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Cyber Knights: Flashpoint News

Sword-Only Community Challenge

[h2]End of Month Wrap Up[/h2]

(Description of challenge below)

Hello, Knights! Over the last month you all have been sharing pictures and stories of your sword-only advenstures through New Boston. If you would like to catch up on the fun, you can check out the Steam discussion thread and hop over to our Discord to check out #swords_only_challenge.

A few highlights from the month:

Doomfluffy not only wrote up detailed and fun After Actions Reports on their swords only missions, but also themed their entire team around the Princess Bride. The codenames and outfits complete the whole picture!



If you are going swords only, you of course thing of Kill Bill, and therefore must dress appropriately jotwebe paid homage to the movie, outfitting their entire crew in yellow and they slashed their way through New Boston.



And a shout out to metalsonElVikings who played this challenge on Chrome Ironman difficulty and managed to get everyone in and out alive with careful play.


Thank you to all of you who shared about your Knights and team of mercs' adventures in New Boston with only their swords! Though this challenge is over, feel free to tackle it any time and share how it goes for you!

Stay tuned for more community events in the future!

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Hello, Knights! As our first foray into CK:F challenges we are going to do a what I’m calling a mini-challenge or to be more on theme, a nano-challenge. These nano-challenges will run for just a couple of weeks and have less specific requirements that our bigger challenges. Our first nano-challenge is Swords Only and will run until December 8th (though freel free to do the challenges any time you want, we always love hearing about people tackling them).




There is really only one requirement for this challenge:

- Complete a mission (or missions) using only swords as your weapons. If you are unable to afford all swords, you can take other weapons along but you cannot use them.
- You may use any combination of mercs, talents, and items, but your only weapons are to be swords.

As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what we’d love to see:

- Screenshots of squad during the mission, the guards after you are done with them
- After Action Reports of your missions, challenges you faced
- Your strategies for sneaking up on guards, sneaking past guards
- Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only your sword: memes, interpretive dance, gifs, etc



No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!

We’ve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #swords_only_challenge to join in on the conversation!

Update 17: Mystic Monster


Update #17 lands in the short minute between Hacker's Nest release and the upcoming release of Proc-Gen Missions. It's a monster of a polish release, squashing bugs and F10s left and right. Even as we add new features and content, we're working hard to increase the overall polish and ease of play.

For the full list of fixes, check out the entire change log below. We'll hit some highlights here.

If you're enjoying the pace of updates, please leave a review and share the game with a friend!
 

[h2]Attack Program Resize / Rename[/h2]
We've done some balancing from the early feedback we've heard on cyberdeck builds that has reduced the size and program rating of some of the Attack programs to help them better fit into your strategies, and better allow for multiple Attack program strategies that are already developing. In addition, there we some places where "AOE Attack" was showing instead of "Nuke" and those are now resolved.

We also resolved an issue where some programs were incorrectly showing a recharge Turn counter once they had some charges used up. Programs do not work this way - you refresh their charges by reloading them through your IO buffer. Fixed!


[h2]On-Going Story Fixes[/h2]
Any time we get a report of a story bug that causes a permanent defect, we'll be working to issue a story fix that will resolve it in all games new and old. Last update, we resolved an issue with the corrupt cop from Carnivore not appearing as known after the missions. In Update #17, we've resolved a bug report that Dr. Ashe could end up with the Greedy Trait instead of the Partner Trait. This is fixed for all future and past games, so if you've previously played through this section and paid for the clinic, check Dr. Ashe for the Trait upgrade.


[h2]Heat Generation[/h2]
For a few releases, Heat generation from missions has been way off -- just too high all the time. We've fixed the bug and adjusted the range. The lowest Heat any mission can generate from Security Level is 2 (even if your Sec Level is 0) and the highest you can generate from Security Level is 14 (which is Sec Level 7 and up). This fixes the bug first and foremost, but also widens the range to further reward very quiet players and also give incentive to louder players to keep moving quickly.


[h2]Improved Tutorial & Rooftop[/h2]
We've made some balance changes to the tutorial to ensure we're giving an easy space to learn, make mistakes and play. We've tweaked the rooftop starting setup and dialog to reinforce the different options of sneaking OR fighting your way through the different challenges.
 
[h2]v1.1.3 - 11/15/2023[/h2]
- Reduced program size and rating for Attack Programs
- Fixed issues with Nuke Program not always being named correctly
- Removed incorrect recharge turns being shown on loaded programs
- Fixed Clinic Expansion story issue where Dr. Ashe was getting Greedy Trait, now fixed to Partner in all games
- Fixed Forward Op navigation issue - you can squeeze through the 2 trucks now
- Fixed bug with weapons / swords not showing expanded ammo capacity in HUD on missions
- Fixed missing sprite for max reloads for weapons like E-Rifle
- Fixed bug with minimum Heat generated by missions being way too high
- Fixed issue with Knight's "Rewind" Talent bonus getting undone if you Retry Turn the next turn
- Added hovers to the Play and Fast forward buttons in safehouse timeline
- Fixed issue with no automatic movement camera mode, reduces hitches in pan/rotation while changing Turns
- Fixed issue with camera panning or rotating while typing into F10 feedback form
- Improved Training screen display of Training Points / Talent Limit to make training more clear
- Improved starting setup on Syndicate Debts Plan B rooftop level
- Improved balance of tutorial enemies
- Fixed issue where Roster would incorrectly report "1 Injured" sometimes, randomly
- Fixed missing label for high ground accuracy bonus (+10%) when at least 2m above target
- Fixed forward ballcap cosmetic for all masculine faces

Update #16: Roadmap Milestone "Hacker's Nest"


We've been hitting an aggressive pace of 1 update every 2 days since launch, so you know when a few days go by -- it's gotta be something big! And indeed, it is - Update #16 delivers on the first Roadmap Milestone for November, the Hacker's Nest. This update also includes multiple other improvements for hacking the matrix as well as the first use of a self-healing system for Contacts which will help us continue to deliver on the promise of never invalidating saved games.

We've got a packed roadmap schedule for the rest of November with the first wave of proc-gen missions coming and some big updates to the existing tutorial, and we'll be working on new content, features and polish in between those larger roadmap milestones, so stay tuned to this stream right here.

If you're enjoying the progress the game is making and the pace of updates, we hope you'll leave a review and share the game with a friend!


[h2]Hacker's Nest[/h2]
The features for the Hacker's Nest are a combination of the ability to browse, swap out and upgrade your cyberdeck's programs from your roster plus the market options to shop for and buy cyberdecks and programs. This now gives you autonomy over how you want to setup your Hacker's and their cyberdeck's programs. It's a big win for the Roadmap and for the matrix and hacker meta, letting you plot your own course in the matrix now.

In addition, we've introduced new program types include Nuke (which damages all IC in a node) and utility programs like Data Filter and Trace Vector. Utility programs grant a buff when they are loaded and remove the buff if they are unloaded. So, loading them into your cyberdeck's Active Memory and paying the IO cost for the first Turn of loading can net you a powerful multi-Turn buff. Check out the new options with Utilities and higher level Scan, Attack, and Nuke.

When building our your deck's, one limitation you have to plan around is Deck and Program Rating. Simply put - a Deck cannot install a Program the exceeds its DecK Rating. Therefore, a Rating 5 program requires at least a Rating 5 Cyberdeck. Also - keep in mind that installing a program on a deck permanently burns it into the quantum chips and removing it is a permanent delete.


[h2]Contact Self-Heal[/h2]
Contacts and the services they offer are very dynamic - as the game progresses, each Contact has the opportunity to level up or downgrade their services (such as paying Dr. Ashe to upgrade the medical clinic and cybernetic options) as well as adding new services altogether, or even temporary or one-time services (like Origami Joe's special rifle).

With all this possible change and depth, and as we add entirely new service offerings to the game, we need a tool to be able to fix Contacts who missed something due to the age of a saved game or fix a mistake that was made at some point. So, with Update #16, we're rolling out the first set of Contact self-healing changes. There was a mistake where Syndicate Bosses, Blades and Financiers all sold Cyberdecks - that's not great. Now in all games - new and old - that will be fixed immediately on load. Also, your friendly neighborhood Wireghost was not selling enough of the options for Programs and Cyberdecks, so we've upgraded all Wireghosts in all games - new and old.

Protecting your saved games and letting you play them forward without concern for loss or invalidation is a commitment we take into account whenever we do anything technical related to saved games. This new self-healing system took some time to get just right it is another piece of the puzzle to deliver on our promise.

In addition, we've made a fix in story self-healing so that if you've previously played Carnivore mission but ended up without knowing the corrupt cop in your Contact list, that is now resolved the next time you return to the safehouse.


[h2]CPU Spike[/h2]
We know CPU Spiking has caused a lot of questions - as we have helped field them too! With Update #16, we've upgraded the UI around CPU Spiking so that it appears in the list in the same size and style as an IC or a Door in an RCU. In addition, we've included clear rules about the requirements to Spike the CPU - that is, you must destroy (and not just disable) all IC within the node before you can spike.


[h2]Respec Fixes[/h2]
If you multi-class into a cyber-class by getting a cybernetic implant, we've fixed a loophole that would let you Respec out of that class. In the future, we may enable this option if you confirm it and can have the cyberware removed, but right now it was causing bugs and needs to be protected against. So, take your time considering spec'ing into a cyber-class like Vanguard or Hacker, you can't Respec out anymore.
 
[h2]v1.1.1 - 11/14/2023[/h2]
- Hacker's Next: Cyberdeck and Program Management now available
- Purchase and upgrade your cyberdeck to better models
- Install, delete, upgrade and strategize with your program set
- New program types and levels available - Nuke, Trace Vector, Data Filter
- New utility programs provide a buff while loaded into active memory
- Install CPU Spike is better formatted, lists rules and displayed above IC
- Fixed all pricing issues with Cyberdecks and Programs for sale
- Fixed issues with Contacts like Syndicate Boss incorrectly selling Cyberdecks in all saved games
- Fixed typo in Matrix Attack programs damage, now clearly 37-50 Dmg (etc)
- Fixed issue Respec'ing with multi-class cyber classes like Hacker or Vanguard - no longer removes root node
- Fixed all games - if you've completed Carnivore, corrupt cop is now a Known Contact

Update #15: Options and Fixes


Update #15 drops with a number of option improvements, further polish on the tutorial, tweaks to the new Forward Op and some of the most recent F10s. If you're enjoying the pace of fixes, tweaks and improvements - please leave a review and share the game with a friend!

[h2]Mouse Rotation Options[/h2]
The mouse rotation option did not have a wide enough or granular enough range to take into account all the mouse configurations and sensitivity settings that players might be using. We've cranked this open to 4X what it used to be and broke the granularity down from steps of 25% to steps of 10%. Also, the default is double speed. It should help a lot - if you it still isn't enough for your setup (too fast, too slow) please just let us know.

[h2]Camera Transitions: None[/h2]
For those players who want the game to take over with as little automated camera movement as possible, we've added a new camera transition option: None (no automatic movement). If you select a Talent, we won't focus on the target. If your character starts their turn, we won't focus on them. During an enemy's turn, there are no changes to the camera unless you make them with input. If you're a player who prefers this option - let us know how we did! If there are further changes needed, we'll keep improving.

[h2]Tutorial Improvements On-Going[/h2]
We're going to keep improving and polish the tutorial. Some big changes are coming to its structure and how the information is presented that will make it even better and easier to use at your own pace. For this update, we've fixed an issue where some of the objective markers could disappear at the wrong times. Also, - if you rack up any Security Tally (unavoidable) or Sec Level (avoidable) , this Security status is reset at the end of the tutorial so you don't suffer the consequences (and Heat!) of any early learning mistakes you might have made.


[h2]Hacker Blank Screen[/h2]
If you were getting a blank screen in hacking, this is due to some incorrect variable management which is now fixed in Update #15. One common cause was using the ESC menu to retry the turn when the character was also hacking the matrix as the same time

[h2]v1.0.43 - 11/10/2023[/h2]
- Improved option for mouse rotation speed, doubled default and now can crank it to 400%
- Improved option for camera transition control to include "None (no automatic movement)"
- Fixed ESC key to correctly cancel movement or Talent before opening game menu
- Fixed issue in Forward Op mission where camera could get stuck outside the bounds
- Fixed issue with disappearing objectives in stealth tutorial
- Fixed issue with Security Tally and Level carrying over from tutorial level to rooftop
- Fixed issue with retrying turn or reconnecting to Matrix could result in a blank screen

Update #14: Codename Omnibus


Update #14 is another major polish and quality of life update -- bringing sweeping improvements to the UI for mouse players, improving the playability and zoom in Matrix, making the economic rules more clear in the game, completing a first pass of improvements on the tutorial, adding new lore to the Lore Journal and improving how Leverage is queued up and used so it is more obvious to players.

There is a lot more coming in November, so expect more updates soon!

If you're enjoying the pace of updates and improvements, we hope you'll consider leaving a review and sharing the game with a friend. Cheers!


[h2]Play by Mouse Only[/h2]
We've completed a major UI upgrade in Update #14 to make the entire game playable with only the mouse. If you see it, you can click it.



The design and plan was always to get here and we're glad to be bringing this one home and making the Ui more friendly to mouse only and even mixed mouse and keyboard players. We hope you find it improved!

There are no changes for controllers at this time, but our next big step in UI polishing is to work through specific screens and areas of navigation for controllers that are causing issues.


[h2]Matrix Updates[/h2]
This update fixes a ton of issues with Matrix. First up - we've heard you want to see the whole map, so you can now use your regular map zoom controls to zoom out twice as far as before, which should reveal the entire or nearly entire matrix node map to you, depending on the host and screen settings of course.

We've also fixed a huge pile of Matrix F10s - from spacebar now working on the Blackhole warning to ESC bringing up the menu when looking through cameras you can disable in the SCU.


[h2]Physical Goods Economic Updates[/h2]
We've made on important fix for the market this update which is to get the sell button to correct its estimates for physical items. While Cold Storage was fixed in Update #13, the sell button for physical goods was showing the full price tag to buy the item (for a gun, something like $90K) and then if you attempted to sell the weapon you'd find it goes for $12K. Really, if you're buying it - $90K, if you're selling it - something less. So, the button is now correctly previewing the sell price, which is then modified by the contact's Traits, etc.

Talking about physical goods, we resolved the bad description of higher level Medi-Clouds incorrectly referencing durations.


[h2]Clarified Leverage Usage[/h2]
Those Leverage that you purchased which have a duration (delay Reinforcements for 2 turns) are much more clear about their use now. The action offered now is to "Activate" them ("Equip to Use" was so confusing!) and once activated they will be removed from the list and a log entry added about their use. Previously, we've been getting a lot of F10s that they could not be used because they were staying in the list (a bug, absolutely). From here, we'll be working on more clearly showing in the Objectives list which Leverages you currently have active for those with durations.

[h2]Tutorial Improvements[/h2]
We've made a first pass of improvements on the tutorial. We've added some short exposition about the premise of what you're doing -- your merc leader is going into cyber surgery and you need to secure the rooftop for their exit by hovertruck. We've also fixed places where the sequencing of highlighting areas you needed to move to were not well done versus the dialog that explains the need. We've been more consistent about the language used to reference Talents ("Jamkit" not "Jam"). Finally, we've adjusted the objectives to not incorrectly fail you for killing guards -- killing your way through the tutorial is a valid way to get the rooftop secure too!


[h2]Lore Additions[/h2]
The lore book is continuing to grow within the game with a number of additions this update. The focus is still on documenting and sharing details about New Boston, the Wards, the Leans the famous Charles and Mystic River and more. After we round out, finish, edit and publish this round of lore book updates, we'll move on to details about the Cyber Knight and their special implant.

[h2]Linux Lines[/h2]
If you were on a Linux setup that had no lines in the class tree, matrix tree or the timeline - please check again after Update #14. Your lines should be finally visible! A big thanks to everyone in Discord who helped test with the test app to make this fixable. If you're enjoying the level of support, please take a moment to leave a review!

[h2]v1.0.41 - 11/9/2023[/h2]
- Big UI update for mouse-only players - all buttons in action bars are now clickable
- Extended Matrix zoom out by double, removed wiggle on zoom in/out
- Improved dialog, movement pointers and Objectives in Tutorial mission
- Big lore dump into Lore Journal - Wards 4 and 7, the Leans, Charles and Mystic Rivers, Day and Night cycle, more on NanoFabs and Forges
- Completed pass improving first set of tutorial dialog
- Fixed issue with ESC during device inspection bringing up game menu incorrectly in Matrix
- Fixed spacebar not working when teleported by Blackhole IC in Matrix hack
- Fixed oddly labeled "Disable" device buttons in Matrix
- Fixed missing lines in hacking, training, timeline for some Linux configs
- Fixed Sell button over-reporting sell value (showing "Sell ($100K)" when it sells for $12K)
- Fixed incorrect Medi-Cloud descriptions referencing duration and area
- Improved label for using Leverage to "Activate" and once activated, Leverages will be correctly removed from the list
- Fixing incorrect hover for Reaction Attribute, you gain +1 Initiative per 5 Reaction (not 3)
- Hid more tags that should not be visible in raw form, like the tag per missions the merc went on
- Fixed issue with mouse hovers being too transparent
- Fixed double dollar signs in some UIs
- Fixed tons of typos and clarified sentences and lore - thanks for F10ing!