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Update #30: Digital Loots

[p][/p][p]Knights and mercs, we've got another update coming to the streets of New Boston on top of the 25% off sale we've got going on. As you can now start the game with a Wireghost and no Hacker, we've added a Hacker to the Underworld Hub, improved the Matrix to show exactly where downloadable files are still present, improved the clarity of the area for BioScan Fields, added a new option if you don't like auto-extract, and fixed minor issues with the Wireghost class.[/p][p]Thanks to everyone playing, posting and sending your F10s! If you like the continued pace of improvement and content adds, please be sure to take a moment to leave a review![/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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]Hacker at the Underworld Hub[/h2][p][/p][p]A new Hacker is now available for recruit at the Underworld Hub, increasing the coverage of this important source for recruits to include every class in the game. This can be especially helpful if you started the game with a Wireghost and are looking to recruit a hacker more quickly than they might appear in various recruitment storylines.[/p][p][/p][h2]Matrix File Clarity[/h2][p]Much like physical lootboxes, your matrix divers need clarity about what scanned data nodes still have files to download and steal. Maybe you got teleported out of a node by the Q-Sec AI, or you teleported out of the node you sneaky Wireghost, or you scanned some nodes without going to them yet. Which nodes have files? You had to visit the nodes before to be sure.[/p][p]The Matrix node tree has now been upgraded to help you see this at a distance. There is now a golden file icon hovering over any storage node that could have files (including Manufacturing, Data, Accounting and SPU nodes). A golden icon (like the golden outline on lootboxes) indicates there are still things to steal. And the grayed out icon indicates the node has been properly rifled. [/p][p][/p][h2]BioScan Field Area and Borders[/h2][p][/p][p]The BioScan Field was always display with a VFX that never made it exactly clear where the exact edges were. For larger BioScan Fields this could be pretty questionable, as the larger they got the more stretched the VFX became and its exact ending point was hard to spot. We've resolved that by adding a very clear highlight and border for all BioScan Fields. [/p][p]Good luck heisting! Our recommendation? Get a Wireghost, dive this level 2 device and shut it down![/p][p][/p][h2]Option: Disable Auto-Extract[/h2][p][/p][p]For the players who dislike auto-extract rapidly ending levels for you when the last merc enters the extraction zone, there is a new option under Options > Gameplay. You can now disable Auto-Extraction there whenever you like. By default, this helpful behavior is on for most players.[/p][p][/p][h2]Wireghost Fixes[/h2][p]This update also includes a package of Wireghost fixes. You can no longer Skipjack if you have 0 AP (its a trap!), the UHUB Wireghost's deactivated implant has been swapped to be a spinal implant correctly, we (again) fixed the Wireghost icon in multi-classing screen, and fixed the repeated SFX that was happening whenever enemies crossed Laser Wires. [/p][p]We also added the wiki page for Wireghost for your reference![/p][p][/p][h2]v2.2.7 - #30: Digital Loots - 9/9/2025[/h2][p] - Added new Hacker to the Underworld Hub for recruitment[/p][p] - Matrix data storage (Data Warehouse, Financial Node, etc) now all show a gold/gray loot icon to indicate files to download[/p][p] - Improved display of exact border and state of BioScan Fields[/p][p] - Added new option to disable auto-extraction if you dislike that (Options > Gameplay)[/p][p] - Removed overlapping class icons in dialog info boxes for multi-class characters[/p][p] - Fixed issue with some items in inventory not always selecting correctly [/p][p] - Fixed issue with Contact services sometimes overlapping other parts of screen if there are enough[/p][p] - Fixed bugs with some achievements not setting until after next mission[/p][p] - Prevent use of Wireghost Skipjack with 0 AP[/p][p] - Fixed deactivated cybernetic Synto Drip-Wire to be spinal instead of arms[/p][p] - Fixed issue with Wireghost icon on multi-class screen (again)[/p][p] - Fixed SFX on Laser Wires always firing whenever an enemy walked through[/p][p] - Fixed issue with some effects from map area effects like White Noise not clearing correctly[/p]

New class! The Wireghost is here with all-new ways to hack and infiltrate

[p][/p][p]Knights, we're excited to release the Wireghost class, bringing the total class combinations to over 50! The Wireghost dives into the Matrix with the illegally modified Cortex Wetgate, combining meatspace infiltration talents and hacking with ruthless speed and combo power. [/p][p]This is our second post-launch class and third big content release! We're excited to be hitting another big mark on the post-launch roadmap. If you're enjoying the pace of progress, new content and updates please leave a Steam review to help our team![/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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]Wireghost Talents[/h2][p][/p][p]This is a hacking plus infiltration class that requires a cybernetic implant. 15 unique talents offer a wide range of build possibilities and totally new synergies with other classes. The Wireghost provides a second style of hacking the global matrix and is a foil to the Hacker's style of methodically sieging a host. [/p][p]To train as a Wireghost you need to first install a Cortex Wetgate cybernetic (Deep Brain) which you can get from your starting Street Doc or Splicer.[/p][p][/p][p]Wireghosts bring an exciting package of stealth and anti-security Talents to the table. [/p]
  • [p]Manifest Trace can reveal the contents of lootboxes at a distance. [/p]
  • [p]Kill Switch can flip Proximity Mines and Laser Wires to ignore your mercs and instead be triggered by enemies (dealing damage to them and stopping their turn). [/p]
  • [p]Radio Silence is an excellent way to set up ambushes or help prevent gunfire reports from propagating while Ghost Distortion lets the Wireghost slip through enemy patrols momentarily undetected.[/p]
[p][/p][p]When it comes to hacking, Wireghost just dives differently. First, they can employ Skipjack to make a fragile connection to a matrix host that is controlling a security device, through the security device itself -- no jacking in to a Matrix terminal required![/p][p]Dropping right into the unscanned SCU can be a risky move, especially with your Connection burning up every action. But, disabling the device first with Security Siphon will pre-scan the SCU and prep some of your signature Wireghost Talents to clean up the rest; you may be set up to p0wn the SCU and disable a swathe of devices. The connection is too weak to hope to get to a CPU to spike it, but you can soften up and scout the host with this infiltration.[/p][p]When it comes to cutting IC in a host, the Wireghost deals death then covers their tracks with Spectral tokens. Spectral tokens can be generated in multiple ways: [/p]
  • [p]using Spectral Dagger - generates Spectral tokens and allows them to be used to silence the Tally generated by an IC that dies without first being disabled. [/p]
  • [p]using Trap Keeper to capture and immediately kill a trap (known or unknown) on a node (think SCU, data nodes, RCU). [/p]
  • [p]if you've got Active IC in your sights, drop Unlink to move them randomly to other nodes in the host while healing your Connection and gaining Spectral tokens by doing so.[/p]
[p]The Wireghost also moves differently, using Phantom Slide to move to any node down a connected line of nodes, ignoring all node and IC restrictions to movement. And Pindrop will teleport your randomly into the host, unless you upgrade it to avoid all types of defensive nodes (Access Nodes, Firewalls, etc). In both cases, when using a special movement Talent, you drop in hot like a nuke to the node, dealing (10 x Spectral tokens) damage to all IC inside![/p][p][/p][h2]Screaming Multi-Class Potential![/h2][p]The potential for awesome multi-classing with Wireghost is super high. While you can't combine Hacker and Wireghost due to both classes requiring a cybernetic in the same slot, you can: [/p]
  • [p]add Wireghost to another class-focus for a nice set of meatspace infiltration talents, without touching the Matrix at all.[/p]
  • [p]add Wireghost to another class focusing only on the Skipjack talents, letting your merc hit SCUs to wreak havoc on security devices but not dive deeper into Matrix hacking.[/p]
  • [p]build a deep Matrix diver with Wireghost as your primary class, but dipping into any one of the other classes for added combat or stealth utility.[/p]
[p]We can't wait to see what creative builds you put together![/p][p][/p][h2]How to get a Wireghost[/h2][p][/p]
  • [p]A new Wireghost, Bondai, has been added to the Matrix Specialists column (1st column) in the Advanced Start option for New Game, allowing you to choose between him or one of the Hackers, Dade or Remi.[/p]
  • [p]A second Wireghost option has been added to the Underworld Hub for immediate recruitment by existing merc squads.[/p]
  • [p]You can also multi-class your other characters into the Wireghost class if they haven't taken a class yet (or just Respec). Multiclassing into Wireghost requires cyber surgery to install the digital infiltrator's Cortex Wetgate. The only class that can't be multiclassed with Wireghost (due to their required cybernetic occupying the same slot) is Hacker.[/p][p][/p]
[h2]New Matrix Challenges [/h2][p]In high Power Level hosts or when the host rating is a dangerous color, you will start to see some of the new 6 IC that we've added with this update. These nasty varieties start arriving at Power Level 5 and can cause new level of havoc on a hack. Poison Tiger can smack your Deck with 25% Dmg (get some Armor!) while a Black Diamond Trap will take 20 Matrix AP at a pop, and the Trace Viper will add +15 Sec Tally.[/p][p]Keep an eye out for these nasty varieties of IC, so you can prioritize lagging or disabling them first - Poison Tiger, Jackhammer, Searchlight, D-Jammer, Black Diamond, Trace Viper.[/p][p][/p][h2]Some Hacker Improvements[/h2][p]In building out the Wireghost, we found some places where we wanted to buff and streamline the Hacker so that the two classes are better matched foils of each other.[/p][p]The first and the biggest bump is to the Hacker's Scapegoat buff, which now starts with 3 Tokens to block IC (who have not been lagged or disabled) from increasing Security Tally. With upgrades, you can reach 6 tokens in a single use of the buff, making it much more viable for Scapegoat to cover Nuking 2 nodes without carefully disabling the IC resident there.[/p][p]Second, we have upgraded the Dumpshock Res % and Matrix Dmg Bonus % granted by the small upgrade nodes in the Hacker's class tree, bumping up by a few points to make sure that the total you can achieve by taking all the nodes is more meaningful.[/p][p]Finally, we extended the duration of Spoof and Scapegoat to 6 Turns so that they are far beyond the length of any given hack. As the buffs are cleared whenever their tokens run out, duration is not a key factor here.[/p][p][/p][h2]Recasting former "Wireghost" Contacts as "Netwraiths"[/h2][p][/p][p]In order to have a clear distinction between the character class of Wireghost (who have the illegal street adaptation of the Cortex Wetgate and are trained operators capable of running a heist) and the old Contact "Wireghosts" (who have a different cybernetic implant, are not on-the-ground operators like your mercs, and only do remote hacking) we have renamed "Wireghost" contacts to "Netwraiths".[/p][p]Sorry for any confusion this might cause, but in the long run it will be better not to have a Contact and merc class sharing a name.[/p][p][/p][h2]v2.1.59 - #29: New Class WIREGHOST - 9/5/2025[/h2][p] - Added new class: Wireghost, boasting a Cortex Wetgate implant allowing stealthy infiltration, hacking through security devices and a rapid, wild hacking style[/p][p] - Added new Wireghost character, Bondai, to the Matrix Specialist options of Advanced Start in New Game[/p][p] - Added new Wireghost character to the Underworld Hub for recruitment[/p][p] - Added 6 types of new IC (Poison Tiger, Jackhammer, Searchlight, D-Jammer, Black Diamond, Trace Viper)[/p][p] - Improved Hacker class tree with more Dumpshock Res % per node and more Matrix Dmg Boost per node[/p][p] - Improved hover in Matrix over character's effects that have Tokens so the active Token count is shown in text[/p][p] - Improved Hacker's Scapegoat talent starting point and upgrade path to have more tokens (start with 3, upgrade to 6)[/p][p] - Extended duration of Hacker's Spoof and Scapegoat talents duration to 6 Turns (beyond length of most hacks) - they expire when all tokens used[/p][p] - Agent EX Line Crawler recharge rate reduced to 4 from 5, range bonus increased from +4m to +6m[/p][p] - Proximity Mines and Lasers Wires will now damage enemies of another faction (Head Hunters, invading Brave Star, etc)[/p][p] - Fixed issues with Sellers filter being remembered across cybernetic slots in install screen[/p][p] - Recast existing "Wireghost" Contacts as "Netwraiths" [/p]

Update #28: Neon Glow QoL

[p][/p][p]With Update #28, it is Update Thursday again and this week we've got a quality-of-life focused update. With this update, we've added a new helpful filter to look at things in any market based on what specific Service and Service Level offers them, added 2 new tattoo options, added VFX to make Dumpshock and Bleeding out more obvious, added infoboxes to every dialog to make the speaker's name, type and faction clear, improved looting balance again, fixed active Trap display and fixed a bunch of smaller, rare bugs that might trip up a player.[/p][p]Thanks for all the support and for playing, posting and sharing out game with others. If you are enjoying the pace of improvements, please be sure to leave a review.[/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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]Service and Level Filter[/h2][p]With Update #28, we've added filter that will be very helpful in finding the newest weapons, armor, items, cybernetics, programs and decks that you've unlocked by Contact Limit Breaks, storylines or Power Plays. The filter allows you to look at all of the Service and Levels (Street Guns 1 VS. Street Guns 2) and decide to only check what is available from a specific service.[/p][p]This is really helpful in Cybernetics too as the offerings are spread across slots and it can help you get a feeling for what your latest new options are.[/p][p][/p][h2]2 New Tattoo Options[/h2][p][/p][p]Two new tattoo options have been added with Update #28 - roughly described as a horizontal stripe and a cheek cross. These are the first two new cosmetic options coming out of a new set that we are working wrapping up and finalizing. We're looking forward to sharing more hairstyles, accessories, cybernetics and scars.[/p][p][/p][h2]Bleeding Out and Dumpshock VFX[/h2][p][/p][p]While important status effects like Stun have always had a constant VFX to help warn they are there, two other very important effects have not - Bleeding Out and Dumpshock.[/p][p]These constant VFX have now been added, making it much easier to spot a Bleeding Out merc or a Dumpshocked Hacker. Purple little whirly-gigs circle a Hacker for Dumpshock and a red bubbling warning of blood radiates from a Bleeding Out mercenary (in addition to their selector ring being red).[/p][p][/p][h2]Dialog Speaker Boxes[/h2][p][/p][p]There are a lot of mercs and Contacts flying around some times between stories, proc-gen mission offers and Legwork - whether or not they are recent arrives or old standards. Regardless, we've now added dialog speaker boxes to the bottom right and left of all dialog screens as a reminder of who is talking. For Contacts you can see their name, faction and position in the underworld. For mercs, you can see their name and classes.[/p][p][/p][h2]Matrix: Active Trap Correction[/h2][p]For the Matrix in the last update, we improved the text around Traps but there was one set of active traps that were not handled properly. With this update, we now have covered the type of Trap that becomes active after triggering and continues to have on-going affects, like Diamonds. [/p][p][/p][h2]Other Bugs![/h2][p]We also fixed a host of other smaller bugs. Check the full release notes below for the extra small and rare things that were fixed. Thank you for your F10s! Every one helps improve the game.[/p][p][/p][h2]v2.1.57 - #28: Neon Glow QoL - 8/28/2025[/h2][p] - Added Service Level filter for all market/cyberware lists (Street Weapons Lvl 1, Street Weapons Lvl 2, Rook Prototype Lvl 6, etc)[/p][p] - Added 2 new tattoo options - horizontal stripe and cheek cross[/p][p] - Added constant VFX to show whenever Hacker is suffering from Dumpshock debuff[/p][p] - Added constant VFX to show whenever a merc is Bleeding Out[/p][p] - Added infoboxes to bottom of all dialog to list character name, profession/type and faction[/p][p] - Improved looting for higher level teams that were only turning up the same result repeatedly[/p][p] - Fixed issues with Trap display in Matrix for Traps that have on-going effects (-10 AP, etc)[/p][p] - Fixed bug with Cyberdeck screen always showing Programs 0/0 at the start[/p][p] - Fixed rare bug in crafting and inventory when there might be one item in the list that you couldn't select for no reason[/p][p] - Fixed bug that could cause a lock up in a multi-Overwatch scenario (Overwatch gunfight)[/p][p] - Added better in game notifications when crafting of Items complete instantly[/p][p] - Fixed bugs in HUD and Hover that might leave HP bar out of sync with real value[/p][p] - Improved alert when minting a file set[/p]

Update #27: New Map "Nanofacture Hub"

[p][/p][p]Knights and mercs, we're excited to have the full team back from vacation and get the update engines rev'ing again. Today's update releases a new map - the Nanofacture Hub - which matches with 11 proc-gen objectives, as well as improving the loot and blueprint balance in the late game with new entries in the SMG, Pistol, Revolver and Sniper categories. We've also fixed a number of other reported map issues and have included at the bottom of the update the roll up of the 3 QoL patches we put out last week to improve things here and there.[/p][p]We hope you are enjoying the game and will take a moment to help our small team by leaving a review.[/p][p][/p][h2]Wireghost Preview[/h2][p]The Wireghost will be the next class released into the game, so we've put up the traditional preview thread to give everyone a chance to brainstorm or think up cool ideas for the class. We hope you check it out![/p][p]Wireghost Preview Thread[/p][p][/p][h2]New Map: Nanofacture Hub and +11 Proc-Gen Combos[/h2][p][/p][p]This week we've got a new map to continue to send your heist team into new and exciting areas for challenge. The new Nanofacture Hub is the 4th new map we've released since launch and sits as the central data hub for an industrial site. Now that the pipeline is warm again (having released Prisoner objective and 3 maps now), we're looking forward to more proc-gen maps and objectives in the following weeks![/p][p]Nanofacture Hub is an industrial site with scattered cover leading up to the well-defended central data store and matrix terminal. The map features a large central pit area to fight around or over and then an extended ring of elevated walkway around the entire map. This setup plays like a dream for snipers who can get a commanding look over much of the map and might find other even more elevated positions along the upper rim. Still, with only 4 access points between the rim and the lower level, the team may be pushed to split up or get pinned down if you don't pick you path carefully.[/p][p][/p][p]This week's new map brings the proc-gen map total up to 37 and adds +11 proc-gen combos raise the total combinations of map X objective to 324. Nanofacture Hub can appear for any proc-gen mission at Power Level 1+.
[/p][h2]Late Game SMG / Pistol / Revolver / Sniper[/h2][p]The last set of patches made some critical adjustments to looting balance, especially in the late game. Now with Update #27, we're continuing that push by injecting some new high-level Blueprints and options to steal physical weapons for SMG, Pistols, Revolvers and Snipers. [/p][p]Keep your eyes out of the newest models - the Osprey, Signature '73, KX Buster, Hammerkill, Crimson Jaguar and more.[/p][p][/p][h2]PL 9 Jupiter Decks are not Common![/h2][p][/p][p]We fixed a lingering issue with one of the Jupiter Power Level 9 decks being marked as common. By the soup, it is not! ːsteamhappyː[/p][p][/p][h2]Patch Roll Up [/h2][p]Last week we deployed 3 sizeable patches on top of Update #26 - all focused on player issues, UI improvements and balance. The full details are in the release notes below for ease of review![/p][p][/p][h2]v2.1.55 - 8/26/2025[/h2][p] - Team has returned from vacation! [/p][p] - Added new proc-gen map "Nanofacture DataHub": a central data store for an industrial nanofab that supports +11 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download) for Power Level 1+ teams[/p][p] - Added +8 new high level (PL 6-8) SMG, Pistol, Revolver and Sniper weapons between Blueprints and Lootable weapons [/p][p] - Fixed lingering issues with one Jupiter Deck still being marked as Common[/p][p] - Fixed map issues, incorrect spawns and props you could wander through[/p][p] - Fixed heap of typos - thank you![/p][h2]v2.1.53 - Patched last week[/h2][p] - Adjusted balance of Jupiter Cyberdecks, adjusted Power Level, Rarity and Pricing[/p][p] - Cybersword Improved Power Slice gains +10% Dmg bonus on base Talent, also correctly displays Dmg bonuses in Talent text, improved Talent text clarity[/p][p] - Improved hover text for rules for Yield to be clear it reduces Initiative by 1 pt [/p][p] - Added a note to clarify that the Hacker Legwork "Shoulder to Shoulder" can only be attempted by a Hacker-type character[/p][p] - Fixed issue with Bait the Trap upgrade node text[/p][h2]v2.1.51 - Patched last week[/h2][p] - Reduced difficulty of early game Haven Smokeout level[/p][p] - Improved display of Traps in Matrix HUD to be more clear about when they are set and ready to trigger vs. triggered and harmless[/p][p] - Fixed categorization of Contact Traits Fast-Splice and Ops First to be correctly marked as positive[/p][p] - Improved options text describing changing camera transitions between character/enemy actions[/p][h2]v2.1.49 - Patched last week[/h2][p] - Characters assigned to legwork during mission victory are no longer denied XP and chance to talk in post mission dialog[/p][p] - Fixed bug with Next Man Up achievement being incorrectly granted if you completed Carnivore and took the legwork option[/p][p] - Fixed issue with Face's getting offered temporary positive Traits that only apply to combat-oriented mercs[/p][p] - Fixed typos and map issues[/p]

Update #26: Grindstone

[p][/p][p]Knights and mercs! it is update Thursday again and we're here with a polish update focused on improving the UI and working out some bug fixes. Our entire team is on vacation right now, so this is a roll up of some important hotfixes, minor UI tweaks and timely bug fixes while we relax a little. We'll be back soon! We'll have more new content and features coming once we're all back on station.[/p][p]A big thanks goes out to everyone playing and to the 50 players who left a review this week![/p][p][/p][h2]Face Talent Recharge Reset[/h2][p]There was an issue with Face Talents that when you used a charge, if another charge was busy recharging it would be forced to reset its charging timeline. This is now resolved - you'll get your charges back faster, as you deserve. This is especially helpful with Talents that are used often over a series of days, like Opposition Research.[/p][p][/p][h2]Toggle Filter with "F"[/h2][p]Using the "F" hotkey, you can now open \and\ close the Filter UI. This can speed up pace of play with hotkeys.[/p][p][/p][h2]Always Catching Outline on RevealZ[/h2][p]We've fixed a number of issues with the highlight on interactive objects, enemies and mercs not always appearing when elements might be revealed by distance or a cut-scene. This could mean that enemies who appear on the map as you move (about 40m out) wouldn't have the highlight on immediately which could be pretty sneaky in a bad way.[/p][p][/p][h2]Enemies Stuck on Barricades[/h2][p]For a minute after Update #25, enemies could get stuck trying to leap over a barricade. This was a bug only if they were hunting your merc and they tried to jump a fence. We're excited to have finished this work and completed the needed bugfix, as enemies are now willing to go over a fence no matter what their status (patrol, hunting, chasing, fighting) which means they can't get "stuck" in some parts of the maps like they were before if they were in the Unaware state.[/p][p][/p][h2]Hotfix Rollup[/h2][p]Update #26 also rolls up 3 major hotfixes that had to be released after the Prison Break objective was released. This fixed issues with the Sibling Salvage Stage 1 having no enemies, an issue with Daito could end up floating in the air in the middle of the Daedalus Bloc storylines and also that Coyote Hotdrop mission might not have Dakota in it at all.[/p][p][/p][h2]v2.1.47 - #26: Grindstone - 8/14/2025[/h2][p] - Hotkey "F" now opens and closes the filter menu for faster toggling[/p][p] - Fixed bug with multi-charge Face Talents reseting their recharging rate on every use[/p][p] - Fixed bugs with mission map highlight mode "H" where enemies might not get highlighted as they are discovered in some situations[/p][p] - Fixed issue where selling items for money might not always trigger Steam achievements about getting rich[/p][p] - Fixed UI issue with roster rendering incorrectly in the bottom left corner of the screen for 1 frame[/p][p] - Fixed critical bugs with Stage 1 of Sibling Salvage heist not having any enemies[/p][p] - Fixed issue with enemy getting stuck going over barricades sometimes[/p][p] - Fixed issue in River Street where your team could start on the map twice[/p][p] - Fixed issue where rescued prisoner could be deployed to another mission in an 8 hour window after completing prison rescue[/p][p] - Fixed issue in escort missions of Daedaelus Bloc where Diato could start floating in the air[/p]