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Cyber Knights: Flashpoint News

Update #247: High-Stakes Heist


Knights and mercs - we're very pleased to drop the companion update to the earlier Update #230: High-Stakes Gunfight. The High-Stakes Gunfight rebuilt the enemy's tactical and combat decision-making capabilities and improved combat's overall feel and challenge across the game. Update #247: High-Stakes Heist does the same but for the enemy's individual and team intelligence around the stealth side of the heist.

If you are enjoying the relentless pace of updates as we careen toward full launch on June 2nd (we are not slowing down!!?!?), please take a minute to leave a review. The team of 3 game devs here truly appreciates your reviews - everyone makes such a big difference to help us share the game and keep going, going, going!

[h2]Cyber Knight gets 7 Implants[/h2]

We've fixed a mistake on our end for the maximum number of implants a Cyber Knight can have. Previously, this was capped at 6, but because they have the Quantum Rider, they have a disadvantage in cybernetics. Lame! As we just fixed their disadvantage with install times, so this is a perfect time to fix the mistake and bump them up to a 7/7 maximum cybernetic implants.

[h2]Local Alert - Sharing Status with Nearby Agents[/h2]
The local alert system has finally arrived! Enemy agents will no longer be shy in telling other nearby enemy agents what is going on without needing to route that information through the Sec AI.

As your Cyber Knight is garbling and glitching the Sec AI's communications with quantum countermeasures (QCM) the comms channels are unreliable and slower than usual, which your squad is using to their advantage.

Local alert simulates the basic "on the ground" communication between enemy agents within 8m of each other with active sight lines, telling each other what is happening. When two enemy agents get near each other, they will upgrade each other to the highest Alarm Level (Suspicious, Alerted) between the two of them (or more, if they are clustered).

Here a Suspicious guard who was Lured earlier warns a guard passing on Patrol to keep alert and upgrades the patrolling guard to Suspicious alarm level.

This system cuts out all the moments where one guard is literally yelling and shooting at you from cover and the other guard is moseying by saying "Investigating" and ignores the very local situation. Now the first guard would yell over to the second, informing them that there are intruders and to get gunning.

Absolutely, local alert makes the game harder. The enemy agents are smarter, better at swarming and work together with more coherence. This is a big change to the game's enemy agents intelligence. Much like the High-Stake Gunfight, it raises the stakes, but in a way that makes the game more tense, enjoyable and hard in the later stages.

This is absolutely one we will be keeping a very close eye on and continually balancing based on player feedback, so please share after you've had a chance to try it out.

[h2]In-World Quips[/h2]

With Update #247, we've breathed life into the enemy agents by allowing them to have more in-world chatter as they take their actions on the map. First, due to the new Local Alert system, even two enemies who get near each other while Unaware will have something to say (like "Falling asleep here" or "System is all glitchy again" or "Think we'll ever see action?").

This new in-world quip system has let us expand the the quips and get multiple enemy agents talking during events in ways that build up the feeling of their local alert system and working like squad.

In addition, this has let us create an entirely different set for drones who beep-boop differently than humans now.

[h2]Fast-Forward Evolution[/h2]
The Fast-Forward system has had a major evolution with this update. First, we fixed an annoying issue in the HUD where it would say you could hit ESC to fast-forward but then as soon as you did, it would say you actually can't. The HUD was trolling you. Bad HUD! Fixed!

Second, we've enabled Fast-Forward on basically all moves the enemy agents are making. This includes moves they are making to reach a combat position to attack you as well as partial moves. So, everything will be going fast if you make Fast-Forward automatic, and everything can be skipped with ESC if you want to use a keystroke or button to skip. This includes partial movement like the first part of the patrol of an enemy who is about to spot a corpse - hitting ESC would skip them up to the point where they see the corpse, and then if they take another movement after that, it will be skipped as well.

Now you can play fast ːsteamhappyː

[h2]Prediction Talents[/h2]

We have resolved all reported issues with the prediction Talents like Cyber Knight Lookahead and Vanguard Anticipate. This includes bugs where sometimes they would lie and other cases where they would show nothing when the enemy was hunting around. Other bugs that were fixed were cases where the path would be incorrectly left on screen even if the enemy agent changed their mind about their move.

[h2]Better Hunt and Pursuit[/h2]

We've vastly improved the enemy agent's thinking about moving to an event they are supposed to investigate and the pick of positions they make while hunting around an event. First, we've resolved the issue where, often on a long-distance trek to an event, an enemy agent would seem to "give up" too early and start hunting around. Second, we've just made the hunting more reliable and less likely to walk into a wall.

[h2]Improved Elevation in Combat[/h2]
With Update #247, we've addressed a set of painful issues around gunplay over different elevations. With this update, we've reworked the rules and bonuses for elevations, so that any shooter who has a height advantage continues to get their bonus Accuracy % (same as before and shown in Accuracy breakdown, +15% for 4m or higher and +10% for 2m or higher) but also adjusting sightlines to give a downhill shooting advantage to those with the high-ground.

In a similar vein, we have adjusted sightlines for those who are trying to shoot up at enemy targets to ensure that the target is always truly visible and that you aren't "shooting through the floor" or worse, the walls. This addresses a number of considerations and concerns about certain parts of maps where it feels like the enemy agents are cheating and hitting you unfairly on the high ground.

Overall, gunplay over elevations feels a lot more like ... "like it should" now.

[h2]One-Click Loot[/h2]

We have fixed some delays and UI oddities / double-click requirement around lootboxes. Click once for insta-loot. Loot them all, faster than ever before!

[h2]Red Skull Fixes[/h2]

We've fixed some issues with the red skull marker that is shown in attack previews. The math that was used to calculate if the red skull should be shown was subtly different than the math that was used to cause the actual damage, which caused a bit of a drift. In fact, it causes a drift in all damage display of the animation section versus the static section.

This is now cleaned up with the math ordering being exactly the same and the red skull is accurate once again.

However, note that if you see a red skull and get a Glancing Hit, you are not guaranteed to kill. This is guaranteed kill for a full hit.

[h2] v1.10.55 - #247: High-Stakes Heist - 5/14/2025[/h2]
- Corrected Cyber Knight to have a maximum of 7 implant slots
- Added "local alert" system - enemy agents will share their status and knowledge with other nearby agents
- Local alert removes the situation where one agent is firing at you, and the other is hunting around them
- New visual style for enemy agent quips on map ("What was that?!") and added new options
- Added all new quips for mecha infantry drones so that they don't use the human lines anymore
- Improved sight line rules over elevation - better advantage to attackers who are higher up, disadvantage to attackers who are below, no more shooting through walls or floors
- Fixed a large number of issues with Lookahead and Anticipate, either not showing a path or showing the wrong path
- Lookahead and Anticipate will now predict the movements of a hunting AI
- Improved enemy agent follow-through on dispatches from security - no longer go 1-2 Turns and then start Hunting
- Improved enemy agent hunting routines to be more useful, accurate, and not end up against walls as often
- Improved Fast Forward enemy Turns to skip partial movement (guard walks 50% of their movement, sees body will now skip the walk)
- Fixed issues with HUD during Fast Forward enemy Turns, offering to FF, but then when ESC is hit, saying it can't be done
- Camera pans to follow guards who are fast-forwarding their turns so that they don't move off-screen
- Fixed bugs with fast forwarding guards sometimes turning the wrong direction at the end of their move
- Improved math with the red skull estimating an enemy will be killed, but still not guaranteed if Glancing Hit
- Improved Lootbox reaction - one click to get the box open, no longer need click-delay-click
- Fixed issue where patrolling or hunting AI could get stuck on a fence and be unable to go over it
- Fixed multiple cases where enemy could get stuck while moving and soft lock game
- Fixed bug with Option for fast forward turns not always being selectable
- Removed confusing highlight zone near terminal in Tutorial
- Balance changes for Harrier Grip, Thunderbolt Grip, Nightshade Grip
- Improved screen scaling mode for Steam Deck 720p model

3 Weeks to Go - What's After 1.0?

Our full launch is a little less than 3 weeks away! (Monday, June 2nd, at 9am Eastern Standard Time.)

Last week we shared a bit about our studio and how to stay in the loop on future projects (e.g. our Just-the-Big-News mailing list we've only sent four emails to in five years). This week we want to share some of our plans for post-launch content for Cyber Knights!


[h2]Games Made to Grow[/h2]
Full launch is a huge milestone; a complete game, ready for everyone to play, with enough content to already offer hundreds of hours of replayability. And because this is a Trese Brothers game, there's a lot more to come.

Our last game, Star Traders: Frontiers, has received more than 270 updates of free post-launch content & support in the 7 years since it exited Early Access. The pace has slowed as Cyber Knights became our focus, but we continue to add content as we're able.

We dream big, but we're a small studio so we have to be smart about scoping. Especially as great ideas from players pour in during EA, we have to evaluate where to draw the line between needed improvements that will make the core game better (e.g. individual unit extraction, lots more movement alerts and HUD icons), nice-to-haves that will make good post-launch additions (e.g. mod support, weapon visual customization), and firmly out-of-scope ideas beyond our resources or design intent (e.g. multiplayer, destructible environments).

We love our games, and as long as they have enough active players and it's financially viable to do so, we continue to update them. As always from us, new content is made available to all existing playthroughs, and updates will never invalidate a save game.

Like Star Traders, if Cyber Knights is as successful as we hope it will be we'll continue to add content of all types (classes, missions, cosmetics, safehouse, contacts, etc.) for years to come. Later after launch we'll release an official roadmap to outline what we can commit to, but for now I can share a few exciting highlights...

[h2]Companion Unit Classes[/h2]
Character classes add a ton of variety to any tactical RPG, especially with multiclassing like ours. By launch Cyber Knights will have 54 possible multiclass combinations! We plan to add more class options after launch, and one of the most exciting types are companion unit classes.

These classes will require a specialized cybernetic implant that gives them advanced control and coordination capabilities with different types of companion units you can acquire and take on missions. The Drone Pilot will manage a swarm of drones with varying capabilities, the Hunder can direct a pack of cybernetically-augmented warhunds, and the Assassin synchronizes their tactics with a lethally-enhanced big cat as stealthy and deadly as they are.


These classes will be significant free expansions, each with a corresponding safehouse room, recruitment storylines, variety of talents, and new mechanics for their companion units.

[h2]Mod Support[/h2]

As gamers, we love modding, and it's always been our dream to enable modding capabilities for our games. It takes a lot of work to provide the necessary hooks, safeguards, and tools to enable this, but early in Cyber Knights' conception we decided this would be the game we'd make that leap for.

Reaching full launch is a critical first step; with game systems finalized and some initial groundwork already laid by our development process, we'll soon be able to start building the framework to enable modding for many components of Cyber Knights' gameplay. This will not be an early addition, but when it comes it will come with full Steam Workshop support and - hopefully - a nice starting set of mods from an advance crew of modders interested in trying our tools early.

If you're a modder yourself and would be interested in that, let us know.

[h2]Story and Mission Expansions[/h2]

One of the things we're most proud of for Cyber Knights is the new "Casting Director" story engine we built. As you play, the Casting Director chooses from a pool of available storylines, each of which has a number of "roles" it can dynamically fill with squad members and contacts from your specific playthrough, based on background tags and traits they've developed as a result of how you've played.

This works hand-in-hand with the proc-gen mission system, which develops your characters and contacts through victories, failures, wounds, power plays, trait mutation, and more. Together, it makes it possible for each playthrough to feel dynamic and personalized - and the more content it has to go off of, the better it works.

We're still deciding on a reasonable scope to commit to for our first post-launch roadmap, but there's no doubt that further expanding story and mission content will keep your fun going in Cyber Knights for a long, long time.

[h2]Weapon Visual Customization[/h2]

Originally slated to be done before launch, this is a feature we cut from the launch scope as it just wasn't feeling core enough to the game or in-demand enough to make it worth extending the launch timeline for. But, it is a cool feature for a cyberpunk mercenaries RPG so we do plan to loop back to implementing this, letting you visually customize and personalize your weapons in addition to the wide range of already-implemented weapon mods with in-game effects.

[h2]Moving Bodies[/h2]

Also shifted from the original roadmap, we'll later add the ability for your mercs to drag bodies to different locations. We already have so many ways for your squad members to deal with bodies (and the ramifications of them being spotted) via talents and items. Moving bodies comes with its own tradeoffs, and in playtesting it wasn't feeling like a clearly superior or integral feature. When it's added, it will nicely round out your options for this aspect of the game, but it feels more supplemental than core, and we've shifted it to post-launch to make room for higher priorities.

[h2]Ports, Translations, and More[/h2]

Cyber Knights launches with support for PC, Mac, Linux, and Steam Deck already under its belt, and fully rebindable controller support! After our first wave of post-launch content, we'll be starting work on mobile ports of the game for our dedicated fans on Android and iOS who enjoy having in-depth RPGs they can play on the go.

Console ports are definitely on our radar. Much depends on how well the game's release goes on Steam, though. If it performs as well as we hope, we have developer accounts created through Xbox, Playstation, and Nintendo and would be thrilled to have our first console release further down the road.


Work on French, German, Italian, Brazilian Portuguese and Spanish translations continues; it is an intense and nuanced process! We'll have a more detailed post on where we stand with translation availability closer to launch, but regardless we would like to continue to expand the number of languages we translate to over time, depending on which regions we see the most wishlists coming from.

If you're bilingual and would like to get an early look & give us feedback on translations when they're available in your language, please let us know.

[h2]This Dark Future is Bright[/h2]
Hope you've enjoyed this preview of what's to come. We'll release an official post-launch roadmap later down the line, but we are always happy to hear ideas and answer questions in Discord.

The more Cyber Knights succeeds, the more resources we'll have to keep growing it, so please spread the word on reddit (we're always thrilled to see Cyber Knights mentioned in r/GamingSuggestions), to content creators on YouTube or Twitch (let them know a squad-based strategy RPG you're hyped for is launching June 2nd), and in any gaming Discords you're part of.

We don't have that AAA publisher money to fund CGI short-film trailers or buy $250,000 showcase spots, 😅 so we hope you'll help us win the best way any game can: word of mouth.

Thanks for your support!

Update #246: Conspirators


Knights and mercs, we're touching down again in NBZ with another update focused on smashing "root" community F10s - the ones that are making the most chatter, putting in the most bug reports and causing the most confusion. With Update #246, we've put our focus on fixing your Contact and Face F10s - so here goes!

[h2]Duplicate Data Filter I for Sale[/h2]
We've resolved the issue with the duplicate Data Filter I program that was popping up for sale. Instead a new variation of the Data series has been added, Data Sieve I. Happy shopping, hackers.

[h2]Co-Conspire not adding +10%[/h2]
We fixed a bug with the Face's Co-Conspire Talent that was preventing your promised +10% Influence to be immediately awarded.

Also, around Co-Conspire, when it was being used and the Contact was also offering another conversation, often the button to start the conversation was appearing and disappearing rapidly. This is now resolved.

[h2]Face Limit Breaks[/h2]
Face characters were having Limit Breaks that offered options that didn't make sense for the safehouse and network focused characters. These have now been correctly updated to only offer the Face's special Attributes.

[h2]Contact Status / Hiding[/h2]
With Update #246, ensured that Contacts who are "In Hiding" can no longer be active in any way. They will not start storylines, offer proc-gen missions or Legworks and can no longer provide Leverages while in this state.

We've also fixed the Contact filtering in this list to work correctly with Friend, Enemy and expanded the Missing category to include "No Card" contacts who you are know about but are unable to reach directly.

We've also added the option to sort by Exposure, which was a popular request.

[h2]Backstory and Tag Corrections[/h2]
We've cleaned up a number of backstory oddities for Contacts coming off recruits. Some Contacts were written to not like or even Hate a recruit, but might appear with Friendly Status and 0% Trust. Now they will hate you nice and good. Also, one of Zasha's contacts - the one she'd like revenge against - was appearing with an Unknown Faction and as a Wireghost which does not fit the storyline and is now fixed for future games.

[h2]Map Fixes[/h2]
We are always grinding away on the maps - they are many, we are few. But we're going to polish until they shine and no more F10s! With this update, we've fixed an issue where a rogue Terminal was appearing in the Sibling Job prison and blocking an important lootbox. We've also fixed some open field spawns and improved movement paths for Assassination targets across a number of maps.

[h2] v1.10.53 - #246: Conspirators - 5/12/2025[/h2]
- Recast duplicate Data Filter I program for sale as Data Sieve I, new Utility type
- Fixed issue with Co-Conspire not immediately giving the +10% Influence as promised
- Improved Limit Breaks for Face characters - correct Attributes offered for bonuses
- Contacts in Hiding will no longer offer proc-gen missions, legwork or Leverages on missions
- Added Exposure sort option to the Contact list
- Fixed Contact filtering by Friend/Enemy/Dead/Missing, No Card to be accurate
- Fixed issue with Contact Conversation button disappearing suddenly when moving between options
- Fixed lingering issues where end of Contact Tag text could have code jargon instead of string
- Fixed issue with terminal blocking lootbox in Sibling Job prison map
- Fixed backstory Contacts for ex-Los Zagales Soldier, all 3 Contacts have negative Trust and are Enemies
- Fixed backstory issues with Contact that is Zasha's revenge target

Update #245: Buff Right Out


Knights and mercs, we are rolling out a polish update for Friday. We're constantly working to keep up with the F10s coming in from the community, taking your feedback, fixing bugs and improving everything we can. This update is a big one, hitting on a ton of nice things for you - it's polish Friday! We've improved the rules for Cyber Knights getting new implants, fixed a big bug with Gunslinger's Fanning, made a host of improvements for the Steam Deck controls and clarity of display on its screen, improved noise display of Talents and Items like grenades and more. Let the F10s fall, let the cyberpunk reign!

If you are enjoying the relentless pace of updates for the game, please take a moment to leave a review. Our tiny dev team thanks you!

[h2]Cyber Knight + Cyber = Rapid Integration[/h2]

When a Cyber Knight takes on a quantum rider into their spine, it changes them forever. The integration of the quantum tactical computer is deep, and it makes them extremely fast, tough, and at times, nearly prescient.

Another benefit of the quantum rider is that a Cyber Knight's body responds exceptionally well to new cybernetics. To bring this lore into the game, we've added the Rapid Integration special rule for Cyber Knights - their recovery time from cyber surgery is now automatically half of what it is for a normal merc. This is also a big help to keep your Knight in the action, as so many missions, heists, and critical outings require their presence.

We also fixed a bug where some of the special rules for implants had bad text in their title and if a cybernetic was installing you couldn't hover over it to see all of its stats until it finished the install. Plus finally, if a slot has no options to install, then it is grayed out and cannot be accessed.

Happy splicing!

[h2]Gunslinger Fanning[/h2]
We've fixed the bug with Gunslinger's Fanning. Once you took some shots with Fanning you were basically locked into Full Auto mode forever. Heck, I think if you had a Sword it would be a Full Auto Sword. ... Now I wish we had this bug back.

Fixed!

[h2]Steam Deck Screen Mode + Controls Update[/h2]
With Update #245, we've made a wide set of improvements for the Steam Deck.

First, we've addressed an issue where due to the small screen of the Steam Deck, a lot of basic UI images were rendering badly. For example, the selection lines for a button could disappear because in the source image (designed for 1080p) the yellow line is only 1 px wide, and when scaled down a bit, that can go to 0 px wide and poof. So, we've updated over 100 images and UI situations in the game in which the Steam Deck wasn't giving good clarity of its UI rendering - from the buttons to backgrounds, class tree and more. None of these were big blockers, but they did make the game less nice to look at - so key work! Thanks to everyone reporting F10s here!


We've improved the display for Full Auto and Grenade Arc on the Deck and controllers. Due to a lack of total button count, controllers start with a single button (RT) bound to changing the target count or adjusting the grenade arc. To still give you the full functionality, we've ensured that it is properly labeled, that the unbound key is hidden, and that the targets/arc loop as you press the single button. So, if you have 4 Full Auto targets, pressing (RT) once will loop you back to 1 target, then 2, 3, 4, and then 1 again. This gives you the full range of options with a single button.

We've also made 3 changes to the Matrix to make it more controller / Steam Deck friendly:
  • The IC panel now auto-scrolls with the selected element. Ahhh, nice.
  • When the Matrix screen came up on your second Turn in the Matrix and you were using a controller, the selection state was left in a bad way that made it really hard to get going for that Turn. This is now resolved.
  • When you disconnected from the Matrix, sometimes your Hacker would not be able to move afterwards, or moving another character would actually move the Hacker (!?!)

[h2]Item/Talent Noise Warnings[/h2]

With Update #245, we've updated how Talents control the noise icons overhead of enemies on the map. Now, when you select a Talent or Item to use, the overhead noise icons will only appear if that Talent or Item creates enough noise to alert them. This is most useful for Grenades where the overhead ear can let you know how many enemies will hear that big boom. It can also give confirmation for Talents like Venom Trap and items like Shock Mine that when thrown, no one will hear it.

In the case of a weapon attack, the regular Ear icon is shown. In the case of noise caused by a Talent, a small box is inserted around the Ear. This can help you spot the difference when it matters.

[h2]Face Talent Alignment[/h2]

It is small but felt important - the Face Talent list now always aligns nicely with the Cold Storage border, regardless of screen resolution.

[h2] v1.10.49 - 5/9/2025[/h2]
- All cyber surgery recovery times for Cyber Knight reduced by 50% - quantum rider hardens their system and speeds integration
- Fixed bug with Gunslinger's Fanning that could keep you locked in Full Auto mode forever
- Improved screen scaling mode for Steam Deck, updated hundreds of UI images to scale better, improve rendering of backgrounds and selection
- Steam Deck / Controller - fixed Matrix IC panel not correcty auto-scrolling with selection
- Steam Deck / Controller - fixed Matrix not having correct selection setup on second turn sometimes
- Steam Deck / Controller - improved controls for Full Auto / Grenade arc, with one button bound it will "loop" to make all options available
- Fixed bug where you might be unable to move after Hacking or Hacker might move when another player moves (!!?)
- Further improved variety of Leverages offered for missions in the Hacking Station
- Fixed issues with character Initiative changing if you reload the first Turn sometimes
- Prevented Face Handbrake Talent from being used with highest priority story missions, such as Meteoric Hotdrop
- Fixed bug with Paused nodes not always sorting to the end of the timeline
- When planning a Talent/Item use that make noise - such as a grenade - the overhead "will hear" icons update to be for Talent
- Improved Safehouse UI for Face Talents so that they always line up nicely with the border of Cold Storage room
- Improved cyber surgery screen by disabling/greying out out slots that have 0 options so it is more clear
- Fixed issue where cybernetic would not show its details while it was installing
- Fixed bug where incorrect attack details in top right were shown when a grenade throw was being planned
- Fixed missing name of some high value Cred Chips
- Fixed recruit character name missing from warning that recruit offer is about to expire
- Fixed bug where sometimes tags on mission deploy screen could be overly large of bump UI down incorrectly
- Removed Screen Scale option (it broke all screens) - use Font Size + Screen Mode

Update #244: Cybered


Knights and mercs, with less than 30 days to go until the release, we're working hard to churn out the last series of relentless updates and achieve as much from our roadmap as possible before the big content drop at launch. With Update #244, we've dropped 5 new cybernetics which fill out the Arms and Lungs slots, also adding special new effects like Carrying 2 Heavy Weapons and the first cybernetic implant-driven Talent. We've also improved enemy icons for their classes, fixed the progression for Contact Traits Indebted and Partner, improved Leverage variety on the Hacking Station, improved the text for NanoFab to ensure the Intrinsic bonus shows that it stops at 100% and more is wasted, rebalanced a ton of weapons and fixed bugs with Shock Mines and Venom Traps. Plus F10s - we closed a ton of community reported issues and little polish things, typos, map bugs and more.

We're grinding so hard right now, so if you like the pace of updates and the constant improvements to the game, please take a moment to thank our team of 3 game devs with a review.

[h2]New Cybernetic Slot Options[/h2]

With Update #244, we've filled out the remaining cybernetic slot with some awesome new chrome to try out. While you won't have every slot available to you with a starting cyber surgeon, once you get an upgrade to the service, you'll have at least one option in every slot.

Adding the 3 new Mecha Arm options and 2 cybernetic Lung options puts extra exciting build pressure on your 6 max cybernetics. We're excited to see how this new addition of content (and those that will follow) start to put some great new build spins and help new specializations develop.

[h2]New Cybernetic Talents and Special Effects[/h2]

With the new cybernetics in Update #244, we've added new special effects and the first cybernetic-driven Talent.
  • The Dual Haul MXP allows you to carry 2 Heavy Weapons (boom!) at a heavy cost of Move Speed, as that rig is heavy
  • Thankfully, the ADV Filter Lung implant invokes the new "Cancel Move Speed Penalty" effect, allowing you to reduce penalties on Move Speed (but not go above 0%) so that might be a good pairing if you are going heavy.
  • Finally, the Trache-Lifeflow Lung implant grants a new passive Talent that deploys healing nano straight into your bloodstream when you take damage. A Talent granted from a cybernetic is added when you get the cybernetic, removed if you remove it and does not count against your Class Training. This low level implant and Talent only has one activation per mission, but can still be a powerful way to reduce the need to carry medkits and provide some immediate and AP-free damage mitigation, as the nano-healing effect lasts for 3 Turns.


[h2]Indebted and Partnered[/h2]

We've also finally fixed the progression of the Contact Traits Indebted and Partnered, allowing them to kick off more Favors month over month. The first upgrade will bring them up to a state where they give +1 Favor one month and then +2 Favors the next month and then loop. Their 4th upgrade brings them all the way up to +2 Favors a month!

[h2]Weapon Rebalances[/h2]
As we prepare to dump a bunch of new weapons, mods and implants into the game, we've done some housekeeping on the existing weapon set to make sure that we reduce the "drift" from the original design for weapons. This is about half debuffs and half buffs - in all cases, pushing the weapons more into "their corner" and focusing on allowing you to build out extra capabilities for the weapons with their mods or variant builds available in blueprints and the store.

We've capped AR/UAR range so that it doesn't creep up with levels, as well as capping SMG and Revolver range as well. In both cases, their Optimal Range still increases, but not as much. If you'd like extended range, look for variations on the regular weapons or find mods to install. We've buffed Shotguns with even stronger Armor Crit %, ensuring that it also grows level-over-level more aggressively. We've reduced Shock Clubs Armor Crit %, as they are a stunning weapon and to quote a team member: "club's don't shred!" And finally, the Stealth Crit Dmg progression for Blades is improved over their progression.

[h2]Fixed Gold Key Issues[/h2]
We've fixed a pile of issues where the Gold Key might be mentioned but not offered or offered but not used. This includes Clockwork Rescue mission from Daedalus Bloc.

[h2]Traits and Talent Special Rules[/h2]

We've improved a ton of text formatting for Talent special rules and Traits. We'll be working on cleaning more of these up in the weeks to come. In this round, we've fixed a number of Traits that were not displaying their reduction in % chance as they increased in level, such as Out to Prove and others.

Also, we've fixed display for the Line Crawler Talent so its upgrade nodes read better. With this new set of text formatting rules, we should be able to hammer out the rest that are not formatting great over the next few weeks. Thanks to everyone for putting in F10s for these!


[h2] v1.10.47 - #244: Cybered - 5/7/2025[/h2]
- Added 5 new cybernetic implants to the basic Cybernetics Service, filling out the Arms and Lungs slot with options
- Arms implants M-Jaks add Kinetic Damage and Dual Haul MXP allows carrying 2 Heavy Weapons
- Lung implants ADV Filter mitigates Move Speed penalties, Trache-Lifeflow automatically deploys healing nano when taking damage
- Added new class icons for enemy mecha infantry, snipers, differentiated captains from VIPs
- Improved Contact Traits Indebted (more Favors, Heat Res) and Partner (more Favors, better cost reductions)
- Improved variety of Leverages offered for missions in the Hacking Station
- NanoFab crafting plan shows cap of 100% on Intrinsic Chance, do not waste cubes above 100%
- Fixed bug with Venom Trap, Shock Mine and other thrown items incorrectly making noise as if your gun was fired
- Fairer range cap for UAR/AR - AR (max 30, optimal creeps up to 26), UAR (max 24, optimal creeps to 18)
- Fairer range cap for SMG/Revolvers - SMG (max 25, optimal creeps to 20), Revolvers (max 30, optimal creeps to 20)
- Fairer progression for AR/SMG on Armor Crit %, less growth, flattened curve (get some mods!)
- Improved Shotgun progression on Armor Crit %, higher chance to shred enemy armor on basic models
- Reduce chance for Shock Clubs to Armor Crit % to 10% across the board, clubs don't shred
- Regular Blades and E-Cutters improved progression of Stealth Crit %, best for regular blades
- Fixed bug where Overwatch was not setting Initiative for the next Turn correctly (current Init-2) after Update #229
- Fixed map issues and cases were Gold Key was or was not offered correctly, including Clockwork Rescue job
- Fixed rules for formatting special effects like Line Crawler, Out to Prove Trait, Amnesiac Test Subject so values are more clear