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Cyber Knights: Flashpoint News

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!

Major Milestone "CUSTOM RIDE" (Custom Difficulty + Change Anytime)


The CUSTOM RIDE major milestone got stuck in a traffic jam behind ENDLESS, so they piled out of the gate together in a big rush. Back-to-back Major Milestones? That's a first :D Don't let the tempo belie the size and scope of this monster update - it rivals proc-gen. CUSTOM RIDE now allows you to tailor your difficulty settings with exacting precision, changing 20 different Difficulty factors during New Game. And you can also just customize your difficulty anytime during play if you'd like to adjust how its working, made a mistake, or need a reprieve or to dial it up a bit.

Add to that new options for windowed, borderless and fullscreen in your options menu, new Auto-Dump threat in the Matrix, fixing Slashslide missing / teleport bug, 2 new helpful market filters and more ... Also, since Proc-gen was just released in ENDLESS, we have added an extra section to the change log just focused on proc-gen stuff (new map! many fixes!) as well. And of course, the traditional mountain of small fixes, typos and QoL requested from your F10s!

Let's say - we've been busy! If you like the improvements and the pace of improvement overall, we hope you'll express your thanks in the form of a review!

The roadmap has started taking some major body blows, it's going to be a photo finish for 2023's items!

So let's dive in!


[h2]Custom Difficulty[/h2]
With Custom Difficulty, you can fine tune the 20 different settings that make up each default Difficulty setting. You can easily start with one -such as Hard - and then tune a few settings off Hard's baseline or you can go all out and change everything you please.

You can modify how / if the game makes automatic saves and if you can make manual saves. You can control who can die on missions (mercs, knights, no one!). You can tweak all the timers and game speeds, the power level of enemies, matrix and their HP pools. If you'd like to make more money or gain more or less XP, the Rewards section can help. You can tweak the default settings for resistances to negative traits, wounds and death. Finally, the economic difficulty settings let you adjust prices for 5 major categories in the game.

Twenty settings are a lot of settings! We recommend you lean on the major default categories and then change things where you know you want a different experience.


[h2]Remove Security Tally per Turn "Timer"[/h2]
For players who do not like the pressure built into having the Sec AI increase the Security Tally every Turn, you can now remove this entirely with a new difficulty field Sec Tally Mod. With custom difficulty you can also slow the story events down massively if you're feeling overly pressured with the timing of the game's story.

If you don't want to turn of Sec Tally complete, you can set it 1 lower all the time or for the hardest difficulties, you can pop it up by +1 per Turn.


[h2]Flexible Difficulty - Change Any Time you want[/h2]
Custom Difficulty is amazing during New Game but why stop there? During any point in play - from the Safehouse or during a Mission - you can now convert your game's difficulty to Flexible and then just customize it on the fly, as often as you like. Decide the timers are too much? Nuke 'em. Started on Hard but it's killing you? Fix it.

With flexible difficulty you can change any aspect of difficulty as often as you would like. Tweak this, tweak that, don't like it? Tweak it again!

We know this is also going to be very helpful from players who already started games who might want to adjust their starting difficulty. Maybe it wasn't what you expected or you dislike the security timers more than expected - tweak on, Knight.

There are some warnings that we need to post up front before you make the change.
  • This is a one way conversion from Hard or Custom or whatever to Flexible. You won't be able to take screenshots showing that your on Hard Difficulty anymore. That seems fair.
  • Not all changes can be retroactive. If you change Story Speed, story events that were already created and given deadlines will not slow down or speed up based on your change.
  • Difficulty is IN each individual saved game. So, if you've made previous manual saves, they will not be changed and any auto-saves like Retry Level or Restart Mission also do not have these changes (until you start a mission after the changes are committed). So, keep an eye on that!

[h2]Windowed, Borderless, Fullscreen[/h2]
We've completed the work to add windowed, borderless and fullscreen options, and their paired resolution offerings, to the options menu in the game. Sorry we didn't have this before, glad to be able to add it with Update #28.

[h2]Proc-Gen: New Level, Many Fixes[/h2]
There is a solid list of improvements for Proc-Gen here with Update #28. We've added a new level, using the mission map from Forward Op to the list of proc-gen missions, allowing you to Raid and Kill 3 in this new zone. More new maps are coming, but we wanted to get this online quickly to increase variation.

We've also redone how CPU Spike missions were working. Previously, the instant you spiked the CPU, the mission was over. Now, you can spike and stick around until the time runs out or you walk away to the blue glowing exit area.

From a balance standpoint, we've significantly tightened up the Max Turns you can take to complete the CPU Spike on these missions. They are 1-2 Turns shorter, putting extra pressure on your hacker to move quickly and leaving less time at the end for random looting.

[h2]Matrix Auto-Dump + Dumpshock gets Teeth[/h2]
The new Auto-Dump feature of Matrix nodes puts some extra challenge and risks into sliding through the quantum networks. Incinerators, CPU and APU nodes now will all auto-dump your hacker if your Turn is ended in the node. Be careful with your AP, watching out for Traps and other IC that might prevent you from getting out quickly enough - you may end up kicked to the Hard Disconnect and end up with Dumpshock.

Speaking of Dumpshock - with Update #28 it has grown some teeth! It now nerfs Move Speed and Wound Res both at -25%. We removed its Accuracy Debuff because that's never fun.


[h2]Owned and Ready to Sell Market Filters[/h2]
Update #28 adds 2 new helpful market filters - Owned and Can Sell. The Owned filter converts the market (which is really a list of what you can buy and notes about what you own in that list) to a full Invetory, just showing everything you own. Can Sell does the same but filters this list down to items which are truly ready for sale. If you have Pistol Silencers 5/5 (5 used and 5 owned) then this will not appear in your Can Sell while your RapidFire 1/2 (1 held, 2 owned) will, making Can Sell a quick way to find things to sling to your Contacts without having to look through the list yourself.

[h2]Cybersword Talents & Skill Tree[/h2]
We unwound some issues with the Cybersword's Slashslide Talent that could result in an odd teleport after it was used. We've also fixed issues with Talent upgrades for Aegis and Deflection Field not lining up and making sense.

More, actually a good deal more - check out the full release notes!

v1.2.3 - 12/11/2023
- Change any aspect of your game's difficulty you want with over XX options in Custom Difficulty
- Disable Timers by modifying Security Tally per Turn and Story Speed in custom difficulty
- Adjust your game's Difficulty during playing from the Mission or Safehouse menu (only some changes take immediate effect)
- Added options for Fullscreen, Borderless and Windowed mode and accompanying Resolution into game options
- Matrix CPU, APU and Incinerators all Auto-Dump if Hacker ends turn in the node, causing an immediate Hard Disconnect
- Upgraded Matrix Dumpshock Debuff to be -25% Wound Res, -25% Move Speed, -10% Evasion, -1 AP
- If teleported in Matrix by a Blackhole, game now centers on and selects your new node position
- Fixed bug with after-Slashslide teleport, Slashslide not hitting 2nd or 3rd enemies
- Fixed issues with and improved Cybersword's Aegis Talent upgrades - more invulnerable tokens, bonus Evasion
- Fixed issues with and improved Cybersword's Deflection Field Talent upgrades - adding range options
- Fixing Item Class "ECM Tech" is "Hi-Tech", fixed IO-Charger to be Hi-Tech and Patch X-Kit to be Medical
- Easy to spot and use "Remove" option now available for all optional appearance categories
- Added new market filter "Owned" which shows everything you own not mixed in with what is being sold by contacts
- Added new market filter "Can Sell" which shows only what is ready to sell to Contacts right now
- For finger convenience, H now toggles pop up in class tree (close and open)
- Extended duration for Forward Op mission
- Fixed issues with over-aggressive graying out of Talents and prevent previewing range circles
- Fixed issue in safehouse timeline that could cause a crash when starting an interaction with timeline running

- For Proc Gen:
- Added additional mission map (from "Forward Op") to map rotation for proc-gen - new maps and new objectives coming soon (but not at same times as other Major Milestones lol)
- Rebuilt how Spike CPU missions work so that you can hang around after spiking the CPU for extra looting
- Tightened the timelines on Spike CPU missions, dropping 1-2 Turns
- Fixed Raid proc-gen missions incorrectly stating they were against Warner-Braun when they are against a gang instead
- Improved sewer levels high walls beyond play area and the camera bounding areas
- Fixed props issues with trashbags and desks in new proc-gen mission maps
- Fixed issue with desk corners you could walk through in new proc-gen mission maps
- Fixed odd glowing zones appearing on the bridges when they were crossed in proc-gen missions
- Fixed typos in Treaty of '31 starting Legwork ("Blur is snooping around Blur")

Major Milestone "ENDLESS" (Proc-Gen + Story Eras)


The ENDLESS major milestone rolls out the proc-gen mission feature and the first wave of content types that it can create to give you freedom to keep playing as you please. In addition, ENDLESS adds the first Story Era for Cyber Knights - a major city-wide event that sets up stories, proc-gen premises, new contacts and more. The proc-gen system also forced a lot of good updates to other guts in the game which has resulted in some exciting changes for levels like Loophole Heist, Haven Smokeout and Forward Op -- more fun, more variation. And of course, we fixed a towering mountain of small bugs and QoL issues.



We're a little behind on the roadmap timing, but it was worth the wait to get proc-gen right. You can read a full review of how we have approached proc-gen below, but here the tldr; we've released the proc-gen feature (the game can make randomized content within a set of rules) and the first set of content. The content and rules are still limited, so you'll find repetition if you play enough proc-gen missions. Our next step for proc-gen is to rapidly expand the content and rule set until you repetition fades away. We will not delay, expect more content and rules every single week.

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


[h2]Proc-Gen Missions[/h2]
Proc-gen is a pretty wide open term - while we're all talking about the same concept (RNG, rules, content blocks, combining, endless play) the implementation from game to game is always different. For Cyber Knights, proc-gen means creating unique, replayable and repeatable missions that are directly tied to your contacts and current world events in New Boston.

The major milestone ENDLESS and Update #27 complete the major task of creating a fully functioning set of rules and content that can be recombined into many different mission experiences. The Cyber Knight's system is capable of generating, randomizing and combining elements including:
  • Individual mission maps (currently limited to 3 maps)
  • Starting positions, exit options, enemy locations and patrol routes
  • Missions stage structure (pending, but more complex missions like Carnivore will be created)
  • Objectives (currently limited to raids, assassinations and CPU Spiking hacks)
  • Employer, Enemy and friendly factions
  • Matrix hosts connected to terminals
  • Loot from lootboxes and matrix downloads
  • Leverage, Special Rewards
A key point here is that we are not generating mission maps. Our goal has always been lovingly hand crafted maps and that is the path we'll continue. So our goal is to ensure that map which you played for one objective, start point, enemy, door, lootbox and terminal layout can play very differently if you play it with another objective, against a different faction set of enemies, starting somewhere else, have different exit options, different secondary objectives and as many different wrinkles as proc-gen can create.

While the catalog of options is still small today (3 maps + hacking map) and objectives are limited (2 total today), we can't wait to see the pool grow every week and the possible repetition fade out of the system as we march toward 100 maps and 15+ objective types. While the catalogs of possible options and combinations are smaller, the final resulting options are limited today.

But, as any multiplier category of rules or content grows within the set, the resulting possibilities will grow very quickly. The most important areas of growth will be level maps and new objective types. Wo while we may be here (^) today, we're excited for the steady stream of updates to include constant adds to proc-gen until we get here - and then we'll go ahead an update until that looks small too.


[h2]Needing More and More[/h2]
Proc-gen will put a lot of pressure on every other system in the game. We will work hard to meet that pressure but it is impossible we will keep up. For example, you're going to have money now - a steady income if you want it - but there aren't going to be enough guns to spend your money on. Your team is going to level up, and you'll find that for many factions, the enemies aren't ready for you past Power Level 4. And on and on.

The answer is clearly updates. So we will be serving that dish hot.


[h2]Story Eras[/h2]
Story Eras are major events that have lasting effect on the game's story and simulation elements. Things are changing in the world of 2231 - big things - and they majorly impact the world, New Boston, the megacorps and the underworld. As these events unfold, you'll often have an opportunity to be involved in how they unfold or how you navigate the aftermath or exploit the opportunities. Such events always create situations in which Cyber Knights and their covert op teams are needed.

Update #27 opens the door to the first Story Era - the Treaty of '31. We won't go into depth or spoil it. To be honest, the feature we focused on adding here was proc-gen missions, but the Story Eras (as there can be more than one running at a time) set the context and premise of many of your proc-gen missions. So, this first Era has some of its proc-gen premises added but is light on story and missions. The job of the next few weeks will be to fill it in both regards.


[h2]New Era Content[/h2]
New Eras will introduce new factions, new contact types, new weapons, story, recruit opportunities and always new proc-gen premises. The types of proc-gen missions you were encountering - including their objectives, the employer and the targets - will changes as the Eras change. Eras are key establishing the living and dynamic nature of the city in Cyber Knights, and a lot of that is in the new things each Era can bring to the table or unleash upon New Boston.

For example, with the Treaty of '31, we've added 8 new types of Contact Traits including Influential, Uninspiring, Easy to Please, Guarded, Vengeful, Detail Oriented, Hard as a Nail and Weak Organization. Contact Traits can now impact new types of things that they did not before, like speed of Influence gain for Contacts, what types of services they are interested in adding or upgrading, their ability to resist attempts on their life via Death Res and more. Also, the new event has spurred the addition of new Contact Types with unique service offerings: Corporate VP, Dockmaster, Spec Ops CO.

[h2]Haven Smokeout, Loophole Heist, Forward Op Improvements[/h2]
The new proc-gen system has necessitated the creation of a number of new and exciting authoring tools for levels and their myriad of challenges. These improvements have been rolled out first to this trio of missions and we're excited to see them spreading to every mission in the game. For all 3 levels, we've improved the balance, placement and counts of enemies from play to play. Head counts are better tuned up, placement and patrol paths are tightened and (like proc-gen) you won't find that everything plays the same every time -- enemies, objectives and patrol paths are now in flux -- so keep your wits about you and don't lean on old memories to get you through.

Loophole Heist level 1 has a new starting point, making it a more exciting and dynamic level. We also fixed an issue with an enemy patrol being under the floor.


[h2]Merc Profile Access[/h2]
When prepping to deploy for a mission now, you can use a newly added and very helpful button to jump directly to a Merc's Profile. From there you can fix loadout issues, double check a Wound or complete any training you need. Upon hitting ESC, you'll return to the mission deploy screen, ready to dive back in again.

[h2]Other Fixes[/h2]
The memory leak in Appearance had persisted, we had fixed 50% of the leak but missed the other half. Now it should be 100% water-sealed. Aitana will no longer appear unexpectedly in the tutorial if you reload the turn or level.

The ESC button is working again from the Matrix. We've removed the floating, disconnected nodes in Carnivore hosts.

Weapon Mods like Rapidshot Mecha now correctly list that they reduce AP for reloading by -1. We've removed some unnamed and unused filters from the end of the weapon mod's filter list.

[h2]v1.2.1 - 12/9/2023[/h2]
- Proc-gen system can now create missions for your team continuously
- Proc-gen has limited permutations now but will continually expand through Early Access
- Proc-gen missions currently include Raid (free looting), CPU Spikes (hack-only) and Kill 3 (taking out military targets) objectives (key expansion point)
- Proc-gen missions draw on a pool of 3 mission maps (key expansion point)
- Introducing the first Story Era - a major event and the aftermath in New Boston
- Added 8 new Contact Traits: Influential, Uninspiring, Easy to Please, Guarded, Vengeful, Detail Oriented, Hard as a Nail, Weak Organization
- Added 3 new Contact Types: Corporate VP, Dockmaster, Spec Ops CO
- Added helpful "Merc Profile" button to mission deployment screen to make quick changes before deploy
- Improved balance, enemy counts, positions and level variations for Haven Smokeout job
- Fixed mission tagging on Haven Smokeout to indicate that there is a Hacking opportunities for looting
- Adjusted starting position, enemy counts and positions for Loophole Heist stage 1
- Fixed bug where new Soldier Aitana could appear in the tutorial accidentally on reload
- Fixed issue where game menu would not open during Matrix Hack when hitting ESC or (B) (default)
- Fixed issues with weapon mods that decrease or increase Reload AP cost (like Rapidshot Mecha)
- Fixed issue with display of Security Tally, not Security Level, on Save Slots
- Fixed issues with disconnected nodes in Carnivore matrix hosts
- Fixed issues with default host names appearing in some missions
- Fixed memory leak in changing character appearance, sorry for crashes!
- Fixed broken string in movement alerts for cameras and overwatch
- Removed 2 unnamed Weapon Mod filters at the end of market filter
- Fixed bug with enemy ending up underground in Loophole Heist level 1