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Cyber Knights: Flashpoint News

Update #210: Shader RIPs


Knights and mercs, we're here with Update #210, which is a really good one - fixing Power Play issues, optimizing the game and improving character Attributes plus fixing some F10s. Thanks to everyone playing and posting feedback, we're hard at work expanding the game (new Syndicate Debts storylines and map just this week) and are running headlong for the next story and map expansion already.

If you're enjoying the game and the relentless pace of update, please take a moment to leave a review to help us keep rocking this Early Access.

[h2]Improved Attribute Bonuses[/h2]

With Update #210, we've tuned up Will and Strength bonuses where their ratios were too weak to make enough of a meaningful difference in character build. Attributes are one of many sources that build up your character, and are provided by your class tree, Traits and by some cybernetics.

For Update #210, we've improved Will by increasing its ratio to 2% Stress Res per 1 Will (from 1% per 1 Will). For Strength, we've improved the ratio to -2% Recoil gen per 1 Strength (from -1% per 1 Strength).

[h2]Fixed Power Play Hang Ups[/h2]

Up to now, there have been a few well-hidden snags in the story system that were limiting the appearance of Power Play storylines in Limit Breaks more than they should be limited. We've now removed all of the ones that we could find and that were pointed out in F10s with Update #210, and now the Power Play storylines should flow.

Part of this fix is to resolve an issue with how proc-gen storylines were "hanging on to" Contacts way longer than needed. This kept them assigned to the proc-gen story and prevent them from joining another storyline (such as Power Play). We've also fixed a few state checks that were just reducing the changes that Fadelight Blades and Ricksham Drips Power Plays could possibly attach to your Contacts via the Casting Directory. A big thanks to everyone who provided F10s to help us resolve this!

[h2]Shader Optimizations[/h2]

We are excited to have completed a big batch of optimization within the game and are pushing it live with Update #210. Shader variant compilation is a big part of the time of building an update and are what the game need to load into the GPU to render all of the 3D assets. With some clever changes, isolating some expensive parts of shaders into new more limited shaders - we have been able to reduce the total number of compiled shader variants needed by the game by over 75%. On one such shader type, we went from over 25,000 shaders variants to 3,300.

This will both speed up the build time for updates (we can go faster!??!) and has some positive impact on memory footprint and load time for the game.

[h2]Other F10s![/h2]
With Update #210, we hit a few more F10s. We've continued to clean up the new Syndicate Debts content, rewriting some confusing dialogs, fixing a few more misattributions and of course, typos.

We also found an odd bug in the animation stack for feminine characters carrying shotguns. This made their faces squeeze extra skinny. Very odd but now fixed!

And we fixed a confusing fail clause that had gotten accidentally attached to the Thumb on Snitch Legwork.

[h2]v1.9.107 - Update #210: Shader RIPs - 1/31/2025[/h2]
- Increased Will bonus to give +2% Stress Res per 1 Will
- Increased Strength bonus to give -2% Recoil gen per 1 Strength
- Fixed bugs that could prevent Fadelight Blades or Ricksham Drip Power Plays from connecting to a Contact
- Fixed issues with proc-gen cleanup holding on to Contacts too long and preventing them from Limit Break or Power Play
- More Power Play and story missions give improved XP over other missions
- Major shader optimization - reduced shader variant count by 75%, faster load times
- Fixed confusing fail clause in Thumb on Snitch Legwork
- Fixed animation bug that was squishing some characters heads by 10% when carrying a shotgun

Update #209: Weekly Map Release: Cyber Clinic


Knights and mercs, ok ok - so hear me out. We know we did new fun stuff just yesterday but we were thinking ... it's time for new fun stuff again! Update #209 drops another weekly mission map, adds a new type of navigation challenge to the Matrix with the Sluice node, continues the series of fixes for the new Syndicate Debts content, and fixes a set of F10s we targeted for this week.

If you're enjoying the relentless pace of updates and improvements, please take a moment to leave a review. It is a full team effort form our small studio to keep this Early Access absolutely hopping with new new new, so please review review review ːsteamhappyː

[h2]New Weekly Map: Cyber Clinic[/h2]

Another week, another map, and the game grows again. The Cyber Clinic is our 13th weekly map, pushing the total proc-gen maps up to 26 now. This smaller map is a raid on a night time corporate space and offers some cool new challenges and themes:
  • Area denial is big within Cyber Clinic due to the presence of multiple Bio-Scan Fields. Even if you are going loud, you're still going to want to think about these security devices as they can add a lot of Tally (+6 per trip).
  • Prevalent Level 2 Security devices (the Bio-Scanners) cannot be targeted by Talents but are all connected to the main matrix host.
  • The smaller map has a honeycomb style, allowing for many ways to pass through the same area, giving good options to dodge devices and patrols.
  • As a smaller map, it has high enemy and high loot density as well as featuring a Gold Key room.


The new Cyber Clinic map grand total of 26 proc-gen maps and adds an additional +8 proc-gen combos, we're now at 137 combinations of objective type and map ni the proc-gen system. Very exciting!

[h2]New Matrix Node: Sluice[/h2]

The new Matrix Sluice node converts all connections in and out of ithe node nto one-way connections, indicated by the scrolling set of arrows. Sluice can appear in many configurations using up to all 4 connections with each one being individually set to only-in or only-out connections. This creates a new navigation type of challenge, where you may have to take a dive through a Sluice and be unable to return except by another path.


We've added the first 4 new matrix templates that include the Sluice and more will be coming.

[h2]Further Updates and Fixes for Syndicate Debts[/h2]

We're excited at how many players could resume their pause nodes and jump into at least some of the Syndicate Debts storyline. We've also seen a big spike in new games started, so that is cool that the invitation to experience the story from another direction has many of you taking a second look at a new game.

With Update #209, we've continued to make fixes for different aspects of the new story content - from misattributed dialog lines to typos and to small mission map and dialog improvements. Thanks to everyone hitting F10!

[h2]F10 Fixes![/h2]
For map fixes, we've fixed lingering terminals that were broken in Trucker HQ and Req Site.

We've fixed your ability to easily scroll the File pick list when changing files you choose for a File Set. We've fixed issues with drone dead bodies disappearing or locking up the game and also an issue with hover outlines sometimes lingering for dead bodies.

[h2]v1.9.105 - Update #209 - 1/29/2025[/h2]
- Added new proc-gen map "Cyber Clinic": a small area of denial map with high loot and enemy density and featuring Gold Key area that supports +6 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate VIP)
- Added a new type of Matrix node Sluice from which all connections are one-way presenting new navigation challenges
- Added 4 new large and medium matrix templates feature Sluice nodes
- Fixed issue with inability to scroll while picking Files to replace in File Set
- Fixed issue with drone bodies disappearing or locking game
- Fixed issues with lingering outline on dead bodies
- Fixed issues with broken matrix terminals in some cases in Req Site and Trucker HQ
- Fixed typos, missing words and misattributed dialog lines

Update #208: Syndicate Storylines


Knights and mercs, we are here with a big story update for the Syndicate Debts origin story. To avoid spoilers, we are going to go light on descriptions for this update, so it will be short. Don't worry—you know our pace of updates—there will be more soon!

If you're excited to see us growing the story content for the game, please take a moment to leave a review and help us celebrate! You can always edit your review later if needed.

[h2]Syndicate Debts Story Branches Fleshed Out - Pause Nodes Removed![/h2]

Two branches of the Syndicate Debts storyline have long been on pause, hanging at the end of your timeline without the ability to complete them. Update #208 activates each of these timeline events and moves them forward immediately.

Depending on where you are in the timeline of your career, this may feel a little jarring or "too late". Which makes total sense, but our commitment to you is to get you the content if we can. You may find that one of the branches has passed you by due to actions you've taken but the other should always be available. It will appear soon in your timeline for any current save.

If you're new to the game and haven't seen these yet, then you'll encounter these story branches organically as you make choices and get deeper into the game.

There's still a bit more capstone content for Syndicate Debts to come later this week, and we're looking forward to adding new storylines as we approach our full launch later this spring.

[h2]And Bug Fixes![/h2]
And we've fixed a few bugs to go along with Update #208.
  • Fixed issue with Syndicate Debts legwork delay - if the timeline event isn't going away, try one more time!
  • Fixed issue where a merc's Extraction button might not light up if they were the sole merc in the zone
  • Fixed bug where reinforcements might get stuck and prevent the game from moving forward in some levels


[h2]v1.9.101 - Update #208: Syndicate Storylines - 1/28/2025[/h2]
- Updated Syndicate Debts storyline to complete all Syndicate Debts pause nodes
- Hunt down the previous Knight's Sniper across the NBZ to get your answers
- Uncover Octane's secrets and consider siding with her rival
- New missions, new options, new allies, new enemies!
- Fixed issue with Syndicate Debts Legwork delay never going away (start it, reject it again)
- Fixed issue where the Extraction button for individual mercs might not light up
- Fixed bug that might cause enemy reinforcements to lock up or freeze the game on some maps

Update #207: Springboard


Knights and mercs, it's another update your favorite fast moving Early Access cyberpunk heist game! Tonight we are rolling out a package of fixes, rebalances and tweaks before the next big thing. We've adjusted how Revolver crafting interacts with your mod limitations, allowed you to delay the Warner-Braun Era legwork (like others), added highest and lowest turn marks to the load game screen, fixed bugs preventing auto-extraction from always working, rebalanced from Grip weapons, and fixed some typos and map issues. It's a busy one, polishing up the game to be always better.

If you enjoy the relentless pace of improvements around here, please take a moment to leave a review and help us continue this Early Access journey.

[h2]Revolver Crafting Mods[/h2]

Revolvers are a special weapon class of pistol that do not allow any weapon mods that reduce sound (Suppressors) or increase ammo capacity. For a long time, this limitation has been shown in the last step of weapon crafting when you were attaching secondary mod blueprints, which made it frustrating. We have adjusted the select secondary blueprint window now to be very clear when something is incompatible and prevent you from selecting it at all.

[h2]Delay Warner-Braun Era Legwork[/h2]
As the game's timeline and events have filled up and become so much more busy, it is clear that Legworks always need the option to be delayed, so you can check your team status, consider some things and get your mercs (ducks?) in a row before committing. With this in mind, you can now delay the Warner-Braun Era starting Legwork like many others.

[h2]Highest and Lowest Turn Marks[/h2]

To help keep screens consistent, we have now added the same Lowest and Highest turn markers to the save slots shown in the main menu load game screen that you can see once you are in game looking at the load and save menus. This helps keep everything on the same page and lets you use the markers you are used to everywhere.

[h2]Auto Extraction Improvements[/h2]

We fixed a number of issues with auto-extraction where the team would not auto-extract when expected. This was caused to a few mistakes in some math and timing about when we were checking if the entire team was in the box. This is now resolved so we check at the right times and can reliably ensure extraction occurs when all the mercs are inside the glowing square.

[h2]Red Mist Event Bug[/h2]
The Power Play mission Red Mist Event had an issue that would prevent it from being reloaded once the VIP had arrived on the field. This is now resolved and if you were stuck trying to get back into this game and getting a never-ending black screen - your bug is fixed!

[h2]Weapon Mod Improvements[/h2]
We've improved a few more weapon mods, specifically the V-Grip, D-Grip and Vindicator Grip that were too close or exactly the same as other mods in the set. We're continuing to work across this entire set to ensure all mods at all levels are competitive and fun, so thank you for sending in the F10s that help point out where we've missed the mark.

And there is of course more - but take a look at the full changelog for everything!

[h2]v1.9.99 - Update #207: Springboard - 1/27/2025[/h2]
- You can now delay of Warner-Braun Treaty '31 Legwork like other Legworks
- Fixed bug that could prevent RED MIST EVENT mission from reloading once the VIP was deployed (black screen)
- When crafting Revolver Blueprint, incompatible mods are now marked as such early and prevent selection
- Added Highest and Lowest Turn notes to the main menu load game screen
- Buffed several mods that were not in correct progression: V-Grip, Heavy D-Grip, Vindicator Grip
- Fixed all MatrixLink and Matrix descriptions in Cybernetics recommendations
- Fixed several props that were not showing up as granting cover
- Fixed issues with auto-extraction when entire team is in extraction zone
- Fixed issue with Motion Detector where movement alerts vs. real detection were different about enemies blocking sight line (they don't)
- Improved display of class icons in Matrix for multi-class characters
- Fixed bugs with Patch-X Kit armor repairing item

Update #206: Pinnacle


Knights and mercs, it is Sunday in the New Boston zone, and you know a heist is happening somewhere. Actually, quite a few heists ːsteamhappyː Update #206 rolls out expanded save slots (now 10 instead of 4), three big changes to how Contact Limit breaks pace, order and roll their options, really fun up-balance for E-Rifles and Shotguns and some F10 fixes to boot.

If you are enjoying the relentless pace of updates around here, and think perhaps this is how Early Access should be, please do take a minute to leave a review. We are working hard to keep this EA period a constant stream of improvements and hope you'll help us share that widely!

[h2]Expanded Manual Saves to 10[/h2]

With the UI split out into dedicated save and load menus, it is a good time to follow up with some extra improvements. With Update #206, we've expanded the count of Save Slots you can save into from the starter 4 to a big set of 10. You can scroll in the UI to save wherever you like!

Looking forward from here, remaining Early Access improvements in this area will allow for rapid quick-save and quick-load hotkeys, as well as deleting and renaming slots.
 
[h2]Contact Limit Breaks - Logjammer[/h2]

With Update #206, we've followed up on the good work from Update #203 and a lot of player feedback we've been hearing recently. This boils down into 3 important changes for Contact Limit Breaks.
  • We have improved the prioritization and weighting of the options rolled for the Limit Break. This vastly improves the chances of getting Service upgrades as soon as you spend any Favors to steer their decision.
  • We have tuned up the underworld simulator that schedules Limit Breaks for Contacts so that it will increase its pace if a logjam is detected. If there are more than half a dozen Contacts all waiting to complete their Limit Break, they're going to hit faster until it clears the jam.
  • In Update #203, we enforced a nearly-strict order of the queue to be first-in-first-out (FIFO). This put a priority on the timing of getting above 80% Influence or Exposure but did not differentiate between 80%, 90% and 100%. With Update #206, we've tightened up these rules so that it is FIFO within Influence or Exposure bands. Therefore, anyone at 100% queues in FIFO order, and if there is no one at 100%, then 90%, etc. So, pushing a Contact to 100% Influence is the sure way to help them get to their break fastest.

Looking forward from here, we'll continue to expand the options of choices that Contacts can tap for friendly and unfriendly Limit Breaks as well as built out more Power Play storylines and service upgrade opportunities.

Check out the Contacts page on the wiki for more details about other Contact rules.

[h2]E-Rifle Ammo Switcheroo[/h2]

E-Rifles starting ammo configuration has been 3 Ammo per Reload and 4 Reloads total. We are excited to swap these two numbers, with all E-Rifles now upgrading to 4 Ammo per Reload and 3 Reloads total. This is still 12 shots total for your E-Rifles but has major advantages to Full Auto fighters, to anyone using Ion Batteries (getting 4 instead of 3 out of each use), and for weapon mods as well that add to Reload total, getting more for each addition.

[h2]Shotgun Ranging[/h2]

We've addressed some balance issues with Shotgun to help them be an overall more appealing class. They are very effective today at what they do well (Armor Shredding, some like to say melting!) and in-your-face damage. The rebalance is all to their advantage, compressing the progression of Max Range so it happens faster (adding +1m at Power Level 2 and 4) as well as tightening up the Optimal Range value for all levels of Shotguns so it simply is 3 less than Max Range.

[h2]v1.9.97 - Update #206: Pinnacle - 1/25/2025[/h2]
- Expanded number of manual save slots from 4 to 10
- Fixed issue with keyboard or mouse sometimes not working when loading save slots
- Improved priority weighting to highly prioritize Service upgrades for Limit Break offers granted by spending Favors
- Contact Limit Breaks will occur more rapidly if a crowd is all waiting
- Exact ordering for Contact Limit Break out of the queue now prioritizes 100% over 90% over 80%, then sorts by ready date
- Improved E-Rifles to have 4 ammo and 3 reloads (vs. 3 ammo and 4 reloads) - still 12 shots but better for Ion Charger, Full Auto, Mods
- Increased Max Range by +1m for Shotguns Power Level 2 and 4 to speed up their range progression
- Increased Shotgun Optimal Range up by +1 at a number of levels so it stays consistently 3m below Max Range and keeps low Accuracy penalties at so called "long" shots
- Fixed issue with Zombie Origins Legwork not applying injury if failed
- Fixed report map issues