1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #174: New Weekly Map "Decommissioned Core"


Welcome new Knights! The Gunslinger's 34% off sale is stll raging, so let's celebrate with a new weekly map release! In Update #174, we're releasing our 3rd map in the weekly series - the sprawling and fortified Decommissioned Core. We've also completed some key rebalancing to Safehouse Tokens and Simstream Trainer Stress, fix bugs with Proximity Mines sometimes not going boom(!), fixed Gunslinger bugs with Gun Kata, Twin Irons and Cover Me, improved the matrix program HUD and more. It's a lot, so let's get digging in to the details.

But before we do, we'll remind you to please consider taking a moment to leave a review on CKF. We're a small team working hard to improve constantly (near daily!?) and if you think this is an awesome Early Access or are just enjoying the game, please share that with a reviewːsteamhappyː

[h2]New Map: Decommissioned Core[/h2]

It is now Week 3 of our new Weekly Map Release schedule and we're here to deliver again. The Decommissioned Core is a big research facility, with multiple wings, lots of cool routing options and copious entry and exit points and an extended heist space that will push you to make the call to stay a little longer and take the risk or get out with what we have.

The Core offers 5 new the proc-gen combos (map X objective) and brings the grand total of proc-gen objectives to the total to 67 proc-gen combos and represents another 12% increase in map variety. When we set out in Early Access to enable the proc-gen system, we aimed to get to 80 combos and now it is looking like we will blow past that in the next week weeks along.

This Weekly New Map challenge has been chugging along and we're excited to hit the first 3 milestones. We certainly are going to have some misses, especially around the holidays, but it is rapidly expanding the mission map set and combo options (going from 48 to 67 in 3 weeks!).

[h2]Safehouse Token and Rule Balancing[/h2]

With Update #174, we've made some neccessary changes to some of the balance of Safehouse tokens and the rules around the Simstream Trainer's generation of Stress.
  • Tokens from the Underworld Hub are less effective at raise Legwork success chance %. The bonuses have been trimmed by small amounts (5-10%) and will help keep your base Legwork % chance important.
  • Tokens from the Counter-Intel Pod are less effective at wiping out Heat. The reductions have dropped by 5-10 points in the middle and late tiers and help ensure that Heat is not always something you can simply blow off with Tokens instantly.
  • Every time a merc is put into the Simstream Trainer, they gain +10% Stress, no matter how many missions you run during their time in the pod. This creates incentive to run as many missions as possible to get the best XP to Stress ratio for your merc. We've adjusted the rule for the +10% Stress to take Stress Res into account, so that mercs who have high (or low!) chance to resist Stress will fare better with the Simstream.

[h2]Proximity Mine Fixes[/h2]

We fixed a set of bugs around proximity mines where they might not explode if you moved through their range quickly enough or a short enough distance. Now they are on a hair trigger and will detonate no matter what if you tread across their line. The only thing that blocks their boom-boom is if a proper wall (something you can't throw a grenade over) is between you and the mine - then they will not fire until you are in direct proximity.

[h2]Gunslinger Bugs[/h2]

We've resolved 2 big issues with the Gunslinger. First, Gun Kata and Twin Irons could lock the game up or leave "hanging pistols" in the air in a number of different circumstances, such as switching weapons while either Talent was selected. This is now resolved, and the dual weapon attack Talents should be safe to use in all cases.

Second, the Gunslinger's Cover Me Talent was still reporting "You will be shot" even if you were using it through an Overwatch cone. That's clearly the point ... you won't be shot. So we've suppressed the movement alert correctly.

[h2]Matrix HUD - Program Shows IO Size[/h2]

We've made a very nice improvement - thanks community F10s! - to the Matrix Program hover. You can now clearly see the program size required for a program in the hover. It is also displayed in the left corner with your deck's action bars but it is nice to see the clear and simple number over each Program without having to do any fancy thinking or math ːsteamhappyː

[h2]Spacebar or (A) Sweep[/h2]

We're working through screens where it is more comfortable to just use spacebar or (A) -- the default UI submit -- for things. This now includes the Load Game screen (now fixed) as well as the pause menus for both mid-mission and safehouse, allowing you to load a game from the list once it is selected using the spacebar or (A). There are lingering places where Enter or Right Trigger are required to activate the primary function of the screen, and we're now on a slow but steady quest to figure out ways to reduce those throughout the game where it is not needed.

[h2]Controller and Font Scaling[/h2]
We've continued address minor bugs around controllers and font scaling. We fixed the Sec Level in the HUD breaking at +25% Font Scale once it reaches 10, we fixed issues in the NanoFab where hitting 10 Red Cubes would move the buttons slightly and make your clicks miss and we fixed an issue with the chat bubbles in the safehouse being navigable which messed up moving around rooms on controllers.

A huge thanks to everyone who is feeding us a constant stream of polish suggestions - I hope you can see that we are using them!

[h2]v1.9.11 - #174: - 11/12/2024[/h2]
- Added new proc-gen map "Decommissioned Core": a fortified but decommissioned, research and development site that supports +5 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard!)
- Counter-Intel Pod Heat Reduction Tokens reduce less Heat (10/20/25/30/35/40)
- Underworld Hub Legwork Boost Tokens add lower bonus (10/20/25/30/35)
- Stress Res now applies to the Stress added by SimStream Traier - you have a chance to resist it
- Fixed bug where Proximity mine would not go off if you crossed through it just a bit - now only Walls prevent prox-mine boom
- Program Size for IO / Active Memory is shown in Matrix Program/Talent bar on hover
- Gunslinger: Fixed bug where Cover Me Talent would still warn "You will be shot" from Overwatch threat
- Gunslinger: Fixed bug where swapping weapons with Twin Irons or Gun Kata active could cause game lock
- Restored spacebar or (A) to load game from main menu, also now select and then spacebar or (A) to load from game pause menus
- Chat bubbles over characters in the safehouse no longer interrupt d-pad navigation of the safehouse rooms
- Fixed bug in NanoFab where the -/+ buttons to change cube counts could move when cube count went from 9 to 10
- Improved camera transition to / from rooms or missions in the safehouse
- Fixed issue with Sec Level in top right of HUD not doing well under +25% Font Scale
- Fixed issue with not being able to select hacker sometimes in the mission deployment screen

Update #173: Lethal Planning


Knights, another update is landing in New Boston and it is adding a new type of secondary objective, big QoL improvements to the mission deployment screen and handling of hack-only missions, new protection against repeated proc-gen mission objectives, and a bundle of improvements for controllers and the Steam Deck.

We're busy daily with new things for you - so thanks for playing, posting and leaving a review if you like the pace of updates 'round here.

[h2]New Secondary Objective: Send a Bloody Message[/h2]

With Update #173, we're following up on the objective system overhaul in Update #172 to add the first new secondary objective type in a while. You'll see this objective type showing up across a number of proc-gen objectives. Your employer doesn't just want the job done, they want a message sent as well - a bloody message. The objective sets a target for a number of enemies to kill in order to gain the offered reward. Often, this objective grates against other secondaries offered, like completing the mission under a specific Sec Level, but you'll have to pick one or the other or get creative in how to balance them both.

[h2]Mission Selection: Big QoL![/h2]

We're excited to drop a big quality of life improvement on mission deployment. It may feel small at first, but over a few hours of play it makes a huge difference to the speed and smoothness of prepping for missions.

First up, the list of mercs in the mission deploy screen now uses slots to maintain their order. If you have 4 mercs, you can remove merc 2 and 3 without merc 4 changing positions. This is classic turn-based tactics setup, nothing special here - but without it everything feels messy. Also, this will let us control order which will be used in future levels where certain slots are for specific things (slot 4 is a sniper's position, or a disguise, etc).

Second up, if you are prepping for a hack-only mission, we immediately look for a Hacker to fill the slot. And if you want to change the character, we only show Hackers, not other characters who can't take the mission. This is a nice speed improvement for swapping to hack only missions.

And third up, the real winner - we remember regular missions and hack-only missions separately. So, you can assign a team of 4 to your Cube Run, swap in to your hacking mission and see Librarian is ready to take the mission and then swap back to Cube Run and ... ta-da, the 4 mercs you had previously picked are there and ready. This feels great and is a big win for supporting missions with different types of requirements more smoothly.

[h2]Blocking Proc-Gen Objective Repeats[/h2]

To join the recently added rules to prevent mission maps from re-appearing back-to-back in proc-gen missions, we have also now added rules that will prevent proc-gen objectives from appearing back-to-back if the RNG turns against you (Scav ... Scav ... Scav ...?). As the proc-gen objective set and proc-gen map set has grown and the combos are now over 60, we have more than enough content in the set to add both of these restrictions.

[h2]Cold Storage Blueprint Locks[/h2]

Your Cold Storage upgrade level limits the number of Blueprints you can use during a NanoFab craft. This was previously shown as an error at the end of the process after you'd filled up the different mod Blueprint options. We've updated the UI so that the locked mod Blueprint slots are shown as locked at the start with an explanation of how to unlock them (Upgrade Cold Storage!)

[h2]Steam Deck / Controller Scheme Improvements[/h2]

With the help of @Brian on Discord (thanks!) we've made a set of really helpful improvements to the control scheme and Steam Deck controller scheme to make the game play faster and smoother. We've still got some more feedback to process and changes to make but this first set is really helpful.
  • We are continuing to reduce places where the game wants you to use Right Trigger or ENTER to activate the UI elements when it isn't necessary. Load Game screen is another example, when you've selected game to load, you need to (RT) instead of (A) ... this is fixed, (A) or [Space] will do just fine thank you.
  • The Switch to Talent Bar (X) option was really a toggle between Talent bar, Team bar (End Action) and no selection. This could lead to unreliable feeling results hitting (X) and the risk of accidentally ending your action when you didn't mean to. With Update #172, we've locked (X) to hop your selection to the talent bar only. Then, from there - see the next item -
  • We've opened up D-pad navigation from the Talent bar so that you can go in any direction. Hitting up will take you to the team bar and End Action button and going off the right edge can take you to the collapse combat log button. This really opens up the navigation in the HUD in a positive way.
  • So to get to End Action, you can always push (X) and then hit (up) on the d-pad. This is the same number of button presses (most of the time) but removes all cases where you have to really look where the selection is because it might be somewhere unexpected.
  • If you switch weapons in the HUD, your selection is no longer removed. You can swap weapons and then d-pad to the right to get back to your Talents.
  • Loot All from a lootbox is now (X) or [T] to make it easier to access from the main set of 4 buttons.


[h2]v1.9.9 - #173: Lethal Planning Session - 11/11/2024[/h2]
- Character selection for missions improved, characters now go into slots 1-4 and don't "slide down" the row
- Hacker selection for hack-only missions is remembered separately, only hacker characters are offered for selection
- New secondary objective "Send a Message by killing X" to gain rewards in proc-gen levels
- Proc-gen objectives now also have protection against repetition to match map protection
- Modification Blueprint Slots (1-4) in NanoFab now correctly lock if they require higher Cold Storage level
- Prevented storylines Cube Run and Carnivore from appearing before Power Level 3 (too early)
- Improved line of sight when on raised area with fence or barricade along the edge
- Improved Roster and Mission Deploy warnings about not carrying enough items

Controller improvements:
- Switch to Talent Bar (X) always jumps to Talent bar, except if all Talents are disabled, then End Turn
- Navigation from Talent Bar to other parts of HUD now open - navigate any direction (X to Talent Bar, Up to End Turn)
- When switching weapons in the HUD, selection is not dropped from the HUD (switch weapons, easily pick Talent)
- Space or (A) is now used to load game more quickly (was Enter / RT)
- When looting items, Loot All keybinding now defaults to (X) or [T] for desktop for faster use

Update #172: Objective Overhauls


Welcome all the new Knights in New Boston! With Update #172, we're hitting a very specific feature set - the secondary objective system as we are preparing to add new types of secondaries to the game and need everything in tip-top shape. We've made sure that you can always see what reward hangs in the balance now, upgraded the looting objective to count lockboxes, ensured that you cant get duplicate objective requirements, allowed mission maps to have more influence over the Turn and Sec Level limits (bigger maps increase it) and clarified the text in a ton of objectives as well. And more - now that we have a rapidly growing number of maps in proc-gen, we've added the system to avoid allowing them to repeat.

Let's dig in! If you're enjoying the game or our update cycle, please be sure to leave a review!

[h2]Secondary Objective Rewards Visible[/h2]

Previously, only the goal was visible and so you could forget esaily what you were working to achieve. Now the exact specifics of every reward is included in the objective displayed mid-mission. It's far easier now to make that snap decision about your Turn limit for the $50K or that extra lootbox.

[h2]Looting Objectives[/h2]

We've updated all the missions in the game (story and the proc-gen Lootbox Hunt where you have to steal 3 files and the Scavenger missions) to use a new objective system for looting. Now you'll see a much more helpful "Looted 3/9 Lockboxes" objective in your list and it will tick up as each lockbox is hit and mark as complete when you've looted everything that can be looted.

[h2]Improved Objective Generation and LImits[/h2]

We've made some rule changes to how secondary objectives are calculated. First, we've updated the rules to ensure that two objectives will never appear with the exact same requirements ("Complete before the end of Turn 7") as that is a no-choice option for you as a leader of your team.

Second, we've also updated the map metadata for every mission map so that it can better inform the decisions being made about what secondary objectives to offer and if they should have adjusted ranges and limits. Larger maps are able to increase their goals while smaller maps can keep them exciting and challenging.

[h2]Avoiding Repeated Maps[/h2]

As the map catalog for proc-gen missions has grown out to 15 now, we have enough in circulation to add a limit to prevent repeated maps. Now, a map that is selected (such as the Trucker HQ) for one proc-gen mission will not appear again for at least the next 2 proc-gen missions unless some scenario occurs in which there is no other choice.

Also, currently as some proc-gen missions and story missions share maps, it is possible that your story missions and proc-gen missions could create these back to back scenarios still, but they will be rare enough it is not currently a priority to untangle the difficult not of avoiding that.

[h2]Fixed Stuck Item Equipping[/h2]

From Update #171 and v1.9.5, there was a linger case where equipping items could get stuck and no matter what you seemed to do, an item was always popping out of your inventory. Maddening!

This is now fixed, sorry for the bug.

[h2]v1.9.7 - #172: Objective Overhauls - 11/10/2024[/h2]
- Added secondary objective rewards into the display mid-mission so you know what you're working for
- Updated all Scav and Lootbox Hunt objectives (and story levels too) that include looting objectives - "Looted 3/9 lockboxes"
- Added system to proc-gen map selection that prevents the same map from being picked for the next 2 picks (if possible)
- Improved wording in secondary objectives for Turn limit - "if complete before end of Turn 7"
- Standardized the Matrix-only mission objectives to complete in a turn limit to use the same language
- Improved secondary objectives in all proc-gen levels by giving mission map more control over Sec Level and Turn values
- Secondary objectives can no longer ever produce duplicate conditions (two objectives at "complete before end of Turn 7")
- Prevented Siege proc-gen missions from rolling up incompatible Turn Limit secondary objectives
- Fixed issues with some item slots seeming to bump other items of when being equipped

Update #171: New Weekly Map "Rooftop Ziggurat"


Way back in Update #164, we promised to keep to a new map release schedule - one new map a week until launch! Update #166 dropped the first new map last week and we're here with Update #171 to drop the second new map - the crumbling rooftop ziggurat. The new Gunslinger class released yesterday is no excuse not to pile on another map, so let's do it! We've also put in some key fixes to Head Hunters (the dreaded -1 HH and back-from-the-dead HH).

We're excited to be rolling with this new Weekly Release schedule for new maps and to hit the first back-to-back weeks. We are sure to miss weeks along the way, but keeping this weekly drumbeat as often as we can will ensure the game has a huge pool of maps and content for every heist team to hit. Thank you for your reviews to help us keep going!

[h2]New Map: Rooftop Ziggurat![/h2]

It is week two of our new "Map a Week Until Launch!" challenge and we are here to deliver again. The Rooftop Ziggurat is a new rooftop map with crumbling but still defensible raised platform - the ziggurat. The map is large, featuring distinct areas, creative pathing, and an extended heist space that will push your teams.

Thie 7 new proc-gen combos (map X objective) added by Rooftop Ziggurat push the total to 64 proc-gen combos and represents a 12% increase in map variety.


You will find the new Rooftop Ziggurat appearing in (1) Scavenger (2) Lootbox Hunt (steal 3 files), (3) Q-Gap Spike (spike a CPU), (4) Kill 3 Captains, (5) Bodyguard (6) Battle Striker and (7) Siege!

And, as we plan to keep hitting this release goals, the next map is already in testing and polish phase to drop next week with a similar amount of new proc-gen objective varieties!


[h2]Gunslinger Catch-up[/h2]
Last night we pushed the Update #170 which includes a ton of fixes and clarifications for the Gunslinger class.

Also, we resolved some issues with equipping items that crept in as we fixed item slots to be ordered. This allows you to explicitly put something in your second slot, as opposed to having it "slide down" from the second slot to the first every time. We previously just finished that work with Weapons so you could control primary and secondary, now it has been added for items and the last fix will come for missions shortly, allowing you to set specific slots instead of everyone "sliding down" to the first open spot which makes for an awful UI pattern of misclicks.

A huge thanks to everyone who contributed Gunslinger inspiration and ideas as well as everyone putting in F10s to help us keep improving.

[h2]Head Hunter Fixes[/h2]
We've resolved the issue where your Head Hunter count could ever register as negative - it will pop up to 0% next time you open your saved game if you had this bug.

We've also addressed the root conditions that could cause this bug to appear - that a dead Head Hunter is selected to be sent after you again.

A huge thanks to everyone sending F10s about it!

[h2]v1.9.5 - #171- 11/9/2024[/h2]
- Added new proc-gen map "Logistics Hub": transportation connector that supports +7 new proc-gen combos (Siege, Battle Striker, Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard!)
- Fixed bug where Head Hunters value could show as negative in HUD
- Fixed conditions that could cause a Head Hunter to be sent after you twice even though already dead

[h2]v1.9.3 - #170: Gunslinger Patch - 11/8/2024[/h2]
- Fixed all of the Gunslinger class tree small nodes (they were mislinked to Scourge!)
- Added dual wielding pistols for masculine characters models
- Clarified description of Ricochet Talent to be clear it works with any Single Shot weapon (Revolver, Sniper)
- Fixed Ricochet having a 0m range displayed, its range is set by the weapon used
- Fixed issues with Item Slots where you can now equip items into slot 1, 2, 3 4 and they don't "slide" down but stay put
- Fixed bug where weapons were not appearing in inventory or store
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would allow attack if second weapon had no ammo
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would make noise of the less loud weapon
- Fixed bug where Gunslinger's Twin Irons cost 0 AP
- Fixed placeholder # left in Talent description for total number of reaction shots in Overwatch, Deathwatch and Linkwatch
- Fixed text alignment for XP in current level when numbers get large enough

New class! The Gunslinger is here (with a sale to celebrate)!


While Cory has been pumping out new maps for the Weekly Map release (btw, expect a new map tomorrow!), I've been working on the newest character class for the game: the Gunslinger.

The Gunslinger's Gunlink spinal implant hardwires them to their chosen weaponry, allowing them to move and fire with something more than reflex, something more than instinct. Like the fabled duelists of the Old West, the Gunslinger walks with a quiet confidence, their guns ready to speak for them.



We're excited to push the class list to a big round 8 - meaning there are now a whopping 64 viable multi-class combinations + 8 more for the Knight, totaling 72 total class combos. It is especially exciting to drop in a new combat focused class that is an excellent choice for anyone carrying a Pistol as a backup multi-class for combat and utility.

It's another big milestone for the game and if you're enjoying the pace of progress, new content and updates please leave a review for our team!

[h2]Slinger's Talent Tree[/h2]

This is a combat-focused class, with 16 talents offering a wide range of build possibilities and synergies with other classes. Some talents can be used with any weapon, like the initiative-manipulating Quick Draw talent, manipulating Initiative to ensure you act first in the next Turn. But most of the Gunslinger's talents are designed for use with at least one Pistol, or even more specifically in some cases, a Revolver.


These talents allow a Gunslinger to attack an enemy who has them under Overwatch without triggering it, to fire their revolver like it's a Full Auto weapon, to reload as they fire, and more. One especially cool talent allows you to target hard cover around an enemy and Ricochet your bullet off it to hit an enemy you don't have direct line-of-sight too. That'll catch 'em by surprise!



There's more: the Gunslinger can dual wield! Using dual pistols or revolvers (or one of both!) lets you make use of talents like Gun Kata, firing a shot from each weapon into every visible target within a wide cone (which you can upgrade up to a full 360° arc).



[h2]Animation Updates Pending[/h2]
Note that as this is still Early Access, we're releasing the Gunslinger without all of the dual wielding attack animations completed. You won't see any dual wielding animation yet, all characters will just shoot as if they have one pistol.

We are aiming to wrap up the animations in a week or two, but we didn't want to delay your chance to try this class just for that.

[h2]Shifting Metas[/h2]
This is exciting to see what meta shifts are going to hit with the new class. It is also a time for us to go back over the next few weeks and revisist the original combat classes (Soldier, Sniper, etc) and their weapon set to ensure that the meta stays tightly competitive. We'll be sharing more about this in the coming days!

[h2]How to Get a Gunslinger[/h2]

A new Gunslinger, Sid, has been added to the Fighter column (Soldier by default) in New Game, so you can trade Sid for Aaron or Aitana.

You can also multi-class your other characters into the Gunslinger class if they haven't taken a class yet (or just Respec). Gunslinger is a cybernetic class, requiring cyber surgery installing a GunLink spinal implant to be able to able to multiclass into it.

There is a lot to explore here, new multi-class combinations to build and oh so many places to bounce bullets off. We'll let you get to it, slingers!

[h2]Raised Level Cap[/h2]
To go along with the Gunslinger, we've also raised the level cap to 32 now which grants +1 maximum Talent limit. We used a "stored XP" model in Cyber Knights, so if you've been running missions at level 26, all the XP you acquired was kept and you may immediately increase levels. Enjoy your new options and another raise will be coming before the end of the year as the enemies get a new batch of Power Levels and variations to match.

[h2]v1.9.1 - #169: Gunslinger - 11/8/2024[/h2]
- Added new class: Gunslinger
- New starting character option in the Soldier slot - Sid who was "Born to a Gun"
- Raised character Level Cap to level 32, +1 Talent limit
- Fixed Knight's starting Traits so that Ballistic Co-Processor and Trigger by Wire are available to all backstories
- Improved descriptions of buffs where you can use them on "yourself or a teammate" instead of just saying "a teammate"
- Fixed issue with Stealth Crit Dmg bonuses printing as Crit Dmg bonuses in Talent effects

[h2]v1.9.3 - #170: Gunslinger Patch[/h2]
- Fixed all of the Gunslinger class tree small nodes (they were mislinked to Scourge!)
- Added dual wielding pistols for masculine characters models
- Clarified description of Ricochet Talent to be clear it works with any Single Shot weapon (Revolver, Sniper)
- Fixed Ricochet having a 0m range displayed, its range is set by the weapon used
- Fixed issues with Item Slots where you can now equip items into slot 1, 2, 3 4 and they don't "slide" down but stay put
- Fixed bug where weapons were not appearing in inventory or store
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would allow attack if second weapon had no ammo
- Fixed bug where Gunslinger's Twin Irons and Gun Kata would make noise of the less loud weapon
- Fixed bug where Gunslinger's Twin Irons cost 0 AP
- Fixed placeholder # left in Talent description for total number of reaction shots in Overwatch, Deathwatch and Linkwatch
- Fixed text alignment for XP in current level when numbers get large enough