F10 fixing update this week on the New Boston streets. We've made a lot of improvements to the Skyrise map, including ensure that Shock Fields get turned on, added 2 new appearance options for your characters, fixed reported bugs with the 3 newly added recruits, renamed a few things (Jamkit is now Crashkit) to clean up term alignment as we move forward with translation effort, and fixed over 50 of your F10s![/p][p]If you are enjoying the constant flow of new updates, content and improvements, please take a moment to thank our small team by leaving a review, nothing else could be more helpful ːsteamhappyː[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Major Engine Upgrade Coming[/h2][p][/p][p]We also wanted to extend a big thanks to everyone who tried out the public_beta branch in the last month and submitted tickets. A special honor and mention goes to @AlphaFox for being so helpful to report and help us reproduce a very set of tricky physics and animation calculation bugs that were haunting the upgrade. A public_beta update went out last night and it is looking extremely clean, meaning we will be shutting down that branch and pushing the full upgrade to everyone shortly.[/p][p][/p][h2]Skyrise: Sigma 9 and Shock Fields[/h2][p]With Update #65, we've improved the access to Escalation options for the Skyrise Sigma 9 Sec AI. It was previously lacking about half of its options, including turning on Shock Fields. With this resolve, you should see a far more interesting Sec AI Escalation set and hopefully less pile on of reinforcements in these big maps. If you are already on a Skyrise mission (running it on it is on the timeline) this fix won't take effect, it only works for missions generated after the patch.[/p][p][/p][p]Watch out - if you walk through Shock Fields they ... shock you. Ouch![/p][p][/p][p]We also fixed some issues with seeing through door jams, Glitching into potted plants and other F10s from the community. [/p][p][/p][h2]New Headphone Appearance Options[/h2][p][/p][p]We've added 2 new types of head accessory options for your heisters. Maybe they are listening to the latest hot tracks, some throwback hit, the quantum tactical whispers of your Knight or just want some good old fashion noise cancelation, you can rock some stylish headphones now. None of the reasons I just listed make any sense on a heist, but that seems very cyberpunk - its all about the style, choppa.[/p][p]We're loving to see so many of the new accessories making into your games - we see them constantly in the F10s ːsteamhappyː [/p][p][/p][h2]Term Alignment Renames[/h2][p][/p][p]With this update, we've made some adjustments to names in order to stop using "Jam" for anything bug "jamming" drones. We've also changed "flip" to "invert" for all mouse axis options. We've also cleaned up a few other places where the text said "Hacker" but really meant a character who could hack, which includes Wireghost.[/p][p]This includes some item and Talent renames which will will list here:[/p]
  • [p]Vanguard Jamkit is now Crashkit. Jam is for Drones.[/p]
  • [p]Item Echo-Jammer and all variants are now Echo-Cutter. Jam is for Drones.[/p]
  • [p]IC type Jammer is now Glue Boy. Jam is for Drones.[/p]
  • [p]All options that said Flip now say Invert.[/p]
[p][/p][h2]v2.4.29 - #65: Sky High Gunfight - 1/23/2026[/h2][p] - Skyrise Sigma 9 Sec AI will now correctly turn on Shock Fields - watch out![/p][p] - Skyrise Sec AI now fully embraces all options available to Sigma 9 Sec AI - watch out![/p][p] - Fixed Skyrise map bug where enemies could see/shoot through some part of common doorjam[/p][p] - Fixed Skyrise map issue with Agent EX Glitch and some of the plants allowing Glitch inside[/p][p] - Improved Sec AI select for proc-gen missions, more variation by Faction and Power Level[/p][p] - Added 2 new earphones for characters in appearance tab[/p][p] - Fixed issue with new Vanguard's recruits - IA Officer/Hover Operator swap, double Paranoid Traits[/p][p] - Renamed Vanguard's "Jamkit" to "Crashkit" to avoid use of "Jam" which is a drone debuff[/p][p] - Renamed Matrix IC class "Jammer" to "Glue Boy" to avoid use of "Jam" which is a drone debuff[/p][p] - Renamed Item class "Echo-Jammer" to "Echo-Cutter" (etc) to avoid use of "Jam" which is a drone debuff[/p][p] - Updated description of Cloak program to be clear that there is still a minimum of +1 Tally/action[/p][p] - Fixed issue with bodies falling through floor near quantum core center[/p][p] - Fixed balance with Blade Weapon Mod "Heavy J-Grip"[/p][p] - Fixed issue with Jade Spear enemy type not matching face in initiative timeline[/p][p] - Fixed issue where 1 out of 22 proc-gens of Exfiltrate VIP mission objective could result in broken dialog[/p][p] - Fixed dialog typos and mis-attributed lines[/p][p] - Changed language in options to be "Inverted" as opposed to "flip" for camera rotation and pan[/p][p] - Correctly hid non-existent weapon type "Combined Dual" from filters[/p]