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Cyber Knights: Flashpoint News

Major Milestone MAGNITUDE x2 and 34%-off sale to celebrate!


Big day here Knights. In the previous MAGNITUDE update back in March, a burst of proc-gen content pushed us over the top to hit a milestone of 2X the amount of content since launch. We've blazed down the features list of our roadmap since then, delivering new systems left and right, but also adding in a steady trickle of new level content and new proc-gen objectives as we went.

Today we've got a much bigger burst for you, with 2 new maps, 2 new objective types, and a total of 10 new map/objective combinations. This means we have once again doubled the amount of content in the game - x2 since update #60, x4 since launch! 🎉

With proc-gen variety greatly increased, we'll be pushing to expand the pool of hand-crafted missions over the next couple of months. Our Casting Directory story engine and the proc-gen system work hand-in-hand to give you opportunities to mold your mercs, influence your underworld network, and build your rep as a Cyber Knight. By launch your playthroughs will cover the full arc of a Knight's career from origin to retirement. For now, enjoy growing your gains from all these heists; those credits will fund a lot of safehouse construction and/or crafting.


[h2]New Map: Dusted Hover-Evac[/h2]
An old and abandoned ruin of a building leans over a road junction that might have once been bustling but now is just part of the network of under-the-level illegal commerce. Still a valuable spot and a commanding vantage point, the old Dusted Hover-Evac is a good place for a VIP to head for a hover extraction or a good place to defend if you want to own this stretch.


[h2]New Map: Wreckspire[/h2]
The junction is a crossing point between two larger towers - D07 and D08 - and if it wasn't owned by gangs and Syndicates might have hosted shops, food stalls or even a rooftop club. Maybe it did so long ago that no one can remember. A long stretch with a commanding high point in the center and many possible ways in and out makes for a deadly rooftop heister's playground.

[h2]New Objective Type: Siege[/h2]
The new Siege objective is in the inverse of the Battle Striker where you are attempting to storm a defended location, either by drawing the enemies out to you or taking the fight to them. In the Siege objective, you've holding a stretch of territory for your Contact, trying to crush an enemy assault team before they can get a foothold. You are the one in the defensive position or key stretch of territory, often surrounded or exposed from multiple angles. You've got to fight and hold the territory against enemy waves.

These are hard missions which pay well and have extra XP boosts - so be sure you take your combat A-team on the first one you try.

[h2]New Objective Type: Lootbox Hunt[/h2]
The new Lootbox Hunt sends you into a facility on a mission to find specific Files that have been hidden among the lootboxes there. You're the "last-mile pickup" system for the bribed insider who couldn't get the secrets out of the building but was able to surreptitiously hide the 3 pieces of the formula outside the highest security areas. There will be lots of ways to go about this one, if you stay quiet throughout or go loud and fast to find the loot you need.

And once you have at least 1/3 pieces of the paydata you came to get, the option to extract opens up.


[h2]More proc-gen combos[/h2]
Proc-gen missions grow in variety from a number of factors that affect them both in-level (objective, entrance & exit positions, Matrix connections) and at the strategy layer (e.g. faction origin and target).



Every new element - especially the biggest ones like maps and objectives -that we are able to add to the system continues to increase the multiplier effect.

We've got work to do to double this content set again but we're climbing a mountain and that takes time, but there are still some major new multipliers to add to the equation like mission structure, which will allow some proc-gen missions to be offered that have more than one single map and are built more like Sibling Job or Carnivore where you have to pass through an outer map to reach the true objective map.

[h2]v1.8.63 - #131: Magnitude x2 - 8/26/2024[/h2]
- Added new proc-gen map "Dusted Hover-Evac": dilapidated clinic with rooftop hoverpad rules a junction
- Added new proc-gen map "Wreckspire": ruined rooftop junction between Districts 08 and 07
- Added new proc-gen objective "Siege": hold defensive position against enemy waves
- Added new proc-gen objective "Lootbox Hunt": search lootboxes for 3 paydata files
- Added 10 new proc-gen Map X Objective combinations (4 Siege, 4 Lootbox Hunt, 2 Assassinate)
- Improved payment and XP reward for proc-gen Battle Striker missions

Update #130: Loot Restored + Can't Dismiss This!


This morning we're rolling out a rapid set of fixes to catch up on bugs and F10s that have been hanging around this last week. It's a nice cleanup to get us ready for the next big content push! Here's what we've got for you -

[h2]Empty Lootboxes[/h2]
Some of the work we are doing in prep for a major drop of new proc-gen missions caused a bug in existing missions with lootboxes. A lot of lootboxes were coming up empty. Any mission generated before this update is installed may have empty lootboxes.

[h2]Passive Leverages[/h2]
Especially in the matrix, players were getting confused about Passive Leverages which go into effect automatically but are still displayed in the Leverage list and pretend that they can be activated. Very confusing! With this update, we've added a Passive tag so help identify them and removed the options to activate them which is not actually possible.

[h2]Dismissing Rules[/h2]
To help reduce your clicks, if you dismiss a merc, you now take all their armor, weapons, items and cyberdeck. You could have done with anyway, but it just takes a lot of clicking, so we made it automatic and simple for you.

We've also fixed a number of other issues around dismissing - you could dismiss dead characters, who knew! You could dismiss mercs who were already dismissed!?! It wasn't good, it made bugs.

[h2]Matrix Dmg and Buffs[/h2]
There was a mistake in the print of Attack program damage ranges once you got buffed with Rampage or other buffs. The damage wasn't accurately updated, which is now fixed and the values show the real range you might hit at. Yummy - digital destruction!

[h2]Matrix Buff Coloration[/h2]
Speaking of Matrix buffs, for a while all effects in the matrix have been styled as a red debuff, regardless of if they were good or bad. We've now updated the buff list (just like the physical list) to get the colors correct and make them more clear to the eye.

[h2]v1.8.61 - 8/23/2024[/h2]
- Fixed issue with empty lootboxes appearing across levels
- Improved tagging on Leverages to display Passive Leverages with a tag and stop them from looking like they can be activated
- Dismissing a merc will automatically remove all equipment, cyberdeck, etc (save you clicks)
- Prevented Dismissing already dismissed mercs (?!?), dead mercs and recruits
- Fixed incorrectly displayed damage range in Matrix attack Talents when +Dmg buff is active
- Matrix effects are now correctly colored by buff/debuff
- Fixed issue with Roster where character could be stuck after removing Cyberdeck

Update #129: Grid Sequence


The latest update is hitting the streets of New Boston with a wave of improvements from community suggestions, your F10s and more. Thanks to everyone feeding us requests and suggestions, we're excited to roundtrip them and put them into the game fast and furious. We've improved how programs can be uninstalled and installed, we've improved the Matrix AP bar in the Matrix HUD, simplified the timeline buttons, fixed item carry nodes in the class tree, brought down some high-end cyberdeck repair costs and fixed one of the possible cases that could cause a freeze on map during a mission.

If you're enjoying our dedication to improving, taking community feedback and fixing your F10 bugs - please take a moment to drop a review for the game and help us continue to improve.


[h2]Flexible Program Uninstall[/h2]
The change of rules to use maximum program limit on deck has brought a lot more importance of the decision to what programs to load on to your deck. But the previous limit that a cyberdeck must always have a Scan, Sleaze, Deception, Disarm and Attack program on it is was making upgrading a deck challenging. Once you hit 10/10 programs, you couldn't easily remove Scan I to install SCan II and had to do an annoying round-robin uninstall and reinstall.

So - you asked and we've improved rapidly! Now, if you uninstall a required program, you'll now just get a confirmation warning instead of a hardstop error -


And above your installed programs for each deck, you'll see 5 icons showing Scan, Sleaze, Deception, Disarm and Attack. If they are missing, the icon lights up red indicating you're not ready to deploy to a mission with that deck.

 
But that's fine, you probably uninstalled Scan I to install Scan II. If you didn't, you'll find a helpful error message at deploy time sending you back to sort out your programs.


[h2]Matrix AP Highlight[/h2]
The Matrix AP bar has now joined the fun to keep up with IO buffer and Active Memory. If you're hovering over a Program or a Talent in your program bar, the Matrix AP that will be used by the action (either to load the program or to use the program, depending on its loaded) state is now highlighted in the bar. Now you can see how each action will affect all of your 3 action pools and the tutorial feels even nicer =D


[h2]Simplified Timeline Buttons[/h2]
The buttons to control the timeline were using a Play, Play Fast and the Play button would switch to a Pause button once the timeline was started. This setup was not the best and was causing a lot of controller and keyboard input to stop or start the timeline accidentally. Plus, once you've decided a speed you want to play the timeline in the game, you probably aren't using both.

We've improved and simplified the button set to have a Pause and a Play button. Neither changes to another type of button when the timeline is running, so there is now no chance of input jamming. If you want the timeline to run fast, this is the default setting for the new Highspeed Timeline option in your Options > Gameplay menu. If you do want it to run slow, you can disable the Highspeed Timeline option.

Thanks for all the F10s and feedback about this and we'll keep polishing elements large and small to the game to feel as smooth as possible.


[h2]Item Carry Class Training[/h2]
A bug snuck in at some point with the item carry upgrade nodes for your class tree. These expensive nodes - each costing a whopping 5 points - enable you to carry an additional item on every single mission. They may not feature in your early game builds but they are likely to be worth it in your mid to late game builds where that extra Ion Recharger or dose of Turqo Juice can make the difference.

Currently the nodes will allow you to carry a new item of any type while we evaluate the original design that some nodes would offer limited item carry by type (Tech only, etc). We are also working toward a point where each of these nodes will also come with Attribute and other stat bonuses to help round out their cost.

But when trained now, you'll see your equipment section upgrade immediately and be able to equip more items.

[h2]Cyberdeck Repair Costs[/h2]
We've tempered the math that was used for repair costs for cyberdecks as the deck prices just keep getting more expensive. This will help decks around Power Level 4 and higher to have more reasonable repair prices and ensure that you're price tag isn't hitting $100K until you're looking at serious damage.


[h2]Overwatch / Movement Freeze[/h2]
We've fixed a significant cause of freezes on the combat map where there was a one frame gap between a character starting an action (moving, shooting) where it was possible (if the timing was just right) that they could start an idle twitch animation ... which would leave them hung and the game frozen.

With this new case in mind, we're looking for other possible causes of freezes on the map which are rare but still reported in F10s. Please keep reporting them and we'll keep doing our diligent detective work to figure out what is causing them. At this point, none of them are simple code errors, its all somewhere deep down in the animation controllers, blending and timing, so we need your F10s!

[h2]Update Size Update ;)[/h2]
It looks like the improvements we made to the asset packaging managed to crunch what could often be a 4.6 to 4.9 GB update down to a 2.9 GB update. We're not done, we can crunch more! We'll keep you posted as we keep working these down in size. Our aim is to consistently keep the updates under 1 GB.

[h2]Battle Striker Early[/h2]
We fixed a bug where Battle Striker missions often ended early before the last wave of reinforcements arrived. Thanks for the F10s!


[h2]Treatment, SImstream and Injury[/h2]
We're continuing to work on improving the code and validation routines around treatment, simstream and injury. There are still issues here that can cause events to hang on the timeline, the roster counts to be wrong and more. This release fixes a few more of the issues that were reported and a few more things we found on our own.

We've also fixed a bug where you might in Treatment for a Wound like Brainburnt 1 and while trying to treat it, your Wound upgrades to Brainburnt 2. Not good! Wounds will no longer mutate while in Treatment. 

[h2]v1.8.59 - 8/22/2024[/h2]
- Rebuilt the timeline buttons - just simple play and pause button, reduced issues jamming spacebar
- Added new Option to play timeline in fast or slow mode
- Improved Matrix AP bar above IO and Active Mem to highlight like the deck stats do when hovering programs/talents
- Improved program uninstall - now warns but does not prevent uninstall of required programs (Scan/Sleaze/Deception/Disarm/Attack)
- Required programs icon bar shown above deck programs to indicate which are installed
- Cannot deploy to mission unless 5 required cyberdeck programs are installed
- Added mission description to item carry rules at the top of each classes skill tree. Costs 5 points to carry +1 item, up to 4 max
- Fixed bug where training in item carry would not always immediately enable the ability to carry more items
- Improved cost curve for repairs on high-end Cyberdecks to keep cost from getting out of hand
- Fixed bug where enemy could start moving and then suddenly stop one or two steps in
- Fixed bug with contact selection by Casting Director that was reducing variety of contacts that could proc
- Fixed bug where Battle Striker missions could end before the last set of spawns
- Improved safehouse honoring and counting different status (detox, wound, injury) to prevent being sent to other detox, wound, etc
- Fixed bug about injury or medical timeline events and roster counts sticking around after completion
- Fixed bug where a Wound could mutate (from Level 1 to 2) out from under Wound Treatment

Update #128: Sparking Circuitry


Welcome to the late night scene in New Boston. The lights are low but there's still an update to be had. This update follows up on the major milestone HACK THE PLANET and all the new cyberdeck and matrix improvements along with the long-awaited Matrix Tutorial. With Update #128, we've improved (and raised) the max programs rating on most decks, fixed issues preventing you from repair cyberdecks sometimes, fixed a duplicate hotkey in the deck screen, and fixed all reported typos and clarifications requests in the matrix tutorial.

If you're enjoying the constant push in quality, content and features - please take a minute to leave a review and tell a friend!



[h2]Update Size Reduction[/h2]
As the game has evolved and more and more levels and assets have been enabled, the asset packing organization has slipped a bit. We've had too many updates recently in the multiple GB when they shouldn't need to be that large.

Unfortunately, to do anything about this, we need to push an update where we improve the organization but that makes a ton of changes in the build ... and results in a big update. We know another 4.6 GB update is painful, so we're sorry and hopefully this is the one that will bring us back down to sub 1 GB updates more regularly.


[h2]Improved Max Program Counts[/h2]
We've taken the first needed balance step after the big update - raising max program counts on decks and improving the progression of max program counts for decks so that you are always seeing some improvement as you pay big dollars for new decks.

[h2]Deck Repair Stuck[/h2]
If you hit a situation where your cyberdeck was no longer offering the repair option even though you had damage, this is now fixed. Please proceed to repairing!

We've also fixed an issue where Start Repair and Delete Program were overlapping on hotkeys which could be a real pain in some situations.


[h2]Matrix Tutorial Feedback[/h2]
First, we are super excited that the tutorial has gone over so well! We've heard a lot of positive feedback about learnig things and hacking things and hacking all the banks and things - so it seems to be going great :D

And thanks for the mountain of F10s! We've parsed them all and fixed every typo reported and addressed every clarification request. We will be adding an option to replay the tutorial in a saved game on demand, so that will be nice as a way to replay in the future.

[h2]File Set Minting and Rooms[/h2]
We've removed the requirement when minting a File Set to have a specific room. Minting V-Chips required the Underworld Hub and minting Programs required the Hacking Station. This was cool but also tough sell because it puts specific requirements on how you build your base. Consider that you have to make choices and therefore chose not to have some room, which might be the Hacking Station for example, it no longer fits to prevent you from minting a Program in that case.


[h2]Slashslide and 0% Accuracy[/h2]
Sometimes, when your Cybersword did a Slashslide, the second and third targets would be attacked with 0% Accuracy (which you could only see in the log), which would cause a very weak glancing hit. We've fixed the bug here - so Slide on!

[h2]v1.8.57 - 8/21/2024[/h2]
- Improved progression of Max Programs for decks, rises faster
- Fixed bug where Cyberdeck could get stuck with Damage that was irreparable
- Fixed bug where Repair Cyberdeck and Delete Program shared same hotkey
- Fixed many typos in Matrix Tutorial, adjusted lines - thanks for all the feedback!!
- Removed requirement for Hacking Station to mint Programs and Underworld Hub to mint V-Chips
- Fixed issue where attacks after the first in Slashslide might have 0% Accuracy and just get weak glancing blow
- Fixed issue with mercs MP bonuses not showing correctly after Mad Dash Leverage applied
- Fixed issue with all buffs/debuff icons shown in red in merc status, now buffs are shown with green icon
- Adjusted asset packing organization to improve update size in the future

Milestone "HACK THE PLANET" - adds matrix tutorial and program swapping


Hackers unite! The planet awaits, let's hack it! We're excited to roll out the Matrix Hacking Tutorial today, checking off one more major milestone from the roadmap. The HACK THE PLANET major milestone also comes with some other major changes to how cyberdecks and hacking work - allowing you to transfer programs freely and now cyberdecks take lasting damage that is costly in time and money to repair. In order to make the best tutorial possible, we've made a lot of improvements to the matrix and its UI as well.

Jump in, getting hacking!

If you are enjoying the pace of progress and the commitment to completing our milestones, please take a moment to leaving a review to help our small team continue forward!


[h2]Matrix Tutorial At Long Last![/h2]
After along way - and many improvements to the Matrix systems - we're excited to finally roll out the full Matrix tutorial. The tutorial will be available in any game immediately - and might contain some valuable tips and info for veteran and new players alike.

The tutorial is offered the first time you try to deploy a hacker to a mission. It will only be offered once per game.

And you can disable the tutorial (and all future offers), from your Options > Gameplay menu. Once you've run the tutorial or if you just want to skip it - turn it off.


The tutorial will set you up on a solo hack, guide you through the basic process of hacking, help you deploy a CPU Spike, steal some paydata and disable some security devices. All of this is done with a special character "Tutorial Ahab" (a BIG shout out to Ahab for all the work on the wiki Hacking guides on hacking that were featured heavily in planning and writing this tutorial). Therefore, with your Tutorial-only character, there is no gain or loss for taking the tutorial - you can't suffer damage and the loot is deleted at the end of the mission.

So - hacker, go forth and learn! Let us know your feedback.

Final note, the tutorial is a procedure set of steps intended to be followed. It is not built to react to you going off script wildly. If you want to run the tutorial and learn to hack, plox follow the instructions and read the pop ups :D


[h2]Transfer Programs between Decks[/h2]
With the HACK THE PLANET major milestone, we've also enabled easy transfer of programs between decks. Programs are valuable investments, critical pieces of software that you can buy or steal (via Files & File Sets). These chunks of quantum software can be moved between cyberdeck hardware now by using the Uninstall button. The program is dropped back to your available programs list and can be installed on a new deck.

Note (see below) you cannot uninstall programs if your deck is damaged or currently in repair.


[h2]Deck Damage & Repair[/h2]
Cyberdeck Damage is no longer automatically and instantly repaired at the end of a mission at the cost of $0. If your deck takes damage during a hacking run due to destructive feedback signals from the IC or the Q-Sec Escalations, that damage comes home with you. It persists into the next mission and makes you more vulnerable to deck burn out.


However, when you're ready - because you have some hacker downtime or can swap in another deck - you can start a repair on your deck. This will take some time and money - and get more expensive as your deck is more expensive - but will restore your deck to 100% Health.


You cannot deploy to a mission with a Deck that is currently in repair, so be careful picking when to stop your hacking and take some repair downtime.


[h2]Max Program Count[/h2]
To better facilitate easy program swapping and the new deck balance, we've opted to use a Max Program Count for cyberdecks instead of Storage Size metric that was being used before. This puts a hard cap on number of programs you can load on a deck and will require you to do a bit more planning. Still, the maxes are generous, ranging from 8-12. All the more reason to upgrade decks and transfer your new programs to them.

If you were hoarding programs from before this update (which makes a lot of sense since you can't transfer them ...) your deck will still have all the programs. You won't be able to add new ones and you can now uninstall programs, so hopefully you can spend some time rebalancing your deck for now and the future.

[h2]Cyberdeck Pricing[/h2]
With the cost of repairs now a real thing for cyberdecks, we've rebalanced the price of all decks, bringing them down. You can also transfer programs which makes swapping between decks a much cheaper operation.

Finally, we've modified how deck resale value works to ensure that if you are selling a damaged deck, you'll get proportionally less for it.

[h2]Tons of Matrix Improvements[/h2]
To make the best Matrix tutorial possible, we had to improve the matrix! We're excited that the tutorial comes with a ton of changes and benefits for everyone. So let's look at the list!


We've rewritten all of the IC descriptions to be clearer and exclude exact numbers about what each IC is doing.


We've re-organized the HUD to bring all of the action pool elements - Matrix AP, IO and Active Memory - together down in the corner near your programs. This lets your eye look only one place when trying to figure out the limits of what you can do and planning your next move.


We've rebuilt the display of Sec Tally per Action (for hacking) and Sec Tally per Turn (for meat-space) to be clear and to avoid you needing to count tiny yellow squares all the time. The new HUD element also just helps reinforce how the rules work.


If you disable an IC, the Q-Sec Tally penalty icon and text now go gray, reinforcing the rule that if the IC is disabled then you do not get Q-Sec Tally added if they are destroyed. The stealthy hacker disables before killing.

In the same vein, if an IC or other factor is preventing connection to neighboring nodes, the connection lines are grayed out.


We've redone the matrix host Ratings (now Blue, Green, Yellow Orange, Red, Ulta) to be ordered like the actual spectrum of colors. Also, we're trying out a rename for the host response system, the Q-Sec AI going from Bronze Boa, Silver Rattler, Gold Viper, Platinum Cobra to Diamond King.

We've rebalanced 2 starting Hacker Talents - Hardshell is less powerful starting only with +20 Temp Cyberdeck Health instead of +30 and Overclock is more damaging to your connection, starting at -3% Connection per turn instead of -2%.


[h2]Toggle Snap to Cover during Movement[/h2]
We have added the much requested toggle for snap to cover during movement. Cyber Knights features a gridless movement system but we also include the snap-to-cover helper to make it easier to get your mercs into good positions around corners and near to important cover.

But, sometimes that is annoying. You don't want to snap, you know exactly where you want to be. In these cases, you can just toggle of Snap now while moving and put your movement position where you want it without any help or friendly interference.

[h2]Auto-Select Equipment[/h2]
When changing equipment, we've improved the following equipment screen where you can browse for your replacements. This screen was not auto-selecting the item you are replacing, which was confusing. Now, if you click to replace your sniper rifle, that exact sniper rifle will be selected in the list of weapons that could replace it, making it much clear what you're up to and also make it just one click or keypress away to start comparing the current rifle to other weapons.


[h2]Better Tagging and Dismiss Rules[/h2]
We've fixed a set of issues with the safehouse and roster tagging. Before this update, the tags for Simstream Trainer, Detox, Wound Treatment and Injury Treatment were all lumped into a single "Treatment" Tag. We've now broken out the "Simstream" tag separately to make this more clear when you're looking at the entire safehouse and then once you dive into the Roster you can see all 4 tags separately so it is clear from the list who is where and why without having to try to figure out exactly which of the 4 treatment types we're talking about.

We've also made some fixes to how Dismissing works in regards to benches and cyber surgery. If you kick someone off the team now, they are correctly removed form the Detox, their cyber surgery is canceled, etc so that they aren't hanging around consuming a valuable spot even though you've booted them.

[h2]Charged Strike Renamed Power Slice[/h2]
With the last update we did a bit of renaming clean-up for what was Conduit Edge and Charged Strike. Unfortunately, "Charged" is not the best word to be using (are we running at an enemy? are we using Talent charges?) so we've renamed again. Also, the use of IO-Batt for the melee weapons charges was conflict with IO for Matrix, and that's not helpful - so we've renamed that too!

Here is the list of changes:
  • Charged Attack has become Power Slice
  • Improved Charged Attack (previously Conduit Edge) has become Improved Power Slice
  • IO-Batt charges have become Ion Batt Charges
  • IO-Charger item has become Ion Recharger

[h2]Wired Safehouse Rooms[/h2]
We've made some visual improvements to safehouse rooms - adding more trash, junk and wires. They feel more alive and deeper now. We'll keep working on the look here but this is a nice polish pass.

[h2]Contact Hover in Selling Window[/h2]
If you are considering who your things to - especially your high Rarity Accounts that will cause Influence changes - then you'll be happy to know you can now hover over a Contact's head in the seller/buyer pop up to see their full hover. This can make it easy to know when to stop selling your Epic Accounts to a Contact when they reach 80% Influence without having to hop between screens again.

[h2]v1.8.55 - 8/19/2024[/h2]
- All new Matrix Hacking Tutorial will be offered next time you try to deploy to a mission with a hacker (once per game)
- Disable Matrix Hacking Tutorial in options or during New Game
- New feature: Uninstall and transfer programs between Cyberdecks
- Cyberdeck damage persists between missions, if deck is damaged enough you can start a repair at the safehouse (time, money)
- Programs cannot be uninstalled while a deck is damaged
- Cyberdecks now have maximum program count instead of storage size
- Rebalanced / reduced price of most cyberdecks
- Rewrote all IC descriptions, effects and trigger clauses to be more clear and specific
- Improved display of Sec Tally / Turn in meat-space and Q-Sec Tally / Action in matrix
- Improved display of Q-Sec Tally penalty for destroying an active IC
- Improved order of Matrix Ratings to match color spectrum: Blue, Green, Yellow, Orange, Red Ultra
- Connection lines between matrix nodes now gray out if connection is blocked
- Re-organized and improved Matrix HUD - AP joins IO and Active Memory in bottom left
- Hacker's Hardshell starts at +20 Temp Cyberdeck Health instead of +30
- Hacker's Overclock starts at -3% Connection per turn instead of -2%
- Cyberdeck Resale value is impacted by damage
- New toggle for movement snap to cover - turn off for exact placement, on for best cover placement
- Auto-select the piece of equipment you are changing when you click it (click Sniper Rifle, see weapons but Sniper Rifle starts selected)
- Added Contact Hover to sell window to give easiest access to Influence and Service details
- Fixed issues with roster and character tagging - new tag Simstream splits from Treatment, even more accurate counting
- Fixed bugs when dismissing characters who are in benches (cyber surgery, detox, etc)
- Fixed bugs with Motion Detectors often seeing over low cover
- Fixed bugs with dead bodies sometimes being seen through Vanguard's Refract
- Completed trio of renames: IO Batt => Ion Batt, IO-Charger => Ion Recharger, Charged Attack => Power Slice