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Cyber Knights: Flashpoint News

(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

Update #65: Gold Loot Zone


Update #65 is a huge pile of improvements including new Gold Key leverage option, new mission tags identify Gold Key Loot Areas, a huge pile of Matrix improvements including letting you use Leverage's directly from inside the Matrix, and a lot more. Let's check it out below!

If you're enjoying the progress, wild pace of updates and on-going improvements please take a moment to leave a review and help us keep going. You can always edit the review later or at full launch.


[h2]Gold Key Loot Area[/h2]
We've heard some natural confusion about the inaccessible Gold Key loot area in the new level, Lockdown Station. To help make this more clear, we've added a new tag to the mission list to give you warning that there is a Gold Key loot area within a level.

So, what is a Gold Key Loot Area?
  • Gold Key areas are locked areas that always contain high-value loot. They may be heavily guarded from the outside but won't have guards inside them.
  • If you hover and check the Gold Key Loot Area's rules, you'll see a warning that once you deploy into the job, there is no way to gain access to the Gold Key area.
  • The hover in the job is also more clear now that you cannot access this area and no matter how many lootboxes you pop open, you will not find the key. The only way to obtain a Gold Key is through Leverage.

Which was missing when we released Lockdown State :facepalm:


So we've fixed that and enabled the Leverage which we had accidentally left in the "dev-only" state. Check with your Contacts who can offer this Leverage for a Favor to see if you can get a Gold Key before hitting the site. If you can, make an extra stop and reap the golden rewards.


[h2]List of Matrix Improvements[/h2]
With Update #65, we've hit a bit list of improvements with the Matrix. One of the first improvements we've completed is to condense the grid by about 20% to help get more on screen at once. The new matrix grid is still separated enough to be easy to read and use but also a bit closer to reduce your need to zoom in and out so much.

We have also improved the timing of opening and closing the matrix screens - when starting a hack, resuming a Hackers turn, or going to look at Security devices or Doors from the Matrix. Everything runs faster, and its nicer for it.

We fixed a bug where the Matrix host's Escalation might try to unload programs that were not loaded. And we fixed an issue with the Hacker's Trunkpatch which was not immediately reducing Q-Sec Tally and updating display as described.


We've improved the hover for Matrix programs to be clear about the AP cost of loading a new program. This was a hidden cost before, but the 5 AP cost is now clearly visible before you load the program. Then, the second AP cost which is highlighted once the program is loaded is the cost to execute the program code.

We've also fixed a bug that was charging you 5 AP to unload a program, which was not intentional and not helping for those players making mistakes with load and unload.


[h2]Using Leverage from Matrix[/h2]
In prep for some upcoming Matrix active Leverage options which you can use to affect a Matrix host or specific node, we've added the ability to call in Leverage directly from the Matrix action bar. For now, this is useful to allow you to use Leverage without having to disconnect from the Matrix, if you have a character who needs to Scramble Protocols or the like.

In a near-term update, we'll be rolling out new Leverage types that are a matrix-specific and make this Leverage-in-Matrix ability even more important.


[h2]Contact Sorting[/h2]
With this update, we've added 2 new sorting options for Contacts - by Contact Type and by Faction. Both of these are A-Z and are really useful to help you find somewhere you're looking for if you can't remember their name. For simplicity, we've only offered A-Z options for both of these, because you can just scroll to the end of the table if you're looking for UltraTek.


[h2]Map Codenames[/h2]
If you're looking to discuss a map with other players or with the dev, it can be a little difficult because the maps use different names during proc-gen and storylines that aren't always the same. To help with this possible point of confusion, we've exposed the map's codename, such as Lockdown Station, in the ESC menu, in the top right.


[h2]Better Hovers[/h2]
We've improved the font colors, sizes and background opacity to make hovers over doors, security devices, interactive panels, lootboxes and hacking terminals easier to read. Thanks to everyone posting up F10s!


[h2]Fixing Spawn Piles[/h2]
Don't worry - we're not quadrupling the reinforcement counts, we were just testing this fix! In Update #65, we've resolved the issue where multiple enemy spawns could end up on top of each other instead of finding some nearby empty space.

[h2]v1.4.39 - 3/24/2024[/h2]
- Added Gold Key leverage offer for all missions going to Lockdown Station - gold keys cannot be gained except via Leverage
- Clarified Gold Key Loot area, highlighted mission tag now appears if one exists in a level
- Added mission level "codename" to the ESC menu so you can always know the level's meta name ("Lockdown Station", "Trucker HQ")
- Added new Contact sort options for A-Z Contact Type and A-Z Contact Faction
- Added option to use Leverage directly from inside Matrix, such as Suppress Reinforcements without disconnecting; opens the way for more Matrix Leverages
- Improved matrix Program hover to show both the AP cost to load the Program and AP cost to use program separately
- Condensed matrix map brings all nodes 20% closer together and reduces need to zoom so much to see everything
- Reduced delay when exiting matrix screen to main map screen to change turn, disconnect or check security devices
- Fixed bug with Hacker's Trunkpatch Talent not immediately reducing Q-Sec Tally and updating display
- Fixed matrix bug where you were charged AP cost of loading a program to unload it
- Fixed matrix bug where host's Escalation response might try to unload programs that were not loaded
- Fixed matrix bug where Q-Sec Level and other HUD stats might not always update on jacking in
- Fixed issue with enemy spawning where enemies could end up stacked - now they will find a nearby available location
- Fixed some matrix host bugs with diagnol connections
- Improved readability of hover for security devices, loot, doors etc on map
- Prevented issue where Wound Traits could appear in Hype Limit Break options
- Fixed bug where Cyber Knight's Rewind Talent was reseting matrix program charges
- Can no longer modify cyberdeck or programs for any hacker who is waiting to be recruited
- Fixed bug in hovering over empty or unavailable item slot in roster showing randomized item

Update #64: New Lockdown Station Map


Welcome to Update #64, Knights. New Boston is rolling tonight with an all new map to play - Lockdown Station, 7 new matrix hosts to try to hack, meaner Dumpshock results that hit both Stress and Injury Time and a big pile of fixes for your F10s!

Thanks to everyone playing and posting feedback on the Steam forums and F10! We couldn't keep up this pace of updates without your help, your shares and your reviews!


[h2]New Map: Lockdown Station[/h2]
The new Lockdown Station map has joined the proc-gen pools to create 3 new objective combinations. Lockdown Station is a particularly security heavy site providing some new challenges with overlapping and difficulty security devices and - at least at the start - lighter patrol presence. You can encounter Lockdown Station with a Scavenger objective, as a target of a Q-Gap Spike or in Kill 3 Captains objective.

We had planned to get this map out during the Spring Sale to pair with the big MAGNITUDE update that added +10 map and objective combinations, but testing took a bit longer and here we are with +1 new map and +3 new map and objective combos.


[h2]Matrix Host Go Boom and Host Balance[/h2]
We've added 7 new matrix host templates across different types of missions including hack only missions and for hosts that might be guarding SCU or you need to spike their CPU. These new hosts include some exciting new setups, some challenging CPUs and more.

With Update #64, we've also fixed a bug that was created a sudden fall off in matrix host security and response level. If a mission had high enough Power Level it could suddenly go over a cliff in the difficulty math and end up with Green or Blue low level host responses.


[h2]Dumpshock Gets Teeth[/h2]
Dumpshock has a nasty debuffing effect which can last for a few turns. With Update #64, we've improved its penalties such that it can cause Stress and also even small amounts of Injury time. Taking these types of major brain-frying hits during a hack is never good and now it has proper touch in all the systems related to getting beat up or shot up. Now your Hackers can feel like proper Soldiers, needing some downtime after a particularly gnarly hack.

[h2]Cyberware by Days[/h2]
We've adjusted all of the cyberware install durations so that they are even on the day (12 days instead of 11 days and 16 hours). A minor fix but it's very nice for calculations and the UI simplicity.

In addition, we fixed a bug where cyberware recovery time was not advancing by the game time that a mission took to complete. Usually less than a day, still it is important to clock this time for those sitting back at the safehouse.


[h2]Tox Cloud Speed Fix[/h2]
We've fixed issues with the Tox Cloud that were accidentally introduced last update. Last update fixed its saved game persistence issues but suddenly Tox Clouds started going faster and faster every turn. This is now resolved and they keep their nice steady pace and remember their position after a retry turn ore reload of the save.
 
[h2]v1.4.37 - 3/22/2024[/h2]
- Added new proc-gen map, Lockdown Station, which supports Scavenger, Kill 3 Captains and Q-Gap Spike objectives
- Added 4 new host templates to proc-gen matrix hack only missions
- Added 3 new large host templates for SCU access and spiking CPU missions
- Improved balance of dumpshock, better Stress generation and can even cause Injury time
- Expanded camera zoom range from 10m-45m to 5m-60m (get closer or zoom out even more)
- Rounded off all cyberware install times to an even day count, no more 12d 6h
- Improved balancing for matrix host Security Level and Response Level for non-hack only proc-gen missions - better scaling
- Fixed bug with accelerating Tox Cloud moving faster each turn
- Fixed issue where high Power Level hacking missions could suddenly fall off in Security and Response Level
- Fixed issue where some safehouse timeline events were not advanced by mission passing time, such as cyberware recovery
- Fixed issue with extracted characters creating a dead zone preventing line of sight
- Fixed issues with texturing properties for tattoos that made them seem very metallic

Update #63: Splashdown


Welcome to Update #63, a nice quality of life update in the breather before more content piles on. We've got some really nice QoL improvements with new hovers for weapons, mods, armor, items, cyber and cyberdecks as well as +11 new lore files to check out and nice tweak to the default filter settings in inventory to make it easier to for everyone. Check it out below!

Thanks to everyone playing and posting up a review :hype:! Remember, if you think we're heading the right direction, you can post a review now and edit it later.


[h2]Flexible Equipment & Cyber Hovers[/h2]
One of the main even for Update #63 is the addition of flexible hovers capable of showing a wide range of complicated details - weapons, weapon mods, armors, items, cyberdecks and implants. These hovers are featured on the main roster screen as a rapid way to check stats and as a way to see cybernetic implant stats. In addition, within the mission if you double click on a character on the Initiative timeline, you'll bring up their status screen and you can now hover on their weapons, armor or items there to see all the details. The items are new add, they were previously not shown but thit is a nice place to check the exact Talent stats without unpacking them first.

Also, all hovers of all types got a nice yellow border to help them stand out from what they are hovering over. Ahh, nice!


These aren't perfect yet - there is still some overkill information in the cybernetics ones, for example - but we're excited to get this into your hands to gather feedback.


[h2]Inventory Default Filters[/h2]
We've improved the inventory default filters to only show what is really in the team's inventory and carried by mercs. The situation where weapons carried by other mercs were filling half the inventory screen - even though they aren't in the armory - was confusing and now resolved. We've also fixed a few bugs with those available filters not being remembered when switching tabs which was making inventory harder to use.

We're still looking for the right name for the filter, perhaps "on the shelf" when it comes to the inventory.


[h2]More Lore Files[/h2]
We've added 11 new lore entries that will appear in files. Four of these are in Civic Dossiers of any faction while the other 7 are locked by specific faction. It's exciting to inject another set of lore into the game, including some snippets about the Quiet Wars of the last 22nd century, space achievements and the sweeping history nanotech in Cyber Knight's lore.

We're going to keep working this angle until all the files have something interesting to read about, so stay tuned for more!

[h2]Story Fixes[/h2]
We've also hammered out a number of small but troublesome issues in the Sibling Breakout storyline. There was a case where the dialog could hang if you made choices that stressed out the main sibling (like delaying or refusing to recruit). In addition, there has been an issue (reported oh so many times!) of the sibling talking to themselves if you escaped the prison. This was caused by taking an unexpected route through the level that didn't trigger the dialog where the prisoner sees you for the first time until the prisoner has escaped and often triggers it themself :facepalm: Fixed!
 
[h2]v1.4.35 - 3/20/2024[/h2]
- Added hovers to weapons, armor, items, implants and cyberdeck from main roster page or from character status during mission
- Improved default filters for inventory to only show what is on-the-shelf and hiding what is held by merc
- Fixed bug where availability filters were not remembered between tabs in inventory
- Added +10 new lore entries including files about Quiet Wars, Arthur Pell, space age achievements, Nanotech Research Archives 2, 3 and 4
- Fixed issues in Sibling Breakout that could result in sibling talking to themselves
- Fixed bug that could hang story dialog if you choose not to recruit sibling after Sibling Breakout
- Fixed bug where Tox Cloud could be in the wrong position after retrying a turn
- Fixed missing paragraph about Water Desalination in journal

Update #62: Lore Injection


With the Spring Sale still on, we're working on a few more updates before the discount wraps up. So Update #62 is a big one, following hot on the heels of the MAGNITUDE update and its more-than-doubling of proc-gen mission variety. We've fixed the final trickle of bugs reported about these new proc-gen combos, added +4 more tattoos, +25 unique and faction-specific of faction-type-specific lore blocks to your looted digital files, added a heap of new lore Journal entries, rebuilt the proc-gen looting system, finalized the fixes with moving short vs. long distances, and fixed a heaping mountain of F10s reported by the player base.

As we keep dropping updates, a big thanks goes out to everyone playing and posting up a review as we near 200 👍 ! If you like the direction we're heading, a review now goes an extra long way to help us getting there and you can always edit it later.


[h2]+4 New Tattoos[/h2]
We've added another 4 tattoos after we received a request for some more horizontal designs. These new designs include nice variations of the under-eye stripe, giving you some choices about the thickness of the stripe, length and positioning.


[h2]Digital File Lore Injection[/h2]
With Update #62, every digital file that you pick up will have some lore text description what it contains once decrypted. These shorter blurbs cover every type of file but are heavily reused (all Personnel File III's use the same text regardless of faction). On top of the more common text, we've also added 25 larger chunks of lore details to the files, sometimes linked to a faction class (Patient Dossiers I made by a megacorp is a compilation of medical records about individuals exposed to nano-radiation) while other files are linked to a specific faction (UltraTek Patient Dossier's I is about a census of the 400+ retroviruses active in the population of New Boston).

it is an exciting new angle to feed the world's deep lore into the game and the new file sets cover topics like - space race, quants, retroviruses, the merger of Mars Corp and Vintago Energy to create Jupiter Group, McKellen Heavy Industry's relationship to gang leadership and more. This is going to a growing area of the game, so enjoy browsing and checking out the lore found in the files as you acquire and find more!


[h2]New Journal Entries[/h2]
We've completed a push of new journal entry content, focusing on wrapping up the Places category. With new entries for Downtown, the 4 major Avenues below Downtown, Water Desalination entry and a new entry under tech covering the modern combat armor - Adaptive Armor - it's a solid expansion to the long-form lore content available in the journal today. Next, we'll be drilling in on each of the factions.

[h2]Proc-Gen Loot Rebuild + new Research Files[/h2]
With Update #62, we've torn down the old setup for how loot was assigned for proc-gen missions and rebuilt it based on the objective type you're running and the faction you're running against. This new set of data is driving more exciting and valuable loot in proc-gen plays with a lot more variety between runs. It makes the biggest difference on Scavenger missions but loot is a constant source of side income even on the other types of jobs you're pulling off.
 
Keep an eye out of the new Research Report files and the lore they contain as well!


[h2]Movement Tuning[/h2]
In Update #61 there was a mix up and bad merge of code that failed to fix the movement issue we've been tracking where you could squeeze a bit of extra movement out of your AP if you broke it up into many short 1 AP movements. This was not fun to do but could yield some extra meters if you took the time and clicks for it. The same bug also resulted in the AP dots (the larger blue dots in your movement) to not sync correctly to the AP cost of your movement.

With this update we've corrected the math so no AP is worth more than another AP, regardless of how far or short you are moving and the dots are always correctly positioned at the point where an extra AP is charged.


[h2]Accuracy in Hover[/h2]
Update #62 fixes a long-term sneaky bug that was hanging around with the accuracy shown when hovering over an enemy. This Accuracy never took Optimal Range into account and was also calculated from your current position instead of correctly calculated from your movement destination, if you had one set.

Overall, the accuracy in the hover is now significantly more correct. In testing we found cases where the real Accuracy could be 0% but the hover would show 96% (sniper rifles !!!).

[h2]Talent Fixes[/h2]
We've fixed an issue where using Vanguard's Bodybag would cause the corpse to start lying about when its body timer would expire, suddenly claiming it would pop "next Turn." We've also fixed the description of the Scourge' Detonation Talent to be more clear - it will only activate when an enemy enters the radius, but as it is an explosion anyone inside the area, including friends, is damaged.

[h2]Map and Story Fixes[/h2]
We've resolved issues with proc-gen missions. With the Slumroad Junction map + Q-Gap Spike objective, you could start with extremely high Sec Tally per Turn - now resolved. There was still one case where Sewers + Scavenger mission could result in auto-fail - now resolved. We improved the Cube Run introductory dialog to be in the right order and make sense.

And more, more, more - check the full changelog below.

[h2]v1.4.33 - 3/18/2024[/h2]
- Added new Research Report group of files (1 to 7) which are high value and rarer
- Lore injection - added lore entries for 25 files based on faction or faction type (megacorp, syndicate)
- All files now show a short description of their contents, even if not yet paired with extended lore piece
- Added journal entries for Downtown, the Avenues, Water Desalination, and Adaptive Armor - the modern combat armor of 2231
- Added 4 new tattoos including horizontal styles and cleaned up / improved some other tattoos
- Rebuilt loot rollers for all proc-gen mission by faction and faction class, much better loot and more clearly linked to faction
- Fixed issue with gaining advantage by making small moves (for real this time), AP dots are now accurate in move planning
- Fixed issue with Accuracy shown in hover over enemy did not take Optimal Range into account when previewing a move
- Fixed issue where Vangaurd's Bodybag Talent would always cause body hover to state the body timer would expire next Turn
- Fixed description for Scourge's Detonation Talent - only enemies trigger the corpse explosion but anyone nearby is damaged
- Fixed issue where Slumroad Junction map + Q-Gap Spike objective started with Tally Per Turn too high
- Fixed issue with Corner Holdout map + Scavenger objective leading to auto Defeat; return to safehouse and play forward
- Fixed mission victory could show character Injury Time at stage victory instead of full victory
- Fixed Cube Run mission ordering for intro dialog and objective highlighting
- Fixed issue with all save slots showing the same last event data incorrectly
- Fixed issue where cursor could disappear even with "Disable all Controllers" if you have controllers plugged in
- Improved message on loading save slot from load game which will overwrite current game progress