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Update #68: Backstory Web


Monday - a good day as any for an update! Welcome to Update #68 where we've put some extra focus on cleaning up the relationships, backstories and story tags that define your characters and recruits. We're heading into new and exciting territory with the story system and the Casting Director and it was important to take this minute to correct any last issues in the foundation before rolling forward.

This update does not include the new lighting engine (a visual-only improvement to the look of the game). We said in Update #67 that it was "next update" but there always seems to be one more technical hurdle. It will come very soon, but we wanted to get this RPing quality update out to everyone.

If you're enjoying the pace of improvements and steady progress the game is making during Early Access we hope that you will leave a review. Nothing is more important to a small indie developer that having you help us share the game, so we appreciate it!

[h2]Must Feed Casting Director![/h2]
The Casting Director is the heart of our proc-gen story system. The Director is in charge of picking what new stories to spin into your cyberpunk world and who should fill the available seats in those storylines. It does this by looking at the cast of characters, mercs, recruits and contacts that are within the game.


[h2]Starting Character Relationship Fixes[/h2]
The first big set of updates all come to your starting characters. These characters rolled out of new game with strong backstories and a set of contacts they know. But that data was poorly represented and shown in the roster or the contact screen.

With Update #68, we've retagged everything. This is for both old games and new games. If you load up your previous save, we've done some adjustments to correct the tagging and display for relationships to be bi-direction and to include additional data about why the relationship exists, at the very least helpful pointers back to the backstory.

This also sets up new games very nice, but you don't need to start a new game here.


[h2]Recruit Backstories, Relationships and Contacts[/h2]
In the same vein, the backstories, contacts and tags assigned to the recruits you can find in the game have been less than correctly represented.

First, there was a bug that 33% of the time, a recruit could pick the wrong faction and backstory and you'd basically end up with a recruit in your safehouse who did not match the dialog at all. This is now fixed.

Second, the new contacts that were being created by recruiting all look like Dr. Ashe... oops. This is currently fixed only for new recruits but we're working on how to resolve this in older saves as well.

Third, the backstory Trait, personality tagging, relationship tags with the new contacts, Contact Traits and Tags were all just lacking. Some of it was there but it wasn't as fully-fledged and rich as the Casting Director would like it to be. For new recruits, you'll find a much better set of RPing tagging and data is included after you've met and discussed with the recruit.



[h2]New Traits[/h2]
We're in a cycle of constantly adding new Traits for characters and contacts. We kind of aim to add one or two every time we work on a new recruit, contact or story character. With this update, we've added both Bull-Built (heavy focus on Strength and HP) and Bril (adding Willpower and bonus % to all XP gained!).

[h2]Sec AI Avoids Repeat Reboot[/h2]
While it may have been a boon to see the Sec AI pick something less than optimal, it could also be unfairly difficult or annoying if the Sec AI rebooted security devices twice in a row. Especially if you just spent your turn undoing the reboot ... only to have it re-rebooted!

The Sec AI will no longer pick Reboot Devices back to back for Security Escalations. We're continuing to work on adding new options for the Sec AI and improving the sequencing and rule set for what options are available, so please post any F10 bugs, oddities or suggestions you might have.


[h2]APU Spiking[/h2]
We fixed a bug where spiking the APU in a matrix host could result in a Security Escalation at Lvl 0. This bug could basically make the act of spiking the APU a punishment and is now resolved, thankfully.

Now the math behind the rules have been improved. The APU reduces your Sec Tally by 10 points and can gain you one "free Escalation". That is, if you're at Sec Level 2 and the Tally is 4/10 then spiking the APU will take you back to Sec Level 1, Tally 4/10. But when you pass into Sec Level 2, the APU has been corrupted and that Escalation is skipped. We need better representation of this in the visuals, but it has a demonstrable powerful effect now at any Sec Level.

[h2]v1.4.47 - 4/1/2024[/h2]
- Fixed all relationships for starting characters with their contacts (retroactively); bidirectional with details
- Added new Traits Bull-Built (Strength and HP), Bril (Willpower and extra XP)
- Improved Tags and Traits for all recruits and their known contacts (new recruits only)
- Fixed issues where recruits could end up from the wrong faction, without Traits or contacts connections
- Prevented Security AI from unfairly rebooting jammed security devices 2 Turns in a row
- Fixed Matrix bug where spiking the APU could result in a Security Escalation "Level 0" incorrectly
- Fixed tattoo and facial hair shading which had become too light

Update #67: Quality Blaze


Knights, gather round the command HQ - it is Update #67. We've got free multi-classing and bonus Training Points (+1 or +2) for you, a quick but helpful Matrix Basics guide, mission Objectives now showing up in the Matrix, and fixes to your most recent crop of F10s.

This is probably the last update - a nice solid QoL patch - before we drop the new lighting engine. Sorry, the 2.8 GB update size is due to prep for the lighting engine drop! We're were showing off the new lighting engine and post processing results on our Discord earlier this week and are just making final tweaks to everything to make it look its best before rolling it out to you.

If you're enjoying the progress and pace of updates, please leave a review. Every single one helps us keep this Early Access training moving and you can always edit it later.


[h2]Matrix Basic Guide[/h2]
We've added a new page to the gameplay basics section that includes a basic primer for the Matrix. It is not a replacement for the Matrix Tutorial but a stopgap measure we should have taken a while ago. It is short and to the point, aiming to get you started and into the basics of matrix hacking. The tutorial is coming, right after the lighting engine - but for now, check the in-game help.


[h2]Multi-class for Freeeeeeeee![/h2]
We've adjusted the rules for how mutli-classing cost you Training Points. Previously, the first node of any class (the class icon in the tree) cost you 1 point. This wasn't clear, was a bit confusing, and required you to have 1 free Training point to complete a multi-class action. We have removed this cost, so the act of multi-classing is now completely free and costs 0 Training Points.

This also means the act of having any class is free and costs 1 less Training Points. So, all characters got +1 Training Point returned to them. Yay! And if you happened to have multi-class, you'll find suddenly you have +2 new Training Points to spend. Don't spend it all on one node ;)

To support this change, we've modified the starting character training a bit with small extra bonuses and Talents. The Sniper gets Pathfinder Talent, Vanguard gets extra range for their Lure, and Cybersword gets a second charge of Slashslide, etc.

As part of this process, we've also adjusted how the Cyber Knight spent their points and freed up a total of 4 Training Points when you reach the safehouse. This gives the Cyber Knight more freedom to take new Talents (like Tactica Surge or others) without forcing a respec, which most players weren't doing. This +1 from the class node and dropping a trained upgrade node from the Security Dampen Talent gives the Knight a lot more flexibility to immediately pick up a new Talent before going on their first mission which just feels right.

 
[h2]Objectives in Matrix HUD[/h2]
As the game's matrix objectives and secondary objective layer keeps getting deeper in the story and proc-gen heists both, it has become clear we needed the Objectives list on the Matrix HUD. We have shimmied it in above the Matrix Log so that it can be always present on screen when you're working through your objectives and racing to get everything done in time.

[h2]Fixed Matrix Bugs[/h2]
We also fixed a number of smaller Matrix issues that have been bothering players. The first was that if you had enough Talents and Programs in your Matrix Talent bar, you could end up in a situation where the Talent hover simply clipped off the right side of your screen. This is now resolved and hovers stay within the bounds correctly.

The second fixed issue is that there if there were IC that increased the Action Point cost of certain actions like using Programs, their penalty cost was getting counted twice, making this unfairly hard. This is now resolved.


[h2]Fix Spawning Bugs[/h2]
The last update included some important improvements to enemy spawning routines to ensure they never stacked and instead found some nearby empty space to occupy. This fix worked really well in most cases, but we've received from F10s for specific spawning points in the game where the enemies would still end up stacked or end up inside a nearby building which they could not possibly get out of.

We've cleaned up the algorithm here to pick the spawning location and included additional checks to be sure we get a truly valid nearby position. If you see any last lingering issues with spawning locations, please just hit F10 and we will resolve but it looks like -- from our side -- its fixed.

[h2]v1.4.43 - 3/28/2024[/h2]
- Added a gameplay basics entry for Matrix Basics - a short bootstrap to get any player started
- Reduced training point cost for first node of all classes to 0 points, all characters recoup +1 or +2 (if multi-classed) Training Points (yay!)
- Multi-class is free, no training point cost associated with the action
- Starting characters get slight boosts in starting training (Vanguard longer range Lure, Soldier longer range Marker Sights, Sniper gets Pathfinder Talent)
- Adjusted Soldier's Marker Sights to make AOE upgrade a little more expensive
- Mission objectives are now included in matrix HUD above the matrix log
- Fixed matrix bug where AP penalty by IC was counted twice making program use extra expensive
- Fixed bug with Talent hovers that were going off the edge of the screen, now respect boundary
- Fixed issues with spawning enemies where they still might stack on top of each other or end up inside inaccessible areas
- Fixed jumbled Hacker class description in multi-class screen

(Hotfixed!) Update #66: Street War on F10s


EDIT: Update #66 had a bug in it that could cause the camera to get stuck in some of the action camera shots if your attack resulted in a kill. A hotfix has now been pushed, If you don't see v1.4.43 on your main menu, restart Steam to be sure to get the fix.

Update #66 take a big swing at some of the most popular F10 bugs and some of the best feature suggestions we've received recently. We're excited to keep moving forward with a constant stream of updates, and especially ironing out the remaining bugs that can slow down a good run.

If you're enjoying the pace of updates and our turning your F10s into fixes and improvements, please take a moment to leave a review!


[h2]Empty Lootboxes Go Gray[/h2]
If a lootbox is empty, its highlight color will now immediately be gray instead of a bright golden yellow. This is a huge help for turning on highlight with "H" (by default) and checking where you may still need to loot. There isn't much more to it, but it's so useful! So thanks to the wise player who dropped in thsi great F10 :D


[h2]Details and Hover for Dump Shock and Combat Drugs[/h2]
Key buffs and debuffs that were missing from the hover over your character's heads as well as the extended status screen you can access by double click on a character's head in the Initiative timeline. Especially for the debilitating Dump Shock, knowing how long it will last and its total effects is a big help to Hackers who have taken a boot to the side of the head in the form of lethal feedback from the matrix IC.


[h2]Improved Mission Tagging[/h2]
The new mission tags for Gold Key Loot Areas got us looking and talking to players about other tag improvements. We've taken quick action to improve the set and give more detail about the different stages of missions that can help you plan the best heist, especially with multi-stage heists like Carnivore and Sibling Breakout.

First, we've combined what was previously two tags "Stealth (optional)" and "Combat (optional)" into a single tag "Mixed Stealth and Combat" that sums it up nicely - any mix of stealth and combat abilities can be used to succeed at this mission stage. In many cases, combat may be required if the plan starts to fall apart. This is nice to get one tag back, as we've also added new tags.

With Update #66, we've added Red Key Door and Blue Key Door tag to all mission stages that include them. This can be extra helpful when the keys are useful across multiple stages (like Sibling Breakout) or only appear in a late stage (like Cube Run). In addition, once Leverages start popping up that offer hacked, counterfeit or stolen keys, these tags will be extra helpful in helping you decide if those Leverages match well with your chosen path through a heist.


[h2]Targeting Inconsistencies[/h2]
We've fixed about 80 F10s about different cases of targeting inconsistencies with this patch. There were multiple issues, but we've completed a deep dive on the code paths to find where there were inconsistencies and figured out some really minor - but highly impactful - issues that could cause enemies right at the edge of your range to come in and out of range based on swapping weapons, firing modes or even just hitting TAB (by default) to page to the next target.

This also has the effect of fixing the small remaining set of cases where a melee weapon indicates it can make an attack in the bottom left but still can't when the time comes to swing.

It's a huge step up in consistency of attacking, so thanks to everyone for helping guide us to these big fixes.

[h2]Fixed Lockdown Station Auto-Defeat[/h2]
In the most recently added proc-gen map, Lockdown Station, some times a Kill 3 objective could result in a map starting without any players on it and an immediate defeat. If you're stuck there or have experienced it, this bug is now fixed.

[h2]v1.4.41 - 3/25/2024[/h2]
- Dump Shock and Combat Drug debuff/buffs show up correctly in merc hover and mid-mission status screen
- Lootboxes that are empty highlight in gray instead of gold to make them easier to ignore on map
- Improved mission tagging - now includes tags for Blue and Red Key Doors where they appear
- Combined "Stealth (optional)" and "Combat (optional)" tags into single "Mixed Stealth and Combat" tag
- Improved stage description for Sibling Breakout South Hover Pad to be more clear about its advantage (ez access to Blue Key)
- Fixed bug in Lockdown Station level with Kill 3 captain objective that could lead to auto-defeat
- Fixed issues with enemy being in range changing when swapping weapons, modes or UI paths of starting attack
- Fixed issue with save slots not always updating when Knight is renamed

Update #65: Gold Loot Zone


Update #65 is a huge pile of improvements including new Gold Key leverage option, new mission tags identify Gold Key Loot Areas, a huge pile of Matrix improvements including letting you use Leverage's directly from inside the Matrix, and a lot more. Let's check it out below!

If you're enjoying the progress, wild pace of updates and on-going improvements please take a moment to leave a review and help us keep going. You can always edit the review later or at full launch.


[h2]Gold Key Loot Area[/h2]
We've heard some natural confusion about the inaccessible Gold Key loot area in the new level, Lockdown Station. To help make this more clear, we've added a new tag to the mission list to give you warning that there is a Gold Key loot area within a level.

So, what is a Gold Key Loot Area?
  • Gold Key areas are locked areas that always contain high-value loot. They may be heavily guarded from the outside but won't have guards inside them.
  • If you hover and check the Gold Key Loot Area's rules, you'll see a warning that once you deploy into the job, there is no way to gain access to the Gold Key area.
  • The hover in the job is also more clear now that you cannot access this area and no matter how many lootboxes you pop open, you will not find the key. The only way to obtain a Gold Key is through Leverage.

Which was missing when we released Lockdown State :facepalm:


So we've fixed that and enabled the Leverage which we had accidentally left in the "dev-only" state. Check with your Contacts who can offer this Leverage for a Favor to see if you can get a Gold Key before hitting the site. If you can, make an extra stop and reap the golden rewards.


[h2]List of Matrix Improvements[/h2]
With Update #65, we've hit a bit list of improvements with the Matrix. One of the first improvements we've completed is to condense the grid by about 20% to help get more on screen at once. The new matrix grid is still separated enough to be easy to read and use but also a bit closer to reduce your need to zoom in and out so much.

We have also improved the timing of opening and closing the matrix screens - when starting a hack, resuming a Hackers turn, or going to look at Security devices or Doors from the Matrix. Everything runs faster, and its nicer for it.

We fixed a bug where the Matrix host's Escalation might try to unload programs that were not loaded. And we fixed an issue with the Hacker's Trunkpatch which was not immediately reducing Q-Sec Tally and updating display as described.


We've improved the hover for Matrix programs to be clear about the AP cost of loading a new program. This was a hidden cost before, but the 5 AP cost is now clearly visible before you load the program. Then, the second AP cost which is highlighted once the program is loaded is the cost to execute the program code.

We've also fixed a bug that was charging you 5 AP to unload a program, which was not intentional and not helping for those players making mistakes with load and unload.


[h2]Using Leverage from Matrix[/h2]
In prep for some upcoming Matrix active Leverage options which you can use to affect a Matrix host or specific node, we've added the ability to call in Leverage directly from the Matrix action bar. For now, this is useful to allow you to use Leverage without having to disconnect from the Matrix, if you have a character who needs to Scramble Protocols or the like.

In a near-term update, we'll be rolling out new Leverage types that are a matrix-specific and make this Leverage-in-Matrix ability even more important.


[h2]Contact Sorting[/h2]
With this update, we've added 2 new sorting options for Contacts - by Contact Type and by Faction. Both of these are A-Z and are really useful to help you find somewhere you're looking for if you can't remember their name. For simplicity, we've only offered A-Z options for both of these, because you can just scroll to the end of the table if you're looking for UltraTek.


[h2]Map Codenames[/h2]
If you're looking to discuss a map with other players or with the dev, it can be a little difficult because the maps use different names during proc-gen and storylines that aren't always the same. To help with this possible point of confusion, we've exposed the map's codename, such as Lockdown Station, in the ESC menu, in the top right.


[h2]Better Hovers[/h2]
We've improved the font colors, sizes and background opacity to make hovers over doors, security devices, interactive panels, lootboxes and hacking terminals easier to read. Thanks to everyone posting up F10s!


[h2]Fixing Spawn Piles[/h2]
Don't worry - we're not quadrupling the reinforcement counts, we were just testing this fix! In Update #65, we've resolved the issue where multiple enemy spawns could end up on top of each other instead of finding some nearby empty space.

[h2]v1.4.39 - 3/24/2024[/h2]
- Added Gold Key leverage offer for all missions going to Lockdown Station - gold keys cannot be gained except via Leverage
- Clarified Gold Key Loot area, highlighted mission tag now appears if one exists in a level
- Added mission level "codename" to the ESC menu so you can always know the level's meta name ("Lockdown Station", "Trucker HQ")
- Added new Contact sort options for A-Z Contact Type and A-Z Contact Faction
- Added option to use Leverage directly from inside Matrix, such as Suppress Reinforcements without disconnecting; opens the way for more Matrix Leverages
- Improved matrix Program hover to show both the AP cost to load the Program and AP cost to use program separately
- Condensed matrix map brings all nodes 20% closer together and reduces need to zoom so much to see everything
- Reduced delay when exiting matrix screen to main map screen to change turn, disconnect or check security devices
- Fixed bug with Hacker's Trunkpatch Talent not immediately reducing Q-Sec Tally and updating display
- Fixed matrix bug where you were charged AP cost of loading a program to unload it
- Fixed matrix bug where host's Escalation response might try to unload programs that were not loaded
- Fixed matrix bug where Q-Sec Level and other HUD stats might not always update on jacking in
- Fixed issue with enemy spawning where enemies could end up stacked - now they will find a nearby available location
- Fixed some matrix host bugs with diagnol connections
- Improved readability of hover for security devices, loot, doors etc on map
- Prevented issue where Wound Traits could appear in Hype Limit Break options
- Fixed bug where Cyber Knight's Rewind Talent was reseting matrix program charges
- Can no longer modify cyberdeck or programs for any hacker who is waiting to be recruited
- Fixed bug in hovering over empty or unavailable item slot in roster showing randomized item

Update #64: New Lockdown Station Map


Welcome to Update #64, Knights. New Boston is rolling tonight with an all new map to play - Lockdown Station, 7 new matrix hosts to try to hack, meaner Dumpshock results that hit both Stress and Injury Time and a big pile of fixes for your F10s!

Thanks to everyone playing and posting feedback on the Steam forums and F10! We couldn't keep up this pace of updates without your help, your shares and your reviews!


[h2]New Map: Lockdown Station[/h2]
The new Lockdown Station map has joined the proc-gen pools to create 3 new objective combinations. Lockdown Station is a particularly security heavy site providing some new challenges with overlapping and difficulty security devices and - at least at the start - lighter patrol presence. You can encounter Lockdown Station with a Scavenger objective, as a target of a Q-Gap Spike or in Kill 3 Captains objective.

We had planned to get this map out during the Spring Sale to pair with the big MAGNITUDE update that added +10 map and objective combinations, but testing took a bit longer and here we are with +1 new map and +3 new map and objective combos.


[h2]Matrix Host Go Boom and Host Balance[/h2]
We've added 7 new matrix host templates across different types of missions including hack only missions and for hosts that might be guarding SCU or you need to spike their CPU. These new hosts include some exciting new setups, some challenging CPUs and more.

With Update #64, we've also fixed a bug that was created a sudden fall off in matrix host security and response level. If a mission had high enough Power Level it could suddenly go over a cliff in the difficulty math and end up with Green or Blue low level host responses.


[h2]Dumpshock Gets Teeth[/h2]
Dumpshock has a nasty debuffing effect which can last for a few turns. With Update #64, we've improved its penalties such that it can cause Stress and also even small amounts of Injury time. Taking these types of major brain-frying hits during a hack is never good and now it has proper touch in all the systems related to getting beat up or shot up. Now your Hackers can feel like proper Soldiers, needing some downtime after a particularly gnarly hack.

[h2]Cyberware by Days[/h2]
We've adjusted all of the cyberware install durations so that they are even on the day (12 days instead of 11 days and 16 hours). A minor fix but it's very nice for calculations and the UI simplicity.

In addition, we fixed a bug where cyberware recovery time was not advancing by the game time that a mission took to complete. Usually less than a day, still it is important to clock this time for those sitting back at the safehouse.


[h2]Tox Cloud Speed Fix[/h2]
We've fixed issues with the Tox Cloud that were accidentally introduced last update. Last update fixed its saved game persistence issues but suddenly Tox Clouds started going faster and faster every turn. This is now resolved and they keep their nice steady pace and remember their position after a retry turn ore reload of the save.
 
[h2]v1.4.37 - 3/22/2024[/h2]
- Added new proc-gen map, Lockdown Station, which supports Scavenger, Kill 3 Captains and Q-Gap Spike objectives
- Added 4 new host templates to proc-gen matrix hack only missions
- Added 3 new large host templates for SCU access and spiking CPU missions
- Improved balance of dumpshock, better Stress generation and can even cause Injury time
- Expanded camera zoom range from 10m-45m to 5m-60m (get closer or zoom out even more)
- Rounded off all cyberware install times to an even day count, no more 12d 6h
- Improved balancing for matrix host Security Level and Response Level for non-hack only proc-gen missions - better scaling
- Fixed bug with accelerating Tox Cloud moving faster each turn
- Fixed issue where high Power Level hacking missions could suddenly fall off in Security and Response Level
- Fixed issue where some safehouse timeline events were not advanced by mission passing time, such as cyberware recovery
- Fixed issue with extracted characters creating a dead zone preventing line of sight
- Fixed issues with texturing properties for tattoos that made them seem very metallic