1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #19: Black Soup Rolling

[p][/p][p]Knights and mercs, another fresh update has hit the streets of New Boston. This one is packed full of UX improvements from community suggestions, a few new cybers and some balance/tweaks to Soldier Talents. We're excited to include community requests like being able to rotate the camera vertically, visually seeing what is finished in your safehouse build, showing when mercs reach max level, and fixing the issue that prevented Gunslinger's Gun Kata from hitting 5 targets with Full Auto. Let's dive in to some details! [/p][p][/p][p]But if you are enjoying the game, we hope you'll take a quick minute after pulling this update and enjoying these improvements and new content to leave a review ːsteamhappyː If you're enjoying the game, help us spread the word so we can keep expanding the game! Thank you![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Vertical Camera Rotation[/h2][p][/p][p]There is a new option under Options > Controls > Camera to enable vertical rotation of the camera with the press-to-hold control. By default, hold your right mouse button and rotate up, down or in a circle around the target point. You can reset the camera angle to default in the top left bar, to the left of End Turn (etc). There is also an option to invert the axis if you prefer it to swivel the other way.[/p][p]This ability to see the game from different angles (higher or lower) can be very helpful when dealing with elevation, boundary conditions, sight lines, security devices and more. We hope you find it useful and just fun to just see the action from new angles.[/p][p]The reset default angle view now appears in the top left menu.[/p][p]For the moment, this is the new default option. If you don't want this kind of camera control, please toggle it off and let us know. If you love it, leave it on the let us know![/p][p][/p][h2]New CombatLink Implants Level 1-4[/h2][p][/p][p]With Update #19, we've further filled in the options available to you through the Battletank cybernetic service added with the Warmachine. There are 4 new levels of CombatLink that can now be installed in your Deep Brain slot. These are great augmentations for any Warmachine or any merc who is dipping into cybernetic weaponry, as they stack up Critical %, Evasion, and Cybernetic Weapon Dmg.[/p][p][/p][h2]Gun Kata Goes for 5[/h2][p][/p][p]With Update #19, we fixed an old bug that was preventing Gun Kata from stretching all the way to shooting 5 targets (if available) with Gun Kata. [/p][p][/p][h2]Soldier Roll With It and Blast Radius[/h2][p]Update #19 filled in a final upgrade node for the Soldier's Roll With It Talent. For a high cost of 2 extra training points, you can push Roll With It out to 100% damage reduction. It's a nice buff to a powerful Talent that can help make taking occasional fire during combat a null sweat thing.[/p][p][/p][p]In addition, we've fixed the text formatter for Blast Radius to include a summed version of the bonsues you get from training the Talent including the same yellow (this would be trained) and green (this is trained) style that you see and expect from all other Talents + upgrade nodes.[/p][p][/p][p][/p][h2]Safehouse Highlights Maximum Utility and Room Levels[/h2][p]As you "finish" your safehouse, the levels for your rooms and utilities will now all highlight in yellow, giving you a nice visual cue to see what is done and where you still have work to do.[/p][p]Room level and utility level display will now highlight in yellow as they reach their maximum level. In the screenshot above, the Triage Clinic now highlights "LVL 4" as that is the maximum level for the clinic. Also, as Level 3 Power Utliity and Level 4 Cryo Utility are the utilities required for the highest module level, they have also gone to yellow.[/p][p]For the Command HQ, while the module level has not maxed, I have achieved the maximum utility requirements at 5 Power and 1 Cryo (which is above what is needed), so those highlight in yellow to let me know that I don't need to upgrade those utilities anymore to reach the maximum module level.[/p][p][/p][p]In this vein, we have also adjusted the highlighting on the mercenary roster. When you had training points to spend, the star next to your character level used to highlight yellow. This was a confusing message which is better left to the "Ready to Train" tag, so the star will now stay blue even when there are training points to spend.[/p][p][/p][h2]Character Max Level Display[/h2][p][/p][p]In the same spirit of displaying maximum levels nicely within the UI, the Experience widget now clearly displays when your character has achieved maximum level, instead of showing you an impossible progress bar of XP gain.[/p][p][/p][h2]Stunned & Brain Worm Alerts[/h2][p]We found another place where Stunned and Brain Wormed weren't 100% perfect thanks to player F10s and we've made some improvements in Update #19 that hopefully help. [/p][p][/p][p]If you were plotting a movement destination, Stunned and Brain Wormed enemies would turn the sight line betwen you and them red. But ... in reality they can't spot you and won't be able to report you to the Sec AI or update your status to spotted. So, these lines with Stunned enemies are now blue (your weapon is in range) or gray (your weapon is out of range).[/p][p]If you were firing a weapon near a Brain Wormed or Stunned enemy, they would get a yellow ear icon in their HUD, which indicates they could hear your shot. But they can't and they won't report it to the Sec AI, so now that ear is suppressed and they are not counted among enemies who will hear you in the bottom left weapon UI. [/p][p][/p][h2]v2.1.23 - #19: Black Soup Rolling - 7/19/2025[/h2][p] - Added new CombatLink cybernetic implant type levels 1-4, available through Battletank service[/p][p] - Added final upgrade node to Soldier's Roll With It - for extra 2 pts, reach 100% Dmg Reduction[/p][p] - Fixed and improved text and upgrade display for Soldier's Blast Radius to include yellow/green highlighting for upgrades[/p][p] - Camera lock rotation (hold RMB, etc) can now rotate camera vertically, option to flip vertical access[/p][p] - New options for allowing vertical camera rotation when holding to rotate (right mouse), reset camera rotation in team menu[/p][p] - Fixed issue with Gun Kata being unable to target 5 enemies at once[/p][p] - Prevent Brain wormed or Stunned enemies from showing Ear icon (will hear gunfire) or show red lines during movement (will see)[/p][p] - Safehouse improvement - if module is upgraded to max level then "LVL X" text is shown in yellow[/p][p] - Safehouse improvement - if Power or Cryo utility is upgraded to max level required by max level module, "LVL X" is shown in yellow[/p][p] - Fixed confusing character level going yellow in roster list when ready to train, see tag "Ready to Train"[/p][p] - Upgraded Experience widget for characters in roster to show "Max Level" when they are at current game maximum level[/p][p] - Fixed issue with filtering Power Level min and max could overlap[/p][p] - Removed half-second rotation when approaching lootbox, terminal or door - now instant rotate and go[/p][p] - Improved label overflow for equipment and display of cyberdeck health in mission deployment screen [/p][p] - Fixed rule for Gun Kata to correctly allow for 5 max targets for Full Auto[/p][p] - Improved objective text for secondary objectives and rewards[/p][p] - Fixed map issues, starting visible to enemies at start of level[/p]

Update #18: Rapid Fab

[p][/p][p]Knight and mercs, we're firing off another update tonight with exciting improvements to Nano-Fab for items and a bundle of new weapon mods and intrinsic weapon mod Blueprints. [/p][p]A big thanks goes out to everyone playing Cyber Knights, posting on the forums, hanging in the Discord and especially those leaving a review this week. Our small team thanks you for the energy - you keep us moving.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Instant Item Nano-Fab[/h2][p][/p][p]With Update #18, we've adjusted the rules for using the Nano-Fab to craft Item Blueprints. Previously, these took some time and would have to go on your Timeline and you'd wait for your nice stuff and hope it wasn't too late for a mission. Now, Crafting Items with your Nano-Fab is instant, taking 0 turns - click, pay the cube cost, and get the results. [/p][p]This allows Item Blueprints to work as an on-demand way to stock up on things you need at the same pace you could buy them from the store. The change makes item crafting much faster, allows you to gobble up Blue cubes and build a big stock of items that are critical to your work without having to stop-and-go.[/p][p]We're excited to hear your feedback and will also be working on improvements to the UI for batch fabbing. With the time required shifting to 0 Turns, this will allow us to "Craft All Uses" in a single click, letting you rip 'em even faster.[/p][p][/p][h2]+2 New Service Levels and +8 Weapon Mods[/h2][p][/p][p]Update #18 has extended the Street Weapon Mods service offered Gun Runners and other weapon selling Contacts by 2 levels, allowing you to now Limit Break your way up to Power Level 6 mods. These two new service levels include new 4 mods each, spread across the weapon types.[/p][p][/p][h2]+16 Lootable Weapon Mods[/h2][p][/p][p]In addition to the new and higher level weapon mods available from your Contacts, an additional 16 higher rarity Weapon Mods are now lootable as Blueprints or directly from lootboxes. These additional mods help round out the types of mods available get a better balance to the looting distribution for higher level players, as well as just offering more options in your crafted (or not crafted) late-game weapon builds.[/p][p][/p][h2]+10 New Intrinsic Blueprints[/h2][p][/p][p]Even more than standard weapon mods, Update #18 brings it home with an additional 10 new high-powered Intrinsic Mod Blueprints, including absolute monsters like Melee Damage 3, Melee Bonus 3, Ranged Accuracy 3, Critical 3, Recoil 3, Armor Pen 3, Light Damage 3, Heavy Damage 3, ER Damage 3, and Single Shot Damage 3. These new Intrinsics will only drop into high-end missions but will be fighting for a position in any high-end weapon's crafting recipe.[/p][p][/p][h2]v2.1.21 - #18: Rapid Fab - 7/15/2025[/h2][p] - Item Crafting Bench now produces items in 0 turns, no waiting required[/p][p] - New Weapon Mods: Pistol Silencer 5, Pistol Ammo Extender 6, Ironclad FlexGrip, G-Vent Vortex, Getes-Zeiss Farpoint, Tempest K-Rail, Exodus S-Driver, Herald Saito, Nine-Blade Grip and many others[/p][p] - New Crafting Intrinsics: Melee Damage 3, Melee Bonus 3, Ranged Accuracy 3, Critical 3, Recoil 3, Armor Pen 3, Light Damage 3, Heavy Damage 3, ER Damage 3, Single Shot Damage 3[/p][p] - Added two new levels for weapon mods contact service, 8 new weapon mods for sale[/p][p] - Added new blueprint only item: HE Micro Grenades[/p][p] - Improved timing and sequencing of some storylines to be later in progression (pushing from PL 2 to 3 or 3 to 4)[/p][p] - Fixed legacy hair option not actually turning on legacy hair[/p][p] - Fixes some F10 reports, map issues and typos[/p]

July (and August) 2025 Specialists Community Challenge

[p][/p][p][/p][p]Hello, Knights! It's time for another CKF Community Challenge. Our first one post full launch! I know we have a lot of new Knights who have joined us since our last challenge, so just a bit about these challenges. We don't score these; they aren't intended to be competitions. They are just a way to mix up your gameplay and do something together as a community. Sometimes they are silly, sometimes they are difficult, but most of all they should be fun![/p][p][/p][p][/p][p]This time we are asking your to build your roster with Specialists only. One merc per class and no multi-classing. This does have the impact of limiting your roster size somewhat as well, while providing a variety of playstyle options.[/p][p][/p][p]Here are the specific challenge requirements:[/p][p]- At most you may have one merc of each class[/p][p]- No merc can be multi-classed[/p][p]That's it. Pretty simple, but will make for some interesting decisions when tackling the streets of New Boston.[/p][p][/p][p]As always, most of the fun of community challenge is what you all share about how your handle them! Here are some ideas for what you could share:[/p][p]- Who you prioritize (what jobs, etc) when everyone is specialized[/p][p]- Your strategies for tackling missions, building teams, loud versus stealth[/p][p]- How your playstyle changed from your 'normal' to accommodate this challenge[/p][p]- Any other creative ways you want to share to tell us about your team: memes, interpretive dance, gifs, etc[/p][p]No matter what you choose to share, please share screenshots of your specialist roster![/p][p][/p][p]We’ve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #specialists_challenge to join in on the conversation![/p][p][/p][p]Look forward to seeing how you all tackle this challenge! As always at the end of the challenge, we'll be back with a wrap up and a few highlights![/p]

Update #17: The Megacorp Strikes Back

[p][/p][p]Knights and mercs, Update #17 is landing tonight on the streets of New Boston and its ready to hunt. This one focuses on a major expansion of enemy variety around McKellen Heavy Industries and Matsumoto Global Technologies megacorps, rebuilding each of their forces into something unique, powerful and scary with 10 new enemies. [/p][p]In addition, we've put some focused time on improving the balance and progression of mid-to-late game enemies (Power Level 5+). For teams in the early game (PL 1-5), this rebalance will have no effect as its focus is on keeping the challenge curve up in the late game and making sure their high-skill and high-level teams don't simply steamroll everything. [/p][p]We're eager to hear feedback on Update #17 as blow out the enemy variety and tighten up the game's balance and progression curve into the late-game. We hope that you are enjoying the game, and if so, please do leave a review! Our small indie team thanks you![/p][p][/p][h2]Late-Game Enemy Progression[/h2][p]The most significant progression change in Update #17 addresses missions starting at Power Level 5 and higher. As you range into these higher level missions, you will now find that the starting enemy mix is well ... mixed. Before Update #17, there was always a small chance that some non-basic Guard would be placed on a patrol path but 90% of the time, you'd have a set of standard guards and maybe 1 specialist mixed in. This leaves a very flat playing field, easy enough for a powerful squad to slice through without much resistance - whether they are killing from stealth or just going loud. [/p][p]The change in Update #17 is to adjust the weighting and possible results for the starting patrollers who appear in higher level missions. All the factions in the game now have additional options available for their starting patrollers, including shock troops, Fire COM, grenadier enemies, and even in some cases, mecha infantry at the highest Power Levels.[/p][p]All of the changes are tied directly to Power Level progression, so as your Mission Power Level ramps up from 5 to 6 to 7 and all the way up to 10, new options are introduced at each step and you'll see the percentage of standard, no-armor "guards" reducing and replaced with more dangerous specialists.[/p][p]For those below Power Level 5, nothing has changed.[/p][p][/p][h2]McKellen Private Army: Hardened and Slower[/h2][p]The McKellen megacorporate army has finally split from the "standard corp" banner and taken their own path. Of course, the Heavy Industries corporation has gone tank and heavy - high Hit Point totals, heavy armor, slow moving, heavy weaponry. The entire force is stylized to fit their green and gold camo style, and brings a unique set of capabilities to the table.[/p][p]McKellen Captains (MEK Leads) can use Priority Dispatch to spike the Sec Tally, while their Hardened Target military leaders (MEK Suits) carry E-Rifles, Vita-Shields for temporarily invulnerability and high Stun Break. Other unique enemies like the MK HeavyLift are shock troopers, rushing the front line with roaring E-Rifles. Their specialists have extra concussion grenade options and some of their higher-tier soldier can Overwatch Break and continue through heavy reaction fire.[/p][p]Bring your high DPS to put McKellen forces down quickly, or bring your fast feet to outrun them.[/p][p][/p][h2]Matsumoto Private Army: Technic and Fast[/h2][p][/p][p]The Matsumoto megacorporate army has also split ranks from the "standard corp" banner and is doing their own thing as well. Known to always be on the bleeding edge of technological research, the MATS forces deliver with specialist tech and high-speed soldiery. Their entire force is stylized with unique outfits bearing their corporate insignia and brings some terrifying abilities to the table.[/p][p]Both the Matsumoto Hardened Target and military elites, the Jade Spears and their standard infantry captains, "Field Sgt" have all been implanted with the infamous Red Shift Cybernetic, allowing them to cloak themselves temporarily. Cloaking makes it impossible to target an enemy with direct fire (firearms, full auto or blade attacks) but they are still vulnerable to Grenades, Shock Mines, and debuffing Talents like Marker Sights, Atomic Stutter or items like Dazzlers. If a cloaked enemy takes damage or makes an attack, they drop their cloak. Still - be sure to bring some abilities to cope with this dangerous MATs technic.[/p][p]In addition, the MATS boast speed enemies who can close very rapidly. They are harder to escape because of their speed, which they traded for lighter armor and lower HP totals. Watch out for their Silk Snipers who are equipped with MATS issue Railguns - Pure Damage at that long range can really put a merc down. And MATS is also joining the ranks of factions that deploy mecha infrantry to the field on the regular with their proprietary M-Class Infra drones who are integrated with an E-Rifle weapons platform - yikes.[/p][p][/p][h2]Stun Break and Overwatch Break[/h2][p]With Update #17, enemies have received 2 new buff types - Stun Break and Overwatch Break. [/p][p]Stun Break has existed before (and is a % chance at the start of any given turn to cancel a Stunning debuff), but it was previously limited to 75% for Head Hunters and 50% for VIP targets in assassination. Now, it is a generic buff effect that any enemy can possibly get and it also appears nicely in the status pop up for enemies like Head Hunters and anyone else who has it, so the rule is clearer. You will also find that certain Captains and Hardened Targets now have some Stun Break %.[/p][p]Overwatch Break is new and is a % chance whenever hit by an Overwatch reaction shot to ignore that and just keep going. Where getting hit by Overwatch usually steals an enemy's Turn, if their Overwatch Break % rolls successful, their Turn is not stole and they continue to move or attack as they had planned, even though they take the damage from the OW shot. Like Stun Break, this is used judiciously today with only a few enemies carrying it and it will show up on their status pop up.[/p][p][/p][h2]Deck Armor can help Reduce Stress[/h2][p][/p][p]With Update #17, we've added a new rule that if your HP Damage in the Matrix is less than 4, you are protected from taking Stress roll from it. This can give some extra emphasis and benefit to packing on the Deck Armor, which is only 50% effective against physical HP loss.[/p][p][/p][h2]Loading Performance & Game Size[/h2][p]With Update #17, we've made some improvements to the packing of lighting data for levels that should help improve both the load times on a number of missions and reduce the overall build size of the game. We're always trying to squeeze a little more out of it, so glad that we found another good vector for improvement here.[/p][p][/p][h2]Fixed Some Contacts "Held" by Casting Director[/h2][p]We've fixed an issue with Update #17 where some Contacts might be left being "held" by the Casting Director for a role that expired. This would leave them stuck - unable to Co-Conspire or be picked for another storyline either, as the Casting Director considered them already active in a storyline. This issue has been immediately fixed for all games and all future games.[/p][p]A big thanks to everyone sending in F10s, giving us enough data to find and fix sneaky issues like this![/p][p][/p][h2]v2.1.13 - #17: The Megacorp Strikes Back - 7/11/2025[/h2][p] - Rebalanced all enemy factions with new rules about initial enemy spawns - kicks in around Power Level 5 and up[/p][p] - Added 10 new/unique Matsumoto enemy types - MATS corporate army is light, fast and high-tech[/p][p] - MATS corporate army uniques include Snipers using Railguns, fielding M-Class Infra mecha infantry, Field Sgt and Jade Spears becoming temporarily cloaked (cannot be directly targeted)[/p][p] - Added 10 new/unique McKellen enemy types - McKellen Heavy Industries corporate army is armored, slow and heavily armed[/p][p] - McKellen corporate army uniques include HeavyLift's using E-Rifles, best in class HP and Armor, extra grenade options for soldiery, and some ability to break Overwatch[/p][p] - Upgraded Stun Break rules - now any enemy can have any amount of Stun Break (Head Hunters 75%, VIPs 75%, Hardened Targets 50%)[/p][p] - Added new Overwatch Break rules - some heavy enemies can plow right through, taking the hit and continuing their action (attack, movement, etc)[/p][p] - Added new 14 Talents (move buffs, healing clouds, buffing clouds, Vita-Tech shields, Overwatch break) and 32 new Talent groups for enemies[/p][p] - Deck Armor can now reduce Stress if HP Damage is reduced to 4 or below[/p][p] - Improved AI targeting for healing grenades, now more likely to throw them [/p][p] - Filters now remembered inside a screen (Inventory) even after you leave[/p][p] - Improved Font performance[/p][p] - Improved scene performance, reduced loading times for missions[/p][p] - Fixed issues with grenade physics and "flat bounces" that could sometimes go *really* far[/p][p] - Fixed issue where the proc-gen Kill 3 mission could "hold on" to a contact for too long[/p][p] - Fixed VIP / Headhunter AI Interactions that could result in locked up enemy AI[/p]

Update #16: Claws Out

[p][/p][p]Knights and mercs, we've got Update #16 arriving with its claws out and ready to fight. Update #16 adjusts the starting implant service to make some of the Warmachine's cyber upgrades more directly available, rebalances the second upgrade line for Burn Surge Talent, fixes issues with Optical Lasers and Pulse Generators with the display and processing of their HP reduction rules, improves the chances of the new V-Chips dropping, enables viewing your Blueprints inline with Market and Inventory for easy compare and sell, remembers sorting decisions across screens and more - but let's focus on the big hits tonight with Update #16![/p][p]If you are enjoying the pace of updates and improvements to the game, we hope you'll take a minute to leave a review. Our small team thanks you![/p][p][/p][h2]Warmachine Cyber Upgrades[/h2][p]Warmachine is an advanced class that requires cyberware as well as everything else to for their upgrade path. To make that path more readily available in the starting state of the game, we've migrated 6 more cybernetic implants down from the higher tier services into the starting cybernetic services. These 6 are now available across the standard Implants service as well as Street Wetware.[/p][p]The implants include an upgraded Delta Wire, a savage new Pulse Gen option, 2 new claws and 2 new optical lasers: Metal Scream Pulse, Delta Wire 2, Lumen Spear, Brightshot Optic, Hand Blades and Hand Razors.[/p][p][/p][h2]Class Tree Balance & Fix[/h2][p][/p][p]With the first full update since Warmachine launched last week, we've fixed a number of important issues with the class tree, improved a lot of small display issues and rebalanced the upgrades for Burn Surge Talent.[/p][p]First up - we've resolved bugs with both Pulse Gen Master and Laser Master that were not correctly display or applying the reduction of HP loss. You'd still get shown the wrong HP loss for your cybernetic Talents and get charged for them as well. This is now resolved and a lot of the upgrade nodes read more clearly and with the right training, you get some of these cybernetic Talents down 0 HP.[/p][p][/p][p]For Burn Surge, we took some time to apply an additional balancing pass. The Talent's second row of upgrades had been a bit jumbled in the last release, not helped by some bad text formatting. Now, the first node increases the damage you'll take for using the Talent and immediately increases Initiative (opening up different options for Delaying). The second two nodes - gated behind the increased Damage - grant extra +1 MP and +1 AP respectively. Hopefully the text helps make the Talent's progression more clear for everyone and we'll see if the new meta fits.[/p][p][/p][h2]Market/Inventory Compare and Sell Blueprints[/h2][p][/p][p]Update #16 adds a new filter in the Market and Inventory under the availability group - allow you to show the Blueprints you have in your inventory in addition to either screens existing content.[/p][p]This lets you show your existing inventory weapons, weapon mods, armor and items next to Blueprints for comparison. If you find the Blueprint isn't something you want, you can sell it from that screen. In addition, you can turn the same filter on in the market to be able to check your Blueprints against what your Contacts are selling.[/p][p]This one is a big one, especially in the late game, and can help you make faster decisions about your Blueprint trove without having to switch screens at all. We're working toward stacking Blueprints as well, which will make this even more smooth.[/p][p][/p][h2]Remembering Sorting[/h2][p][/p][p]With Update #16, your sorting decision is now remembered across screens (Market, Inventory, Cold Storage, NanoFab, etc) as long as it is within context. So! If you drop in to your Market > Weapons tab and set the Sort to be by expensive, later when you drop into your NanoFab weapno bench, you'll find it sorted by Expensive. In some cases this may mean you need to apply a new sort but mostly this has been saving our team tons of clicks.[/p][p]The ALL tabs in the market, Cold Storage and inventory are considered their own context, so changing the sorting there will be remembered in the other ALL tab, but not in any sub-tabs.[/p][p][/p][h2]V-Chip Drop Rates[/h2][p]With Update #16, we've improved the drop rate chances for the new V-Chips that were released with Warmachine. A mistake on our end left them with very low drop-rates for most of the game's Team Power Level progression.[/p][p][/p][h2]VIP - Stuck in a Couch![/h2][p]We've fixed a class of issues where enemies were not being given the right details when a level was loaded to search for a viable place they could stand. Human enemies could end up in places that only flying drones should (like in/over a couch!) and therefore get stuck.[/p][p]We've also resolved a number of other map issues where enemies might start in view of your starting location or the location of a boosted VIP.[/p][p][/p][h2]Hotfixed Talent Fixes[/h2][p]A hotfix over the weekend fixed issues with Slashslide and Crimson Vector charging 2 charges per use and become hard to recharge. This update also fixes a bug with your Knight's use of Downer or other debuffing Talents with Full Auto at the same time.[/p][p][/p][h2]v2.1.7 - #16: Claws Out - 7/8/2025[/h2][p] - Adjusted 'Implants' and 'Street Wetware' services to make 6 Implants easier to obtain: Metal Scream Pulse, Delta Wire 2, Lumen Spear, Brightshot Optic, Hand Blades, Hand Razors[/p][p] - Rebalanced second line of Warmachine's Burn Surge upgrade nodes - first node has extra HP cost, nodes 2-3 add more MP/AP[/p][p] - Fixed bug with Pulse Gen and Optical Laser around reduction of HP - training nodes now reduce correctly[/p][p] - Fixed display bug with Optical Lasers not highlighting +Cyberweapon Accuracy change in green for Cyber Talent[/p][p] - Fixed bug with Cyber Lasers and Claw attack Talents refusing to enable if primary held weapon was out of ammo[/p][p] - Fixed lock up after Knight uses Full Auto to kill multiple targets and Downer attempts to activate[/p][p] - Fixed bug where VIP (or other enemies) could get stuck in a couch and reloading would not pop them out[/p][p] - Added filter to Inventory & Market to show Blueprints inline for easy comparisons and sell (Filters > Blueprints)[/p][p] - Sorting is now remembered across screens (Market => Inventory) within context (Weapons Tab)[/p][p] - Improved drop rate for Contact V-Chips appearing in loot boxes[/p][p] - Improved drop rate for new Contact V-Chips in safehouse tokens[/p][p] - Improved drop rate for new Contact V-Chips in syndicate and corp matrix hosts[/p][p] - Improved loot balance for Blueprints and physical items[/p][p] - Improved hover tip for Team Power Level to specify that as it increases, so does story/mission challenge[/p][p] - Improved use of "Street" as a Contact type, clarifying "Street (Gang/Indie)"[/p][p] - Fixed bug with enemy debuff "Intruder Detected" actually reducing your vulnerability to Critical Hits[/p][p] - Fixed map issues and situations where you might be spotted at start[/p][p] - Fixed bug where Matrix Tutorial would increase Team Power Level fractionally[/p]