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Cyber Knights: Flashpoint News

Save 33% and Update #32: Hot Kicks


Welcome to the Winter Sale and our best discount of the year - save 33% on Cyber Knights: Flashpoint today! You'll get the game and a river of free updates, coming fast and shiny.

Update #32 officially cracks into the Tutorial Roadmap milestone (a good start but more coming), improves and adds the rest of security devices to movement alerts, fills in missing item descriptions and Smoke Grenade rules, gets Overwatch visualization to respond correctly to sight blockers and cover and more. It's a huge QoL patch straight from your F10s! So, let's get to it.

If you're enjoying the pace of updates and improvements to the game, be sure to leave a review!


[h2]Tutorial Starter Refresh[/h2]
While our work is far from done with improved tutorials, with Update #32, we've officially started on the road and have marked the item as "underway" in the roadmap. For both the tutorial level (below the rooftop) and the rooftop there is now an ever-present button for players of any skill level to access "Gameplay Basics" which gives access to the top 6 basic gameplay features you'll need to know to get started, including movement, movement alerts, using items, Action Points and Initiative.


At the beginning of the tutorial we use a new highlight system to point out the button to make sure players know to start there with that button. This is the first of use of the HUD / UI highlighter but the next steps for the tutorial improvements will for this new feature to creep across all of the content and replace (disconnected) character dialog to directly highlight and detail the parts of the screen and actions you can/should be taking.

We also did a big pass of improvements on the dialog tutorial and sequencing. It's a bit tighter and highlights more important points but is still due more improvements.

Finally, this let us remove all of the tutorial video content from the game which was getting no play time but soaking up more than 1 GB of game size. A nice bonus!


[h2]Overwatch and Full Auto Indicate Lines of Sight[/h2]
For enemies and players alike, your Full Auto and Overwatch cones displayed on the map now respond correctly to environmental elements that block line of sight and to cover as well. While you can shoot targets in the yellow hashing, this sometimes can explain why you may have reduced accuracy if the target is near cover-granting element.

This is especially helpful for just showing areas that are completely out of sight so you can shift through enemy overwatch where possible without getting tagged.


[h2]Movement Alerts Cleanup[/h2]
With Update #32, we've fixed a few gaps in the movement alerts system. This system has been a huge success and we're pushing to have full coverage over all security types and to close some gaps where things are not all working as expected.
  • Motion Detectors, Pressure Plates and Laser Mesh all now give movement alerts
  • All movement alert icons are now shown in yellow to get off the overloaded red color and to match the alerts shown in the enemy hovers
  • We've fixed issues where "You may be seen" was incorrectly reported when you were crouching and would be staying low behind cover.
  • We've fixed issues where you could be reported that you'd be shot even outside of the range of an enemy overwatch cone.
  • Sometimes multiple movement alerts at the exact same location would stack, this is now improved to be more clear.



[h2]Smoke Grenades and Item Descriptions[/h2]
We've fixed Smoke Grenades broken description making it clear they created a sizeable cloud of smoke that blocks sight and security devices alike. No attacks can be made out of, into or through smoke except for melee attacks which are not effected. Go cyber ninja, go!

A tip for smoke grenades, turn on highlight (default H)!

Sorry, other grenades no longer bounce off smoke grenade's smoke. ːsteamfacepalmː

Also, for a number of items we fixed places where their rules had been entered into their themed description and have now included their proper in-world explanation.

[h2]v1.2.13 - 12/20/2023[/h2]
- Improved tutorial / rooftop access to "Gameplay Basics" with updated top 6 items in Basic Gameplay
- Added "Gameplay Basics" button to HUD in Tutorial and on Rooftop for quick access to explanation of movement, combat and gameplay fundamentals
- Reduced total game size by more than 1 GB
- Overwatch and Full Auto area of affect display now take into account cover and blocked sight
- Added movement alerts for Motion Detectors, Pressure Plates and Laser Wires
- All movement alerts are recolored yellow, red is overloaded in visual
- Improved "You may be seen" movement alerts to be more accurate in regards to cover
- Fixed movement alert bug that could indicate you'd be shot out of range of enemy Overwatch
- Fixed issue where multiple movement alerts stacked vertically but was unclear
- Fixed issue with Knight's Sync Talent not clearly updating Initiative Timeline
- Fixed issue with grenades bouncing off smoke grenade clouds
- Improved use of mouse in appearance, removed constant flickering as mouse moves between items
- Improved display and readability of Combat Log, clearer fonts, stronger background gradient
- Fixed issue where mission stage options were not red even when locked in Victory/Defeat
- Fixed Custom Difficulty pop up window to correctly respond to screen scaling
- Fixed issue with Zero Interrupt Talent in Matrix printing names of unscanned IC to the logs
- Fixed Talent description of Smoke Grenade to be clear about it rules, duration effect
- Improved item descriptions in game, removing places where rules were listed in themey description section
- Reduce number of items in inventory/market where names were cut off by ellipsis
- Removed confusing numbers on the end of some First Aid Kit item names

Update #31: Bull Rush


Update #31 bumps the level cap up to level 20, fixes the proc-gen issue with empty Matrix data nodes, adds a new powerful Trait and some Tags to the starting Sniper, improves the flow of the Clinic Expansion storyline and completes another big sweep on appearance items cleanup, this time making all the hats fit so nice.

If you're enjoying the pace of updates and progress in the game, please take a moment to leave a review!

[h2]Level Cap Raised[/h2]
With the new proc-gen system released in December, merc groups were starting to hit the previous level cap of 14. With Update #31, we've raised the roof a bit up to Level 20. Reaching this character level is past what the enemy AI is capable of fielding to meet you and will exceed things like available gear and cyberware in the game by a lot. We're working hard to catch up in those areas.


[h2]Missing Matrix Files[/h2]
The proc-gen updates caused a lot of hosts to be generated that were missing files in their Data Warehouses, Manufacturing Vaults and any kind of data-focused node. With Update #31, we've fixed that key bug and you can now hack on, download on, and profit.


[h2]Liat Tags and Traits[/h2]
For all new and existing games using the starting Sniper (default name, LIat) we've upgraded your Traits to include Longshot (very good bonuses for Sniper) and some additional Tags about your history with the Free Streets Compact that will help out down the line with upcoming stories. This affects all games, so good for everyone!


[h2]Clinic Expansion Improvements[/h2]
With the Clinic Expansion, you now get a clear timeline event appearing if you invest in the upgrades. This makes it obvious just how long you have to wait to get your new cyberware and upgraded medicals. In addition, we've adjusted the start of the storyline to offer a real delay option, allowing you to put off the conversation / decision / legwork for up to 2 months if you want to.
 

[h2]Further Appearance Focus[/h2]
We've been putting in extra time on fixing all the clipping, geometry overlaps and little things that make some of the appearance combinations not look as nice as they should. With Update #31, we're clear on all hats with all heads now, across the board. We're still cleaning up some of the feminine hairstyles for some very minor tweaks and then will move on to eyewear.

[h2]Carnivore Fixed II[/h2]
If you were in the slice of games that completed the Carnivore job but still didn't have the Corrupt Cop in your Contacts list, you should be all set after you visit the safehouse now.

[h2]Rooftop Terminal[/h2]
Too many players were getting confused by the (confusing!) Terminal on Plan B Rooftop level. You don't have a hacker, so this was a bad thing to have present. It has now been replaced with a lootbox.

[h2]v1.2.11 - 12/18/2023[/h2]
- Raised level cap from 14 to 20
- Fixed issues with empty data nodes in Matrix hosts for proc-gen and any other missions
- Improved options in Clinic Expansion storyline, now has delay option
- Improved result of paying for the Clinic Expansion, a timeline event now broadcasts when the upgrade will be complete
- Improving Liat's starting Tags and added "Longshot" Trait for new and existing games
- Fixed prop of large tarp covering crates not blocking sight correctly
- Fixed overlaps and geometry clipping with all types of hats and heads
- Fixed some games where Corrupt Cop had still not shown up after Carnivore
- Replaced confusing Matrix Terminal on rooftop with a lootbox

Quick Patch on Update #30


Tonight we're dropping a quick patch to address some issues that crept out with Update #30. A small 60 MB drop to fix a few key issues -

If anyone was having issues reloading a game mid Hack or retrying Turn with a Hacker already in the matrix, this addresses the bug.

For @gekido - stuck on the rooftop, this fixes your issue.

We're also making a big push to fix all of the appearance cosmetic issues with clipping and overlaps. With this update, we've swept through the masculine hair styles and everything should be clean and looking good. We'll keep pushing into hats next.

[h2]v1.2.9 - 12/17/2023[/h2]
- Improved Warner-Braun enemy set, new variations and stats, watch out their Captains carry Revolvers (Pure Dmg!)
- Fixed bug preventing proper Retry Turn / Reload Game while hacking
- Fixed navigation bug on Aug-Clinic Rooftop could get stuck
- Fixing missing corporation name in Warner-Braun hack only mission
- Fixed overlaps and geometry clipping with all masculine hairstyles

Update #30: Strikeback


Update #30 brings new angles to the generation of the proc-gen missions, allowing new employers and new targets. We have also added the options menu to the game, so you don't have to retreat to the main menu to tweak and test your settings. We've improved some of the equipment for sale, made Nuke matrix program work as expected, and fixed a huge pile of your F10s and community suggestions.

Thanks to everyone playing, posting and leaving reviews! Every bit helps us keep sharing and improving the game.

[h2]Proc-Gen Premises: Warner-Braun Strikes Back[/h2]
One of the big advantages of proc-gen within the larger simulation of the New Boston zone is that with enough premises for the proc-gen missions, we can help ensure that any contact that makes any sense can offer you a wide variety of missions. With Update #30, we've expanded the available set of proc-gen premises so now the Warner-Braun contacts who have come to the dome will be able to offer you a variety of missions as well.

So, you can work the other side of the coin. You can work both sides of the coin! As the game's faction, influence and reputation simulation tightens up and evolves, these choices will become more and more important and meaningful.

 
[h2]Options in Game[/h2]
Classic gaming stuff - but, you can now access and change the Options menu from the ESC menu in both the safehouse and from inside a mission. This is particularly helpful if you need to tweak display settings or want to tune how fast your camera rotates or pans. You've also got easy volume control now as well, and can drop into Borderless or Window mode right from inside the game.

You cannot yet modify the keybindings from inside these screens but that is coming next.


[h2]Nuke and Matrix Fixes[/h2]
The area-of-effect Nuke program in the Matrix can cause major damage to all IC in a single node. It can be a fast way to clear out a data node or wipe the CPU for a spike. it even hits IC you can't see yet. It is now working as promised, with a Nuke button appearing above the entire IC list for on global access.

We've fixed a bug that was plaguing Spike CPU proc-gen missions where disconnecting the same turns as spiking the CPU could result in a hang in the matrix itself.

[h2]Reo-Flex Armor[/h2]
We've improved the balance of the Reo-Flex Lightsuit armor to be in line with its price. While it boasts the same 1 Armor Point and high Armor Protection (before its Armor Point is shredded), it now offers superior protection if/when the 1 Armor Point is shredded.


[h2]K-Protocol, Blend and Proejction[/h2]
We've made some balance improvements to the K-Protocol Talent for Vanguards, fixing one node that had two effects and increasing the cost of its -1 Recharge Turn upgrade.

We've fixed a set of bugs around Blend and Projection that could result in soft locks, or the holographic display for your character to stick around, or for certain parts of the character not to correctly join the holographic display, like your weapons. Everything is smoothed out and working nicely now.


[h2]Seniority Sort[/h2]
The team seniority sort now works as expected in your merc team's roster. The Knight and the Face are always the most senior of the team and then the sort will run by date of joining the team and then sub-sorting by Experience if there are matches (common among your initial mercs).

[h2]v1.2.7 - 12/16/2023[/h2]
- Added new proc-gen premises for Warner-Braun; now work for the Corp VP you met
- Options menu is now available in Safehouse and Mission Map - change settings, windowed mode, camera speeds
- Options menu in Safehouse and Mission Map cannot yet change keybindings, but that is coming
- Nuke program in Matrix now working correctly, the Nuke button appears above all IC list
- Fixed issue in Matrix where you could load programs without paying the AP cost
- Fixed issues with empty loot boxes in proc-gen Truck Stop level
- Improved Reo-Flex Lightsuit to have superior armor protection values if degraded
- Adjusted balance with Vanguard's K-Protocol, fixed node with 2 effects, added 2 point cost to recharge improvement
- Fixed issue that could cause Matrix Hack CPU mission to hang if disconnecting directly after Spike CPU
- Fixed odd hang when hovering over or selecting a remove option in appearance, player now correctly previews with item removed
- Fixed sort by Seniority in merc roster to work correctly
- Fixed bugs with Blend and Projection, swapping weapons and soft locking the game
- When enemies are spawned into a mission, if highlight is on they are correctly highlighted
- Fixed unlinked text in cyber surgery screen ("Implant.Desc.2000")
- Fixed incorrect face used for Warner-Braun VP in Contact list
- Fixed flickering camera in Loophole Heist, bench you could walk through in Cube Run
- Fixed appearance for Oscar Kova Brave Star Contact

Update #29: Timeline Slasher


Update #29 brings some great improvements to the HUD, improves the visual of characters while you're customizing their appearance, fixes broken items like Nano-Stim Kit, fixes bugs where Radar Arrays didn't see dead bodies and more more more. This one is a full F10 smashing bonaza - your bugs fixed and your suggestions added to the game.

If you're enjoying the pace of updates and the improvements to the game please remember to leave a review ːsteamhappyː


[h2]AP / MP in the Timeline[/h2]
One of the nicest F10 improvements for this update is to get the AP/MP ticks into the Initiative Timeline under each character's face. Regardless of what Turn they are in; this data is immediately available in a consistent spot on the screen and does not require you to do any scrolling or looking for the teammate to know their exact status.


[h2]Slashslide Improvements[/h2]
The Cybersword's Slashslide is one of the best maneuverability Talents in the game and allows taking out multiple targets in on series of deadly attacks. We've taken some time with this update to improve Slashslide's animation and visuals. This is not the final resting place for Slashslide - we have bespoken animation for it - but this is a big step forward where before it always felt random what the animation was doing now it's clear, sequential and times the hits to the Damage displays and always drops a visual attack on each target.

Last update we fixed bugs where it could result in the character oddly teleporting after using it and with Update #28 we've fixed the bug where you could teleport before using it. And we've resolved the issue where sometimes it failed to attack the 2nd or 3rd target for a variety of different reasons.


[h2]Updated Lights in Appearance[/h2]
After we updated all the lights in the mission and safehouse dialogs, we've heard a lot of good things about how much more that helps the characters pop and feel cool. We've been able to migrate that lighting setup (with some tweaks) to the appearance tab now, letting you stylize and build out your character in a much more dynamically lit environment instead of the overly lit "flat" that was previously used. We're very pleased with the results and hope you are too!

We're also making a big push on cleaning up any and all of the clipping issues. One big problem was that minor adjustments to avoid clipping with elements like beards and hair were not being made correctly when you selected / moused over the elements. So, flying down a row of beards, everything just looked wrong until you clicked. Now these adjustments are being made correctly during the preview.

Second, we just have to put in the time to clean up every clipping and misplacement. For Update #28, we have completed the task to get every beard and every face working together. They should all be very well positioned, no oddities. If you see any, please F10! Next, we will tackle hair.

[h2]For Proc-Gen[/h2]
With proc-gen now out for a few days, we're still cleaning up a few more issues with the new feature and content set before we go on a rampage of adding and more adding. We've resolved oddities in the Truck Stop mission where your movement lines on screen were oddly shifted and further tweaked the duration of Hack CPU missions to be one Turn longer across the board. Some of the hacking hosts created by proc-gen had disconnected nodes and those have also been resolved for future proc-gen missions.


[h2]Sword Range[/h2]
If you ran into an issue where the bottom left weapon display would report that you sword could attack 1 person from your movement destination ... and then when you got there, you can't attack anyone -- this should now be fixed. We fixed at least one cause but there may be more. If you see this please F10!

[h2]Sec AI Orders[/h2]
We've fixed some issues where the Sec AI and individual enemy agents were forgetting some of their state if you used the Restart Turn feature. They could feasibly forget about security infractions they had been instructed to investigate or drop from Alerted back to Unaware without explanation.

[h2]V-Sync Option[/h2]
We've fixed an issue with the V-Sync option where it was not always set correctly when the game started up. Now it is and you don't have to go back to the options menu to toggle it. Thanks for the F10s!

[h2]v1.2.5 - 12/13/2023[/h2]
- Added AP / MP into the Initiative Timeline under each character
- Improved animation and timing of Slashslide, fixed issues where it could miss second or third targets
- Improved lighting setup characters in appearance tab to be more dynamic and exciting
- Improved preview in appearance tabs, previewed appearance option is now placed correctly
- Fixed all placements of beards in appearance for all faces
- Renamed Contact filter Known to Friendly
- Fixed issue where item charges would be reset between mission stages
- Fixed broken Nano-Stim kit item (now very good)
- Better balance of Spike CPU hack only mission duration, now more closely based on Matrix host size
- Fixed issue with movement lines being unaligned in start of proc-gen Truck Stop mission
- Fixed disconnected nodes in some of proc-gen hack missions
- Fixed floating crates in Cube Run mission, other prop tweaks
- Fixed bug where some Sec AI orders down to enemies could be forgotten if Retry Turn
- Fixed bug that could cause Slashslide to teleport player if canceled
- Fixed bug where bottom left would report sword was in range before movement but then it would not be
- Fixed bug that prevent Radar Arrays (long-range cameras) from spotting dead bodies
- Fixed issues where zooming out matrix would scroll the IC panel
- Fixed issues with V-Sync not being set correctly when game is restarted
- Fixed issues with memory leaks in appearance tab
- Improvements to custom difficulty window, sliders, thanks for the F10s!