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Update #189: Under the Star


When we say, "constant improvement" sometimes we just mean "daily improvement!" There are quality-of-life fixes, bug fixes, progression, and balance updates in this update that didn't feel like they should wait another day. With Update #189, we've kicked Brave Star into high gear by allowing their soldiery to scale up to Power Level 10 (previously they were locked to PL 2), improved consistency and late-game scaling of equipment, armor, and stats for all enemies at PL 6+, fixed Carnivore Sewer's special benefit, prevented objective files from appearing in the same node in Matrix File Hunt, improved Scourge's Nervo-Tox Shell, fixed Gun Runners who might be stuck and refusing to join in on new storylines and fixed issues with Best in Class filter memory, default value (now false) and added it to cybernetic surgery to boot.

No small update! Thanks for everyone supporting, sharing the game, hitting F10, and posting on the forums. A special thanks goes out to everyone who posted a review this week! Our small team thanks you.

[h2]Brave Star Rising[/h2]

Brave Star has always been a tough and dangerous faction. Their starting Power Level soldiers are strong, armored, carry good equipment, and might be backed up by S-Class Brakka mecha infantry. All this combines to make them a formidable opponent ... except they stopped scaling after Power Level 2!

With this update, we've fixed this progression issue for the entire faction and now their agents of all kinds - including the Brakka mecha infantry drones - scale up to Power Level 10. If you're facing off against Brave Star right after this update, check your weapons, double-check your plan, and don't take anything for granted.

[h2]Carnivore Sewers[/h2]

There is a special offer for the Carnivore Sewers level to reduce the Security Level back to 1 after the stage is over. This was broken sometime a long time ago it seems but has finally been fixed. Apologies to everyone who took the special route and ended up with extra Sec Tally for it.

[h2]Best in Class Filter Improvements[/h2]

First, we've added Best in Class to cybernetic surgery - another way to cut down on too many items and look at the best offerings available.

Second, we've fixed a mistake on our part where Best in Class was set as on by default for some players, which caused a lot of confusion.

Finally, we've added scoped filter memory so that your settings for Best in Class isn't incorrectly carried around. The six scopes are Inventory or Equipping, Market, Cyberdeck browsing, Cybernetic Surgery, Cold Storage, and the NanoFab. Each currently remembers its own setting for Best-in-Class filter. We are working to figure out how to best expand this to other filter types as well to help keep local data about what filters you're using and help you not need to reset them repeatedly.

[h2]Stuck Gun Runners[/h2]

While investigating an F10 about boring Gun Runners doing nothing, we discovered 4 story paths through common storylines that could result in a Contact - and possibly both your Gun Runners - getting stuck in an expired storyline. In this case, these Contacts would refuse to take future roles offered by the Casting Director and just become ... stuck.

This update fixes this issue for existing saved games and future games alike. Rah rah to the Gun Runners! Let's go!

[h2]Scourge's Nervo-Tox Shell[/h2]
When fired against a primary target, nearby targets can suffer a powerful Stunning debuff from the Scourge's Nervo-Tox Shell. This was not canceling Overwatch immediately, which was a mistake in the application of Stun. Now this is resolved and any debuffed target drops Overwatch.

[h2]Siege Hot Intercept Restored[/h2]
For a minute, the automatic Leverage Hot Intercept on the Siege proc-gen mission types was not applying correctly every time. This is now resolved.

[h2]Objective Files on Hosts[/h2]

If you are searching for 3 objective files across a matrix host, they will no longer accidentally pile up in a single node due to pure RNG. Now, if possible, they will always appear on separate data nodes.

[h2]v1.9.57 - Update #189: - 12/16/2024[/h2]
- Added missing scaling for Brave Star faction, now scaling out to 10 Power Levels - watch out!
- Improved scaling, weapons HP, and armor across all 10 Power Levels for all enemies - especially at PL 6-10
- Fixed bug with Carnivore Sewers path that was not correctly resetting the Sec Level to 1
- Fixed issue where multiple objective Files could end up in the same Data Node in Matrix File Hunt missions
- Corrected display of "No Hacking" tag on specific stages while larger missions does require Hacking (such as Carnivore Sewers)
- Scourge's Nervo-Tox Shell debuff to nearby enemies now cancels Overwatch
- Split filter memory for Best in Class in 6 scopes (inventory, market, cybernetics, blueprints, cold storage, and cyberdecks)
- Added Best in Class filter for cyber surgery (filters out Synth Muscle 1 for Synth Muscle 2 only)
- Fixed issue with Best in Class filter being set on by default
- Fixed multiple issues with storyline paths (such as letting DEAD DROP HIT expire) that could lock contacts into expired storylines
- Fixed Siege Leverage "Hot Intercept" not triggering correctly
- Fixed missing text in Matrix HUD when toggling between HUD sections

Update #188: Auto-Automatic Items


We're back for a rapid one-two punch of updates with some important fixes to the new Sector 01 Interchange map, a big upgrade to how Items are handled during missions (no more backpack!), much clearer signposts for HI-POWER Security Devices in their hovers, fixes for the Best in Class Filter, and more. When we've got something this good ready to go, it would be a shame to sit on it, so we're shipping this 50 MB package of goodness tonight!

If you like the pace of updates, the new maps or just seeing your feedback translated directly into the game - please be sure to tell a friend, share the game, and leave a review!

[h2]Auto-Automatic Items[/h2]

With Update #188, we've removed the Backpack button from the HUD and now all Items automatically join your Talent list immediately. This is so much better and easier for discovery of items, remembering what you've got and being able to test out and preview the Item's range and effect without having to go through the two-step process with the backpack. Not to mention that taking it out of your backpack marked the item for consumption at the end of the mission, meaning that checking your medkit's range cost you the medkit even if you didn't use it.


The new auto-automatic system is simpler, gives you all the control to preview, and only consumes items that are used. If you use a charge of any item during a mission, it will be marked as consumed. Items are (as of a few updates ago) also marked in a nice orange tint which makes them stick out against your regular old Talents.

Bye-bye backpack, we barely knew ye.

[h2]Sector 01 Interchange Fixes[/h2]

With this update, we've resolved the issue with the broken terminal in the center of this map. It was misconfigured in the final ramp to launching the map yesterday, sorry for the pain we've caused on that one! We also fixed issues with a specific Assassinate VIP starting point that could lead to an automatic defeat in this new mission map.

Finally, we fixed a few "open field" reinforcement spawn locations in Rooftop Ziggurat. Enemies should never be appearing out of thin air without a door, elevator or ladder to mark their possible entry points, so if you see this happening, please F10! And thanks to the players who did!

[h2]HI-POWER Designation[/h2]

If a device upgrades to HI-POWER we have now clearly marked it as such in the hover. This helps make it more clear without having to read the entire text of the hover. We're working toward having full visual VFX upgrade for HI-POWER for all the devices, but for now this is a good step in the right direction.

[h2]Best in Class Filter vs Other Filters[/h2]

It turns out the Best in Class filter wasn't the best team player! It was hiding things that shouldn't be hidden as long as filters like Ready to Equip were enabled. With this update, we've rewritten how the filtering works to allow for a dual pass filter (filter once, then filter again) which allows Best in Class to be in the second pass, and therefore it shows what is best in class of what is left from the first filter. Tldr; it works now!

Also, if you enable Best in Class in the store, it will be remembered in your inventory. This isn't ideal as it is easy to miss and we will be working toward scoping the different areas in which filters should be remembered better.

[h2]v1.9.55 - #188: Auto-Automatic Items - 12/15/2024[/h2]
- All items automatically unpack onto your Talent bar, with an orange tint
- Items are only consumed if 1 or more charges is used during the mission, backpack is removed from Team button bar in the top left
- Added clear "HI-POWER" designation to the hover of any security device that has been upgraded
- Fixed issues with "Best in Class" and "Ready to Equip" filters not playing together well
- Fixed issues in new "Sector 01 Interchange" where matrix terminal was causing locks
- Fixed one Assassinate VIP start point that could lead to auto-defeat in "Sector 01 Interchange"
- Fixed bad reinforcement spawn points on Rooftop Ziggurat

Update #187: New Weekly Map "Sector 01 Interchange"


Welcome to the weekend and the latest weekend update! We're excited to keep the streak of adding one new map a week rolling with Sector 01 Interchange, adding a new Leverage that lets you take an extra merc on a mission, adding new Contact to the Underworld Hub offering, improving Hovertruck Operator services, adding (my new favorite) Best in Class filter for Weapon, Weapon Mods and Armor,

We're hard at work expanding and improving the game every week with multiple updates. If you like the relentless pace and the direction the game is going, we hope you will leave a review!

[h2]New Weekly Map Release[/h2]

We are now on week 7th of our New Weekly Map Release schedule, and we have hit it 7 for 7 so far! We're excited to keep this rolling, as the map count in the game has improved so rapidly in the last two months. This has been a huge boon to playability and replayability.

This week, we've got another unique map style coming online - the Sector 01 Interchange is a triangular bridge structure built over an old interchange. This cramped, close-in zone does not give a lot of forgiving wiggle room, and will push both stealth teams - it is a small space to stay stealthy - and combat teams - it is hard to establish zones of control when the fight is so in your face - both.

With the Sector 01 Interchange, we are continuing to support every single proc-gen objective (all 8) with absolute maximum variation inside each option (there are 32!! ways to play this level). The new 8 proc-gen combos offered by the Sector 01 Interchange, brings the total to 97 proc-gen combos and represents another 8% increase in map variety. Sector 01 Interchange includes support for the Assassinate VIP objective as well, which has a rapidly growing list of maps, but it is a key point to keep improving.

As usual, working on a new map comes along with fixing issues in the recently released maps. We've fixed several issues with spawning enemies and Siege missions across the set.

[h2]5 Merc Option for Siege and Battle Strike[/h2]

With Update #187, we've added a new Leverage offering for all Siege and Battle Striker missions. Of course, you can get a wide variety of powerful Leverage from the Field Ops room in your base, but this one costs a Favor from someone willing to provide on-demand, high-risk transport for an extra merc. With the new "Rapid Transport" Leverage, you can bring a 5th merc along for Siege and Battle Striker missions, which is a huge boost to your ability to steamroll the enemies. Of course, you'll have to know the right person, like a Hovertruck Operator (see the next heading).

We've also improved the display of the Siege "Hot Intercept" Leverage. This is automatically applied to all Siege missions to give you a bonus on that first Turn scramble (+3 MP). Previously it said "Applied" as if you had purchased it, but that was confusing so it now states "Automatic".

[h2]Underworld Hub + Updated Hovertruck Operator[/h2]

With this update, we've improved the services offered by all Hovertruck Operators. These key transportation focus contacts are going to be offering a lot more interesting Leverages in the coming weeks, starting with the new Rapid Transport one for Siege and Battle Strike.

To feed that hunger for Favors, you'll need to know the right transporter and be able to pile up the Favors. Hovertruck Operators are now interested in purchasing Item Blueprints as well as Gang and Syndicate Files.

In addition, you can now get an introduction to an additional Hovertruck Operator through the Underworld Hub Contacts service.

[h2]Best in Class Filter[/h2]

We've added a new "best" filter for weapons, weapon mods, and armor. This filter looks through the available list of equipment by class - such as Shotguns, SMGs, and Blades - and then only shows the equipment in that class that is the top Power Level for that class. In this way, you can see the best equipment only - if your best Shotgun is Power Level 4 but your best SMG is Power Level 2 and your best 3 Blades are all Power Level 3, you'll see these and hide any inferior equipment.

This new filter is killer for shopping - helping you focus only on the best and hiding all the chafe. If you want to go budget shopping you can look at the rest but Best in Class helps laser focus on what you really want, the choppas, the best, the highest Power Level.

With this new filter in place, we're going to take another hard look at remembering filtering settings more actively. The original attempt at this remembered things too widely (if you set something in the Weapons Store, looking at Armor Inventory used the same filter) which could lead to confusing situations. A better shot at it will remember specific filters set in specific scopes (Armor Inventory only).

[h2]Contact Traits[/h2]
With Update #187, we've added 2 new Contact Traits - Paranoid and Quantum Obsession. Along with these, we've improved the description of all Traits with extra service interest, like Gun Nut. These Traits - like Gun Nut, Addict, Paranoid, and Quantum Obsession - will all influence the types of services that a Contact may expand into during their Power Play Limit Breaks (coming very soon!). A Gun Nut is going to be very interested in getting into selling guns whereas someone with Quantum Obsession will want to get into slinging programs.

We've fixed a bug where the German-Connection Trait was considered negative and was improving during Exposure Limit Breaks.

[h2]F10 Bug Kill![/h2]
We've hit a lot of extra F10s this week as well. In some cases, especially with Scourge's Callus buff, you could exceed 100% Soak and end up displaying "-12 HP" when taking a hit. This is now fixed and armor maxes out at 95% soak, meaning you can never stop the damage entirely with Armor. There was another issue with duplicate dialog appearing on gunning down a VIP in an assassinate mission and the text shown for auto-crouch was something like "Mission.Ping.GetDown" - all fixed now.

[h2]v1.9.51 - Update #187: - 12/14/2024[/h2]
- Added new proc-gen map "Sector 01 Interchange": a cramped trio of bridges over an interchange providing high-stakes, rapid challenges that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker)
- Added new Leverage offering for Siege missions - Rapid Transport allows deploying a 5th merc
- Siege Leverage "Hot Drop" is now marked correctly as "Automatic" as it is always granted on Siege
- Added new "Best in Class" filter for Armors/Weapons/Weapon Mods - rapidly show only things with the highest Power Level in class
- Added new High-Risk Transporter to Underworld Hub Contact connections
- Added 2 new Contact Traits: Quantum Obsession and Paranoid
- Improved Contact Trait descriptions for interest in services (Gun Nut, etc) - these are potential possible services by Limit Break Power Plays
- Fixed bug allowing Armor soak % to exceed 95% and cause negative damage (wut!?)
- Fixed bug where German-Connection Trait was classified as negative for Contact Limit Breaks
- Fixed bugs with Bio-Recycle giving 3 Talents in the bar
- Fixed missing text for auto-duck where the game was saying "Mission.Ping.GetDown"
- Fixed duplicate dialog on taking down Assassinate VIP target

Update #186: Death in the Core


Early Access improvements across the board continue with today's Update #186. We have a new map and objective proc-gen combo (Decommissioned Core X Assassinate VIP), improved program/talent/item coloring in the HUD, big improvements to navigating the Matrix HUD with keyboard or controller, ability for Matrix Talents to exceed screen size and still scroll to them, some very important progression and balance updates, and another round of polishing for Blueprint crafting.

It is a heavy haul of an update with a lot going on! We've detailed it all below for you to read in detail.

Thanks for playing and posting and our small team especially thanks you if you choose to leave a review!

[h2]VIP Down in the Decommissioned Core[/h2]

With Update #186, we're continuing to buff the mission map list available for the Assassinate VIP proc-gen objective. The Decommissioned Core is a larger interior structure with many paths through it, so you'll have to contend with distance and limited sight lines (Snipers are crying) to take out the VIP on the move. Try to stay stealthy as long as you can, or else the VIP will start moving quickly and then it's going to be a loud, explosive footrace to the end.

This update also includes a ton of other fixes for new maps, including some big rework in Flooded Tunnels about enemy starting positions, counts, and siege setup. We've also fixed a few places where Matrix Terminals had SCU that were not linked to any devices.

[h2]New HUD Colors: Talents, Programs, Items[/h2]

To help increase the visual distinction between Talents, items, and Programs - we have added a slight color shift to these lists in the mission and matrix HUD. Talents retain the original blue coloration, while Items have taken on a gentle orange tint and Programs are now an oceanic green-blue.


We're moving toward automatically placing all items on your Talent bar all the time, so shifting color will help set them apart. It is nice to have them pop more in the Matrix and make a clear break between program (load / unload) and talent (use!).

[h2]Matrix HUD is Nav, Scroll for Too Many Programs/Talents[/h2]

We've adjusted the Matrix HUD to allow you to scroll (with the D-pad, mouse wheel, etc.) to reach any additional Programs, Talents, or Items that go off the edge of your screen. Along with this, we've improved the navigation in the HUD so that it is more open and easier to move between the different button groups. And finally, we've made the navigation in the matrix tree directly linked to the connections between the nodes, so you can walk the three with a keyboard or controller without having to try to free scroll around.

Also, if your program list is sorted to have Sleaze 2 first and Sleaze 1 second, then your actions under the IC will follow the same sort - Sleaze 2 first and Sleaze 1 second. We were previously failing to honor your sorting decisions in these action buttons.

Thanks to @brian and all of our Steam Deck players sending in F10 input and helping us improve here!

[h2]Blueprint Crafting UX[/h2]

We're hard at work improving the NanoFab UX to make the rules for Blueprint crafting clearer. A few updates ago, we started with some text updates and now we've moved on to some larger UI improvements.

With Update #186, we've split out the costs for crafting into the top right of the screen to plan a Blueprint craft. This gives us more space below to pick your Cube allocation and also lets us show discount and time reduction % directly inline.

It is a small but important step in the right direction that lets us reduce 2 to 3 lines of text from the old blueprint rules shown below the crafting recipe. This is in prep to help us focus that text solely on describing the type of recipe you're currently crafting and the Intrinsic bonus rules for that recipe.

[h2]Difficulty and Progression Adjustments[/h2]

We are at a (good) point in the cycle where difficulty and progression are now more and more of the focus of the community and our team. The game has many hours of content, hundreds of pieces of equipment, and a growing list of maps and, not surprisingly, will benefit from an ongoing focus on balance, progression, and difficulty.

So, with this update, we've made a few changes to help in these areas!
  • Progression: We have adjusted the mission payment scale, "squeezing" it a bit. The lower-level missions are now better pay and the highest-level missions had 5-10% trimmed off their top-line pay (when the missions start hitting for $1.5m each).
  • Difficulty: We've adjusted the Casual and Easy Difficulties for all new games - they come with negative values to Power Level scaling for matrix and mission, meaning that these elements of the game will stay lower challenge longer before starting to ramp up. Casual has a -2 Power Level applied to Matrix and Missions while Easy is a -1 and then Normal is +0, bog standard.
  • Difficulty:We've widened the range of Power Level boosts you can do up to -5 to +5. This can help if there are parts of the game you're not loving, and you want to breeze them. You can hit Matrix with a -5 Power Level and keep it simple for the entire game.
  • Progression: We have adjusted the proc-gen map rules to cull the harder maps from appearing too early in the game. Maps like Rooftop Ziggurat and Flooded Tunnels are too big and hard for a Team Power Level 1 team to be riding into without care. These harder, larger maps now slowly appear over a scale from Power Level 1 to 4.

[h2]Other Fixes[/h2]
We've also taken time during this release to hit a lot of small issues around key bindings, odd things with controllers, and other small bugs. Check the full release notes below!

[h2]v1.9.47 - Update #186: - 12/11/2024[/h2]
- Added Decommissioned Core to Assassinate VIP objective for new proc-gen combo (now 89!)
- Many improvements to enemy start locations for the new Flooded Tunnels map, fixed terminal bugs, unliked SCUs in Matrix
- Improved proc-gen to prevent high-challenge maps from being selected early (before Team Power Level 1-3)
- Improved starting Casual and Easy Difficulties - with -2 or -1 Mission and Matrix Power Levels
- Widened difficulty options for Mission and Matrix Power Level adjustments from -5 to +5 from -4 to +4
- Squeezed mission payment scale - lower-level missions pay a little more, higher level pay a little less
- Improved Matrix / Talent HUD with new tints - talents are blue, items are orange, programs are green
- Improved Talent hover in HUD to be clearer about the number of Turns until the next recharge
- Improved Matrix Talent list in HUD to horizontally scroll is too many items to show on screen at once
- Improved Matrix HUD navigation - more easily move between sections, matrix node map navigation follows node paths cleanly
- Improved NanoFab blueprint recipe screen, giving cost its own space, making discounts more obvious, improved help text
- Improved Matrix action list under IC to match the sorting of your program list (if programs Sleaze 1, 2 then actions Sleaze 1, 2)
- Hovers over contacts in sale/purchase offers now over the entire row, not just contact face
- Improved timeline prompts for all proc-gen missions to highlight and identify their objective type (spike CPU, bodyguard, siege, etc.)
- One-time services (E-Rifle) are much more tolerant to low Trust issues - will still offer to sell
- Improved Cold Storage screen for Accounts, Blueprints, and Files where Sell is primary (A or spacebar) is now yellow button
- Fixed issues with multi-class screen and hard-to-find training button in the bottom right (removed)
- Fixed issues with Font Scaling and training screen display of implants overrunning
- Fixed issues with the controller (B) key in the load screen
- Fixed issues with controller/keyboard Mint hotkey (space/A) breaking after changing files
- Added enemy description for FSC mecha infantry Po-Bots

Update #185: Red Alert Pit Viper


It must be a Monday and we've got the big update we couldn't button up over the weekend ready for you now! This one comes with a bundle of improvements to Matrix Host scaling (host rating color and Q-Sec AI), a new mission flag to pre-warn about matrix difficulty, the hotly requested "stayed crouched which planning sprint" QoL, improvements to enemy offensive capabilities in scaling, making the Bio-Recycle items available from day 1 and improving the map repeat protection from 2 to 5.

We're hard at work making Cyber Knights: Flashpoint better, bigger, and more polished each week. We couldn't do it without you—thanks for the posts, playing, and your F10s.

We hope you'll take a moment to leave a review if you are enjoying the game and our relentless update pace.

[h2]Matrix Power Level Scaling[/h2]

Over the last few weeks, we've been resolving many math issues and issues with the correct flow of properly scaled Power Level for missions throughout all the subsystems that rely on it. For example, we fixed a bug where higher-difficulty games were getting less Team Power Level for missions than lower-difficulty games (they should get the same).

Some of these fixes ended up exposing and fixing a Power Level flow bug that was preventing Matrix Hosts from scaling correctly and always turning up as Blue Hosts + Bronze Boa Q-Sec AI. So, this has been fixed in the last update but it has caused a sudden spike of really hard hosts appearing (Red Host + Gold Viper Q-Sec AI is a rude thing to encounter after so many Blue + Boa!!!).

With this update, we've gone back into the scaling system that had been set up before and re-adjusted all of the scales and weights to ensure that there is a ramp-up of difficulty and no major cliffs. High Power Level teams are still going to be hitting higher level Matrix Hosts, so we'd love to hear how it feels to you but the ramp is much more reasonable for lower Team Power Level and should play much better - challenge increases but isn't insane.

Unless you play on Chrome, gl wp gg ːsteamhappyː

[h2]Highest Rated Host Flag[/h2]

To help give a warning about the matrix host levels included in a level, proc-gen missions are now displaying a flag on a mission for the highest-rated host. If there are two hosts, you only get data about the highest-rated one (might be a Yellow and Red but you get a warning for Red) but at least you know how bad it might get. In the case of hack-only missions, this is very helpful as it gives you an immediate warning about the type of host you're considering going up against and you might pick a different hacker, stock up on consumables, or skip it altogether.

[h2]Auto-Duck vs. Cameras and Plotting Moves[/h2]

Last week we introduced a series of fixes to ensure that auto-duck is a highly consistent feature. Auto-duck causes your mercs to immediately crouch in any situation in which it will help them stay hidden. If an enemy is on patrol and they are standing behind some crates, they will auto-duck and dive out of view so the patroller can walk past. The goal is - you do not need to manually manage crouching.

With Update #184, we've pushed this feature to full coverage now by adding all the same auto-duck features against cameras. If a Long-Range Camera sweeps as it is changing positions and your merc is standing behind a set of crates (or in any situation) where crouching would avoid them from being spotted, they will auto-duck and get out of view. The camera will sweep over none the wiser.

In addition, we've added the highly-requested (!!!) ability to plot/preview a sprinting move while staying crouched. This allows you to preview a movement - either sprinting or crouching - without accidentally standing up and being spotted by the enemies.

[h2]Enemy Scaling[/h2]

We're continuing to hammer on enemy scaling - expanding the range of how and how far enemies can scale against your mercs. In most cases, your team will eventually end up with power levels - between Talents, cyber, weapons, armor, etc - that exceed what the enemy can eventually post up against you. So, a lot of this scaling work is focused on the enemy Power Level ranges above 5+, but it's key work to make the entire progression go smoothly and stay challenging.

With Update #185, we've rebuilt the offensive capabilities of the enemy sets, allowing them to scale better up to Power Level 10, equip better weaponry, and punch harder.

[h2]Bio Recycler now available[/h2]

With Update #185, we've changed the configuration around for Bio Recycler items. This powerful starting item is now available for sale in the "Medical Items Level 1" service. Meaning it is immediately available out of the gate. We've raised its price by 50% and increased its AP cost to 2.

To replace the original option coming forward to easier services, we've added new options - the Bio Dissolver and Liquefy 2200. The Bio Dissolver is sold in "Milsec Items Level 2" and now has a 3rd charge to clean up even more corpses. The B-Liquefy gel is sold in "Anti-Security Items Level 1" and costs 0 AP to use but keeps the 2 charge maximum.

This will help out-of-the-gate players have more options for corpse disposal without having to reach for the Scourge, Hacker, or Vanguard always. We're excited to see how the new options help you change the composition of starting teams and item carries.

[h2]Increased Protection against Map Repeats[/h2]

With more maps coming online every week, we've increased the existing protection against map repeats (which was "don't repeat the last 2 maps") to "don't repeat the last 5 maps" if possible. This should really help cut down on any feelings of repeated map appearances and is more and more effective as each new weekly map release drops.

[h2]Cheating Enemies on Fast Forward[/h2]
There was a code path in the option for automatically fasting forwarding all enemy turns that could result in certain enemies using a lot of AP ... like 15 or 20 AP sometimes if they moved around without any interruptions. They weren't using AP so they'd keep going until something stopped them. Bad bad bad, fixed fixed fixed!

[h2]v1.9.45 - Update #185: - 12/9/2024[/h2]
- Improved/reduced speed of Matrix scaling especially for Hack-only missions
- Matrix hosts now generate higher than Blue + Bronze Boa, become more challenging as your Team Power Level and mission payments ramp
- Added tag to proc-gen missions and hack-only missions that show the color of the highest rated host (i.e. "Yellow")
- Added auto-duck system against cameras and long-range cameras
- Added ability to plan a sprint move while crouching if you need to auto-duck
- Improved enemy progression and threat level - enemies scale better to Power Level 10, get better weapons at PL 5+
- Increased protection against repeating mission maps from "last 3" to "last 5" as the map pool keeps growing
- Bio Recycler (but costs 2 AP) now available in the "Medical Items Lvl 2" service, one Limit Break up
- New Bio Dissolvent (-1 AP, +1 charge) and Bio Liquefy (-2 AP cost) available in Milsec Items and Anti-Security Items
- Fixed bug where an enemy might take multiple movements and use more than reasonable AP if Fast Forward
- Fixed issues with doors in buildings blocking sight lines above them in the Urban HQ mission map
- Fixed duplicate dialog popping up during Kill 3 captains missions