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Cyber Knights: Flashpoint News

Update #50: Big QoL Catchup


Update #50 - it's just a number but it's a nice one! We're excited how our Early Access journey has progressed so far. We've knocked down multiple major milestones from the roadmap, added content, systems and more to the game in constant stream of improvements.

While we're working toward what is next, we've prepped a very nice quality of life update here that smacks down a lot of the F10s coming in, improves some UI elements, tweaks the tutorial and more.

What is next is the bodyguarding objective for proc-gen missions and a whole new class, currently named codenamed Toxkit (the current working name), We've just opened up a thread for you to share ideas and inspiration around the Toxkit class, so we hope you'll join us there!

If you feel like we're heading in the right direction with Early Access as we hit Update #50, please take a minute to leave a review!

[h2]Secondary Rewards[/h2]
We've improved the rewards for proc-gen by making XP rewards clearly a percentage (+10%) over a hard number (+7 XP). We also fixed issues where in some scenarios the Sec Level rewards were not being granted.


[h2]Injury Time / Wounds[/h2]
There were a few issues and misses on balance here. One issue was that if a character had recovered from an injury in the past, they were far less likely to get injured again. We've resolved a number of issues and are in a more reliably correct place with injury time and wounding rules.

[h2]Smoother Camera[/h2]
We cleared up about 5 different cases that could cause the camera to hitch at the start or end of moving. Everything feels a lot smoother now!

[h2]Proc-Gen Fixes[/h2]
The extraction rules update did a bit of a number on the sewers proc-gen level it seems. We've fixed a slew of minor bugs from enemies spawning right next to your start location to your crew having 3 dialog lines every time they take out an enemy captain.

We fixed the occurrence of a blank screen if talking to the Warner-Braun VP sometimes.

[h2]ESC in Victory / Defeat[/h2]
We shifted the keybinding for returning to main menu away from ESC in the mission victory and defeat screens as way too many of us are accidentally exiting from that screen. It now defaults to ENTER.

And a lot more check out the full change log!

[h2]v1.3.17 - 2/11/2024[/h2]
- Converted secondary objective rewards for XP to +10% XP instead of +7 XP
- Fixed cases in which secondary reward for low Sec Level might not be rewarded
- Improved balance of Injury Time from damage
- Fixed bug where Injury Time of 1-day or less was immediately healed
- Improved smoothness of all camera panning, removed tiny hitch at end of some pans
- Fixed case in proc-gen Sewers level where an enemy might spawn looking straight at your team
- Fixed bug that could put up a blank dialog when Warner-Braun VP is offering proc-gen mission
- Fixed bug with over chatty dialogs when killing enemy in Kill 3 proc-gen missions
- Fixed issue with Hacker class recommending Neural Accelerator when it wanted Neural Toner
- Fixed a bug with one of Soldier's Plaster-Cross upgrades actually upgrading Pop-Slot
- Removed all-to-easy to hit ESC from Victory / Defeat, now defaults to ENTER to return to main menu
- Improved and shortened some tutorial lines about Full Auto and Alert Status
- Updated description for Chameleon Sheathe cybernetic implant

Update #49: Catch a Thief


After the big feature update of individual extraction which touched every single level in the game, we're coming back around to fix bugs, F10s and smooth out a few things. Thanks to everyone for reporting issues with F10, for posting in Discord and chatting on Steam.

We're about to reach Update #50 here with some really big things on the docket this month. We're working hard for to improve the game daily through its Early Access period and hope you'll help us keep up that pace by posting a review.

[h2]Wound Saves[/h2]
We have adjusted the rules, percentage rates and timing at which Wounds Res is checked during play. Previously, this was checked when your Injury was fully healed which lead to an unfortunate feeling of "Oh, I'm finally healed and ready to ... oh I'm Wounded." Sad! With the updates, the Wound rolls are now made at the end of a mission and tied more closely to your Injury coming out of the mission. Your Wound Res is more directly impacted by number of Turns you are Injured and the Wound will appear immediately in the safehouse.

For future improvements, we're going to get a section in the scrolling victory panel that will let us show more detail for each merc and their individual outcomes.

[h2]Proc-Gen Sewers Issues[/h2]
There were a few issues with the proc-gen sewers level after the last release. Evidently, the new extraction feature didn't sit well with that specific level :D All are fixed -
  • You were not getting the payment for each kill in the Kill 3 proc-gen premise.
  • Objectives were not updating correctly for Sewer Kill 3
  • In some proc-gen cases, you could start inside the extraction zone and immediately win
  • In other proc-gen cases, there was no extraction zone. If you're stuck like this, reload your level after the update to get out.

In other proc-gen fixes, we've improved an exit zone in the Truck Stop that was badly marked and giving players headaches.

Hack-only missions were also having issues with early extraction, now fixed.


[h2]Head Hunters - Show your Numbers![/h2]
With a recent update to the HUD to get Heat and Head Hunters show in the mission screen as well as main timeline, a bug crept in that disconnected the Head Hunter display from the real numbers. Everyone should find that their Head Hunter counts are now back and correct.


[h2]Crit Chance in Accuracy Breakdown[/h2]
The Critical Chance calculations in the Accuracy Breakdown have been wrong for a while. We fixed one cause a few updates ago and now have tackled the second. They should all be nice, neat and make sense in a mathematical way at last!

[h2]Pop Slot Action Points[/h2]
We've fixed a bug that was constantly complaining there were not enough action points to use the Soldier's Pop-Slot.

[h2]v1.3.11 - 2/8/2024[/h2]
- Improved Wound rolling to be rolled at the end of a mission instead of later in the safehouse
- Fixed issue with payment not always being granted in Sewers Kill 3 proc-gen mission
- Fixed issue with new Sewers Kill 3 proc-gen level appearing too often from the generator
- Fixed issue with exit not appearing in all Scav versions of Sewers proc-gen level
- Fixed issues with Head Hunter count not correctly updating
- Fixed bug with Soldier's Pop-Slot Talent always reporting "Not Enough Action Points" incorrectly
- Fixed bug with Crit Chance % often being wrong in accuracy breakdown
- Fixed inability to extract early from hack-only proc-gen missions
- Fixed issue with Sigma 6 Sploitkit not loading in inventory
- Adjusted problematic exit zone in Truck Job
- Fixed missing faction subject in proc-gen offer ("BLANK is constantly harassing our movements...")

Update #48: EXTRACTION - Get to the Choppa!


Update #48 brings a major rule change to the game about how, when and where you can extract from a level. The new individual extraction rules add new flexibility and excitement to your extraction choices, at times let your squad "scatter" for their exit and more. We cover the full rule set below. This update also includes a new proc-gen map and objective combo (Sewers + Kill 3), as well as secondary objectives for all proc-gen missions, better rules for Legwork's XP bonuses, an update to the time and cost of healing Wounds, a series of tutorial improvements and fixes for the bugs in Shock Mines and Nano Stimkits. It's a huge update, packed to the brim so let's look at each item!

If you think we're headed in the right direction with Cyber Knights's Early Access process, we hope you'll leave a review to help us continue our work!

[h2]Extraction Rule Update[/h2]
We're very excited to roll out the new individual extraction rules for all levels. While previously, the game required your entire team to gather in a single location to exit the level, now each merc is allowed to extract when they reach the extraction point -

Once your character reaches an extraction area, you can click Extract in their button bar. All players will get a one-time warning about this rule change in the game to help reduce confusion about the new rules.

Each extraction is individual extraction - this means when your merc reaches the exit point, a button in the to bar next to Yield enables. This button is the Extraction button.
  • It is a one-way exit from the level. When the merc clicks the button, they immediately disappear.
  • once extracted you don't have to skip that merc's turn anymore, no one can shoot you, and you can't be spotted by enemies. You're completely gone from the level.
  • Once you leave, you cannot come back. If another merc who hasn't extracted is in trouble, you've already left and can't come back to help.
  • However, you don't have to click it. You can hang around the extraction point if you wish until the team is closer or it is the right moment to leave.
  • If all living mercs are extracted, you win.
  • If at any time, all living mercs who have not yet extracted are in the extraction point, you win.
Individual extraction supports multiple exits not all levels will support multiple extraction points but some do, For example, the Aug-Clinic Rooftop has a single extraction point (the elevator) but Forward Op allow your mercs to go to "scatter" in separate extraction points to each find their best exit from the heist.

This is a big win for speed of play and injects new excitement into multi-exit levels where you can now consider splitting your team or sending off one merc on their own to risk an objective and hope they can make it all the way to the exit point.


[h2]New Proc-Gen Objective + Map[/h2]
With Update #48, we've added a new combination of objective type and map. The power of proc-gen continues to be in the crossing of these two entities, and this release adds the ability for the sewers map to send you hunting 3 gang leaders to gain your payday.

While this is a small add in scope for the number of proc-gen mutations, we're in progress testing the next objective type (playing bodyguard on the go) and a new map as well which, combined, will be a very nice sized expansion to the scope of proc-gen today.


[h2]New Proc-Gen Secondary Objectives[/h2]
All proc-gen missions have now gained secondary objectives that offer additional XP and money rewards for completing missions under certain thresholds. These extra incentives may give you are reason to push a little faster or quieter.

Currently, the supported set of secondaries focuses on completing missions under certain Sec Level or under a certain Turn limit but more types will be coming.


[h2]Tutorial Improvements[/h2]
We've continued to listen close to feedback and adjust the tutorial. With this update, we've refined a lot of the text of the prompts, seeking to make them short and clear. We've also moved the lootbox so that it is more easily accessible and less time is spent just running around.


[h2]Security Tally Clarity[/h2]
There have been a number of F10s about unexplained Security Tally appearing. We've found that these are almost exclusively from dead body timers running up. To help, as a first step, we've added a log entry to the combat log when a timer expires and listed exactly how much Sec Tally is added. The further step here will be to get the Tally to show up in yellow in the Sec Tally bar on the Turn it will happen so you can be pre-warned about upcoming Escalations correctly.

We also fixed a few places where secondary objectives were listing their Security Level maximums ("less than Sec Level 2") in Sec Tally ("less that 36 Sec Tally") which is just confusing.


[h2]Shock Mine and Nano-Stimkit Fixes[/h2]
Both of these items were bugged and now both are fixed! A bug crept in during January that caused Shock Mines to be far more powerful than intended and honestly very OP. If thrown as a grenade, they would shock all enemy targets instead of just one. We've fixed the bug and updated the description to be more clear it is a single target. We will try to catch up with the VFX to show a single arc of electricity striking a single target.

Nano-Stimkits were bugged as they only refused to stim up any character who had HP damage even though they don't do any healing themselves. Now fixed!


[h2]XP for Legwork[/h2]
We've adjusted the calculating used to provide Experience for attempting, failing and passing Legwork. Before this was randomly generated off a static range of XP, now we are granting a range of XP equal to a % of your next level's XP. The range goes from 2% to 6% of the XP needed to gain the next level. This is a great boost for Legwork which now grant a meaningful amount of XP - in the best case, success - regardless of your level.

[h2]Wound Healing[/h2]
The price and timeline for healing wounds has now increased from the bottom-barrel values it started at. For a while, there was no wound healing, so when we added it to the game, we gave a 2 month grace period to get that pile of wounds healed up cheap. If you haven't then now you'll be paying the price.

[h2]v1.3.9 - 2/7/2024[/h2]
- All extraction converted to individual extraction rules - extract by button in team bar (top left)
- Added pop-up for all players (one time) and into end of tutorial explaining new extraction rules
- Proc-gen raid and Kill 3 missions all gain randomized secondary objectives (Sec Level, Turns for extra XP or profit)
- Internal rules changes to secondary Sec Level objectives may result in some missions with "less than 36 Sec Level" objectives
- Moved lootbox in tutorial to be easier to directly access
- Further improved tutorial dialog and prompts
- Combat log now includes entry for when a dead body's body timer expires and +2 Sec Tally is added
- Increased time and cost of healing wounds to more reasonable values
- Increased XP rewards for Legwork up to 4-6% of next level requirement for successful Legwork, 2-3% for failed
- Improved and increased naming variety for proc-gen missions and stages
- Removed nonsense 2% Default Crit Chance from accuracy breakdown
- Fixed additional cases where enemy could waste 1 turn "Security in my ear"
- Fixed bug with Soldier's Recoup Talent that could activate even on misses
- Fixed issue where Soldier's Roll With It Talent upgrade 5 was causing -10% Optimal Range (wut?)
- Fixed issue where Nano-Stikmit refused to activate unless the merc was wounded (but it doesn't heal!)
- Fixed bug / updated description of Shock Mine to highlight that it never hits more than 1 target
- Fixed some enemies spawning inside crates in Sewers proc-gen levels
- Fixed issue in Cube Run where trying to abort the mission still went forward into stage 2

Update #47: Buff it out


We had 2 updates in the space of 24 hours as we are chasing every little reported issue with the tutorial to the ground and buffing it out until this one shines. We've fixed and improved everything from defeat to specific dialog lines, cleaned up a few more bugs or rare misses within the tutorial script and also caught up with some additional changes to hovers for the new armor rules and movement alerts to better represent the updated Alert Status rules and surprise attack rules.

If you like the progress or got a chance to try out the new tutorial - please leave a review! We are smashing hard on tutorial update so we can be done with it and move on to new features and content, so let's buff it right out and keep on truckin.

[h2]Updated Movement Alerts for Alert Status Changes[/h2]
To match the new rules for Alert Status we have adjusted how sight and hearing movement alerts work. If your character is Hidden or Hunted, these alerts are now shown correclty even if the guard is Alerted, as they still care about your presence and detecting you. Also, we no longer post an alert is the enemy is not going to respond, so if you are Spotted and they are Alerted, we are not showing the visual warning anymore because the guard is just going to keep shooting you and not change any state by seeing you (again).


[h2]Other Key Fixes[/h2]
We fixed the bug that was causing the game to lock after the Vanguard reappears last night. We fixed a bug that could cause the Overwatch guard not use Overwatch about 25% of the time. We now offer Retry Mission on any difficulty for the tutorial if your team gets wiped out. We fixed some ugly broken lighting in the scene.

We fixed, we fixed typos, we rewrote sections based on your feedback. Thank you!

A huge thanks to everyone shooting in the F10s, you're helping us make big progress. Check the change logs below for both patches as there have been 2 about 15 hours apart.

[h2]v1.3.5 - 2/1/2024[/h2]
- Added exit summary of most key points at tutorial victory
- Fixed movement alerts and enemy behavior when enemy is Alerted by player is not Spotted
- Fixed issue where Overwatch guard in Tutorial wouldn't Overwatch 25% of the time
- Fixed issue with camera swinging into the walls during tutorial explanation scenes
- Fixed duplicate dialogs that could appear in some sections
- Fixed broken lighting layer in tutorial from hotfix (woops)
- Fixing issues with damage taken, items used not being restored after tutorial
- Fixing defeat during the tutorial to always offer a retry
- Added ESC to return to main menu from defeat

[h2]v1.3.3 - 2/1/2024[/h2]
- Fixed issue where Vanguard could lock game near lootbox in tutorial
- Fixed issue where you could not Retry Turn / Level on higher difficulties in the tutorial
- Fixed issues that could be caused by skipping tutorial sections and the UI highlight ending up in the wrong place
- Fixed duplicate dialog that could be caused by switching to pistol before Full Auto section
- Fixed issues with clipping into Red Door frame near end of tutorial
- Fixed typos and confusing sentences, thanks F10s!

Major Milestone: GROK-KIT (new Tutorial)


The GROK-KIT major milestone releases an all new combat and stealth tutorial and a host of improvements, rule changes and fixes to support it being successful and awesome. The new tutorial boasts 2 characters, covers all the major combat and stealth mechanics and uses tips that highlight and call-out the HUD and UI to demonstrate, highlight and point out details and actions.

We're excited for the tutorial to help welcome new Knights into New Boston and, perhaps teach a thing or two to the veteran players.

If you like the improvements and the pace of improvement overall, we hope you'll take a moment to share the game with a friend or leave a review.


With the first major milestone wrapped up for Q1 2024, we still have an ambitious schedule ahead of us with big features, upgrades, new platforms and more. The public roadmap is a fluid document, and we're updating it as we go to track progress and noting changes in the Roadmap Announcement so you can always check there for the latest detais.


[h2]All New, Expanded Tutorial![/h2]
Cyber Knights' in-depth combat mechanics give you lots of options. We want to make sure new players understand the mechanics, while at the same time not annoying experienced players with lengthy explanations always showing up in the interface. Short tooltips can only do so much (though we're continuing to improve these too); a good tutorial is key for giving an overview and explaining how things like initiative, chance-to-hit, stealth, etc. work in Cyber Knights specifically.

This update brings a brand new, expanded tutorial that covers all of our essential combat & stealth mechanics. Movement and sightlines, manipulating the initiative order, accuracy and glancing hits, weapon noise, guard alert states, and more. Matrix hacking will get its own tutorial a bit later, but this one aims to cover everything you need to know to about Cyber Knights' tactical gameplay.

We'd love your feedback on it! Even if you've been playing for a while, you might find some details you didn't know in here. Try it out and help us make sure it's in great shape for new players, so that down the line we all have a great community to share builds and talk tactics with as we continue to add to the equipment, classes, and challenges in the game.

The Matrix tutorial script has been drafted now and we're starting to work through the exact particulars of what needs to be covered and in what order - so stay tuned for that exciting addition as well.


[h2]Rules Updates and More[/h2]
As we wrapped up the tutorial, it felt like we had something really good on our hands because it demanded that we improve the game, UI and rules in a number of ways. So, thanks to the tutorial, we've got some new rule changes, balance changes, HUD updates, bug fixes and more to discuss!


[h2]Rule Change: Armor Shredding[/h2]
The rules for how Armor Protection is reduced by Armor Shred has been updated with this milestone release. Here is a summary of the changes:
  1. Armor had 3 stats for protection - a Full Protection value (such as 60%), a Degraded Protection (20%) and Protection Points (2). Note - due to the conflict with AP we renamed Armor Points to Protection Points.
  2. Each time an attack Shreds Armor, the Protection Points are reduced by 1.
  3. In the old rules, if and only if your Protection Points were reduced to 0, your Armor switched to the Degraded Protection value. Using the example above (60%/20%/2 PP) you were (previously) at 60% until your Protection Points reached 0.
  4. In the new rules, as your Protection Points are reduced, your Armor Protection is reduced proportional to the number of Protection Points and the difference between Full and Degraded Protection. Using the example above, (60%/20%/2 PP) you'd be at 60% until an Armor Shred reduces you to 1 PP, at which point you're at 40% Protection, and a second Armor Shred would reduce you to 20%.

This is to the disadvantage of armor wearers. However, it is good for all Talents and Items that recover Protection Points as they are far more valuable. It is also better for Armor Shredders like Shotguns, E-Rifles and the right Blades which can see immediate results from any Armor Shred hit. It is also great for our ability to design and add different types of interesting armors for you to buy and especially for enemies to wear.


[h2]Rule Change: Enemy and Merc Alert Status[/h2]
First, with the help of our awesome Discord (and big shout out to @DoomFluffy), we've simplified the overly complicated 5 Alert Statuses the game kept for enemies and mercs down to 3 Alert Statuses each. Your mercs are Hidden (never been seen or tripped any security devices), Hunted (someone is looking for these droids) or Spotted (seen by the enemy and probably in a firefight). Enemies are Unaware (bored), Suspicious (looking around) or Alerted (aware of intruders, trying to start a firefight). While this change is really in the display, labels used and the iconography in the merc / enemy hovers, it greatly simplifies the tasks of explaining how Alert Statuses work to not have 5 and 5!

To help make this as clear as possible, your mercs Alert Status are now visible in their hover at all times like an enemy.

The rule change comes down to when you can qualify for a Surprise bonus. Previously, the enemy had to be Unaware. But this mean if your Soldier starts a firefight, anyone who becomes aware of the Soldier can no longer be Surprised by the Vanguard who has taken all that time to hide behind those crates! Therefore, the Surprise rule now states you get +25% Accuracy bonus against an Unaware target OR if you are in Alert Status Hidden.

This is a big boost for sneaky characters, snipers, patient killers (as your Alert Status drops every Turn if there are no living, Alerted enemies), and your team in general as there are more changes for Surprise attacks.


[h2]Accuracy Breakdown Improved[/h2]
A number of new additions have popped up in the accuracy breakdown in the top right, thanks to the tutorial work.

If you're guaranteed a Glancing Hit due to weapon type (melee), your Glancing Threshold (80% usually, 60% for Precise Burst) or just being really close (proximity) then this is noted in the Accuracy Breakdown. Also, your Armor Shred % are included there as well, including any buffs or bonuses.

Finally, we fixed a bug in the Accuracy Breakdown that wasn't showing the weapon's name in the weapon accuracy row.


[h2]Full Auto Targeting[/h2]
There was an issue introduced with Full Auto targeting that prevented you from effectively moving the cone of fire between different targets. The cone stayed kind of stuck on the highest Accuracy target in your shot. This is now fixed, switching to a new target will shift the center of the Full Auto cone.

Also, we've made sure the keybinding to increase and decrease targets (default, Pg Up/Down) is noted in the Ui circle. This is a powerful tool if you want really precise control over your Full Auto or perhaps want to just use its burst damage ability against a more limited number of targets or even a single target. We fixed the bug where sometimes you'd have to hit Pg Up / Pg Down multiple times to see a change as well.

[h2]Floppy, Flop Ragdolls[/h2]
During this work, while we were shooting lots of guards to test the tutorial we noticed some odd extra floppy ragdoll behavior. A little investigation found that when an enemy was shot but didn't die, they stashed the physics forces from those shots until later, when they did die! Then they applied all the physics forces at once and FLOPPY FLOPPED around the place. Lol ... well, we've fixed this bug so the ragdolls should have less extreme moments at least!

This is most noticeable and funny when 2 mercs are shooting the same enemy target from different angles. I had Aitana lay into a guard with Full Auto and then the Vanguard Razza kill the guard from a 90 degree angle from Aitana. Then the guard went [i[flying in the wrong direction ... as if Aitana had made the kill. Cartwheels of joy!?


[h2]Rebuilt New ESC Menu[/h2[
We got a nice new pause menu! Things are better organized, with the Retry Turn / Restart Mission being grouped with the Save Slots on the right and the regular menu - along with some new external links - on the left. Nice upgrade, that!

[h2]v1.3.1 - 1/30/2024[/h2]
- All new and upgraded Tutorial (stealth & combat)
- Armored degrades protection % every time is loses an Armor Point
- Compressed 5 previous Alert Status into 3 for enemies (now, Unaware | Suspected | Alerted)
- Compressed 5 previous Alert Status into 3 for characters (now, Hidden | Hunted | Spotted)
- Merc hover now includes their Alert Status, improved/simplified Alert Status icon in character/enemy hovers
- Mercs in Hidden Status always qualify for Surprise bonus regardless of target's Alert Status (advantage sneakers and snipers)
- Rebuilt pause menu for main mission mode - better save slots, retry options, keybinding display
- Added hint for keybinding to Add/Reduce targets in Full Auto (Pg Up / Pg Down by default)
- Fixed issue with Add/Reduce targets for Full Auto sometimes needing to be hit twice to take effect
- Fixed issue causing estimated Recoil for attack change slightly every time you target
- Added Glancing Hit rules to the Accuracy breakdown in HUD
- Added Armor Shred % to Accuracy breakdown in HUD
- Fixed issue in Accuracy breakdown in HUD where weapon name wasn't shown
- Fixed a few last places where Armor Crit % was used instead of Armor Shred %s
- Fixed issue with Full Auto targeting refusing to budge from highest Accuracy % target, making it hard to get best shots
- Fixed issue where Focus Fire label was incorrectly shown while targeting enemies out of range
- Fixed issue where Vanguard's Lure would let you activate it even if none of the guards were going to respond
- Fixed issue where physics forces were building up on enemies over multiple attacks to cause ridiculous ragdoll antics
- Fixed issue where a movement destination could be accidentally set during automatic camera transition to an attack target
- Reduced slight input delay after setting an attack target

First tutorial hotfix is live! Thanks to everyone reporting.

[h2]v1.3.3 - 2/1/2024[/h2]
- Fixed issue where Vanguard could lock game near lootbox in tutorial
- Fixed issue where you could not Retry Turn / Level on higher difficulties in the tutorial
- Fixed issues that could be caused by skipping tutorial sections and the UI highlight ending up in the wrong place
- Fixed duplicate dialog that could be caused by switching to pistol before Full Auto section
- Fixed issues with clipping into Red Door frame near end of tutorial
- Fixed typos and confusing sentences, thanks F10s!