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Cyber Knights: Flashpoint News

Update #4: Clearing Decks


Update #4 - it's a big one. We've received such helpful feedback and F10's from the community, we've pulled another big patch together to address all the hottest issues. We're excited that Update #4 addresses the most prominent bugs being reported and helps to "clear the decks" as we move toward starting adding more content.

Thank you all for playing, posting F10s and sharing the game. We hope you'll leave a review!

[h2]F10 on Matrix[/h2]
There was a bug making F10's on the Matrix screens impossible to send. This is now resolved, F10 on my good mercs!

[h2]Reinforcement Rebalances[/h2]
With Update #4, we've made some helpful changes to how the Sec AI plans and deploys reinforcements. We've removed some troublesome actions that the Sec AI could call that would balloon the number of enemies on the field, and helped pace the Sec AI not to simply call reinforcements every time once things get hot enough, as the do.

It's a big improvement and should help maintain the balance in both the stealth and fighting approaches for your heists.
 
[h2]Brave Star Drones[/h2]
In the CARNIVORE job, there were two types of combat drones appearing with the Brave Star forces which each had their own issues with movement. We've now wrapped up their bugs and if you were getting stuck in that section, reloading your game should be enough to get you going again.


[h2]Class Tree / Training Updates[/h2]
With Update #4, we've done away with the layered pop out of data for the class training trees. We've improved the visual for a selected upgrade to make it more noticeable and just included the upgrade details in the same pop out box as the Talent. This prevents any occlusion, hiding something under something else and makes the entire thing feel better.

We've also made a huge pile of fixes to the class trees for Talents like Iron Grip, Silence, Atomic Stutter and more. We fixed connections, missing text, badly linked upgrades and more. There are still more fixes to make from the F10 pile but we've cleared more than half of all reported class tree issues.

We've also updated the display of Passive Talents which fire automatically "When XXX" happens, to help make them more clear. They deserve more visual queues, so we'll be working on that in future updates as well.


[h2]Added Hovers on Attributes[/h2]
Sorry we missed this one in the first builds - you can now see the full stack of the effects your Attributes have by hovering over them. Also, they now updated correctly after training the class tree, there was a bug that could cause them to stay cached and not updated immediately upon return from the class training screen.


[h2]Fixed Timeline Hangs[/h2]
If your Timeline was hanging because the Knight went into cyber surgery or sent off to the Doctors -- well, pull this update and you should be back in business. These Doctors ... they've been trying to make people disappear from the beginning, keep an eye on them for me.


[h2]Armor Points Now Shown[/h2]
Armor points was previously not being shown in hovers or wherever armor points were appearing. Now if you see the Armor shield icon when hovering over a character or enemy, you'll know how many armor points you or they have before their Armor will degrade and use its lower Armor Protection value.

[h2]v1.0.15 - 10/20/2023[/h2]
- Fixed F10 on Matrix screen
- Rebalanced spawning rates and rules to avoid over populating levels with enemies even if Sec Level goes high
- Removed all broken VTOL drones automatically to get games moving - go Carnivore Heist!
- Improved pop out positioning and behavior in Training screen to avoid overlaps, improve control, speed of training
- Added missing hovers detailing effects of attributes Reaction, Strength, Will and Tech
- Hover and targeting reticule show Armor Points, was previously hidden if Armor Points = 1
- Fixed 15 minor issues with class trees, missing descriptions, icons, links (Silence, Skullshot, Iron Grip, Atomic Stutter more)
- Improved labeling of Passive Talents in class tree (Talents which happen automatically "When XXX,")
- Improved mission deploy screen to allow for all operations with clicking, spacebar or (A) on controllers, simpler and faster to use
- Fixed bug putting Cyber Knight into cyber surgery or medical recovery could stop timeline
- Fixed issue unable to plan the route to a mission path unlocked by legwork
- Fixed a boatload of typos

Update #3: Ratchet


Hello mercs! Today we've cranked hard on stability and any reported blocking issue that we could fix to get you another patch. This one only focuses on bug fixing. There are a number of big fixes in here that should help bring down barriers to play or odd results after missions.

[h2]Eternally Injured Mercs[/h2]
Some of your core crew, if send to see a doctor for faster recovery, could end up never coming back. We've resolved the bug and also included a sweeper which will push any mercs who have gone missing in this fashion immediately back into the active pool.

[h2]Unavailable Item Slots[/h2]
There was an issue where you could end up with less than 2 items and you would be unable to reequip. This is now resolved. Remember to keep your inventory stocked with your favorite items, as your loadout choices are immediately refreshed so your loadout of items stays stocked (if you picked grenades, threw a grenade, and have a grenade, it is re-equipped for you... but only if you have one in your inventory!)

[h2]Carnivore Legwork[/h2]
Attempting the legwork in Carnivore was causing an issue that locked up the screen from input. This is now resolved, apologies.

We've also fixed some bugs in the roster about wounded status display, very rare occurrences where medical timeline events were not appearing and the blank screen you'd end up on if you tried to talk toa Contact from their Contact List screen.

[h2]v1.0.13 - 10/19/2023[/h2]
- Fixed issues with mercs not returning to Active after medical healing
- Fixed issue with getting stuck in blank screen starting a conversation from Contact list
- Fixed issue with screen not taking input after attempting Legwork in Carnivore mission
- Fixed issue preventing you from equipping new gear you used existing gear and didn't own replacements
- Fixed HP view in roster to always show treatment status correctly
- Fixed issue where medical recovery timeline events might not appear

Update #2: Spinning Under the Lights


What a busy day, mercs! Last night's Update #1 tamped down on some of the most troublesome bugs, so today has felt a little less frenetic and given us some breathing room to get back to hitting some of the early most requested RFEs (camera rotate and zoom during enemy turns), working on the class trees (so many little things fixed!) and bigger systems like Wounds (improved to better fit the Trait mold).

A huge thanks to everyone playing and sharing. If you're enjoying the game and the pace of updates, please take a minute to leave a review and tell a friend.
 
[h2]Camera Rotate and Zoom[/h2]
We've added the ability to rotate and zoom the camera during enemy turns. This gives you the option to better control the angle and keep things in view that you like. Combined with the option to hit H (or (Y) on a controller) to toggle character highlights, this makes it easier to understand all the action as it happens.


[h2]Wounds System Improvement[/h2]
There has been a lot going on with Wounds - your mercs are getting lit up in combat, ending up with Injury Time and that can result in long-term Wounds. And currently, the good Doctors are not offering to treat those Wounds. We are working on resolving the jam-up to get the good Doctors working again but we've also made a bevy of improvements to the Wound system already.

First, we fixed an issue where the "Wounded" tag would show up on the Safehouse Roster whenever someone went on Legwork. Second, we ensured that Wounds are now sorted to the top of your Trait list so they are easy to see. Third, we just re-tuned the debuffs for Wounds. Previously, you were getting debuffs that were appropriate for Level 4 Wound Traits, but it's a bit early for that. We've adjusted the debuffs from Wounds to be inline with Level 1 Traits, which means that (while you can't heal them yet) they are not so devastating that you can't just ignore them and move on. Hopefully nothing bad happens, like getting shot up again or gaining a lot of Stress which can level up the Wound.

Don't worry, the Doctors guild says it will open up soon.


[h2]Glossary / Rules[/h2]
We've added 2 helpful sections on Hit Points, Injury Time, Wounds, Bleeding Out and Death to the Journal / Tutorial Library. The main heading is Glossary and it's a great place to brush up on any terms you're finding confusing. We'll be working on adding here consistently and backing this up with better data across the game.
 

[h2]Class Tree Cleanup[/h2]
First off - we've upgraded 16 Talent icons to the improved, clearer style. More icons will be coming with each update now.

With all the F10s coming in, there is a lot of work to wrap up issues in the class tree. Tomorrow we will focus on locking up Talents like Chameleon that are causing issues and need a little more time to fix.
  • Soldier's Entrench Talent now correctly explains itself - you can designate an area and any allies within it will gain powerful defensive and armor bonuses.
  • We fixed a misconnect that had appeared halfway across the Cybersword center to the right quad.
  • Sniper Pathfinder upgrades were not correctly linked, now fixed.
  • Knight's Centering Talent upgrade that reduced Evasion and Cover is now fixed.
[h2]And More![/h2]
There is more, there is always more. I spent an hour today tweaking and improving how cosmetic options all work together. I spent extra time on the masks and face combinations as the focus for this update.

We fixed Bio-Suture Bandages PL2 which were only giving 1 charge instead of 3. Great item!

We extended the Cube Run deadline by 25% as we've been hearing a lot about how difficult it is.

Especially for controller / steamdeck players, we've fixed the (B) or ESC key from the options menu so you don't get stuck in there forever.

[h2]v1.0.11 - 10/18/2023[/h2]
- Allow camera zoom and rotation during the enemy turn
- Wound Traits are sorted first on character details to be most obvious
- All Wounds adjusted to be Level 1 (as all Traits have levels 1-4) with much weaker starting debuffs. If the Wounds are left untreated they may upgrade
- Fixed bugged "1 Wounded" tag shown over Safehouse Barracks whenever someone started Legwork
- Added entries to Journal / Tutorial Library under "Glossary" to cover Hit Points, Injuries, Wounds, Bleeding Out and Death
- Added and replaced 16 Talent icons
- Fixed missing description for Soldier's Entrench Talent
- Fixed Knight's Centered training node actually reducing Evasion and Cover
- Fixed issues with 2 of Sniper's Pathfinder talent upgrades not properly linked ("Talent.name.-1")
- Fixed misconnection Cybersword tree from center to right quadrants
- Fixed Bio-Stitch Bandages PL 2 only having 1 use
- Fixed placement of the second mask where it was floating away from the face
- Extended deadline for Cube Run job by 25%
- Fixed ESC key / (B) for back in the Options menu

Cyber Knights: Flashpoint from Trese Brothers is now in Early Access

After pushing out some great games like Star Traders: Frontiers and Templar Battleforce, Trese Brothers have really turned up the production values for Cyber Knights: Flashpoint that could end up being the next big turn-based tactics game.

Read the full article here: https://www.gamingonlinux.com/2023/10/cyber-knights-flashpoint-from-trese-brothers-is-now-in-early-access

Update #1: So Crispy


Ahhhh updates are in the air! It's a brand new game with a shiny new Update #1. We're very excited you've all joined us on this journey into the dark and messy future of 2231. What a ride it is going to be.

First Update & F10 Reports

Tonight, we have our first update out - a big patch from all the things we've heard and seen today. A huge thanks to everyone hitting F10 to report a bug. If you do that, we can isolate, fix and test the bug very quickly - we have all the data we need to make an affirmative fix in most cases. Cory's done an amazing job with the bug reporter and it is going to help us harden up and close bugs very quickly. So, F10 on!

As is traditional on the first day, we've focused on fixing things. We also added a number of additional conversation options after the end of the Loophole Heist, but other than that we restrained from adding things today. We just fixed and fixed some more.

In tomorrow's update, we'll do a bit more of a mix of fixing and adding new content and things.



[h2]v1.0.7 - 10/18/2023[/h2]
- Fixed ending of Loophole Heist not affecting your debt payments
- Accepting Loophole Heist now moves the loan payment deadline back to give time to work the job
- Fixed Wastelander backstory not having proper Attributes
- Dialog reminders about missions that are running out of time clearly state Mission & Contact
- Fixed turn order incorrect when 2 mercs had the same Initiative
- Fixed camera panning and looping between security devices when using Leverage or Matrix
- Fixed soft locks in Loophole Heist when hovering over wall terminal
- Fixing issue where Leverage list during mission was empty
- Fixed invisible wall in Loophole Heist preventing movement
- Fixed backstory descriptions to update with character name and appearance changes
- Fixed loadout names to start correctly generic ("Soldier Loadout")