1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #48: EXTRACTION - Get to the Choppa!


Update #48 brings a major rule change to the game about how, when and where you can extract from a level. The new individual extraction rules add new flexibility and excitement to your extraction choices, at times let your squad "scatter" for their exit and more. We cover the full rule set below. This update also includes a new proc-gen map and objective combo (Sewers + Kill 3), as well as secondary objectives for all proc-gen missions, better rules for Legwork's XP bonuses, an update to the time and cost of healing Wounds, a series of tutorial improvements and fixes for the bugs in Shock Mines and Nano Stimkits. It's a huge update, packed to the brim so let's look at each item!

If you think we're headed in the right direction with Cyber Knights's Early Access process, we hope you'll leave a review to help us continue our work!

[h2]Extraction Rule Update[/h2]
We're very excited to roll out the new individual extraction rules for all levels. While previously, the game required your entire team to gather in a single location to exit the level, now each merc is allowed to extract when they reach the extraction point -

Once your character reaches an extraction area, you can click Extract in their button bar. All players will get a one-time warning about this rule change in the game to help reduce confusion about the new rules.

Each extraction is individual extraction - this means when your merc reaches the exit point, a button in the to bar next to Yield enables. This button is the Extraction button.
  • It is a one-way exit from the level. When the merc clicks the button, they immediately disappear.
  • once extracted you don't have to skip that merc's turn anymore, no one can shoot you, and you can't be spotted by enemies. You're completely gone from the level.
  • Once you leave, you cannot come back. If another merc who hasn't extracted is in trouble, you've already left and can't come back to help.
  • However, you don't have to click it. You can hang around the extraction point if you wish until the team is closer or it is the right moment to leave.
  • If all living mercs are extracted, you win.
  • If at any time, all living mercs who have not yet extracted are in the extraction point, you win.
Individual extraction supports multiple exits not all levels will support multiple extraction points but some do, For example, the Aug-Clinic Rooftop has a single extraction point (the elevator) but Forward Op allow your mercs to go to "scatter" in separate extraction points to each find their best exit from the heist.

This is a big win for speed of play and injects new excitement into multi-exit levels where you can now consider splitting your team or sending off one merc on their own to risk an objective and hope they can make it all the way to the exit point.


[h2]New Proc-Gen Objective + Map[/h2]
With Update #48, we've added a new combination of objective type and map. The power of proc-gen continues to be in the crossing of these two entities, and this release adds the ability for the sewers map to send you hunting 3 gang leaders to gain your payday.

While this is a small add in scope for the number of proc-gen mutations, we're in progress testing the next objective type (playing bodyguard on the go) and a new map as well which, combined, will be a very nice sized expansion to the scope of proc-gen today.


[h2]New Proc-Gen Secondary Objectives[/h2]
All proc-gen missions have now gained secondary objectives that offer additional XP and money rewards for completing missions under certain thresholds. These extra incentives may give you are reason to push a little faster or quieter.

Currently, the supported set of secondaries focuses on completing missions under certain Sec Level or under a certain Turn limit but more types will be coming.


[h2]Tutorial Improvements[/h2]
We've continued to listen close to feedback and adjust the tutorial. With this update, we've refined a lot of the text of the prompts, seeking to make them short and clear. We've also moved the lootbox so that it is more easily accessible and less time is spent just running around.


[h2]Security Tally Clarity[/h2]
There have been a number of F10s about unexplained Security Tally appearing. We've found that these are almost exclusively from dead body timers running up. To help, as a first step, we've added a log entry to the combat log when a timer expires and listed exactly how much Sec Tally is added. The further step here will be to get the Tally to show up in yellow in the Sec Tally bar on the Turn it will happen so you can be pre-warned about upcoming Escalations correctly.

We also fixed a few places where secondary objectives were listing their Security Level maximums ("less than Sec Level 2") in Sec Tally ("less that 36 Sec Tally") which is just confusing.


[h2]Shock Mine and Nano-Stimkit Fixes[/h2]
Both of these items were bugged and now both are fixed! A bug crept in during January that caused Shock Mines to be far more powerful than intended and honestly very OP. If thrown as a grenade, they would shock all enemy targets instead of just one. We've fixed the bug and updated the description to be more clear it is a single target. We will try to catch up with the VFX to show a single arc of electricity striking a single target.

Nano-Stimkits were bugged as they only refused to stim up any character who had HP damage even though they don't do any healing themselves. Now fixed!


[h2]XP for Legwork[/h2]
We've adjusted the calculating used to provide Experience for attempting, failing and passing Legwork. Before this was randomly generated off a static range of XP, now we are granting a range of XP equal to a % of your next level's XP. The range goes from 2% to 6% of the XP needed to gain the next level. This is a great boost for Legwork which now grant a meaningful amount of XP - in the best case, success - regardless of your level.

[h2]Wound Healing[/h2]
The price and timeline for healing wounds has now increased from the bottom-barrel values it started at. For a while, there was no wound healing, so when we added it to the game, we gave a 2 month grace period to get that pile of wounds healed up cheap. If you haven't then now you'll be paying the price.

[h2]v1.3.9 - 2/7/2024[/h2]
- All extraction converted to individual extraction rules - extract by button in team bar (top left)
- Added pop-up for all players (one time) and into end of tutorial explaining new extraction rules
- Proc-gen raid and Kill 3 missions all gain randomized secondary objectives (Sec Level, Turns for extra XP or profit)
- Internal rules changes to secondary Sec Level objectives may result in some missions with "less than 36 Sec Level" objectives
- Moved lootbox in tutorial to be easier to directly access
- Further improved tutorial dialog and prompts
- Combat log now includes entry for when a dead body's body timer expires and +2 Sec Tally is added
- Increased time and cost of healing wounds to more reasonable values
- Increased XP rewards for Legwork up to 4-6% of next level requirement for successful Legwork, 2-3% for failed
- Improved and increased naming variety for proc-gen missions and stages
- Removed nonsense 2% Default Crit Chance from accuracy breakdown
- Fixed additional cases where enemy could waste 1 turn "Security in my ear"
- Fixed bug with Soldier's Recoup Talent that could activate even on misses
- Fixed issue where Soldier's Roll With It Talent upgrade 5 was causing -10% Optimal Range (wut?)
- Fixed issue where Nano-Stikmit refused to activate unless the merc was wounded (but it doesn't heal!)
- Fixed bug / updated description of Shock Mine to highlight that it never hits more than 1 target
- Fixed some enemies spawning inside crates in Sewers proc-gen levels
- Fixed issue in Cube Run where trying to abort the mission still went forward into stage 2

Update #47: Buff it out


We had 2 updates in the space of 24 hours as we are chasing every little reported issue with the tutorial to the ground and buffing it out until this one shines. We've fixed and improved everything from defeat to specific dialog lines, cleaned up a few more bugs or rare misses within the tutorial script and also caught up with some additional changes to hovers for the new armor rules and movement alerts to better represent the updated Alert Status rules and surprise attack rules.

If you like the progress or got a chance to try out the new tutorial - please leave a review! We are smashing hard on tutorial update so we can be done with it and move on to new features and content, so let's buff it right out and keep on truckin.

[h2]Updated Movement Alerts for Alert Status Changes[/h2]
To match the new rules for Alert Status we have adjusted how sight and hearing movement alerts work. If your character is Hidden or Hunted, these alerts are now shown correclty even if the guard is Alerted, as they still care about your presence and detecting you. Also, we no longer post an alert is the enemy is not going to respond, so if you are Spotted and they are Alerted, we are not showing the visual warning anymore because the guard is just going to keep shooting you and not change any state by seeing you (again).


[h2]Other Key Fixes[/h2]
We fixed the bug that was causing the game to lock after the Vanguard reappears last night. We fixed a bug that could cause the Overwatch guard not use Overwatch about 25% of the time. We now offer Retry Mission on any difficulty for the tutorial if your team gets wiped out. We fixed some ugly broken lighting in the scene.

We fixed, we fixed typos, we rewrote sections based on your feedback. Thank you!

A huge thanks to everyone shooting in the F10s, you're helping us make big progress. Check the change logs below for both patches as there have been 2 about 15 hours apart.

[h2]v1.3.5 - 2/1/2024[/h2]
- Added exit summary of most key points at tutorial victory
- Fixed movement alerts and enemy behavior when enemy is Alerted by player is not Spotted
- Fixed issue where Overwatch guard in Tutorial wouldn't Overwatch 25% of the time
- Fixed issue with camera swinging into the walls during tutorial explanation scenes
- Fixed duplicate dialogs that could appear in some sections
- Fixed broken lighting layer in tutorial from hotfix (woops)
- Fixing issues with damage taken, items used not being restored after tutorial
- Fixing defeat during the tutorial to always offer a retry
- Added ESC to return to main menu from defeat

[h2]v1.3.3 - 2/1/2024[/h2]
- Fixed issue where Vanguard could lock game near lootbox in tutorial
- Fixed issue where you could not Retry Turn / Level on higher difficulties in the tutorial
- Fixed issues that could be caused by skipping tutorial sections and the UI highlight ending up in the wrong place
- Fixed duplicate dialog that could be caused by switching to pistol before Full Auto section
- Fixed issues with clipping into Red Door frame near end of tutorial
- Fixed typos and confusing sentences, thanks F10s!

Major Milestone: GROK-KIT (new Tutorial)


The GROK-KIT major milestone releases an all new combat and stealth tutorial and a host of improvements, rule changes and fixes to support it being successful and awesome. The new tutorial boasts 2 characters, covers all the major combat and stealth mechanics and uses tips that highlight and call-out the HUD and UI to demonstrate, highlight and point out details and actions.

We're excited for the tutorial to help welcome new Knights into New Boston and, perhaps teach a thing or two to the veteran players.

If you like the improvements and the pace of improvement overall, we hope you'll take a moment to share the game with a friend or leave a review.


With the first major milestone wrapped up for Q1 2024, we still have an ambitious schedule ahead of us with big features, upgrades, new platforms and more. The public roadmap is a fluid document, and we're updating it as we go to track progress and noting changes in the Roadmap Announcement so you can always check there for the latest detais.


[h2]All New, Expanded Tutorial![/h2]
Cyber Knights' in-depth combat mechanics give you lots of options. We want to make sure new players understand the mechanics, while at the same time not annoying experienced players with lengthy explanations always showing up in the interface. Short tooltips can only do so much (though we're continuing to improve these too); a good tutorial is key for giving an overview and explaining how things like initiative, chance-to-hit, stealth, etc. work in Cyber Knights specifically.

This update brings a brand new, expanded tutorial that covers all of our essential combat & stealth mechanics. Movement and sightlines, manipulating the initiative order, accuracy and glancing hits, weapon noise, guard alert states, and more. Matrix hacking will get its own tutorial a bit later, but this one aims to cover everything you need to know to about Cyber Knights' tactical gameplay.

We'd love your feedback on it! Even if you've been playing for a while, you might find some details you didn't know in here. Try it out and help us make sure it's in great shape for new players, so that down the line we all have a great community to share builds and talk tactics with as we continue to add to the equipment, classes, and challenges in the game.

The Matrix tutorial script has been drafted now and we're starting to work through the exact particulars of what needs to be covered and in what order - so stay tuned for that exciting addition as well.


[h2]Rules Updates and More[/h2]
As we wrapped up the tutorial, it felt like we had something really good on our hands because it demanded that we improve the game, UI and rules in a number of ways. So, thanks to the tutorial, we've got some new rule changes, balance changes, HUD updates, bug fixes and more to discuss!


[h2]Rule Change: Armor Shredding[/h2]
The rules for how Armor Protection is reduced by Armor Shred has been updated with this milestone release. Here is a summary of the changes:
  1. Armor had 3 stats for protection - a Full Protection value (such as 60%), a Degraded Protection (20%) and Protection Points (2). Note - due to the conflict with AP we renamed Armor Points to Protection Points.
  2. Each time an attack Shreds Armor, the Protection Points are reduced by 1.
  3. In the old rules, if and only if your Protection Points were reduced to 0, your Armor switched to the Degraded Protection value. Using the example above (60%/20%/2 PP) you were (previously) at 60% until your Protection Points reached 0.
  4. In the new rules, as your Protection Points are reduced, your Armor Protection is reduced proportional to the number of Protection Points and the difference between Full and Degraded Protection. Using the example above, (60%/20%/2 PP) you'd be at 60% until an Armor Shred reduces you to 1 PP, at which point you're at 40% Protection, and a second Armor Shred would reduce you to 20%.

This is to the disadvantage of armor wearers. However, it is good for all Talents and Items that recover Protection Points as they are far more valuable. It is also better for Armor Shredders like Shotguns, E-Rifles and the right Blades which can see immediate results from any Armor Shred hit. It is also great for our ability to design and add different types of interesting armors for you to buy and especially for enemies to wear.


[h2]Rule Change: Enemy and Merc Alert Status[/h2]
First, with the help of our awesome Discord (and big shout out to @DoomFluffy), we've simplified the overly complicated 5 Alert Statuses the game kept for enemies and mercs down to 3 Alert Statuses each. Your mercs are Hidden (never been seen or tripped any security devices), Hunted (someone is looking for these droids) or Spotted (seen by the enemy and probably in a firefight). Enemies are Unaware (bored), Suspicious (looking around) or Alerted (aware of intruders, trying to start a firefight). While this change is really in the display, labels used and the iconography in the merc / enemy hovers, it greatly simplifies the tasks of explaining how Alert Statuses work to not have 5 and 5!

To help make this as clear as possible, your mercs Alert Status are now visible in their hover at all times like an enemy.

The rule change comes down to when you can qualify for a Surprise bonus. Previously, the enemy had to be Unaware. But this mean if your Soldier starts a firefight, anyone who becomes aware of the Soldier can no longer be Surprised by the Vanguard who has taken all that time to hide behind those crates! Therefore, the Surprise rule now states you get +25% Accuracy bonus against an Unaware target OR if you are in Alert Status Hidden.

This is a big boost for sneaky characters, snipers, patient killers (as your Alert Status drops every Turn if there are no living, Alerted enemies), and your team in general as there are more changes for Surprise attacks.


[h2]Accuracy Breakdown Improved[/h2]
A number of new additions have popped up in the accuracy breakdown in the top right, thanks to the tutorial work.

If you're guaranteed a Glancing Hit due to weapon type (melee), your Glancing Threshold (80% usually, 60% for Precise Burst) or just being really close (proximity) then this is noted in the Accuracy Breakdown. Also, your Armor Shred % are included there as well, including any buffs or bonuses.

Finally, we fixed a bug in the Accuracy Breakdown that wasn't showing the weapon's name in the weapon accuracy row.


[h2]Full Auto Targeting[/h2]
There was an issue introduced with Full Auto targeting that prevented you from effectively moving the cone of fire between different targets. The cone stayed kind of stuck on the highest Accuracy target in your shot. This is now fixed, switching to a new target will shift the center of the Full Auto cone.

Also, we've made sure the keybinding to increase and decrease targets (default, Pg Up/Down) is noted in the Ui circle. This is a powerful tool if you want really precise control over your Full Auto or perhaps want to just use its burst damage ability against a more limited number of targets or even a single target. We fixed the bug where sometimes you'd have to hit Pg Up / Pg Down multiple times to see a change as well.

[h2]Floppy, Flop Ragdolls[/h2]
During this work, while we were shooting lots of guards to test the tutorial we noticed some odd extra floppy ragdoll behavior. A little investigation found that when an enemy was shot but didn't die, they stashed the physics forces from those shots until later, when they did die! Then they applied all the physics forces at once and FLOPPY FLOPPED around the place. Lol ... well, we've fixed this bug so the ragdolls should have less extreme moments at least!

This is most noticeable and funny when 2 mercs are shooting the same enemy target from different angles. I had Aitana lay into a guard with Full Auto and then the Vanguard Razza kill the guard from a 90 degree angle from Aitana. Then the guard went [i[flying in the wrong direction ... as if Aitana had made the kill. Cartwheels of joy!?


[h2]Rebuilt New ESC Menu[/h2[
We got a nice new pause menu! Things are better organized, with the Retry Turn / Restart Mission being grouped with the Save Slots on the right and the regular menu - along with some new external links - on the left. Nice upgrade, that!

[h2]v1.3.1 - 1/30/2024[/h2]
- All new and upgraded Tutorial (stealth & combat)
- Armored degrades protection % every time is loses an Armor Point
- Compressed 5 previous Alert Status into 3 for enemies (now, Unaware | Suspected | Alerted)
- Compressed 5 previous Alert Status into 3 for characters (now, Hidden | Hunted | Spotted)
- Merc hover now includes their Alert Status, improved/simplified Alert Status icon in character/enemy hovers
- Mercs in Hidden Status always qualify for Surprise bonus regardless of target's Alert Status (advantage sneakers and snipers)
- Rebuilt pause menu for main mission mode - better save slots, retry options, keybinding display
- Added hint for keybinding to Add/Reduce targets in Full Auto (Pg Up / Pg Down by default)
- Fixed issue with Add/Reduce targets for Full Auto sometimes needing to be hit twice to take effect
- Fixed issue causing estimated Recoil for attack change slightly every time you target
- Added Glancing Hit rules to the Accuracy breakdown in HUD
- Added Armor Shred % to Accuracy breakdown in HUD
- Fixed issue in Accuracy breakdown in HUD where weapon name wasn't shown
- Fixed a few last places where Armor Crit % was used instead of Armor Shred %s
- Fixed issue with Full Auto targeting refusing to budge from highest Accuracy % target, making it hard to get best shots
- Fixed issue where Focus Fire label was incorrectly shown while targeting enemies out of range
- Fixed issue where Vanguard's Lure would let you activate it even if none of the guards were going to respond
- Fixed issue where physics forces were building up on enemies over multiple attacks to cause ridiculous ragdoll antics
- Fixed issue where a movement destination could be accidentally set during automatic camera transition to an attack target
- Reduced slight input delay after setting an attack target

First tutorial hotfix is live! Thanks to everyone reporting.

[h2]v1.3.3 - 2/1/2024[/h2]
- Fixed issue where Vanguard could lock game near lootbox in tutorial
- Fixed issue where you could not Retry Turn / Level on higher difficulties in the tutorial
- Fixed issues that could be caused by skipping tutorial sections and the UI highlight ending up in the wrong place
- Fixed duplicate dialog that could be caused by switching to pistol before Full Auto section
- Fixed issues with clipping into Red Door frame near end of tutorial
- Fixed typos and confusing sentences, thanks F10s!

Update #45: Long Arm of Syndicate Law


Update #45 brings a new story event, improvements to cyber surgery replacement, class tree improvements and new upgrade nodes, some key UI tweaks requested in your F10s and more.

We had a few days break from updates because back at Trese Brothers HQ, we're hard at work on the next major roadmap milestones. Coming up will be a complete Tutorial refresh for stealth and combat (and Matrix to follow after) as well as an improved lighting engine, Mac OS support, and safehouse base building. We've got an ambitious schedule for Q1 2024 but are excited that we'll start really checking some of these big boxes soon.

If you're liking the progress and think we're heading in the right direction, please leave a review to help us continue! You can always edit it later to add more details or thoughts.


[h2]New Story, Growing Depth[/h2]
With Update #45, we've added a new echo story event that can come after your Syndicates Debts origin storyline. The long-arm of the D-Cartel law is not easily avoided, so you'll find yourself scrapping to avoid consequences. As always, this will appear in new and existing games.

We're continue to work on growing the depth of the story simulation to the point where the Casting Director and the contact simulation can really start swimming. Without enough options in the hopper, the paths that Director can pick are limited. In addition, new key factors are coming into play from more angles -- Obligations and Head Hunters are all burgeoning on the horizon. With the latest storyline, you may find yourself with a few more of both burdens, and soon these will be joining the game both as a sudden and demanding story mission and as a dangerous and surprising threat mid-mission.

With Update #45, we also fixed an odd little story "miss" where your Knight wasn't being healed along with the story event where the Face and Knight discuss it.


[h2]Cyber Surgery with 6 Implants[/h2]
We've fixed a common issue players were having where once you reached 6 implants on a character, you could no longer replace them. Now, while the other limitations are still in place, you have the option to try out new builds, swaps and upgrades for your heavily cybered mercs.


[h2]Class Tree Improvements[/h2]
With Update #45, we've completed another big quality sweep on the class trees. There are so many small details, and we appreciate players who are pointing them out, discussing Talent and upgrade balance and helping us tune and tweak the trees.
  • We've improved the Knight's Interference Spike Talent to allow a second charge if trained to its max
  • The final upgrade for Soldier's Savagery that increases the duration to 2 now costs 2 leveling points
  • We've fixed a ton of formatting issues where you'd get a sudden negative stat (such as -10% Evasion) instead of the expected positive (+10% Evasion) if a Talent didn't include that stat (Evasion) in its original bonus set. This affected Aegis, JTAC, Entrench and more.
  • We fixed the upgrade node to the Hacker's Overclock that stated it was reducing the AP cost by -5 when Overclock already costs 0 AP.

[h2]UI Tweaks[/h2]
With this update, we've improved the dialog interaction to allow you to click anywhere on screen (not only some central, unexplained hitboxes). We've also fixed the Contact screens to show a reasonable number of decimal places (unless you need to know that Origami's Power Level isn't 7.00 its ... 6.998888854).

Finally, we fixed the Delay button being enabled if you had 0 AP but still had MP. In order to Delay you must have Action Points left.

[h2]Map and Pathing Improvements[/h2]
In some levels where lootboxes were optionally added, they could "ghost" and still cause pathing issues around them. This is now resolved for lootboxes, terminals and other objects that had the same issue.

Under the hood, we've expanded the optional system to now include Terminals, which is going to make for some exciting new arrangements of levels and challenges possible.

We've also resolved a number of odd corkscrewing actions that re-appeared on stairs after we improved their colliders and mesh rules.

[h2]v1.2.45 - 1/26/2024[/h2]
- Added new story event: the Long Arm of D-Cartel Syndicate
- Raised the level point cost of Savagery's duration booster to 2
- Added 6th training upgrade for Knight's Interference Spike to add a second charge
- Fixed formatting issues for many Talents including Aegis, JTAC, Entrench turning a potential buff shown in yellow into a debuff
- Fixed issue with Overclock upgrade giving -5 AP cost when AP cost was already 0
- Fixed issue with Replace in cyber surgery not working once you had 6 implants
- Fixed issue in some levels where inactive lootboxes or terminals could cause pathing issues
- Improved dialog interaction - click anywhere to advance dialog
- Fixed bug allowing Delay option with 0 AP when you have unused Move Points
- Fixed extreme decimal places shown in Contact Power level
- Fixed small miss with timing of Cyber Knight healing at start of game
- Fixed some issues with corkscrew pathing on stairs

Update #44: Cyber-Splice


Hello weekend! Update #43 is here with new cybernetic implants, a new stand-alone inventory screen, improved cyber surgery tags and rules, improved enemy thinking for Carnivore mission (no more standing around!) and other cases and some great improvements to the Matrix to help avoid mistakes while hacking.

If you're enjoying the steady stream of updates and seeing improvements, we hope you'll leave a review to encourage more, more more!


[h2]New Cybernetics[/h2]
With Update #43, we've added 3 new cybernetics, both offering an improved version for your Bone Grafts and all new types: the Display-Link and Neural Accelerator.

The upgrade to Di-Aluminum Bone Grafts adds extra Strength, Hit Points and Wound Resistance at the cost of a little Move Speed.

Display-Link implants integrate into the optic nerve, transforming the function of the eye to include real-time data streams superimposed onto the natural sight, including instantaneous trajectory calculations and tactical analysis. These types of implants grant bonuses to ranged Accuracy, Critical %, Crit Dmg Bonus and are very common among Soldiers and Snipers.

For the Hacker, Neural Toner implants fine-tune neural pathways and intensify synaptic responses to create a high-velocity synergy between the brain and a Matrix-Link, Now we've added the other option, the Neural Accelerator implants optimize pathways in the amygdala and brainstem to supercharging physical reaction speed. Neural Accelerators add to stats like Evasion, Initiative, Tech and Reaction and are great for anyone constantly on the move and in the heat of combat.
 

[h2]Cyber Surgery Improvements[/h2]
As new cybernetics and new types of cybernetics are rolled into the game, we've made a much needed first round of upgrades to the cyber surgery screen.

First, you can now replace a cybernetic implant with another one. By going into cyber surgery, picking an implant and picking Replace, you're able to swap it out with another. This is a more restrictive process because if it is a class-specific implant like the Chameleon Skin it cannot be replaced except with another Chameleon Skin. This enables things like replacing the Cyber Knight's Dermal Plating with Chameleon Skin to allow for a Cyber Knight + Vanguard multiclass.


In addition, when browsing to add new implants, we've fixed all the conflict cases to be more clear - if you're installing a new implant, you can't install Dermal Plating for example because you have a Chameleon Skin already in the Skin Slot and you can't install a Chameleon Skin because you already have that exact implant.


[h2]New Inventory Screen[/h2]
The investigation as to why there was never a stand-alone Inventory screen in the first place has conclude. All fingers point back to an UltraTek design team claiming that "Inventories aren't cool anymore" back in 2227. From there, multiple SVPs signed off on the change and the megacorp resolved to usher in a brighter future. Now, in 2231, that design team and all those SVPs have had their citizenship revoked and were recently unceremoniously dropped off on a street corner in the worst part of Ward 4. And now, we have an inventory screen lol.


From the top header, your Inventory can be easily accessed to browse and sell all your gear. You can still see notation of how many you own (let's say 3) and how many are carried (let's say 2) shown as 2/3, but none of this is mixed in with what is for sale.

We've swapped up some filters - the Market now offers only an "Already Owned" filter so you can consider repeat purchases. And the inventory offers a "Can Sell" which lets you find things you own that you want to sell quickly.

If you go from the Market to Inventory or Inventory to Market, your category is remembered, so you can quickly drop between shopping and checking what you have.

In addition, we've toned down the ability of the market to remember filters, as it was a little over-aggressive. Now, when you leave the screen the filter is forgotten. We'll continue to work on this, but for now a temporary memory (as you swap between types) is helpful enough.


[h2]Carnivore Improvements + Enemies Standing Still[/h2]
We've fixed a big issue that could occur near the end of the Carnivore mission. What should have been a highly challenging arrival of some late joiners turns out to be a non-issue as they just ... stood around ... for Turn after Turn ... doing nothing! This didn't always happen but when it did it was very non-climactic in a story moment that should have been very climactic :D

Now this is fixed, so watch out - they are coming in hot.

The fix has also addressed a number of other edge cases where enemy might end up standing around all silly like.

[h2]Matrix Unload Confirmation[/h2]
There is a rare case where you might want to unload a program in the Matrix. But clicking to unload is a bit too easy and usually would be a mistake for a player. We've added a confirmation pop-up to unload a program to help you avoid misclicks.

We've also fixed a little visual glitch in Matrix hacking on the second Turn where loaded programs are shown just offscreen a bit.

[h2]v1.2.43 - 1/20/2024[/h2]
- Added 3 new Power Level 2 cybernetic implants: Di-Aluminum Bone Grafts, Display-Link, Neural Accelerator
- Improved cyberware clinic display, tags and conflict text
- Fixed rules for upgrading and replacing cyberware
- Fixed issues with stacking cyberware in the same slot
- Added stand-alone inventory screen matching market
- Browse and sell your owned equipment from inventory screen
- Adjusted filters - Inventory has "Can Sell" to quickly find items you can sell
- Adjusted filters - Market has "Already Owned" to items for sale you already have in your inventory for repeat purchases
- Fixed issue with Market filters being remembered too aggressively, now forgotten on closing screen
- Fixed issue with some buttons along top of Market were not clickable in their upper half
- Fixed issue in Carnivore where some enemies were staying in their starting positions
- Fixed a number of other situations in which enemies could not move / skip their turn
- Improved appearance tab to avoid flashing of colors while mousing over color palette
- Added matrix confirmation dialog if you click to unload a program - are you sure?
- Fixed matrix bug where loaded programs were shown off screen at start of second hacking turn
- Fixed issue with Legwork where all character levels were shown as 0