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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

Update #168: Dometop Launch


We've got a huge week ahead of us, Knights! Any day now, the Gunslinger is about to kick down the doors and light this place up with a hail of bullets and we've got a new Weekly Map Release coming up later in the week. In prep for these big content drops, we've got a steady patch release here that fixes some bugs with last week's level, polishes out some more Talent bugs, and fixes other F10s and issues.

If you're ready for the new content and enjoying the pace of continued updates and polish, please take a moment to leave a review!

[h2]Updated Feedback Form to Prompt Email[/h2]
We've updated the feedback form ("F10") to encourage leaving an email address if you don't have a Discord or don't want to share it. Of course, this is up to you to share it. But as an example, we received an F10 from a player yesterday about a keybinding they didn't like and a request to add keybinding to the game ... without a Discord username or an email, we can't reach out and explain that yes keybinding is already in the game!

So, if you don't Discord then please consider leaving an email. It would only be used to contact you with a follow-up question or an answers to your bug/feature request. If you provide an email you do not opt into any list or anything - we're not that kind of studio lol.

[h2]Mission Updates[/h2]

The new process for Logistics Hub worked really well - we've got an exciting new map on our hands for 7 proc-gen combos. But it did have its share of bumps, the last of which we are ironing out with today's update. We've fixed issues with a few final broken terminals found in the Scavenger, Lootbox Hunt and Kill 3 Captain objectives. None of these were ever mission critical, so we've fixed them for future missions and made code adjustments to be sure it cannot happen again.

Second, we've fixed the cases where some of the lootboxes in the new level could end up very nearly empty, maybe just 1 item hiding in the back corner ːsteamsadː

And, we fixed a bug caused by adding the new map that could make the dialogs for Kill 3 Captains on any map double up.

[h2]Pressure Plate Oddity[/h2]
Accidentally the game's center of a pressure plate - what you need to target for your Talents - got moved about 10 meters off to one side. Oops! Now fixed in Update #168.

[h2]Soldier Talent Burn[/h2]

Following up on Update #167, we've hit the Soldier Talents now with a big range of fixes.
  • Splatt-Patt was never reporting the full extent to which it upgraded your firing arc and failing to display the full Recoil recoup that it offered. We've redone the system for expanding Firing Arcs in prep for Gunslinger and Splatt-Patt has been a beneficiary.
  • AP costs for Full Auto only Talents like Splatt-Patt and Covering Fire were always showing up wrong, very often showing 2 AP when they cost the regular 3 AP for any Full Auto weapon. This is now resolved, they always show 3 AP correctly.
  • We've made minor improvement to Soldier's Overwatch 3rd node to ensure it is worth the investment, adding an extra +5% Ballistic Dmg.


[h2]Other Bugs[/h2]
We've fixed a heap of other bugs but notable items include sorting not working in the NanoFab or all subscreens, the fact that all Items and Item Blueprints claimed that their AP cost was 444 and issues where sometimes timeline events would just appear at 50% opacity and look grayed out for no reason.

[h2]v1.8.49 - #168: Dometop Launch - 11/5/2024[/h2]
- Update feedback form (F10) to encourage email address if not using Discord
- Fixed issue with multiple confirmation dialogs when killing a captain in a proc-gen Kill 3 mission
- Fixed bug with Pressure Plates displaying a targeting point far away from the security system itself
- Fixed issue with new "Logistics Hub" level having mostly empty lootboxes and lingering "Terminal Broken" cases
- Fixed Soldier's Splatt-Platt not correctly displaying the correct values for recoil recovery or increased Full Auto firing angle
- Improved Soldier's Overwatch 3rd upgrade to cause +15% Ballistic Dmg instead of +10%
- Fixed Soldier's Splatt-Patt and Covering Fire sometimes misreporting that they cost 2 AP instead of 3 AP as they are Full Auto only attacks
- Fixed all sorting not working in NanoFab Blueprint selection screens
- Fixed bug with all Items and Item Blueprints showing use cost of "444 AP"
- Fixed bug that could result in a timeline even oddly grayed out (low opacity)

Update #167: Talent Burn


Update #167 is completely dedicated to fixing a few issues with Terminals and Lootboxes in the new Logistics Hub map and fixing Talent issues. Lots and lots of little Talent issues! With Update #167, we took the fight to the F10s reported around Talents and closed over 50% of them in this update. We're excited to slate the work to tackle the other 50% of reported issues and get the class trees in tip-top fighting shape!

If you're enjoying the steady stream of improvements, please take a moment to leave a review!


[h2]Logistics Hub Fixes[/h2]
There were two types of issues reported for Logistics Hub. First, in some cases terminals were reporting "this terminal is broken" and refusing to launch the matrix UI. And second, sometimes in the Steal 3 Files objective, some of the Files simply never made it into a lootbox.

Both class of bugs have been fixed - but only for future iterations of your missions. If you have a mission where you can only find 2/3 files, you'll need to just extract with that victory in hand and the next time the map draws, you'll be able to find 3/3.


[h2]Talent Burn![/h2]
We ripped into the F10 pile for Talents - hitting all the little and big things we could in a single blast. There are so many fixes - from typos to effects that were ignored - all bundled into this update, so we'll discuss the biggest ones but please check the full changelog below for the exhaustive set of changes.

All the Talents using Damage over Time - especially Tox-Cloud and BIo-Coat Bullet - were reported a lot to be inflating their damage per Turn. We've fixed the inflation issue and now the numbers show correctly, smaller. A fully upgraded Tox-Cloud was showing 100 but is really 75 HP / Turn.

In the same vein, we fixed the Vanguard's K-Protocol that was overreporting the Security Tally reduction and causing a lot of confusion.


We fixed the Knight's Ult-Pump +1 Turn Duration node so that it really works as well as their Interference Spike +1 Max Charge node which wasn't working either.

We fixed a number of cases where the text described an upgrade buff as a debuff or a debuff as a buff, such as in the Knight's Quantum Assault Talent.

We fixed other disconnected upprades that didn't do what they promised like EMP 4 and EMP 5 and Downed Shield's last upgrade node.

[h2]Nest Dropping[/h2]
We fixed an issue where Sniper's Nest Talent was being dropped if an attack missed.


[h2]Soldier's Run and Gun[/h2]
Also, we improved Soldier's Run and Gun Talent to add a generic ranged weapon accuracy after moving instead of only Assault Rifle (AR) accuracy which was very limited.

[h2]v1.8.47 - #167: Talent Burn - 11/3/2024[/h2]
- Fixed issues with new "Logistics Hub" map that could lead to Terminals being broken or Matrix SCU having no connected devices
- Fixed issues with Lootbox Hunt / Steal 3 Files where some of the files could not appear in Logistics Hub (and more rarely, in other maps as well)
- Fixed class tree bug where Talents healing or doing Damage / Turn were showing incorrectly high values once upgraded (Tox-Cloud showing 100 HP/Turn instead of 75 HP/Turn)
- Clarified description of Tox-Cloud Talent that the Damage / Turn does not affect Drones
- Fixed upgrade of Knight's Interference Spike Talent that had no description (+1 Max Charge)
- Fixed upgrade of Knight's Quantum Assault Talent that describes the upgraded debuff as if it will debuff the Knight
- Fixed upgrade of Knight's Ult-Pump Talent that claimed to add +1 Duration but then did not actually do anything
- Fixed upgrades of Vanguard's K-Protocol inflating the number of Sec Tally reduced - all trained it is -5 Tally
- Fixed 6th upgrade of Hacker's Downed Shields that broke the Talent's description
- Fixed Cybersword's EMP upgrades on the bottom row that had no description (+10% Dmg, -1 Recharge Turn)
- Fixed bug with Nest buff dropping after making successive attacks if they missed
- Improved Soldier's Talent Run and Gun to give +10% Ranged Accuracy instead of +10% AR Accuracy
- Fixed broken Contact Dr. Omatte strange appearances in future games
- Fixed bug preventing +/- Red or Gold cubes in Nano-Fab crafting UI
- Fixed issue where Wreckspire and Dusted Hover-Evac levels could use the same description and names
- Fixed some Cyberdeck programs having the wrong icon