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Cyber Knights: Flashpoint News

Update #7: Monster


Update #7 is a beast! It was intended to include the next storyline and mission, but as it's change log, feature additions and bug fixes started to run off the edge of the table and onto the floor, we decided we better get it out to the community rather than wait one more day. Update #8 will be hot on its heels with new mission content, but its better to separate these two.

There is way too much to highlight everything in the Steam update text (character limits!), so we will aim to hit the high points and let you pursue the change log if you want to know the sheer volume of work that went into this one.

If you're wondering what's up next or what major updates are in the works, we've just posted our public and ambitious roadmap for Early Access -
https://store.steampowered.com/news/app/1021210/view/3747617344190975453

If you're enjoying the continuous updates, improvements and QoL fixes based directly on your F10s, please tell a friend and leave a review!


[h2]Matrix Zoom, ESC, More[/h2]
The Matrix has received a ton of good improvements based on things you have specifically asked for. Now, you can zoom in and out with the same keybinding you use to zoom the main mission map. You can also open the game ESC menu while hacking with the ESC or B key (defaults). If you get transported by a Blackhole IC we now pop up a warning.

We fixed a bug that was making the Haven Smokeout host a bit broken. We've adjusted the level bulid in Cube Run to fix bugs with the Matrix host there but also to correctly connect more security devices to the host's SCU and even connect the Blue Key door to the RCU. So, another path through the lab just opened if that pesky Blue Key is proving hard to find.

[h2]Soldier's Blast Radius[/h2]
The Soldier's Blast Radius ability has been expanded to have upgrades now, allowing them to spend more points on becoming a grenade and demolitions expert. These bonuses are applied to any type of Grenade from Shock Mines to Concussion or H.E. Grenades. The offerings include increasing throwing distance, pumping up grenade damage or increasing the duration of debuffing grenades. So, if your Soldiers are packing boom then this one's for you!

[h2]Market Filters[/h2]
The market has received the needed filters for subtype - allowing you to drill into only shotguns, or only weapon mods for blades, or only healing items, etc. In addition, in any case where we automatically apply a filter you can now clearly see what filters have been added to the screen. This is most helpful for context-driven shopping, where you've picked a merc, their Blade, clicked to Attach a Blade Grip and then from that screen click the Market icon - you end up shopping for Weapon Mods with the Blade Grip filter applied automatically for you.

[h2]Improved Enemies[/h2]
With over 20 types of factions in the the game and the ability for enemies to carry any type of weapon, armor and take Talents with full charges and cooldown rules ... we're excited just how far we can take the enemy variety in Cyber Knights: Flashpoint. We're really just getting started on this one, so its nice to get the Chopshop enemies upgraded to do their thing -- now with weaker armor but the ability to drop a nano-shielding cloud that fully soaks up to 2 attacks, these shotgun wielders are dangerous on a rush when buffed. Take them out quickly or before they become alerted if you can.

[h2]New Game Rename[/h2]
You can now fully rename your characters from the New Game > Customize > Appearance screen. For your Knight and Face, you can change first, last and code names while the rest of the characters can adjust their first and last only and still need to earn codenames.

[h2]Mission Deploy Polish[/h2]
If you were trying to deploy, often the mission map would overlap the button and cause click issues. The button now wins all fights ;) If no mercs could go along on a mission, we've fixed the formatting issue there. And finally, we've upgraded the speed and snappiness of that UI to prevent it from lagging a little as it waited for the character's 3D model.

[h2]v1.0.23 - 10/26/2023[/h2]
- Added Zoom In / Zoom Out on Matrix
- Open ESC menu from within Matrix
- Added warning confirmation for Hacker when teleported by a Blackhole IC
- Expanded Soldier Blast Radius ability with its upgrades to further focus on grenade damage, range and debuffs
- Improved HUD objective listing to always show the full text
- Added subtype filters to Market screen for weapon types, mod types, armor types, item types
- Subtype filters automatically selected when going from Equip Weapon Mod > Market
- Fully rename all of your characters in New Game now from Merc Detail > Appearance tab
- Improved Chopshop monster talent, now Chop Shield blocks 2 attacks, improved their decision tree, added description
- Added icons to Appearance tab for all hair types
- More hotkeys listing added to the in-game ESC menu including LMB (mouse) or Right Stick Click (controller) defaults to set move destination
- Fixed Matrix Host issues in Cube Run level 2, SCU now have devices connected and RCU can open Blue Door to escape level
- Fixed issue with Deploy button overlapping with mission node map
- Fixed issue with Matrix Host on Haven Smokeout level
- Fixed issues with some combat drugs causing lock up
- Fixed issue with using multiple items of the same type
- Fixed wrapping Power Level value in Contacts screen
- Fixed issue allowing for too many items to be equipped, odd behaviors while buying new items
- Improved UI responsiveness of mission deploy screen to avoid any lag when changing characters
- Improved mission deploy screen if no mercs are available

Announcing our roadmap! Planned content & features to come.

Knights, it's been an incredible first week. We're thrilled so many of you are telling us Cyber Knights is exactly what you've been looking for, or even better, more than you'd hoped to find in a game like this. We know we have plenty to improve, but by being here during Early Access you're helping guide exactly what and how.

We've started EA with all of the game's core systems except for one (safehouse base-building) ready to play, and the core stealth & combat system already tested through several iterations in the private alpha ~1,000 of our Kickstarter backers had access to. We'll still use EA to improve these systems further from the feedback we'll get from all of you, but we're starting strong with lots to play with right away.

Beyond improvements to existing systems, we have so much already in the works and planned out to expand and polish Cyber Knights: Flashpoint into the game we intend it to be. Today we're sharing our Early Access Roadmap.

Last updated 11/15/2023
[h2]Changes[/h2]
- Added 1 Story in October 2023,
- Added 1 Story in November 2023
- Completed Hacker's Nest feature set in November, 2023

[h2]Content Expansions[/h2]
A new heist is already being added to the next update as I write this, with another hot on its heels. Our planned scope for Cyber Knights' story content is large, as is all of the content that adds to their variety and your options as a player. Weapons, enemy types, cosmetics, contacts, cybernetics, starting characters / backstories... we've got more of all of it coming at a steady pace.



Many of the most exciting expansions—e.g. new character classes like the Gunslinger and Drone Pilot—will be milestone updates we'll share details about as we add them. Because you can multiclass your characters, every new class added greatly expands the possibilities for your squad builds and talent combos. Classes that come with companion units like the Drone Pilot will have their own additional feature-sets and interactions with existing systems like the safehouse and equipment / cybernetics built out to support them.

[h2]Features and Systems[/h2]


Your feedback has already helped to prioritize our next big feature additions. Procedurally generated missions are coming soon, along with a big set of new capabilities for Hackers and several expansions to the tutorial. We know many of you are finding Matrix hacking hard to figure out right now, and that's entirely on us. We're rapidly adding more hovertips across the game and a Matrix tutorial is coming soon, but in the meantime the Cyber Knights wiki is a helpful resource.

[h2]Post Early Access[/h2]


We stick with our games long after launch. Once Early Access is complete and the full launch has lifted off, we'll take stock and consider how to expand next. We're able to punch above our weight as an indie studio by staying smart about scope and being careful to not overcommit; many player ideas that come up during EA we'll be able to integrate along the way, but some we'll need to say no or not right now to. The post launch roadmap will give us a chance to revisit these.

And with the game fully launched and the original scope complete, that's when we'll be able to add mod support, port the game to iOS and Android, and (pending player interest and each platform's full approval) potentially port to consoles as well.

[h2]We will keep you in the loop![/h2]
We will update the Roadmap graphic regularly to show progress as EA goes on. This Roadmap is a full list of our commitments -- we will complete all of them. Additions are possible based on player feedback; any changes in timing we'll communicate clearly. If you look back through our Steam news post history, you'll see a monthly update on development every month since the Kickstarter completed in 2020! We're here, in Steam forums and our Discord, and we're hyped to be building this game with you.

See you on the streets, Knights. The New Boston Zone won't know what hit it.

Update #6: Week Prime Wrap


Update #6 rounds out a very busy first week for Cyber Knights: Flashpoint with one more major patch fixing bugs before we dive into adding missions. Update #7 will add the first new mission content and we are working to keep the delay on the next mission after that as short as possible.

We've got new exciting Talents and items to deal with corpses in Update #6, a new rolling Game Tips list in the loading screens, lots of improvements to the game camera, fixing level issues, tweaking Sniper Rifles to increase their optimal range band and more. Let's dig in!

The other major item on our list this week is to post our Public Roadmap for Early Access. We just have to finish making the beautiful info graphic and we'll get it up so everyone can see the crazy plans we have for Early Access expansion. We've got some stuff coming, chowda!

If you're enjoying the game or pace of updates, please share it with a friend and consider leaving a review!


[h2]Pesky Bodies and Body Timers[/h2]
It is hard to be stealthy if you're leaving a trail of bodies behind and the Security AI is always sending someone to look for Upso, who hasn't been seen in a while. While the ability to pick up and move dead bodies is coming (it will be on the public roadmap), Update #6 adds 2 Talents that can help reduce your exposure due to missing guards and rounds out a powerful item which can give that ability to non-Vanguard and non-Hacker characters.

The Vanguard's new Bodybag Talent will allow you to hide a body with an illusory projection. This does not cancel the Body Timer, so the Sec AI is still eventually going to send someone to look for the missing agent. However, the body will not be discovered - so they're going to be hunting around that area for a while.

On the other hand, you've got the Hacker's Faked Vitals Talent which cancels the Body Timer. Therefore, the Sec AI will never send someone to look for the missing agent but if someone does happen across the body, it will be discovered normally.

Finally, the upgraded Bio-Recycler item both cancels the Body Timer and dissolves the body so it cannot be found by an agent passing through the area. 


[h2]Game Tips[/h2]
The loading screen is now nicely decorated with a helpful list of game tips that point out useful knowledge and complexities of the system. We hope you find it helpful reading while loading flashes by.

If you've got tips you think should be included, please share them. We've got a great list going from a Discord forum thread and will be adding more as we go.

[h2]Camera Smoothing[/h2]
With this update we've made a lot of small but nice changes to how the camera positions, cuts and rotates at the start of levels or when reloading a level. It isn't always perfect yet but there are a lot less mis-cuts and rotations now as we fade from black to the action.


[h2]Level Smoothing[/h2]
We've fixed a ton of little issues with levels like the 60,000 HP "Target Dummy" who was spawning in the back corner of Loophole Heist level 1, and how the blue trigger zones forced you to stop moving awkwardly in Cube Run level 2. We've improved some of the patrol and reinforcement schemes in Haven Smokeout, so if you're replaying levels, don't get too complacent!

[h2]Bugs Go Smash![/h2]
Thank you for your F10s. Every one is helpful and we are able to rapidly reproduce and fix bugs based on the details your sending in. We've fixed too many minor bugs here to list and we're excited to keep polishing until your forced to F10 about only game balance instead of bugs ;)

[h2]v1.0.21 - 10/24/2023[/h2]
- Hacker's Faked Vitals Talent is now correctly described and functioning - cancel dead body timers
- Vanguard's Chameleon Talent replaced with correct Bodybag Talent - completely hide a body from detection
- Item Bio-Recycler now permanently dissolves a body and cancels its Body Timer
- Widened optimal range for Sniper Rifles by 2m (better accuracy when too close)
- Game tips added to the loading screens
- Improved aspects of enemy patrol and defenses in Haven Smokeout job
- Added and upgraded 20 Talent icons to new style
- Improved enemy reinforcements plan in Haven Smokeout
- Fixed issue with camera getting stuck out of bounds in Loophole Heist Level 1
- Fixed issue with turn timeline getting out of order during a mission
- Fixed issues with enemies not taking their turns when turn timeline is out of order
- Improved level reload and level start camera behavior to be more consistent / less jumpy
- Improved camera starting position in Cube Run and Loophole
- Improved objective "blue zones" so that they don't stop your movement unless neccessary
- Added missing faction flags for Arrowhead Security, Indie faction and KEMCO Salvage
- Fixed bug in new game where list of backstories all showed the same short description
- Fixed odd and broken spawn in the far corner of Loophole Heist level 1
- Fixed issue with Safehouse sometimes opening with UI not visible
- Fixed issue with Cube Run L2 sometimes starting with just a black screen
- Fixed issues with Loot Manifest appearing in wrong places and sticking around after mission victory

Update #5: Now Buff the Decks


Update #5 comes out on the heels of #4, focusing on the next set of highest priority issues. We've got a big stack and we're just working our way from the top to the bottom. With the four big updates we've already made and the improvements in Update #5, we're looking forward to a major reduction in issues to handle which will free up our team to test, certify and release new story and mission content.

If you're enjoying the game, the pace of updates and fixes - please share with a friend or consider leaving a review!

[h2]Cyberdeck Health[/h2]
For now, until cyberdeck management is completely turned on, your deck will return to 100% health each time you return to the safehouse. If you're in a level with a 0% deck already, you can use the ESC menu and then the "Abort Mission' button to drop back to the safehouse before the mission.

[h2]Spinning like a Top[/h2]
There were some props in the game that were causing enemies and characters to stop during movement, fall through the floor or end up spinning like a top around a point. This is now resolved by both fixing the props and adjusting the movement system to ensure characters in motion will always move toward their destination and not get struck.

[h2]Accuracy Calculations[/h2]
A few players noticed an odd reduction of Accuracy sometimes occurring that wasn't explained (70% Accuracy + 4% Buff = ... 52% Accuracy!?). We have found and fixed the errant calculation and once again 70% + 4% = 74%. Everything seems right in the world.

[h2]And More[/h2]
We fixed a bug where - depending your GPU speed - the Safehouse might load without any of the UI showing. We fixed an issue where putting your Knight into medical recovery might result in missions being deleted. And we added all the useful Attribute hovers to the main New Game screen where the whole team is shown.
 
[h2]v1.0.17 - 10/21/2023[/h2]
- On return to safehouse, Cyberdecks immediately restore to 100% health
- Fixed issue with enemies and characters sometimes moving in circles or falling through the floor
- Fixed race condition bug that could cause Safehouse to load without any interactive UI
- Fixed bug deleting missions if Cyber Knight went into medical recovery
- Fixed confusing Accuracy calculation sometimes when close to the target
- Fixed bug where Leverage could accidentally re-activate Body Timers
- Added Attribute hovers to new game team screen

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