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Cyber Knights: Flashpoint News

Update #53: Foundry Nights


Welcome to all the new Knights heisting and rampaging across the New Boston zone! It's update time! With Update #53 we've focused on improving the balance and challenge of the latest mission that was added and hitting on the most highly reported F10s for this big sale and Scourge celebration week.

We're excited to be hammering out updates following up on the big Scourge release, so if you like the progress or think we're heading in the right direction please take a moment to leave a review and help us keep going!

[h2]Improving Bodyguard Mission[/h2]
While we're prepping for the next mission add, we've also circled back to take quick action on player feedback about the bodyguard mission. We've adjusted the layout and types of enemies to raise the challenge a little bit - some enemy captains have appeared, more snipers are showing up correctly in the high ground - and also added a few security devices and long range Radar Arrays to deny your team easy access to the zone.


[h2]Buff and Debuff with Summed Upgrades[/h2]
Thanks to all the players reporting with F10 that the buffs and debuffs shown on character and enemy status screens were missing some stats. These buffs and debuffs were printing out with only the starting stats for the Talents and skipping all upgrades. We've now resolved this and the buffs are printing their full sum of all class tree upgrades.

Thanks for hitting F10!


[h2]Avoiding Enemy Name Duplication[/h2]
Thanks to all the players pointing out that occasionally the enemy naming system could spit out a series of duplicates. We've now resolved this and guaranteed that no enemy will ever have a duplicate name on any level - at the start or while spawning reinforcements.


[h2]Weapon Mod Detaching[/h2]
We've fixed a few issues related to weapon mods not appearing when you attempt to detach them unless you changed the filters. They are now always visible and should be easy to attach and detach.

We've also fixed a larger issue with weapon mods that were left attached to weapons that were sold. These weapon mods kind of floated off into the ether, neither in your inventory or properly gone. In the short term, we've fixed this by gently shoving them all back into your inventory. Sell them or use them, they really are yours.

[h2]Talent Updates and Fixes[/h2]
With Update #53, we've continued to fix and improve the Talent set for Scourge. We fixed an issue where Brain Worm reported that its range was 0m. We've also renamed the buff "Shred-Resistant Armor" to "Shred-Immune Armor" as that is much more clear about what it does (when this buff is on, nothing can shred your armor). It also turns out that the Brain Worm from before Update #53 was giving enemies Shred-Immune Armor, and that's not right! Fixed :D

We fixed the upgrades for Bio-Coat Bullet that just said "Target immediately" and nothing else.


[h2]Scourge on the Wiki[/h2]
You can also now check out all the Scourge's Talents (and a ton of other awesome content) on the on the community wiki. A big thanks to the wiki champions in the community who are improving and expanding this wiki every day. let's hear it for ːsteamhappyː @Ahab and @DrSpendLove ːsteamhappyː !!


[h2]v1.4.7 - 2/27/2024[/h2]
- Improved balance/challenge of new bodyguard mission - better enemy variety, added more security devices
- Fixed enemy / character status not showing buff/debuff with full upgrades from class tree
- Enemies no longer ever appear with duplicate names
- Fixed issues with trying to replace/detach mods and getting empty list
- Renamed buff for "Shred-Resistant Armor" to "Shred-Immune Armor" for clarity (cannot be shredded while buffed)
- Fixed bug with Scourge's Brain Worm Talent causing Shred-Immune Armor buff
- Fixed Brain Worm reporting "0m" range for Scourge
- Fixed empty "Target immediately" upgrade node for Scourge's Bio-Coat Bullet
- Fixed missing icons in cyber surgery screen
- Fixed debuff for Evasion not showing as negative (showed 10% Evasion when it was -10% Evasion)
- Added missing icon for Data Courier / VIP job

Update #52: Bodyguard Nights


Welcome to Update #52 as we continue the march to expand the game in every way throughout Early Access. With the Scourge newly landed, it is time to return to new mission content, new proc-gen missions and new story missions!

Welcome all the new Knights to New Boston this big Scourge + Sale week. We're excited to have you in the safehouse and ready to get back to a non-stop schedule of updates and improvements. So, if you like where the game is now, see its potential or think we're heading in the right direction with updates-updates-updates, please be sure to leave a review 👍 !

[h2]New Proc-Gen Bodyguard Missions[/h2]
With Update #52, we've expanded the roster of both available proc-gen mission objectives and proc-gen mission maps. The new objective -- playing bodyguard for a data courier - gives you a new set of challenges as you vie to help rapidly move a courier (fully under your control) through a dangerous and contested area. The new map, the Slumroad Junction, is a large and threateningly open area ringed by high-ground, buildings and other vantage points that make it an especially challenging space to navigate.

At the moment, only Slumroad Junction map supports bodyguard missions, but some of the next updates will expand these available combinations in both ways -- more maps will support bodyguard objectives and Slumroad Junction will support other proc-gen objectives like Kill 3 Captains. In this way - by adding maps and objectives - we will continue to gain multiplicative growth in the possible outcomes for proc-gen content. We've got a huge amount more to add, so let's keep it moving!


[h2]On Kill Passive Talents and Full Auto[/h2]
There was a bug with passive Talents that proc'd on killing an enemy target, on getting a critical hit, or any kind of attacking passive Talent that would prevent them from activating when you were attacking in Full Auto mode. For example, if you used Full Auto to shoot 3 targets and one of them died, your Knight's Steamroll Talent would not fire because of the Full Auto nature of the attack. This has now been resolved and all passive Talents will work with Full Auto unless specifically stated in their description.


[h2]Scourge Cleanup Continued[/h2]
The Scourge class has arrived in full-force and we've heard they are a ton of fun to play. This release we haven't made any important changes to their builds but we have cleaned up and number of small text formatting issues in their class tree.

[h2]F10s Fixed![/h2]
We've been working our way through the big pile of F10s (hit "F10" in the game to report a bug or send in feedback at any time!).
  • We fixed an issue that could cause game crashes if Talents that Shred Armor were used against targets with 0 Armor.
  • We've resolved some inconsistency in the naming and presention of Laser Wires - which were sometimes called Laser Mesh or Trip Wires.
  • Some of the Hacker's Talents were printing confusing damage ranges once they were upgraded, this is now resolved.
  • In the Sibling Breakout mission, leaving the mission while the main merc or their sibling was in Bleeding Out status could cause an incorrect story event following the mission, this is now resolved - escaping while Bleeding Out is still escaping.


[h2]v1.4.5 - 2/25/2024[/h2]
- Added new proc-gen bodyguard mission type, protect a data courier on the move
- Added new proc-gen map, Slumroad Junction
- Fixed bug preventing passive Talents from activating when attacks are made with Full Auto (such as Knight's Steamroll)
- Fixed Knight's Steamroll upgrades to have a single line and the 3rd booster is at the end of the line
- Fixed possible crash caused by using anti-Armor Talents against no armor targets
- Fixed issues with damage range display for Hacker's Null Op once upgraded
- Fixed inconsistency of Laser Wires naming
- Fixing story issues that could occur in Sibling Breakout if sibling or main merc were Bleeding Out at end of mission
- Continued to clean up issues with the Scourge class tree
- Fixed typos and minor class tree issues

First new class, the SCOURGE, is here! ☣ ☣ ☣ With a sale to celebrate!


Update #51 brings our first new character class to the game, a tanky shotgun specialist that uses their nano-hive implant to manipulate organics, fool biometrics, and create deadly poison effects: the Scourge.

With multiclassing, this increases the number of playable classes to 28 combinations! Tons of opportunities to find new character build combinations and try new tactics with your squad. We've seen some strong possibilities in playtesting and can't wait to see what you all come up with.

UPDATE: the first hotfix is now live for Scourge, see the bottom for the updated change log

[h2]The Talent Tree[/h2]

The Scourge has access to many talents that cause enemies to suffer ongoing poison damage and other toxic debuffs each turn.
  • Bio-Coat Bullet makes a special attack with your gun and poisons an enemy on hit.
  • Tox-Cloud releases a swarm of chemical-producing nanites to create a large zone that will slowly move each turn, poisoning any enemies or teammates that pass into the cloud.
  • Venom Trap is a throwable trap that will poison the first enemy to trigger it.
Scourges can train a passive talent, Purge, to avoid the effects of their own poison and enemy damage-over-turns effects, but other squad members will need to be careful to avoid tox-clouds and other area-of-effect talents like Morass, which slows down units and reduces their armor and evasion.

Shotguns are a specialty for the Scourge. Their attribute and small bonus nodes linking these talents include bonuses to close-quarters accuracy and ballistic damage, and they have two talents that offer special attacks for shotguns. Callous is another talent useful in close range fights, sacrificing movement speed for a significant buff to your or a teammate's armor.


Other buffs in the Scourge's arsenal include:
  • Metabolize, increasing the duration of combat chems and chance of multiple uses.
  • Reknit offers quick healing in a pinch (although the recipient may not like it).
  • Bio-Mimic engulfs the Scourge in nanites, imitating the biosignature of enemy guards well enough to trick many security devices.
Tricking security devices isn't the only manipulation a clever Scourge can pull off. Using the most terrifying capabilities of 23rd-century nanotech, you can target an enemy's brain and neural link, disorienting them or even causing them to temporarily turn against each other.

[h2]Ready to play?[/h2]

With this update, there are two easy ways to get a Scourge into your squad:
  • You can multiclass any member of your squad into the Scourge class by installing a Chem-Hive cybernetic implant. For now, you can install the Chem-Hive with Dr. Ashe without any investment needed. Remember that you can't respec out of cyber-classes at this time, so once you dive into this deadly side of nano-hiving, you're in.
  • A new starting Scourge, August, has joined the character template line up in new game, giving you additional options to swap between Zasha, Liat and August. This is the only way currently to get a pure single-class Scourge into your group, but the Scourge is one of the best multiclass options out there so either single or multiclass option is very viable.


In the next couple of days, we'll be adding a new recruit storyline is in the works that will bring another Scourge character into the game as well as a new contact that can provide the specific Chem-Hive implant they use and other exciting cybernetic enhancements.



We may tweak Talents as data comes in, and of course if you spot any bugs our own testing hasn't caught, please F10 to report in-game; we'll fix it quick. Big thanks to all the players in the Steam forums and our Discord who offered feedback and ideas for this new class concept!

[h2]Full Trese Brothers sale to celebrate![/h2]
If Cyber Knights has been waiting on your wishlist, it's a great time to pick up the game, with more big updates right around the corner. For all of you already supporting us in EA, thank you! It makes a big difference to the final quality of the game.

We have the full Trese Brothers catalog on sale right now (including the Android and iOS versions of our previous releases), and just released a new "Best of Trese Brothers" Steam bundle for a bonus discount on any games you don't already own. More squad tactics in Templar Battleforce, turn-based ship and crew combat in our sci-fi captain RPG Star Traders: Frontiers, and old-school fantasy tactics in our party-based RPG Heroes of Steel.

https://store.steampowered.com/bundle/37813/Best_of_Trese_Brothers/

[h2]v1.4.1 - 2/22/2024[/h2]
- Added new class: Scourge uses their chem-hive implant to manipulate organics, fool biometrics, and create deadly poison effects!
- Implant a Chem-Hive from Dr. Ashe's higher level cybernetics to get a Scourge
- Now up to 28 multiclass combinations
- Improved balance of all Shotguns, adding Dmg and up to +2m range, Ironback increased ammo but +1 AP to reload
- Improved default filtering settings for equipping (show what can be equipped now) and all inventory (show all)
- Updated all class descriptions
- Fixed issues with Extraction and Wound healing in the timeline

[h2]First Hotfix is live![/h2]
v1.4.3 - 2/22/2024
- Fixed mistake with Chem-Hive being Deep Brain (conflict with Hacker) instead of Fast-Brain (no class conflicts)
- Fixed Chem-Hive should have -5% Stress and Wound Res instead of +5%
- Swapped Scourge class tree location of Dissolve and Bio-Coat Bullets (may need to respec)
- Swapped Scourge class tree location of Venom Trap and Tox-Cloud (may need to respec)
- Fixed missing upgrades for Callus Talent
- Fixed issues with upgrade display for Metabolize % chance to skip consuming Combat Drug use
- Adjusted the ordering of some Tox-Cloud upgrades in the second row
- Fixed missing debuff improvements in Nervo-Tox Shell upgrades
- Fixed incorrect mention of +25% Pure Dmg in Hacking Talents and Aero-Shrap Shell
- Fixed typos and name issues in new starting Scourge August's backstory
- Fixed issue with Soldier appearing in wrong position of rooftop after tutorial

Highlighting another great RPG: Colony Ship

With over 14,000 games released on Steam last year, there's a lot of noise to sort through to find the good stuff. We wanted to highlight a game we've been following for a while, that's already completed its EA journey and launched to critical acclaim just a few months ago.

[previewyoutube][/previewyoutube]
Colony Ship is an in-depth cRPG with turn-based tactical combat, ten different potential party members, a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees. It's the kind of RPG we love, and they've delivered at a really high level of quality.


It's a dystopian sci-fi RPG for fans of games like the classic Fallout titles or more recent hits like Wasteland 3. Like us, Iron Tower Studios values serving a core audience over making more generically mainstream games. They're known for hardcore, text-heavy RPGs with interesting worlds to explore and great storytelling. Colony Ship has challenging combat where a lot of different builds are possible, but it also allows for pacifist runs using your speech skills to avoid combat entirely.


We encourage you to check it out. Splattercat has a great video showing the gameplay experience if you want a preview, and their lead developer Vince is active in the Steam forums answering questions. This one's worth a look.

https://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/

Hotfix 1.3.21 - Extraction Rules & Camera


Last weeks' big extraction rules updates touched every single level in the game. Today we got some F10s about issues about specific order of things (characters dying after everyone else extracts but there still is a prisoner...) that can cause issues with the extraction system.

Also, there were occurrences with the smoothed out camera controls where the camera was not resuming its overhead perspective after hacking or certain melee attacks. Just so smooth ... lol. Anyway, these are also now fixed in this hotfix.

A huge thanks to players posting F10s so we can fix the bugs and also to everyone leaving a review!

[h2]v1.3.23 - 2/12/2024[/h2]
- Fixed issue with successfully deploying from Sibling Breakout stage 1 - empty dialog, stuck at exit
- Fixed issue preventing next/previous page through bodies for body hiding/dissolving Talents
- Improved hover message for Bodybag Talent, dead body still shows body timer so you know how long til someone comes looking
- Fixed issues with Hyped / Stressed Out tags appearing at wrong times in mission deployment
- Fixed incorrect "Injured" count in tags over roster when mercs go into treatment, added specific Treatment tags
- Fixed confusing hover over Send for Treatment button in roster when already in treatment

[h2]v1.3.21 - 2/11/2024[/h2]
- Fixed issue where prisoners on levels could prevent team extraction (Carnivore, Sibling Breakout)
- Fixed bug with movement destination not always following where you clicked
- Fixed issue with camera not resuming correctly after some melee attacks
- Fixed issue with camera not resuming correctly after hacking