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Cyber Knights: Flashpoint News

HOTFIX: Mission Loading and Reinforcement Freeze


Since this bug is pretty gnarly, we wanted to put out a quick update about.

We just released a hotfix - so restart Steam client to be sure to get it - that fixes a bug that was introduced in Update #113 last night.

If you have any issues with missions freezing on the first turn or when reinforcements are arriving, please be sure to restart Steam client and get this latest update.

All should be fixed now and very sorry for the bug!

Update #114: Call-in Cleaners


It's Saturday and you just got an update. With this big bug fix update, we're focusing on hitting the most popular and troublesome F10s in the set this week, grinding on that polish-stone until it shines. Back at HQ, we're working on the next set of storylines and 2 new proc-gen maps and a new mission objective - Assassination - so stay tuned for more content additions!

To everyone playing, posting and hitting F10 - thank you! We hope you're enjoying the game, are here to chat and work hard to improve it. If you like what we've got cooking, please leave a review.

[h2]F10 as Camera WASD!?!?![/h2]
Ok, major mistake on our part - F10 was accidentally set as the default keybinding for panning the camera forward instead of ... W. :facepalm: We fixed it in the defaults, but depending on when you started playing and if you've changed anything, you may need to go into the main menu > options > keybinding and reset defaults or rebind it specifically to W (or whatever).

[h2]Bodies and Security Tally Rules[/h2]
We've fixed a few longstanding issues with how body timer security Tally is generated and displayed.

First, you will now see the Security Tally for a body that is about to expire appearing in the top right Tally bar. We need to finish the display where these are itemized you can better track these back to their source, but this should majorly cut down on "surprise Escalations" that didn't look they were going to happen and then ... did.


Second, we've fixed an issue with dead bodies becoming known to the system by guards who are about to die. If guard A saw dead body B but then you killed guard A by the end of the Turn (as one does), then dead body B would be incorrectly counted as seen, Sec Tally would be added and the body timer would be canceled. This is now all correctly unwound in the case of deaths. If guard A and guard C saw dead body B but you only killed A, then B would still be known to the system and Sec Tally generated - because guard C got through the Turn alive. But if you wiped both A and C, then B goes back to being unknown correctly with a running body timer.

A lot to say - it works as it should at last!


[h2]Head Hunter Talents, Healing Items[/h2]
With Update #114, we've granted some of the Head Hunter teams an additional +1 Talent slot which will give them more powers to use against you in the field. A little stiffer challenge, a little more unpredictable.

We've also given Head Hunters, and a few other enemy types, a big boost by fixing a bug that was causing them to use their medkit items even when they were at max HP. You might have seen Head Hunters arriving and spamming healing, gaining "0 HP" each time and then ... well, not having any medkits for when the fighting starts! This is now fixed.

Also, basically all buff Talents from an enemy printed to the log that they were "Loyalty Mantra" which is not the case. This is now fixed.


[h2]HP Details in Status Window[/h2]
Both enemies and characters now have a full HP stat block in their mid-mission window.

[h2]Power Level 1-3 Sniper Scopes[/h2]
Some of the Blueprints for low level Sniper scope mods were overpowered and we've brought them back within the curve while still keeping them interesting.

[h2]Matrix Camera Lockup[/h2]
If you disconnected from the matrix after inspecting security devices from the matrix HUD, the camera was locking up until you ended your turn or hit ESC. This is now fixed!

[h2]v1.8.25 - 7/20/2024[/h2]
- Fixed issue where default pan camera forward was set to F10, not W :facepalm:
- Security Tally for dead bodies appears as yellow Tally correctly on the turn they will expire
- If an enemy discovers a dead body but then is killed in the same Turn, the body reverts to unknown
- Most Head Hunters and team get +1 Talent slot; more abilities, more challenge!
- Fixed enemies using their medkit items early when they are not injured
- Fixed enemies always claiming they were using Talent "Loyalty Mantra" when they were using so many other things
- Added current / max HP details to character and enemy status window mid-mission
- Improved balance of low Power Level (1-3) Sniper Scopes
- Fixed issue with Wasteland Coyote's background tag just reading "for"
- Fixed issue with camera locking up after inspecting security devices inside matrix
- Fixed issues with scrollbars in matrix and character status windows
- Fixed issues with Respec sometimes reporting -1 tokens
- Improved display of controller center-screen cursor during pause menu, F10 menu

Update #113: Head Hunters Rising


Head Hunters have been unleashed on the New Boston zone and the bravest and craziest among them are hunting Cyber Knights - hunting you! The reaction from players has been so awesome to this new major milestone, we're psyched. The feeling of time-boxed pressure to deal with or escape the Head Hunters and that fact that, for a time, it makes you play the game different, use different equipment, bring a different squad, and plan for the Head Hunters to jump you at any given moment is extremely exciting.

While things have launched very successfully with Head Hunters, we wanted to make some rapid improvements in places where we missed on certain features of nice-to-haves, so this update addresses a number of those issues.

If you're liking the pace of development, please leave a review!


[h2]Fast Improvements[/h2]
We've made some balance and weapon tweaks to Head Hunters based on feedback - thanks to everyone sharing their combat stories.

We've improved how the Head Hunter "Stun Break!" works so that when they roll it, they really can act for the Turn.

We've fixed Brainworm vs. Headhunters so that it will not allow you to use it against them at all, saving you the charge and the AP as they are immune.

We fixed issues where you might get a dialog about Head Hunters in victory or defeat even if they didn't show up.

Dead Head Hunters no longer have body timers and won't cost you Security Tally.


[h2]Other Improvements[/h2]
Throughout the game, we've improved how we handle highlighting of names, factions, and professions so that the highlighting is more clear, consistent and shows up in more places like Timeline events.


We've also fixed the little blue man who appeared in your timeline when crafting items. RIP little blue man, we never really knew ye.


[h2]v1.8.23 - 7/19/2024[/h2]
- Continued to balance and improve Head Hunters and their teams! Thanks for the early feedback
- Fixed issue with proc-gen maps that was cutting 2 maps out of rotation - Street Palisade, Holdout Corner
- Fixed issue with Head Hunter "Stun Break!" not really breaking Stun effectively
- Fixed issue with Head Hunters immune to Brainworm but Talent firing anyway
- Fixed issue with Head Hunters reporting a miss in mission victory / defeat even if they didn't show up
- Fixed issues with Head Hunter bodies having body timers
- Improved highlighting of names and factions through dialog and timeline to be more consistent and clear
- Fixed issue with little blue man in the timeline when crafting items

Major Milestone HEAD HUNTERS | Challenging new opponents can hunt you down!

We're excited to bring you a major new content update today, Update #112, the launch of the Head Hunters system. If one of your squad members earns the hatred of a powerful contact, that contact may hire Head Hunters to bring you down.

Head Hunters create high-pressure situations that are forced to resolve over a short period of time, one way or the other. Once a Head Hunter has been given a bounty on your head, you're in a pressure cooker - it is you, or them, or dodging them enough times that the Contact relinquishes the bounty. From the moment the bounty is set until the moment is ends, you have to be on your A-game to stay one step ahead of them and always ready for hard fight for your life.


Head Hunters are unique enemy squads that have a % chance to appear mid-mission and try to terminate your squad. They're independent from other enemies on the map and will quite happily cut through them to get to you, potentially throwing your heist into chaos and setting off security escalations that add to your difficulties.

You might be able to make use of the distraction to quickly wrap up your objectives and get out, but Head Hunters are relentless in their pursuit of you and will only try again on some future heist. There are two ways to stop a Head Hunter - kill their leader or avoid them enough times that the Contact cancels the bounty. If you chose to fight, their second-in-command and other henchmen will still fight on for the rest of the mission, but you'll end the threat of them ambushing you on future jobs, and burn the contact that hired them with additional Exposure as well. If you choose to flee, you may be able to escape them a few times and end the bounty without being forced into a high-stakes battle.


[h2]The first of hunters to come[/h2]
We're starting out with three possible teams that can be sent against you, with more to come. Head Hunter teams have a unique leader, a second-in-command, and several goons. Head Hunters each have their own unique flair, with a combat style to match. You can end up with multiple Head Hunters hired to go after you, though you'll never see more than one team within a single mission.

[h3]Macha Gold[/h3]

Two highly trained sniper teammates cover Macha Gold and his second, Ostrek, while they advance to close-range so they can corner and kill their bounties personally. Relying on Cybersword techniques, Aegis Shield and a powerful cocktail of combat drugs mixed up for their team by Ostrek, these Head Hunters close quickly, mixing long and short range death. Arrogant, in love with his name, and sure that he is the top of the heap, Macha Gold loves to talk trash.

[h3]Razorback & Armistice[/h3]

The roar of shotguns follow Razorback and Armistice wherever they lead. The two were corporate soldiers in the Pacific Rim during the Quiet Wars and have continued their career in the private head-taking sector. Backed by Gego and Sledge, this 4-member team is extremely fast moving and all carry assault shotguns, ready to lay waste to their enemies' armor and health. Ex-corporate, these two are buttoned up, serious and grim. They aren't having any fun but they're making bank.

[h3]Baby Jack[/h3]

Leading a company of ex-special ops milsec soldiers who are out to make a living, Baby Jack doesn't take anything too seriously except the tactics. His squad is a balanced mix of weapons, armor and abilities that forms a cohesive unit, capable of fighting in a wide range of configurations and ranges. Baby Jack likes to have a laugh and brag about his kills.

We're looking forward to seeing Discord and Steam discussions on your strategies for handling each of these teams.

[h2]When hunted, stay speedy.[/h2]
Be warned, if you have Head Hunters after you, it's more important than ever to move quickly in missions. Heists that require completing objectives before unlocking exits can become unescapable if you get too tied down fighting to ever accomplish those objectives.

We're working on adding cut-and-run options into the game to choose to abandon a heist early, but in the meantime, play smart. If Head Hunters intercept your mission, you won't know until they spawn in 4-6 turns into it. Don't be afraid to use the Restart Level option to try again if the fight doesn't work in your favor, or Restore Before Mission (which will reset the chance of Head Hunters appearing on that mission) if you find yourself trapped in a game-ending scenario.


[h2]Use Counter-Intel[/h2]
Some times you're on a really high-stakes heist and you simply can't afford disasterous interruption. To stay one step ahead of Head Hunters, you work on building a Counter-Intel Pod in your Safehouse which will give you options for temporarily throwing them off your trail.

High Heat increases the chance that a Head Hunter will strike, so use your Tokens to mitigate Heat. And, you can also spend Tokens to gain yourself short windows of time when Head Hunters are completely blocked by your blast of misinformation and counter-intel chatter.

So, if you're going on a mission with a Head Hunter looming, be sure to have your team up to full strength for the challenge or rely on your Counter-Intel pod to buy you some time.

[h2]Cyberdecks and Intrinsic Blueprint Details[/h2]
We've added extra sections to the inventory screens for cyberdecks and Weapon Mod Intrinsic Blueprints. Cyberdecks now list all their installed programs and Intrinsic Blueprints list exactly to which weapon types they can be attached.

[h2]We're featured in TactiCon this week, and on sale to celebrate![/h2]
We're very pleased to be a featured game in this week's TactiCon festival, celebrating strategy and tactics games of all kinds. They have a schedule of talks and panels worth checking out.



And in case you missed it, you can find one of our own interviews talking about Cyber Knights, our studio, tabletop RPGs and more with game reviewer ACG here:

[previewyoutube]https://www.youtube.com/live/lbk_V6OfckA[/previewyoutube]
If you're up for it, click through and give the video a 👍 or leave a comment; it helps us out!

[h2]v1.8.19 - 7/18/2024[/h2]
- Added new infamous Head Hunters system!
- If you cross the wrong Power Player in New Boston, Head Hunters may be sent after you
- Once a bounty has been set, an infamous Head Hunter may interrupt your missions and try to take your head
- Head Hunters will fight their way through local security if they have to reach you - chaos, gunfire, loud!
- Kill the Head Hunters or escape them 3+ times in order to cancel the bounty and weak the Contact who sent them
- 3 infamous Head Hunters added today with more clamoring for a chance: Macha Gold, Baby Jack, Razorback
- All previous Head Hunters assigned by Octane, Henninger or others will now swing in to action
- Cyberdecks now list their programs installed in their inventory detail and hover
- Blueprints for Intrinsic Weapon Mods list the types to which they can be applied
- Improved and fixed typos in event logs

Update #111: On Ramp


Before the next heist, what do you really want? One more update! Update #111 drops 2 new outfits, fixes issues with used (1/2 Uses) Blueprints selling for $1K, sorts buying list to best offers first, adds the Token count to the pop-up confirmation for respec, and improves the loot tables and some of the Blueprint stats and variety throughout the game.

Thanks to everyone sharing feedback, encouraging us to keep up the pace and especially to those 5 players who left a review since our last update :hype:


[h2]New Style Options[/h2]
We're continuing to work on expanding the options for appearance and your individual style, so with this update we've added 2 new outfit choices - an armored sheathe and a stylish dress with some fly boots. More options will be coming later this month as we press on ear decorations, more skin detail options, more masks and glasses.


[h2]Used Blueprints - for $1K?[/h2]
We fixed a minor math rounding error once you used one of a Blueprint's uses. If a Blueprint was sitting at 1/2 Uses, ... well 1/2 is as good as 0 right? It's worth $1K now! Lol, woops - that was bad math. Now the Blueprint pricing is fixed properly, and you'll get 50% of the value, as each use is truly worth it's weight in cubes.

[h2]Sorting Buying Offers[/h2]
When you're shopping and looking to buy something new, we've now sorted the offers from contacts to put the best price first. While there can still be some subtleties beneath the price alone, this helps most purchases be less of a look-and-seek.


[h2]Respec Tokens[/h2]
Respec'ing requires a SImStream Trainer token, so when considering confirming a respec you want to know how many tokens you have left. Thanks to some F10s on this subject, we've now added the token count to the pop-up confirmation window.

[h2]Reinforcements on Sigma 7 and 9[/h2]
If you were facing Sigma 7 and 9, either could make first Escalation calls for reinforcements. While we want to highlight the differences between the different Sec AI, this isn't the right place to do it, so we have resolved the issue. Outside of some rare situations (... you quietly killed everyone with Sec Level 0), Reinforcements never appear as the result of the first Escalation.


[h2]On-Going Balance Improvements[/h2]
We shared when the NANOFAB major milestone was hit that was we added over 300 new pieces of equipment and blueprints to the game that the balance would be a bit shaky for a while and that we had a list of to-do tasks to keep shaping the balance back toward optimal.

We're continuing to work on that each release, and this Update fixes some issues with medical item blueprints as well as increasing the variety and range of Blueprints that will appear in some looting situations. We've also fixed missing descriptions for a number of nano-drug blueprints.

If you have any questions about crafting, check out the NanoFab page on the Cyber Knights wiki.

[h2]v1.8.15 - 7/17/2024[/h2]
- Added 2 new outfits options for characters - stylish and ninja
- Fixed issue with 1/2 used Blueprints selling for $1K
- Sorted buy offer list to put best price first
- When confirming Respec, the confirmation window now lists how many Simstream Trainer tokens you have left
- Fixed issue where Reinforcements could be called on 1st Escalation in Sigma 7 and 9
- Improved balance on Trauma Kits and improved variety of blueprints in loot
- Corrected descriptions for NanoFab pharmaceuticals
- Fixed bug that made deleting appearance from the library hard
- Fixed bug with empty blue square and invalid Talent sometimes appear in character status pop up
- Fixed bug with Credits screen