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Update #40: New Story / Missions


Tonight with Update #40, we're excited to be dropping a new storyline, with an optional new mission type the Live-Wire Negotiation, and a bunch of cool rewards that can expand your options in buying weapons and weapon mods. We've also rebalanced the Matrix missions for proc-gen (last update, they got a little ... out of hand), repriced cyberdecks and a number of weapon mods, fixed Secondary Objectives that were related to Sec Level to be clearer, plus we fixed a nice sized pile of your F10s.

If you're enjoying the pace of updates and new content added, please leave a review! Remember you can always update a review, so if we're headed in the right direction, please drop a πŸ‘is highly appreciated now.


[h2]New Story / 2 Possible Jobs[/h2]
With Update #40, we're excited to roll out another storyline, this one continuing to fill in the Treat of '31 story era with additional storylines rising from the arrival of the Warner-Braun megacorp in New Boston. I won't go into much detail about the story - but you need to be above Power Level 2, the Treaty of '31 Era must have started and you'll get word from a Gun Runner contact. This is a story that will get cooler and deeper as more character and recruit options open up to players, so looking forward to how you are able to see it from different angles even now.

The results of the story are pretty variable based on your choices, who might be in your crew, and how the job goes. One possibility runs through a new type of mission, a Live-Wire Negotiation that sees your meeting face to face with a powerful underworld contact to cut a deal on the fly or decide to try to fight your way out.

If you play your cards right, you can gain access to multiple new Power Level 3 Weapons and Weapon Mods, including new types of SMGs and Shotguns with new special rules. Scrapfor it, Knight!


[h2]Matrix Revamp v2[/h2]
With Update #39, we released a revamp of how proc-gen hacking only missions were generated. Pretty quickly, we heard a lot from players that this hadn't hit the mark and it lacked progression and felt like too much RNG. With Update #40, we've fixed a lot of the RNG elements and pushed the proc-gen mission creator to create a more smooth (but still surprising at times) progression of challenge in the hosts that your hacking. This also has resulted in some increases in the Turn Limits for the hacking missions, where a regular hack only mission might have stipulated 2 Turns only, against a Red Sec Level with Wild Response Level, you could see 4 Turn maximum, etc.


[h2]Update Cleanup[/h2]
We've fixed a number of misses from Update #39 as well -
  • While Neural Toner did in fact add the bonuses, they were not showing correctly. Now they do.
  • The new cyberdecks were insanely expensive! Now fixed.
  • Security Devices disabling from the matrix wasn't reliably allowing you to re-disable. It also wasn't disabling the number of turns the device was disabled in the matrix which was making the whole situation more opaque. Now the Turns remaining are displayed right with the Security system's title so it is nice and clear.
[h2]Backstories and Relationships and Missions[/h2]
With Update #40, we've added the first set of rules -- which will continue to expand -- as to how your backstory and relationships affect missions. The first set of improvements here are to block mercs from going on certain missions given their backstory and relationships.
  • Mercs who hate a certain faction will refuse to go on a mission for that faction. In future updates, they will get angry if you work for that faction and happier if you snub them.
  • Mercs who are strongly loyal to a certain faction will refuse to work against that faction. In future updates, they will get angry if you work against the faction and happy if you support it.
  • Mercs who are deserters from a faction and are in hiding will refuse to go on a mission against that faction in order to avoid revealing they are still alive.

There is so much exciting ground here to work with between faction and personal relationships, so this is an area to watch develop! Stress, Hype, Loyalty and more will start to build up from tags, relationships and backstories.

And of course more as well - check the full changelog below!

Thanks for your support and reviews :D

[h2]v1.2.33 - 1/12/2024[/h2]
- Added new Treaty '31 Era storyline "Southie Strut" with 2 possible missions, new allies/enemies
- New mission type Live-Wire Negotiation sees you cutting a deal on the fly or fighting your way out
- Storyline can unlock new Power Level 3 Weapons and Weapon Mods
- New types of SMGs available, new shotgun special rules available
- Character faction relationships (Loves/Hates/Deserter) may now block mission deployment (Emille Hates Matsumoto and won't work for them)
- Rebuilt Matrix proc-gen difficulty - better progression of Sec Level and Response Level
- Higher Sec Level and Response Level in proc-gen Matrix missions increase Turn Limit for hack
- Number of turns a Security Device is disabled is shown in matrix SCU clearly
- Increased Recoil on E-Rifles, Increased Full Auto Arc for SMGs across Power Levels
- Repriced all weapon mods, some increases
- Repriced all cyberdecks, fixed extremely high prices
- Fixed bugs mission final XP did not always match the displayed XP + bonuses
- Fixed issue where secondary objectives with Sec Level used large numbers like 36 instead of Sec Level 3
- Fixed issue with Neural Toner not displaying its stats correctly
- Fixed brother/sister confusion in some cases in Sibling Breakout storyline
- Fixed report typos and map bugs

Update #39: Dancing in the Datastreams


Update #39 comes roaring in with major matrix improvements, important shifts to the enemy agent thought process while pursuing suspicious events (and fixes!), updates to proc-gen for hacking only missions, updated Cybernetics, 2 new cyberdecks for sale, better save slot read out and an improved roster UI for Stress and Hype (renamed from Edge). Obviously that's a lot but there is even more, so let's get looking!

If you're enjoying the pace of improvements, the style of the game or how we do Early Access - please take a moment to leave a review to help our efforts continue!


[h2]Enemy Improvements[/h2]
We've fixed a number of issues with the enemy agents - such as stopping the random case where an enemy who heard your gunfire would teleport right next to you. We've also fixed a number of cases that could cause enemy agents to just stand around and do nothing for a few turns after starting to investigate some event.

Overall, enemies are better at prioritizing what events they know about which are most important for them to investigate. They are willing to hunt longer near an event if it is higher priority and won't give up looking so quickly. Overall, their reaction to suspicious events is improved and smoothed out and you will hopefully see less questionable behavior.
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[h2]New Cyberdecks and Neural Toner Cybernetic Update[/h2]
Two new Cyberdecks have gone up for sale with this update, expanding your options for Hacker's build and programs. Along with the boosted I/O Speeds, Active Memory and Storage, these two beastly new decks offer Cyberdeck Rating 5 and 6.

The Neural Toner -- sold by a street doc after the Clinic Investment story has been completed - has received an upgrade that helps focus it more squarely on Hackers. The Toner now adds +10 Matrix AP boost and +100 I/O Speed. Ask your Cyber Knight for their credit card, Hackers!


[h2]Matrix Updates: Q-Sec AI Tuning, Proc-Gen Variations, New AP Rules[/h2]
Just like the meatspace Sec AI, each Matrix host has its own Q-Sec AI that determines what reactions it can take to Security Escalations. With Update #39, we've started the process of improving these Q-Sec AI's to have more variation from each other. The first step is to remove some of the higher powered responses from lower powered Q-Sec AI like those in Green and Blue hosts - which can no longer teleport your hacker or slash your Connection % with a massive Degrade action.

We've also majorly expanded the options for proc-gen hacking missions. Be careful, all proc-gen hacking missions before featured Blue hosts with Mild Response. The proc-gen system can now generate from Blue to Red and from Mild to Wild response systems. The pricing and XP of the missions follows the risk that you're being asked to take but know that you may find some of these missions suddenly a bit more stiff of a challenge than they were before Update #39.

Finally, we've added pop-ups to warn you and about the actions the Q-Sec AI is taking against you like relocating your avatar, re-activating all IC in the host and more. These should help demystify the Q-Sec AI's actions and make Hacking less opaque as we work toward an improved UI to show the back-and-forth battle in the digital streams.

We've tightened up the rules about connecting to the matrix, matrix AP boost and the cost of exiting the matrix with Update #39. This helps avoid a few exploits and oddities about the matrix cycle:
  • You can only connect to the Matrix if you have at least 1 AP.
  • You only gain the Matrix AP boosts from your deck, Traits and other sources once per Turn. Disconnecting and reconnecting no longer grants these bonuses again.
  • When disconnecting from the Matrix, you are guaranteed to exit with at least 1 AP less than you connected. Previously, it was possible - with enough boost - to hit a matrix host, hack your boost AP and exit without any real-world cost which just isn't right.

[h2]Hacking Security[/h2]
If you've reached an SCU (Security Control Unit) with your Hacker's avatar and are ready to smash some security devices, you've got even more options and power after Update #39. You can now target disabled devices and kick them back to the full disabled duration. This lets your Hacker backfill for other characters - if a Vanguard hit the camera for 2 Turns disabled, your Hacker can still come by and knock it out to 5. And also it gives the Hacker a potential play of hanging near the SCU to re-up their security smashing -- hit all the devices out to 5 Turns, go to loot some data warehouses and then stop back by the SCU before leaving two Turns later to knock the devices back from 3 Turns to 5 Turns again.

You've invested a lot to be in there at that SCU, and this gives the Hacker the right level of power for that.

[h2]Talent / Item Blockers[/h2]
There were a number of minor issues hampering certain Talents from working as expected:
  • The Vanguard's Projection can now be used even if you have less than 3 AP. This Talent allows you to move up to that amount of AP, but you can make shorter moves too.
  • The Cyber Knight's Unflinching Stare now works correctly even if during enemy Overwatch or their Turn.
  • Medi-Cloud items are working correctly again after a short outage. They display the correct grenade toss arc, can be bounced like grenades. Like a grenade's damage, the healing nano is not intelligent and will heal friend or foe within the radius.

[h2]Map Tweaks[/h2]
A big thanks to everyone posting minor issues they've found with different mission maps. We've fixed some sight line blockers around the pit in the Carnivore Chem-Factory Front and some barricades that couldn't be jumped over in the Sibling Breakout Cargo Field.

[h2]v1.2.31 - 1/10/2024[/h2]
- Improved Stress/Hype (was Edge) display in Roster with hover and display of Loyalty as well
- Improved Neural Toner cybernetic implant, adds focus on Hacker stats
- Improved enemy hunting behavior around suspicious events, fixed multiple cases that could lead to standing around doing nothing
- Proc-gen hack only missions now feature variety of Sec Level (Blue to Red) and Response Rate (Mild to Wild) with price impacts
- Fixed bug causing Leverages like Suppress Reinforcements to never end
- Added new matrix hosts to proc-gen generation capabilities
- Reduced appearance of "Relocate" and "Degrade" Host response on Blue Hosts
- Improved warning pop-ups for major Matrix events like Teleport
- Starting to hack a matrix terminal requires at least 1 AP
- Hacker only gets bonus Matrix AP from buffs and deck once per turn (avoids repeat connection loop)
- Added two new Cyberdecks for sale
- Hacking can now target disabled security devices to increase their disabled duration
- Revised "Attack III" and reduced Program Rating to 6
- Fixed misnamed Matrix Program AOE Attack 2 to Nuke II
- Improved sound processing for AI that are fully alerted, less meaningless alerts
- Loot All option now always appears in Loot Boxes
- Highest and Lowest Game Turn Save Slots are labeled to make picking your slot easier
- Reversed order of timeline event log so newest events appear at the top
- Fixed bug preventing Medi-Cloud items from healing at range
- Fixed bug preventing use of Vanguard's Projection Talent with less than 3 AP
- Fixed bug preventing Cyber Knight's Unflinching Stare passive Talent to activate
- Fixed bug where enemy might suddenly teleport upon hearing gunfire
- Fixed sight line issues in Chem-Factory Front in Carnivore job
- Fixed non-jumpable concrete barricades outside of prison in Sibling Breakout job

Update #38: Quality Forges


Welcome to 2024! We're still trying to catch up and getting all the engines firing at full pace. Update #38 is a culmination of some F10 hunting, crushing bugs and hitting on pain points and feedback posted up by the community. We're excited for 2024, we'll be adding and fixing thousands of your suggestions and issues - so let's get going!

If you're enjoying the pace of updates, don't forget to leave a review to help us keep moving forward. Remember, you can always update your review, so if we're heading in the right direction, let us know now!


[h2]Vanguard's Overdrive[/h2]
There have been questions about how to use the Vanguard's Overdrive Talent, which is a really clutch Talent. We've done a round of improvements on the description in game that will hopefully help. Basically, Overdrive has a chance to interrupt the action of an enemy who spots, usually because they are patrolling or moving around. If your Vanguard is spotted and the enemy hasn't previously spotted a team member (i.e. in combat mode) your Vanguard gets a big +Initiative boost. If this Initiative boost puts you as the top Initiative in the Turn, then you get an interruption and now it's your Vanguard's turn!

[h2]Echo-Jammer is Back![/h2]
For a moment, the Echo-Jammer accidentally fell out of sale on the markets. but it is now back.

[h2]Corporate Enemy Balance[/h2]
We've smoothed out the balance for a number of corporate enemy types. The entire set of KEMCO and Warner-Braun enemies have gained more distinction between Power Levels of enemy guards, In addition, enemies with heavy armor in the corporate set like Shotgunners and Blades have all had their HP modified and reduced by a solid chunk. Their armor is giving them high effective HP and they don't need so much raw HP in addition to that.


[h2]Smoother Hack Only Jobs[/h2]
With this update, we've removed some extraneous information shown during Hack only jobs. There was a red Sec AI phase being displayed between Turns as if you were breaking into some enemy facility and the physical Sec AI was ticking up. Neither of these systems are in play during a hack only mission so both have been suppressed, matching the style of pure combat missions.

[h2]Blueprint Prices[/h2]
While Blueprints can't be sold today (on the list!) some of their prices have been raising eyebrows. Exactly how much is $2400K again? A lot! We've adjusted the Blueprint prices toward a more realistic spot, though they will likely be adjusted against as they need to each take into account the exact price of the item they are able to produce and how many productions they can support before they are exhausted for their pricing to really stick.

[h2]Fixing Skips and Locks[/h2]
As the game has continued to stabilized, we're putting extra emphasis in 2024 in squeezing out the odd edge cases that can cause locks, skips or odd AI teleports. With this update we fixed a bug where Stunned enemy might teleport on their patrol path, where a character killed by Overwatch while trying to throw a grenade could cause a lock and one situation where killing an enemy who is in Overwatch could lock the game too.

[h2]v1.2.29 - 1/7/2024[/h2]
- Improved description of Vanguard's Overdrive Talent
- Restored sales of Echo-Jammer for those selling basic military and tech gear
- Improved Contact client/target display for jobs, sometimes missing name or fully empty
- Reduced HP values for corporate shotgunner and blade
- Improved enemy scaling for Warner-Braun and KEMCO Salvage corps
- Fixed extreme high prices in some Power Level 4 and 5 Blueprints
- Improved Hack Only missions to hide the physical Sec AI and null out the physical Sec Tally
- Fixed bug where Stunned enemies could teleport suddenly along their patrol route in rare cases
- Clarified tutorial from new game is a Stealth focused tutorial

Update #37: The Almighty U-Dahs


It's Update #37 with a big set of improvements to looting, loot allocation, new things to loot and more money for your loot. Call 'em Digis, Credits, U-Dahs, U-Dubs, Dollars, Bucks, Creds, Lettuce - this update is all about loot and your money, your big stack. Update #37 also resolves all issues with empty lootboxes or data nodes, improves weapon pricing, fixes Heat generation for combat missions, adds a new journal entry, changes up the Combat Drug providers and hits a nice sized pile of your F10s!

If the steady stream of updates, rapid pace of advancement and quick turnaround on your F10s is feeling good to you, we hope you'll chose to leave a review to help us keep going. Remember, you can always update your review later but if you feel like we are on the right track a πŸ‘ helps immensely!


[h2]Loot Overhaul + No More Empty Things[/h2]
With Update #37, we've sunk significant time into improving the loot allocation, rules and results in both the physical world and in the matrix. First, we cleaned up a ton of mistakes and bugs that could lead to empty matrix data nodes and sometimes even empty lootboxes. Many were related to Team Power Level, so as your team progressed, the game would actually start to try up loot and matrix files. Not fun - now it is fun! Let the loot rain down.

Also, the loot that is generated is now more directly in line with the Power Levels of the missions you are running, so you'll see more exciting files, items and more the farther you play into the game. This helps overall make missions like the raid proc-gen missions more reliably profitable and if not always highly profitable at least discovering higher level Items that your team may prize for use instead of sale.

The good thing is - lots more expensive things to buy are coming soon :D


[h2]New Cred Chip Loot![/h2]
With the new loot overhaul, one of the major additions is a very nice, very smooth Cred Chip. That is hard cash straight into your vault at the end of the mission without any questions. The Cred Chips can range from $1K to $50K at this time and have a big impact on missions, especially helping to make raid missions more likely to turn a solid profit.

More types of new loot are also in the works that will further shake up what options you may find in physical lootboxes, so stay tuned.


[h2]Weapon Pricing[/h2]
After the update of all of the Power Level 2 and 3 weapons from in Update #36, we've returned to this zone to slash some prices. About 20% has been taken off the top for Power Level 2 and 3 weapons, making them faster and more fun to upgrade once you are taking on some missions. All part of a healthy round of economic balancing tied into the loot to make the game smoother, line your pockets with U-Dahs and help you keep the underworld economy running hot.

[h2]Combat Drug Seller Swap Up[/h2]
As we are working our way through the underworld contact and services matrix -- weapons, medical, balance, pricing, the works -- we've adjusted the two points of sale for combat drugs you can get out of the gate in the NBZ. They were previously swapped - the Vudu Doc was a better source of Combat Drugs than the Doper, which we've now flipped to even things out per their places within the underbelly of the city.

We've also fixed a mistake where the Legendary Medi-Cloud item was on sale for your basic Street Doc for a hot minute.

[h2]Straight Combat Missions[/h2]
For those missions - like DEAD DROP - that are 100% combat, we've fixed the fact that they were generating Heat from an invisible Sec Tally kept in the background. Now these missions will generate a flat Heat score of +8.

[h2]Bio-Chipped Journal Entry[/h2]
We've added a new entry to the journal next to Nano-Fabbing about Bio-Chipped weapons and the restrictions the UNA places on them and why jailbreaking them is such a big deal for a gun runner. We'll keep piling in more lore as we can with each release until those sections are overflowing with the world's lore.


[h2]F10 Catch Up[/h2]
We have a lot of F10s to catch up on from the end of the year holiday season. We will be working through these as fast as we can and appreciate everyone taking the time to submit them.

We've fixed the broken sorting for High Edge in Roster - it was nonsense.

Thanks to everyone reporting the odd case where you could fall through the bridge in the Truck Stop proc-gen mission. A few AI even were spotted trolling around down there. This is now resolved! Also, in the Truck Stop, we've fixed a few exit trigger areas that had strange gaps against the wall or wouldn't activate if you were behind a shelving unit, etc.

Some of the toughest characters didn't always start the Rooftop level at 100% HP and now they do! Also, if you received cyberware during a break between missions, you're sure to always start the next mission with the right HP.

[h2]v1.2.25 - 1/4/2024[/h2]
- Major overhaul to looting allocation rules - better loot is being dropped, better matched to mission Power Level
- New Cred Chip loot type immediately converts into $1K, $5K, $10K all the way up to $50K
- Fixed issues with empty lootboxes and empty matrix nodes as your team gained in Power Level
- Improved profitability of raid missions coming out of proc-gen or story
- 20% reduction for all weapon prices in Power Level 2 and Power Level 3 ranges
- Missions that are forced combat like Dead Drop just add +8 Heat flat
- Adjusted Vudu Doc / Doper Contacts offering of Combat Drugs - Doper now has more options, Vudu Doc less
- Fixed bugs with Combat Drugs that could yield extra AP/MP on Retry Turn
- Fixed issue with Medi-Cloud Power Level 3, 4 and 5 were being sold by Contacts, not intentional
- Fixed issues with single firing mode weapons (pistols, snipers) sometimes getting odd data printed after attaching a mod
- Fixed issue with Dead Drop job not correctly displaying its client
- Fixed Roster sort by High Edge not working
- Fixed movement bugs in Truck Stop proc-gen level that might cause you to fall through the bridge
- Fixed some of the exit areas in Truck Stop proc-gen which were uncomfortably placed or sized
- Fixed issue with some character's HP not being 100% at start of rooftop level
- Fixed last 3 placeholder icons in appearance for short shave beards
- Added journal section about bio-chipped weapons

Update #36: Bristling Armory


Update #36 is more bristling than most - full of good balance changes, upgraded weaponry, reworked medical items, easier to use Lure, helpful new 0 AP display for Talents, improved Tutorial and some key upgrades to the enemy agent reactions to grenades and spotting dead bodies. Exciting progress on so many fronts - so let's dive in!

Want more updates? Leave a review! Remember, you can always update your review later but if you feel like we are on the right track a πŸ‘ helps immensely!


[h2]Gun Runners Refreshed[/h2]
With this update, we're starting to round out a big package of updates and improvements to the strategy/underworld layer for the game. The first focuses on weapon upgrade balancing and Gun Runner contacts.

The main improvement is that Gun Runners now sell a clear upgrade path with Power Level 2 weapons. Overall, a few weapons were removed (for the moment) from circulation (until you Gun Runners can upgrade their weapon services) including weapons like the hromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag. If you happened to have purchased these before, you'll find they've been upgraded to Power Level 3 weapons, so well done.

For those weapons that are still actively for sale, there is the Power Level 1 tier -- which includes some of your starting weapons -- and a clear upgrade to Power Level 2 weapons. Power Level 2 upgrades are not fancy, they are functional and valuable -- the weapons add to their Damage types, some increase Armor Crit %, others add more Full Auto shots. With more Damage comes more Recoil.

We're glad to have left the previous set behind -- those weapon upgrades were trying to be too fancy, offering lateral upgrades and trade-off specializations. For upgrades from Power Level 1 to 2, this was overkill -- that will be great for Power Level 5+ variations, but for your first weapon upgrade, you want a clear step up.

Still, in terms of combat gear progression, we expect to keep seeing players first upgrade Weapon Mods as the first go to.


[h2]Medical Supplies and Items Rebalanced[/h2]
There have been some key changes to Item rules in Update #36. First and perhaps largest change is that all Items require at least 1 AP. This is a key ground rule -- especially for low Power Level Items -- that will allow cool flexes with cybernetics, Talents and high-powered Items later on. We have established a better floor with the rule, from which we can make cool exceptions. This includes changes to -- all Combat Drugs, Bio-Stitch Bandages and one type of IO-Charger. We know you may be screaming nerf, but this is the best for the future item and item-modifier meta for the long-term.

Second, we've upgraded First Aid kits -- increasing both their HP healing values and granting 2 charges for the Power Level 4 and 5 variations. Alongside the nerf of Bio-Stitch Bandages to require 1 AP, the medical item balance is much better off now. Some of the next steps in this department will be to high Power Level Bio-Stitch options available that grant 4+ charges while still keeping to lower heal-per-charge values.

[h2]Enemy Decision Improvements[/h2]
A few improvements to the enemy agent decision trees have been added to Update #36 to continue to tune up enemy response. First, we fixed a gap where enemies would only spot the body of a dead ally when their Turn came around in the Initiative Timeline. Now, enemies will immediately spot and report dead bodies.

The second set all deals with grenades and Shock Mines. If an enemy is Damaged or Debuffed by a grenade they will correctly upgrade to aggressive (as they have been attacked) instead of standing around confused. If a Shock Mine is thrown like a Grenade (thrown at the feet of an enemy and immediately going off) then they respond as if it was a Grenade and go into aggressive mode. If an enemy walks into a Shock Mine used like a mine (left there and they trigger it while moving) they will upgrade to Alerted (knowing their are intruders but unsure where they may be).


[h2]Talent / Item AP Always Shown[/h2]
Previously, Talents and Items that cost 0 AP did not show any icon or value for AP. This hid their power in a way and also left some confusion about their activation requirements versus other Talents. Now, all Talents show their AP but those with 0 AP cost have a grayed out, easier to ignore version of it. This helps them really stand out -- Talents like Tactical Surge, iron Grip, Marker Sights -- all bring a special extra level of power to the table simply for their surge capability, using at the very end of your Action with 0 AP left or used back to back without cost to gun, grip, aim and gun again.


[h2]Clearer Lure[/h2]
Lure continues to be a Talent that has some confusion when players first try to use it, so we're working to improve that situation still through basic UI cues. With Update #36, a small red circle now appears under an enemy agent who would be affected by the Lure, helping reinforce the idea that the inner circle that follows your mouse is the area that the Lure will draw from and help make it clear if an enemy is near the border of the Lure's area, whether or not they will be targeted. In short, it's very similar to Grenades but without the damage indicator.


[h2]Tutorial Upgrades[/h2]
With Update #36 we've made another round of improvements to the tutorial and the Gameplay Basic sections.

First, in the tutorial we've started to push the guiding text into highlights of actual HUD elements instead of through more clunky character dialog that doesn't play at the same time as the UI. The first prompt suggesting Jamkit be used to knock out a security camera is now explained with Jamkit directly highlighted. If this improvement pans out, we'll be sweeping the rest of the tutorial to move everything into HUD highlights.


Second, we've added annotated images to and updated the Gameplay Basics section on Action Points. For any players checking the Gameplay Basics for help, this section provides a ton more very clear and pointed explanation.

[h2]Hover Priority[/h2]
Up until now, attempting to hover over any interactive element -- a merc, enemy, terminal, lootbox, security device, etc -- would just give hover priority to the nearest element. With Update #36, we've improved the hovering situation to put priority on players and enemies. if an enemy is behind a Laser Mesh, the hovering will now prioritize the enemy's hover and focus over.

[h2]v1.2.21 - 12/30/2023[/h2]
- Updated Gun Runners Diego and Origami Joe to sell clearer set of weaponry upgrades
- Street weapons for Sale Power Level 1 and Power Level 2 are clear upgrade, less weapons for sale, better offering
- Check your weaponry, some weapons have been upgraded to higher Power Levels
- Some weapons previously for sale (Chromehawk AR, Warthog, Nine-Edge, Stumwhelger M23, K37 Mauler, AutoMag) no longer immediately available
- Enemies now correctly spot a dead body falling into their sight cone, don't wait until their turn
- When damaged or debuffed by a grenade, enemies now correctly upgrade to aggressive
- Enemies getting hit by a Shock Mine will emerge in Alerted state
- Non-passive Talents always show AP cost even if it is 0 AP for clarity (of their high value)
- Improved and rebalanced Item Action Point costs - all items cost AP to use
- All Combat Drugs and Bio-Stitch Bandages now cost 1 AP to use
- First Aid Kits at Power Level 4 and above gain a second charge and higher HP healing totals
- Power Level 3 IO-Charger now costs 1 AP to use but adds a buff
- Fixed bug where Talents and Items targeting dead bodies could not next/previous targets
- Fixed bug sale prices with Bio-Stitch Bandages
- Added glossary entry explaining Pure Dmg Upgrade rules
- Fixed incorrect message about witnessed vs. heard grenade explosion