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Update #70: New Heist + Mac OS Support


Update #70 hits another major roadmap item by adding Mac OS support, adds a new and exciting heist in the TRUCK JOB, and adds the first mission with other linked missions attached to it. We've got a killer calendar of updates laid out for April, and all roads are now leading toward the next major roadmap milestone - base building.

Thanks to everyone playing, posting and supporting our ongoing efforts by leaving a review 👍


[h2]Mac OS Support[/h2]
With Update #70, we've smashed another major roadmap item by adding Mac OS support to the game. This one has been a long journey but we made a commitment as far back as the Kickstarter to deliver to all 3 platforms on Steam. The lighting engine was the last domino in a long line of dominos to fall that were blocking Mac OS support, so here we are!

The only requirements are a Silicon chip (M1 or higher) and recent version of Mac OS (12 / Monterey or higher). The game runs buttery smooth on the Apple hardware and chips, so enjoy that!

Thanks to everyone on Mac who wishlisted and is now checking out the game - welcome to New Boston. We hope you'll share a review once you've had a chance to play.

[h2]New Heist: Start of the Boost[/h2]
With Update #70, we've added a new heist from a corporate contact who approaches your Face with a plan. We'll skip on the spoilers but the heist leads to a set of linked missions (see below) and foot-race with a transport truck. Your squad needs to be at least Power Level 3 before the TRUCK JOB will proc.

During Early Access, we're working a host of storylines and this is another one that is a good opener with more coming soon. After the TRUCK JOB, the on-going storyline will wait paused on your timeline for the next content release to extend the storyline.


[h2]Linked Missions[/h2]
The TRUCK JOB includes the first example of links missions. It's exciting to roll out the first linked missions as this is a key construct in building multi-part and complicated heists that let you approach them in many different ways.

Linked missions are shown with the chain icon in the mission, with the parent mission always listing first in the list and its children appearing below it with a yellow arrow in their names. Linked missions can have different effects, such as making certain paths through the parent mission available, or in this case, completing the linked mission unlocks an advantageous Leverage in the parent.

In future cases, the linked mission(s) will unlock options that are required to start the parent mission at all, where one or more stages of the parent might be locked until some of the linked missions are completed.

[h2]Better Currency Formatter[/h2]
The successful heisters in New Boston are racking up the cash and the formatter was getting hard to read as you hit multi-million dollar stacks. With the updated formatter, we've kept the same precision ($1.11M) but flipped from $10K to $100K to $1M to $1.11M to $10.25M.


[h2]Randomize Codename[/h2]
We've added a handy Randomize button to the renaming pop-up. In the case that you've earned a codename (getting your first level from a successful mission) you can now randomize to your hearts content and try out the hundreds of codenames the game can make up for you. I've always loved this kind of exploration and taking inspiration from the random ones, so I hope you enjoy it too.

[h2]Loophole Heist Extraction Bug[/h2]
We've fixed a bug at the end of the Loophole Heist where the extraction points would not allow individual extraction and only 1 of the 2 would allow team extraction. This went out as a hotfix yesterday, but we're mentioning it here in case anyone was stuck with that. It was a result of a mistake in merging the big lighting upgrade branch that wasn't caught. Our apologies for any hiccups, extra Damage or dead mercs this may have caused.

[h2]Fixed F10s![/h2]
We've fixed a big bundle of your F10s with this update, ranging from ensuring that all parts of the movement path and destination appear through geometry to the hover over a corpse not disappearing sometimes when you dissolve it.

We fixed a really popular F10 where the story event for the Gun Runner's E-Rifle didn't immediately disappear when you purchased the weapon. Also, Traits granted by Hype Limit Breaks will display that they are "Expiring Soon" instead of showing a negative number of Turns.

We fixed the tutorial issue with the door right at the start that has a misleading hover that through some players. and generally cleaned up issues with the major new lighting upgrade. There are a few places left with odd textures or bakes (paper on the ground with an all white background) that we're working through.

[h2]v1.5.5 - 4/5/2024[/h2]
- Added support for Mac OS with Silicon chips (M1 and higher)
- All new storyline and Truck Job heist with second pre-heist mission to prepare for the main one
- Updated currency format for the ballers with lots of U-Dahs - $10K, $100K, $1M, $10.52M
- Added Randomize codename button to Rename pop-up for name cycling fun
- Moved destination circle now appears through geometry like the rest of the movement line
- Fixed bug where certain story offers (like Gun Runner's offer for E-Rifle) stick around in timeline incorrectly
- Temporary Traits that are expiring soon now state "Expiring Soon" instead of "-1 day"
- Fixed issue with ESC screen and matrix sometimes causing a lock up
- Fixed issue preventing individual extraction from the second stage of Loophole Heist
- Fixed issue where dead body hover could stay on screen immediately after dissolve
- Fixed misleading hover on door in the tutorial that claims it will open if you approach (it will not)
- Fixed minor lighting and shading bugs

Major Milestone: VIBE (new lighting engine)

[previewyoutube][/previewyoutube]
In Cyber Knights, the New Boston dome is the ever-present setting. It is more than 10 miles wide in diameter and at its peak stands over 1 mile tall. This massive structure rests on super-foundations and the ceiling arch is supported by the large buildings, the nearly mile-wide "towers". Layer upon layer of metal and concrete make the dome, slice upon slice of street, hab-sector or industrial zones stacked upon each other.

Below ground, out in the Wards, high in the towers, escaping off of rooftops - it is your playground, your heist targets, the home of your enemies, friends and safehouse. It needs to have the right vibe.

And so we're excited to roll out a major milestone off the roadmap with the VIBE update, the all-new lighting engine!


Technically outside of the official Q1 end by a few days, but we're going to notch this one where it stood. And with the lighting engine roadmap items struck down, we can at last finish up Mac support.

Onwards to the truly big beasties of Q2 - safehouse base building and blueprint crafting!


[h2]New Lighting Engine & Post Processing[/h2]
The new lighting engine includes a new post processing color grading system that is helping to push the right vibe for our dark future cyberpunk setting - dark, shadowed, gritty but still vivid.

We hope you'll jump into a heist and check out the new look because every scene, mission and corner of the game has been improved. This is a huge update with innumerable changes, so there are sure to be follow-on fixes that tweak certain areas, lights, objects that stick out as odd or that need roughness or metalness changes. If you do see anything weird just hit F10 to send us a report; we’ll be making ongoing adjustments as always.

Throughout Early Access, we're working on many, many different projects. Visual and animation improvements is a big area for these, so even with the lighting engine improvements we're continuing to push in other areas that will improve the game's visuals.


[h2]HUD Bar Spacebar Issue Fixed[/h2]
With the last update there was an issue where using some of the buttons in the HUD bar - specifically items or advantages - could result in the focus getting stuck up there. Then the next time you tried to move with spacebar, you'd actually be pushing one of those buttons or ending your turn.

Bad! Fixed now.

[h2]Photo Mode Improvement[/h2]
To make photo mode better, we've hidden the last few UI elements that were hanging around on screen when it was enabled. This includes the blue circle around character's feet which was the most annoying.

[h2]Camera No Longer Sticking[/h2]
In some cases if you chose to skip all during a scripted scene, the camera would just jam right where it was when you skipped instead of cutting ahead to the character or enemy who is about to take their turn. This is now fixed and we've made some minor improvements to the camera position before the black curtain rises at the start of a level to make sure the camera is always focusing on the right character with them in an unobstructed view.

[h2]v1.5.1 - 4/2/2024[/h2]
- Upgraded all levels and scenes to new lighting engine (lighting is more diffuse, more indirect contribution, better ambient occlusion)
- Upgraded all levels and scenes with new post processing (ACES color grading for shadowed, grittier, vibrant world)
- Fixed issue with photomode (default "P") where character selection UI stayed visible
- Fixed bug where using items or Leverages could leave selection in button bar and trying to move might end turn or be ignored
- Fixed odd white square appearing in the character hover (now is corrected to be >| icon indicating they are in the next turn)
- Fixed issue with camera getting stuck in odd positions after skipping scripted scene

Update #68: Backstory Web


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

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

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

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


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

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

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


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

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

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

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



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

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

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


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

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

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

Update #67: Quality Blaze


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

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

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


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


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

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

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

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

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

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

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


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

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

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

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


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

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

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


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


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


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

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

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


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

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

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

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

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