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Update #79: Share and Auto-Train Builds


Update #79 is hitting the streets of New Boston with another major set of features to help you perfect your class training builds - share them, auto-train them, save them and re-use them with a few clicks - a very exciting set of community and efficiency set of features coming together to make the game more fun to play. Also, we've added new tactical benefits of saving AP, fixed some level issues and a longstanding issue with Stealth Crit % bonus from Silence.

If you like the pace of improvements and updates, please take a moment to leave a review to help us keep moving forward -- fast -- during Early Access!

[h2]And, something soon - [/h2]
We're excited to share on Twitter and other channels this morning that We are just one week away from adding Cyber Knights' final core feature: safehouse basebuilding!
https://twitter.com/TreseBrothers/status/1785722797810982956

Now - what do we have today?


[h2]Import, Export and Saving your Builds to Library[/h2]
As a starting point, we've brought the same set of sharing and saving features we added for Appearance to your class builds. You can now export your class build to an easy to share string like this --

---BEGIN CYBER KNIGHTS CLASS BUILD---
qmugiIn7+SoUcpKaFCRmpgFgAkZGhOvhCjY/R/KTyQP73h72n7G0OQKj7imdeEIB
---END CYBER KNIGHTS CLASS BUILD---

And you can import a class build someone else has shared. And then, you can save either your own custom class build or your imported class build with a name to your Library so that it can be shared between all of your saved games.

What are some great uses of this feature?
1) sharing your coolest builds with friends or as a guide
2) easily saving and restoring your Stealth Vanguard and Murder Vanguard builds with a few clicks
3) rapid and easy respec
4) less clicks, less repeated choices
5) perfecting your builds, science!, sharing, community, lettuce!

But really, its all about Auto-Training.

[previewyoutube][/previewyoutube]
[h2]Auto-Training your Build[/h2]
Once you have a class build imported or loaded from your library, your character remembers that build and the Auto-Training button will appear in the left hand column. A class build is a specific set of nodes trained in a specific order, including any multi-classing choices.

Check out the video above to get a full run down on this feature and some of the awesome ways you can use it.

Clicking auto-train will show you the next set of nodes in the build you've loaded and if you can train them or not.
(1) Auto-Train build can be small or long. Here is a build for "insta Knight" that is the first move I always use for my new Knights -

---BEGIN CYBER KNIGHTS CLASS BUILD---
f4TFg4TzTYsLNtK1kIAZM5IRTdhiMR8NTbICLIPQ2fzefSn479Jwp232FlkYLce6
---END CYBER KNIGHTS CLASS BUILD---

(2) Auto-Train builds can do multi-classing, so build your perfect Vanguard-Cybersword
(3) the build is remembered, so once you've used all your Level Points, the Auto-Train build is there for you. When you come back to the screen with more Level Points, just click Auto-Train to keep following the build
(4) import a class build from a guide, such as this awesome set:

https://steamcommunity.com/sharedfiles/filedetails/?id=3237229329

Here's a video run down on how to use a build like this across a number of levels and with total flexibility on how to follow the class builds -
[previewyoutube][/previewyoutube]


[h2]Unused AP becomes +Initiative[/h2]
For those mercs that are chilling at the end of their Turn, either waiting for the next action or just being careful not to get too loud or rowdy before it gets loud, there is a new bonus for ending your action with unused Action Points. For each unspent Action Point remaining when you end your Turn, you get a flat +1 Initiative bonus in the next Turn. The ghosting preview of your position in the next Turn respects this bonus, so you can check it out easily and see where you land as you spend down your AP.

This isn't an overpowering bonus, but a tactical consideration. For those mercs that aren't taking action at all or can afford to sit still, the +6 is a very large Initiative bonus and is going to place them very high if not first in the order. There is no bonus for unused Move Points.

In order to ensure that Take Cover (which will fire automatically) didn't become a disadvantage within this system, it has gained a +1 Initiative bonus as well.

[h2]Silence Buff Stealth Critical %[/h2]
We fixed a bug with the buff from Silence to your Stealth Crit % chance not appear in the accuracy breakdown in the top right. This is an old one but a popular F10, as all our stealth ninjas really want that extra +20% Critical! Now you've got it. Enjoy your silent kills.

[h2]v1.5.25 - 5/1/2024[/h2]
- New class build management features: import, export and save to shared library
- Easy import/export through clipboard to share your class builds with others
- Easy save to library to re-use your class builds in other games or for new teams
- Once a class build is loaded, click Auto-Train to considering training the next nodes
- Complete flexibility to follow your Auto-Train build, train other nodes or load a new Auto-Train and try something else
- Cleaned up and improved navigation in class training screen
- Fixed class tree bugs that could result in frozen class tree nodes
- If Ending Turn with unused AP, gain a +1 Initiative bonus per AP in the next Turn
- Take Cover gains a +1 Initiative to stay competitive
- Fixed issue with Silence Crit Stealth Chance buff not appearing always in the right hand corner Accuracy breakdown
- Fixed display issue where Stress or Hype could exceed 100% (OVER-hypeeeeee!)
- Fixed out of place prop group in Lockdown Station
- Adjusted some trigger areas in tutorial to ensure you can't accidentally slip past them

Update #78: Smashing F10s


As we are rev'ing the pedal toward the big base building update, we're still working to keep the quality of life and bug fix train chugging along. Today we've got a nice update hitting the most hotly reported F10s, so thank you for posting them up!

If you like the direction we're heading and the pace of updates, please take a moment to leave a review.


[h2]Overwatch & Cornering[/h2]
We fixed a bug that could cause your Overwatch character to step back into cover after setting Overwatch cone, meaning they'd be facing a wall and therefore not able to see any targets moving in their cone of Overwatch ... so they wouldn't shoot. Few things are more tilting in an TBT game! Now fixed.

We've also improved a longstanding issue where your character didn't visually step out when considering to shoot a target. This would similarly leave them facing a wall which wasn't a great look, often jamming their gun into the geometry of the wall, only to step out when they made the shot. This is now fixed and importantly, when just considering targets, this is a "test" so the merc does not really step out and become visually spotted until they make the attack.


[h2]Item Effects[/h2]
The effects of items like Shock Mine, Concussion Grenade and Dazzler have been oddly absent from your merc and enemy status pop ups. We've now resolved this situation and the effects appear along with the duration. This also ensures they appear correctly in the hover on the map with an icon and duration too. For stun heavy builds, this is a big boon!


[h2]Secondary Objectives Again[/h2]
We fixed a bug that was prevent secondary objectives about Sec Level and Turn limit not to always display. This is so helpful especially on proc-gen missions where these extra objectives are almost always present.

[h2]v1.5.23 - 4/29/2024[/h2]
- Fixed bug with merc Overwatch around corners leaving merc facing the wall and enemies moving through cone
- Fixed bug where targeting Overwatch could suddenly pick a distance farther than you clicked
- Fixed bug where Shock Mine, Concussion Grenade and Dazzler Stun Effects were not listed in enemy detail screen
- Fixed bug preventing secondary objectives about completing mission with Turn or Sec Level requirements from being shown
- Fixed visual bug where mercs testing out a target would not step around a corner but instead would face the wall
- Fixed bug a where secondary objectives about Sec Level below a certain value failed when Sec Tally exceed that value

Important Mac OS Patch: Missing Images


Evening! We've got an important update for Mac OS players going out tonight.

For part of our Mac OS player base with specific hardware and OS combination, there has been a nagging bug with some of the images in the game not always showing up. A very annoying set of images -- the Talent bar!

We're excited to say we've fixed the Mac OS specific issue in the shaders to ensure these images appear in all versions of Metal and Mac OS.

So, if you were seeing missing images at different points in the game, thank you for your patience, thank you for your F10s! There is a 50 MB hotfix patch waiting for you in the Steam client.

From a rare set of F10s, this may also have affected a very slim percentage of Linux players, but if you had a no-icon Talent bar during missions, that might be you!

Thanks again for your patience and glad we could fix this one at last.

[h2]v1.5.21 - 4/28/2024[/h2]
- Fixed Mac OS issue with missing images in Talent bar, team button bar, safehouse programs and a few other places

Hotfix on #77


Tonight we are pushing a hotfix that will resolve a few important issues. First, sorry for the download size - this one fixes the "glowing white square" issue in materials that was appearing on so many levels. Therefore, it's impact in GB downloaded is not small!

[h2]Snitch Snuff: Safehouse Lockup[/h2]
Second, if you had any issue after completing the new heist mission where the Safehouse ends up frozen after your return, one of the optional branches that runs after the mission was bugged. If you reload y our game, you'll be all set to play forward.

[h2]Mac OS Retina Screen Mode[/h2]
Finally, we've fixed some of the text strings in options to be more clear when they are useful. We've updated the Screen Mode drop down to indicate where it might help to change your settings if you have a Retina screen on Mac OS. We're working on some improvements in these areas and Retina-detection will help make this more automatic for new players, but for the moment, if you're playing on a small Mac screen and the text is blurry, switch up to "TV / Retina" screen mode in options.
 
[h2]v1.5.21 - 4/26/2024[/h2]
- Fixed different types of scattered papers that were showing as big white square on the floor
- Fixed possible bug after Snitch Snuff mission that could result in safehouse lock up on load
- Clarified screen mode in Options screen: "PC / Non-Retina" or "TV / Retina" or "Handheld / Mobile"
- Fixed broken option text in Options screen

Update #77: Obligation Call


Welcome to Update #77, where we have a new storyline and heist to pull with exciting new set of objectives. The new storylines focuses on an Obligation Call - a short cycle, high difficulty mission to complete the Obligation you've sworn to a Contact. Keep it in mind, if you're making promises, you'll have to pay the piper eventually.

We've also added a nice improvement to weapon display to show their firing modes, fixed a sneaky bug with Overwatch that had crept in and fixed some inconsistent behavior with timeline events around medical and injury time healing. So - let's take a look!

We're excited to be making continual progress toward the next major roadmap item. If you like our pace or the direction we are heading, be sure to leave a review on Cyber Knights!

[h2]New Heist: Obligation Call[/h2]
Obligations are promises you make to Contacts in the underground. They are the reverse of how a Contact can owe you a Favor and will redeem it later for cash or to help you. So, when a Contact who you owe an Obligation calls it in, you've got a tough choice to make. Jump and do whatever they need without payment or burn the relationship to the ground and suffer the consequences.

This new heist is the first Obligation Call storyline, which gives the Casting Director a lot of free rein to find someone who you owe an Obligation and matches a wide profile of Contact. Then things get interesting. With Obligation Calls, you're almost always on a razor sharp timeline. Will you keep your Obligation? Remember that if you don't, the burning of the relationship will flow outward into the network of relationships, so anyone who liked or disliked the Contact in question will follow suit with their own Stress and Hype.

You'll need a squad about Power Level 2 and a Contact to whom you own an Obligation, but you start with a few of those - so most squads should be ready to rock on this one.


[h2]Weapon Firing Mode Labeled[/h2]
We've added the missing firing mode names to the top of the columns in the weapon display - Single Shot, Semi-Auto, Burst Fire and Full Auto weapon modes. While Single Shot, Semi-Auto and Burst Fire all provide the same ability (attack a single target) they offer different special rules (like Rapid Fire lighter weapons and Precision Fire for most Burst Fire) and some Talents only work with different firing modes like Single Shot weapons.

Hope it is helpful for your Talent and weapon planning!


[h2]Fixed Overwatch Ignored Bug[/h2]
There was a hotly reported Overwatch bug introduced 2 updates ago. It could cause mercs and enemies both to be simply ignored by Overwatch even if they were taking action, moving or attacking in full view of the Overwatching character. Sorry for that - we know in some cases your mercs got a good break and in others, you just got screwed over a bit.

This is now resolved!

[h2]Timeilne / Roster Bugs[/h2]
We hit another one of the most reported F10 issues with the medical timelines for wound or injury treatment being inconsistent or sometimes getting stuck. Sometimes the numbers didn't add up correctly or a treatment could just stay on the timeline without ending and drift farther and farther into negative territory.

In addition, we found and a rare bug that could leave mercs in the special Extracted state even when they returned to the safehouse. This would cause mercs to first be on your roster but as soon as any change was made like training them they would disappear until you reloaded the game. They will not just re-appear.


[h2]Fixed Carnivore Cop Bug[/h2]
If you've played through Carnivore, you may have ended up in a state where the cop in charge of the SWAT is not showing in your contact list, and if he or she was, they were missing a critical story tag about the events that transpired in the Underground Datacenter. All that is fixed in all current and future games now, check your Contact ilst.

[h2]High-End Missions are ... free?[/h2]
For the players who have played their squads out to the max and found that there was a sudden drop off in payment (to $0) and XP (to 0 XP) for jobs ... we've fixed it for you! And we love that you're enjoying the game so much :D

[h2]v1.5.19 - 4/26/2024[/h2]
- New Heist: Snitch Snuff Out is an "Obligation Call" - a contact who you owe an Obligation needs your help *right now*
- Weapon firing mode (Single Shot, Semi Auto, Burst First or Full Auto) now shown above each stat column
- Fixed issues with Overwatch ignoring merc's attacks and certain movement situations
- Fixed issue with enemy Overwatch cone sometimes being 1m offset from the enemy's position incorrectly
- Fixed issue with recovery time from Wound Healing being inconsistent, getting stuck or failing to heal the wound
- Fixed rare extraction-related bug that could cause mercs to temporarily disappear off the Safehouse roster
- Fixing bug where proc-gen missions dropped to $0 and 0 XP at high enough Power Level
- Fixed issue with nonsensical Leverage offered for Battle Striker proc-gen missions
- Fixed issue with objective text sometimes duplicated in rewards list for missions
- Fixed issue where second cop in the Carnivore storyline could end up not being known in Contact List