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Cyber Knights: Flashpoint News

Update #158: Markdown Flat


Welcome to the dusk of the weekend in New Boston! We're continuing the tour of second-round balance and improvements and tonight are hitting on pricing in the weapons, mods and armor categories. We've also added a sick new map - the burnt out floor of a flophouse in a street habstack - for proc-gen rotation, improved coherence for Cyberdeck sales, upgraded some Decoy programs to Decoy (HOT) and improved the Hype, Stress (etc!) affects of boosting and burning merc and contact relationships.

We always love rolling out something new and this is a key balance patch for the game's early economy. More will be following! if you are enjoy the game and our dedication to continued adds and improvements during Early Access, please take a minute to leave us a review. Remember, you can always edit it later!


[h2]Major Power Level 1-4 Price Drops[/h2]
With this update, we're catching up on some much needed price rebalancing for Power Level 1 to 4 weapons, weapon mods and armor. The old pricing baselines came from a time in the game when there were few other things to spend money on and so the prices fit better. But now with the competition for safehouse upgrades, cyberdecks, programs, more cybernetic implants and more - these prices were due a big drop.

Weapons dropped the most, ranging from 25% to 50% drop for some early game upgrades. Weapon Mods were already modestly price and dropped a bit, mostly around Power Level 2 and 3. Armors also had some modest reductions in the earlier Power Levels to help make those first upgrades easier to afford.

Items on the other hand got modest gains, where the baseline prices for a Power Level 2 and 3 Item jumped by 10-20%. Item prices of course are small potatoes ($8K became $10K) and these price adjustments also boost the sale value for Item Blueprints on the far side, so this has its benefits as well.

We are still working on a package of upgrades for weapons to help reinforce and boost the stat differences between the levels to further justify the expense to upgrade, but this price drop should help.


[h2]New Proc-Gen Map: Blown Out Flat[/h2]
We've added a new map to the proc-gen rotation for the Battle Strike objective and anticipate adding it to other objective types throughout next week. This Blown Out Flat is a destroyed floor of a cheap habstack, utterly abandoned and dilapidated. The best kind of place for criminal dealings, gang warfare and hiding valuable illegal loot. The Blown Out Flat is on the smaller, more compact side of missions, so it is lovely to roll out additional variety in map types.


[h2]Cyberdeck Service to Power Levels[/h2]
We've made some adjustments Contact services for selling Cyberdecks. We've extended the service ladder to having 4 levels and adjusted the placement of the Cyberdecks sold within those levels so that their is a clear and consistent match of Service Level to Power Level. This has moved one deck between levels and also another deck that was previously rated as Power Level 5 has been downgraded to Power Level 4.

Get those limit breaks with your deck sellers and get back up to the latest!


[h2]Decoy Utilities go HOT[/h2]
HOT is one of the designations for program variations. All HOT programs include IO buffer bonuses. With Update #158, we've upgraded the Decoy programs available from any Contact who offers the special Utility Program service to be Decoy I to III with the HOT designation. So, in addition to volunteering to be the first unloaded, these programs can now buff your IO. Some of you will find - depending on where you bought your Decoy programs before - that you now have these upgraded programs in your Inventory or already installed on your decks.

[h2]Improved Hype / Stress or Influence / Exposure Changes[/h2]
We are prepare for the relationship flows of Hype, Stress, Loyalty, Discontent and for Contacts Influence and Exposure. This coming upgrade will cause relationships from merc to merc or Contact to merc to be more powerful, as big changes maybe ripple outward. If a merc likes a Contact and you treat that Contact badly, the merc may Stress over it.

But that's all coming soon, in the next few updates. For now, the change in Update #158 is to further reinforce the changes to all of these values for your story actions. If you Burn or Boost a merc or contact by a story choice, the hit is going to be stronger. You'll get over all more Hype or Stress, or suffer more Discontent, Exposure etc, where some of these story choices were not feeling so impactful (+10% Exposure or +10% Stress was just not ... enough).

Going along with this, we fixed a bug where helping the UNA hacker could result in a Burn with your Face's relationship instead of a Boost (as queued by the dialog).

And, on that subject as well, we fixed Hype and Stress sorts for Roster, as they were backwards. If you sort by Stress, you probably want the high Stress characters at the top, right?

[h2]v1.8.129 - #158: Markdown Flat - 10/13/2024[/h2]
- Major price reduction for Weapons, Mods, Armor for Power Level 1-4, from 10% to 50% reduction
- Added new proc-gen map "Blown Out Flat": destroyed floor of street habstack with starting Objective Battle Striker
- Aligned Cyberdeck Power Levels with Sells Cyberdeck service levels, new Service Level 4 now added to sell most powerful decks
- Upgraded Decoy programs sold by Utility Program service to Decoy (HOT) with bonus IO
- Improved Stress/Hype/Loyalty/Discontent and Influence/Exposure changes for Burning / Boosting relationships with story actions
- Fixed bug where refusing to hire the UNA Hacker could cause Loyalty loss with your Face instead of (correct) gain
- Fixed issue where Haven Smokeout Wireghost could be invisible, not spawn or refuse to flee
- Fixed ERA story bug where Scourge recruit oddly started at level 1
- Fixed sort in Roster for Hype and Stress so that highest Hype or Stress is at the top

Update #157: Lights Out


Knights of New Boston - we've got another update here for you with further improvements to the matrix, fixing up a few small bugs in the recent glut of new matrix maps, a new scheme for how ignored / dismissed Recruits are handled, a fix for anyone with a stuck Scourge recruit, improved consistency of Hacking tags on missions and more.

A big thanks to everyone playing, posting and hitting F10 this week! We've seen a huge wave of new players come onboard so it is so helpful to get fresh eyes on Early Access. Keep an eye on this page, more updates and more good things are coming.

If you enjoy the game and our special way of doing Early Access, please take a moment to leave a review! Remember you can always edit it later.


[h2]Spiked Nodes React![/h2]
This has been a visual goal for a while but with the addition of the new Access Gate it is more important than ever to be able to see the status of the node while you're planning your path. There are a few other places we need to have the UI and visual react to spiking - like the pop out node description to the left of the node - but we're excited to take this first enhancement and run with it.

CPUs that have been spiked become more unstable, reddish and stretch and distort as the quantum structure struggles to maintain coherence after the spike. Access Gates and APU - now defeated and lifeless - become gray and lit only by flickering light, their security functions now extinguished.


[h2]Ignored and Rejected Recruits[/h2]
In the original setup for recruits, if you ignored or rejected them they would be purged from the game, completed removed. There were exceptions to this in the plan, like the sibling from the KEMCO Salvage storyline who would transition back to a character known to be living on the streets of New Boston, a relation to one of your mercs and a potential story character for future arcs.

We've now upgraded all non-Underground Hub recruits to work this way. Any recruit that you encounter and decide not to accept is moved into the Dismissed state, which leaves them (hidden unless you filter) on your Roster, and marks them as great story pickup for future story arcs.


This helps build up your history of characters in the city who you've been in contact with and who might someday be a better fit for your team. While you can't go back to them today and re-request the option to recruit them, that is way we are heading. This set of dismissed mercs will become your backup pool (assuming they aren't picked up by some story first).

Notably, Underworld Hub has a slightly different setup where an ignored recruit simply goes on a long cooldown and then will recur in the Hub. So, we did not change that process with this update.

This is a rare type of update that only affects games from this point forward. We can't do anything to fix the issue that in older games these recruits were purged. It isn't damaging to games, and all new added recruits will fill into this pool in old and new games, so it has some impact but will be long-term minor and is currently no impact (as you can't re-recruit these folks).

[h2]Stuck Scourge[/h2]
If you happened to ignore the Scourge recruit during the recently added ERA storylines and let the timeline expire without interacting with it, a bug occurred where instead of getting the final recruit prompt and being forced into making a Yes/No decision, the Scourge just quietly stuck around as a Recruit but with no further way to interact.

The next time you load your game the issue will be resolved and the recruit option will be back.


[h2]Missions Missing Hacking Tag[/h2]
There were a number of missions missing the Hacking tags, which would let you know it could be valuable to bring a Hacker along. We've done a sweep of these and believe they are fixed across the board.

[h2]Reload issues[/h2]
We're grinding down any F10s right now that are reported as reload issues- where something isn't quite right if you go back to the main menu and reload your game. This update fixes an issue where VIPs using the Vita-Shield buff (invulnerability) would get the buff back even if you had shot it down.


[h2]The River inDusted Hover-Evac[/h2]
We fixed a map issue that was preventing anyone - player or enemy - from seeing across the bridge or river in the back of the Dusted Hover-Evac level.

[h2]v1.8.127 - #157: Lights Out - 10/11/2024[/h2]
- Matrix CPU, APU and Gates now visually respond to being spiked, changing their node appearance
- Fixed issues with 2 of the new hosts having disconnected data nodes (thanks for the F10s!)
- Improved some of the routing and pathing options in the new hosts after review
- Fixed bug where ignoring the recruit of the ERA storyline Scourge could result in a hung state - option to recruit will reappear now
- Improved scheme for ignoring / dismissing story or timeline recruits - new Dismissed Recruit status allows them to appear in future stories or repeat recruit offerings
- Fixed some invisible walls blocking sight over river / bridge in Dusted Hover-Evac
- Fixed multiple missions missing the Hacking flag that have matrix terminals
- Fixed duplicated victory/defeat text at the end of HEARTBREAK RUSH job
- Fixed issue reloading level with VIP shield returning unfairly
- Fixed issues with expensive / cheapest sort in cold storage, inventory and market when categories were mixed

Update #156: Quantum Access Gate


Welcome all new Knights from Steam Turn-based RPG fest! We're here working hard on Early Access with a constant stream of updates. There is a lot left to do to wrap up our Early Access roadmap but it is more content and smaller feature sets than huge milestones now. We've been excited in these last few updates to be doing "rounds" in the game, hitting a wide spectrum of areas for balance, improvement and expansion. With Update #156, we've come around to matrix hacking to add a new node type and a big blast of new matrix host templates to explore. We've also removed the clickability of characters from the safehouse, fixed a bug with the ERA Hacker recruit if you chose to Delay the recruit and more.

Thanks to everyone playing, posting and leaving a review! We're running hot with an update every 2.3 days, so send us feedback and any bugs you hit and we are working hard to improve constantly. If you like the style, please leave a review!


[h2]Matrix Access Gate[/h2]
The newest node type to join matrix hosts is the Access Gate - a quantum lock structure designed to allow unauthorized users to enter it but then never to leave. Gates appear as glowing rings, knotholes that you have to pass through if you plan to further infiltrate the host. They present mini-challenges along your path, requiring you to stop and Spike the gate in order to unlock it and enable node connection again.


Once you've entered the Access Gate, you cannot leave until all IC are destroyed, the node is Scan 2/2 and you execute a Gate Spike. While Access Gates have far less IC than the CPU, this can still present a challenge, and often requires a Hacker to stop short of the Gate to reload some programs set or end their Turn to refresh the IO. Since you cannot exit a Gate without spiking it, there is a heightened risk of ending your hacking run in a Hard Disconnect here - if some IC is blocking loading programs but you didn't get enough Attack loaded to take it out, for example. There is no option to decamp from the Gate and return when you're ready, you'll have to pull the plug.

Finally, we've started work on some upgrades to the matrix visuals that will allow nodes to show differently based on their internal state (Spiked, has Files, etc). So - this is coming, Gates that are unlocked with display different, Spiked CPUs will show that visually, etc.

[h2]Added 10 new Matrix Hosts[/h2]
The new matrix hosts are spread across the spectrum of different missions and sources - from those generated in your Safehouse, to CPU Spike missions to those showing up on the ground in missions holding SCU or RCU. All 10 of the new hosts feature one or more Access Gate, so you'll start to see this new node type filtering into your missions immediately now.


[h2]Treaty '31 Era Hacker: Delay Hung Recruit[/h2]
We had a bug with the Treaty '31 Hacker recruit - if you chose to delay their recruit from the Safehouse, then they would end up on your Roster as a permanent possible recruit without any way to move forward. After reloading your game in Update #156, this will be resolved the Hacker will be interested in talking again about recruitment - to accept, delay or reject.

We also fixed an issue where recruits who were previously dismissed could be selected for Legwork. Through this, it is possible that you might have recruited them if you picked this option ... that's one way to get on the team?


[h2]Safehouse Character Buttons[/h2]
Having chatted with enough players, we understand (and feel the same way) that the character buttons over the safehouse 3D is not helping. More clicks to these buttons are misclicks that intentional far. There will be a point where the characters animate, traverse the safehouse, take the elevator, so we've left the name labels in but we've removed character's function as a button. In the (currently rare) case that the character has a speech bubble overhead, you can click directly on the speech bubble (not the larger character) in order to pop up their messages.


[h2]Alerted Reinforcements, Hidden Team[/h2]
If you run into a situation where you team is fully hidden but the reinforcements who have just arrived are all Alerted and come after you, please hit F10. We found and fixed 2 of these misconfigurations thanks to some recent F10s about it. We appreciate all your hard work helping us improve the game daily!

And, as always we fixed some other smaller issues - see below -

[h2]v1.8.123 - #156: Quantum Access Gate - 10/7/2024[/h2]
- New matrix node type: Access Gate, a quantum lock structure that prevents unauthorized exit until spiked (go in, must spike before you leave)
- Added 10 new matrix hosts maps to templates across entire set (Spike CPU, File Hunt, SCU and RCU hosts) featuring Gates
- Fixed bug where delaying the recruit of the ERA storyline UNA Hacker could result in a hung state - option to recruit will reappear now
- Removed clickable character button from safehouse
- Fixed bug where recruits you dismissed or skipped could appear in Legwork offers
- Fixed bug where all enemy reinforcements could be coming out as aggressive in Wreckspire
- Fixed bug where one set of enemy reinforcements could be coming out as aggressive in Sewers level
- Fixed possible legwork mismatch for "Going Offworld" proc-gen Legwork story
- Fixed issue where Recoil could go negative on some weapons with the right weapon mods attached
- Fixed typos and name switches

Update #155: Smoke in the NanoFab


There is smoke pouring out of the NanoFab, someone is in there crafting like crazy! If you aren't in there crafting like crazy, maybe this update will help you get that forge roaring. With Update #155, we're completing a series of balance improvements around Blueprints, max uses, sale prices, and crafting times that should increase the fun and progression of the NanoFab and possibly entice more mercs to give Item crafting a second look - or, if not yet, soon. We've also fixed a ton of other F10s submitted, so thank you for all your help, posts and encourgement!

If you are enjoying Cyber Knights and our special way of doing Early Access - the game is never idle! - please take a moment to leave a review and help us continue.


[h2]Tox-Cloud, White Noise Stick to the Floor[/h2]
All of the moving buff and debuff zones were not playing very well with elevation changes. If a zone was created on a rooftop, it could then float out into the air instead of sliding down to the ground. Or if you created a buff zone near a building or platform it might just go into the platform instead of rising up to ride along the top of the area.

With Update #155, we've resolved both cases. In short, moving buff zones will now stick to the floor, rising and falling as needed. Thanks to everyone who put in F10s about this, it has been a hot topic for a while!


[h2]Melee Weapon Blueprints show Power Slice Rules[/h2]
Melee weapon blueprints have always had an issue where they kept their Power Slice special rule hidden until the crafting was complete. This bug has now been resolved and the special rules for any and all weapons are now visible up front with your Blueprint.

[h2]Crafting Time Adjustments[/h2]
Update #155 sees the completion of a number of crafting time changes, some shorter and some longer. Weapons were taking too long, armors were too quick and Rarity and Power Level were not having enough of an effect on the crafting time in many cases.
  • All weapon crafting times have been reduced, anywhere from 2 to 4 days with Blueprint Rarity having a larger impact on crafting time
  • Some weapon mod crafting times have been reduced by up to -1 day and some have been increased by +1 day, depending on the type and Rarity of the blueprint. In total, this is near neutral or overall shorter.
  • Some armor crafting times have been extended in the case of high Rarity Blueprints

[h2]Item Blueprint Improvements[/h2]
Item Blueprints have been hit with a wave of improvements to make them more compelling - both to dump onto the open market or consider using.
  • The cost of crafting Item Blueprints has been reduced, depending on a number of factors anywhere from 10-40%
  • The price you can get selling Item Blueprints to your Contacts has increased by up to 5X
  • All Item Blueprints now come with 5/5 uses in your NanoFab. This allows you to build up a small stash if you find something valuable - perhaps a rare designer hacking drug you can't buy yet or ever - you can at least craft 5 doses of it. The limit before of 1 crafting run per Item Blueprint made this very impractical to imagine that we could provide very many exciting unique Items via Blueprints because you'd end up with a single (just 1!!) consumable and ... probably horde it for the last boss ;)

[h2]Head Hunters and VIP Stun Break[/h2]
Head Hunters and special VIP targets all have the ability to Stun Break. Every turn they are Stunned, they gain a 75% chance to skip the Stun and take their Turn. This does not remove the Stun effect, so mulit-Turn Stun debuffs can still have effect on these targets, but it is lesser and more random when it might strike.

In the case of Stun Break, we have now added a clarifying log to the combat log so it is clear what happened and what the chance is (75%).


[h2]ERA Scourge Recruit Level[/h2]
For future games where you encounter the Treaty '31 Scourge recruit, we've fixed the issue where this character always landed at level 1. Now, the Scourge will follow all the regular recruit level rules, just like the Treaty '31 Hacker you could recruit.


[h2]Fixed Switched Save Slots UI[/h2]
As of Update #154, the save slot options you were presented in the pause menu were flipped. If you were supposed to have Auto Saves Only then you got Free Saves Only. This is now all cleaned up in both the mission and safehouse pause menus.

[h2]v1.8.121 - #155: Smoke in the NanoFab - 10/6/2024[/h2]
- Tox-Cloud, White Noise and any moving buff/debuff zone now changes elevation correctly to track "floor"
- All Blueprints for weapons and especially melee weapons show all special rules like Plas-Edge
- Reduced crafting times for Weapon, Blueprint Rarity has larger effect on craft time
- Rebalanced crafting times for Weapon Mods and Armors, ranging from -1 to +1 days based on Blueprint Rarity
- All Item Blueprints new expanded to 5/5 uses - if you find something good, you can craft a small stock
- All Item Blueprints sell for about 5X the cost (based on Blueprint uses remaining)
- Reduced cost to craft Item Blueprints by 10-40% depending on Power Level
- Fixed issue with Auto Save Slots and manual Save Slots appearing in wrong difficulties
- Added helpful log when Head Hunter or VIP breaks Stun (75%) and takes their Turn anyway
- Fixed ERA story bug where Scourge recruit oddly started at level 1
- Fixed issue with some raid proc-gen missions that played the ending dialog 3 times in a row
- Fixed possible scenario where recruiting Scourge in ERA stories could freeze

Update #154: Power Play and Compromised


Welcome to the weekend of Turn-based RPG Fest on Steam! Welcome to all the new Knights rolling into the New Boston zone. We are here all the time if you have questions for us and we are working hard to improve the game off your feedback. With Update #154, we've rolling out the first big step toward finish the Contact Limit Break system with Compromised and Power Play tags - which will basically allow Contacts to step up into a higher tier of power for their future Limit Breaks. We've also added a new proc-gen Legwork story with new Contact types involved and new merc skills and backstories that will be called on to pull it off. Finally, a heap of nice F10 bug fixes, so thank you!

To everyone playing, we thank you! Please, consider taking a moment to leave a review, especially if you enjoy how we are conducting our Early Access phase - always busy, always improving!


[h2]Power Play and Compromised[/h2]
Not all Contact Limit Breaks are committed equal! When your Contacts Limit Break for good or bad, new options are appearing that allow them to take on a Power Play position or to become Compromised. These two tags can be added by story as well (see story Tag results from Snitch Snuff Obligation storyline, Octane's Kingmaker's Hand tag, or the Illicit Nexus tag) but can also be added by Limit Breaks directly.


Once a Contact has a Power Play (or another variation of the tag) or Compromised tag, then their matching Limit Breaks are about to be more exciting or risky. In Update #154, we are rolling out simply the system for Power Play and Compromised tags, but we will follow directly with a couple of big new options that are key to the entire underworld simulation working.

While these are not in the game yet, the Power Play / Compromised system is first required for some of the following effects to come online:
  • Compromised Contacts will able to die. If they are friendly, you'll usually get some opportunity to try to save them, but if you can't or won't, then that will be there end.
  • Power Play Contacts will be able add entirely new services. Maybe a Power Play Gunrunner can start offering a new series of weapons or a Doper might gain access to the Blue Juice supply through the Ricksham. This will both help Contacts you prefer to work with gain access to services to round out their offering but also allow your allies to gain completely new services that no one else has.
  • Compromised and Power Play Contacts will be able to gain new permanent Traits.
  • If they don't like you, Power Play Contacts will be able to send Head Hunters after you.

Be careful though, as these tags - whether or not added by story or the Limit Breaks - can be removed by the other Limit Break type. An Exposure Limit Break might remove the Power Play tag or might remove Octane's Kingmaker's Hand Tag (!?!). In the same way, if you have know a Contact who becomes Compromised, an Influence Limit Break can give them the chance to get out of that before something dramatically bad happens.
 

[h2]New Proc-Gen Legwork[/h2]
In Update #151, we added a system for proc-gen Legwork, allowing contacts who are less likely to offer regular missions a new way to offer you work that benefits them their underworld affairs and therefore you can gain in return, Favors and Influence, as well as learn more about
the New Boston and 2231 story.

With Update #154, we've added a third proc-gen legwork option with some new angles, new types of contacts who are interested in it and it will call up on different mercs to attempt it. The new premise is about bribery at a spaceport, so keep an eye out for Contacts involved in smuggling hi-tech space or who are obsessed with getting offworld to proc this storyline.


[h2]Contact Limit Breaks Order[/h2]
We've fixed a key bug that was causing the options you were offered to change whenever you spent a Favor. The intention is that spending a Favor will add a new option but not change anything that was already selected. In Update #153, this rule broke but it is back now again and paired with even better insurance that if you spent a Favor - even on an Exposure Limit Break - you will get an additional option.

[h2]Tri-Anks Fix[/h2]
We fixed the Tri-Anks cybernetic implant that had an unexplained special code effect.

[h2]Equipment and Roster Fixes[/h2]
If you sent a merc to treatment for a wound the Treatment tag wasn't showing up immediately - now fixed! If you looked at Blueprints in the NanoFab list, they didn't remove their "new" yellow dot - now fixed! If you compared two weapon mods and one had better optimal range, it was displayed with the flipped color and annotation (as if shorter was better) - now fixed! If you were carrying an E-Rifle there was some ugly text and image overlap in the HUD - now fixed!

[h2]v1.8.119 - 19/5/2024[/h2]
- Added third proc-gen Legwork offered by Contacts in smuggling, hi-tech or who are obsessed with space/gleamers
- Added new Contact Limit Break options for Add/Remove Power Play and At Risk status for Contacts
- Added new Contact Limit Break options for Exposure breaks to lose up to 5% Trust (might be lesser of X evils)
- Fixed issue with Contact Limit Breaks where spending a Favor for a new option would change existing options
- Fixed issues with throwing grenades and item not being removed from Talent list
- Fixed issue with Treatment tag not appearing immediately on roster after sending to Wound Treatment
- Fixed issue in NanoFab Blueprint listing not properly managing new yellow dot upon viewing
- Fixed incorrect comparison Optimal Range bonuses for weapon mods (higher is better for max optimal)
- Fixed issue with overlapping elements in weapons with limited reloads (E-Rifles)
- Fixed unexplained ability in Tri-Ank 1 cybernetic implant (Special Code -5)