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Cyber Knights: Flashpoint News

New class! The Warmachine is here and a flood of cybernetics

[p][/p][p]Today's the star of our Summer Sale update series! We're excited to release the Warmachine class, bringing us to over 40 potential multiclass combinations! AND we've added a major wave of over 100 new cybernetic implants, a new Power Play storyline, and more-more-more! Get it while its hot (and 20% off)![/p][p]With the signature Delta Wire implant threaded down their entire spinal cord, the Warmachine becomes a living integrated weapons platform, capable of mastering a staggering array of cybernetic armaments. A walking arsenal of war, a Warmachine can use all of the infantry weaponry your other squad members can, while adding to their lethality with cybernetic claws, optical lasers, or powerful cybernetic pulse generators.[/p][p]It's one of our first big post-launch content releases. If you're enjoying the pace of progress, new content and updates please leave a review for our team![/p][p][/p][h2]Warmachine's Class Tree[/h2][p]This is a combat-focused and cybernetic-dependent class, with 15 talents offering a wide range of build possibilities and totally new synergies with other classes. Unlike all the classes that came before it, the Warmachine's class tree is dedicated to 3 types of cybernetic weapons - Claws, Optical Lasers and Pulse Generators. To get into a Warmachine class you need to first install a Delta Wire cybernetic; then to really use their class tree, you'll need at least one of these other cybernetic weapons installed.[/p][p]So look out for or use Co-Conspire to generate missions from your doctor contacts! Increasing their influence so you can upgrade their cybernetic services is key for any squad member that wants to take advantage of these new weapons and other cybernetics added in this update.[/p][p][/p]
  • [p]Cyber claws create extremely rapid, close-in killing machines. [/p]
  • [p]Optical Lasers provide utility and debuffing attacks and abilities. [/p]
  • [p]Pulse Generators give you a wide range of different capabilities against enemies when you are in their midst. [/p]
[p]Note that Warmachine is a point-hungry, cybernetic-needy class. Multi-classing in to Warmachine is only worth it if you are also planning to install at least one the cybernetic weapons their talents revolve around.[/p][p][/p][p][/p][p]Warmachines have 3 unique Master Talents that apply improvements and buffs to the use of any cybernetic weapon of that class - the Claw Master, Laser Master and Pulse Gen Master. While any merc can have Cybernetic Claws, Optical Lasers and Pulse Generators installed as a cybernetic, only a Warmachine can truly master them.[/p][p][/p][p]Cyber Claws turn Warmachines in melee killers. Sneak in, slash and dash, and finish off wounded enemies quickly. Tied to Talents that can recroup AP and cybernetic Talent charges, these Talents can let a Warmachine combo multiple kills back-to-back.[/p][p][/p][p]Optical Lasers provide a ranged option for your cybernetic weaponry. These are not competitive with firearms, but provide options for finishing attacks (as they can be fired with 1 AP), guaranteed hits (they always Glance), debuff enemies (each class delivers a different debuff) and some are perfect for canceling Overwatch (Helios Lasers do not trigger Overwatch - great for any merc!). In addition to using them as a weapon, Optical Lasers are the utility set of the Warmachine, capable of disable some types security devices or even detonating Prox-Mines![/p][p][/p][p][/p][p]Pulse Generators are a wild card, dangerous as they are powerful. Pulse Generators always center their effect on the user, emanating from the cybernetic installation in your chest. Pulse Generators can provide utility - like helping you disappear - or combat effectiveness - like you are the grenade. As with all of the new cybernetic weapons, these can be installed by any mercenary and provide a lot of new utility options for everyone on the field of battle.[/p][p]That is a lot - so get busy![/p][p](We are still working on finalizing the balance for the Warmachine's Optical Laser Ash Protocol talent, which will get a rebalance in the coming days - but that isn't enough to keep the Warmachine from ripping out of this lab and hitting the streets.)[/p][p][/p][h2]100+ New Cybernetics[/h2][p]The Warmachine Update #15 also blows up the cybernetics catalog. This update adds over 100 new cybernetics, many with exciting Talents and abilities never before scene on the street. You can examine the full list of cybernetics now in the game on the cybernetics wiki page.[/p][p]First, there are the Warmachine weapons which any merc can install, but then there are also tons of other exciting things[/p]
  • [p]Cyber Claws[/p]
  • [p]Optical Lasers[/p]
  • [p]Pulse Generators[/p]
  • [p]High-level HeadMem[/p]
  • [p]High-Level Neural Toners and Matrix-Link[/p]
  • [p]Improved Grafts and Lacing[/p]
  • [p]Wired Nerves and Chipped Reflexes up to 4 with some Talents[/p]
  • [p]Dermal Sheathe with Talents[/p]
[p]Some of the new cybernetics will drop into the existing services you already have access to - standard Implants, Street Wetware and Imported Cybernetics. Many of the other higher-level implants require either a new service or new Contact.[/p][p][/p][h2]New Power Play & Contact V-Chips[/h2][p]The first cybernetics-focused Power Play has been added with Update #15, the Heavy K-177 Spec implants. Also, 6 new V-Chip File Sets are now roaming the NBZ and if you collect them all you can get access to additional splicers such as Dr. Optical, Paula Law, Vanta Drip, Dr. Keros or Mina Von Sha.[/p][p]The new Power Play has some really exciting new things in it as well and we are excited to see more of those coming soon to further expand options to access these high level implants.[/p][p][/p][h2]How to get a Warmachine[/h2][p][/p]
  • [p]A new Warmachine, Molly, has been added to the Specialist columns (5 and 6) in the Advanced Start option for New Game, so you can swap her with any of the other 5 starting Specialists.[/p]
  • [p]A second Warmachine option has been added to the Underworld Hub for immediate recruitment by existing merc squads.[/p]
  • [p]You can also multi-class your other characters into the Warmachine class if they haven't taken a class yet (or just Respec). Multiclassing into Warmachine requires cyber surgery to install the feared Delta Wire spinal implant. The only class that can't be multiclassed with Warmachine (due to their required cybernetic occupying the same slot) is Gunslinger.[/p]
[p][/p][p]There is a lot to explore here, new multi-class combinations to build and the sound of those claws coming out is oh so pleasing. So we'll let you get to it, Warmachines![/p][p][/p][h2]Shifting Metas[/h2][p]This is exciting to see what meta shifts are going to hit with the new class and the huge wave of new cyberware. We know it will take a few days to digest, but we can't wait to see what you all are cooking up the safehouse lab![/p][p][/p][h2]VIP Hunters[/h2][p]For a long time, there has been a rare bug that could cause VIP Hunters to sit still even as a VIP sneaks across a map. We have now resolved the issue. If VIP Hunters arrive, they will inexorably hunt your VIP. Hunter have a way to track your VIP's location and they will be running toward that VIP with guns hot. They are here for one thing and one thing only, and it ain't cookies. But if you have cookies, I'd take one.[/p][p][/p][h2]Hacker Deck in Mission Deploy[/h2][p][/p][p]If you're deploying a hacker, you certainly want to know about what cyberdeck they're carrying and you might even want to swap it rapidly. Now you can do so from the mission deployment screen![/p][p][/p][h2]Color Palette Icon[/h2][p][/p][p]Now once you've selected a cosmetic, we've switched out the old "Options" text with a paint palette icon to better indicate you can click again to customize the color or other options related to that element of your character's appearance. We're sorry the old design was leaving some players unsure if you could change colors at all.[/p][p][/p][h2]Power Play and Compromised Tag and Filter[/h2][p][/p][p]We've added a tag to the contact list and a filter for both Power Play and Compromised. This is a nice start, and will be working toward Co-Conspire ready tag and filter to help you rapidly find those Contacts that are ready to wheel-and-deal.[/p][p][/p][h2]Quit to Desktop[/h2][p][/p][p]We've heard from a number of players (and we know too!) the desire to have a fast, single click quit to desktop. It is now available in the Safehouse and during tactical missions.[/p][p][/p][h2]v2.1.1 - #15: New Class WARMACHINE - 7/4/2025[/h2][p] - Added new class: Warmachine, augmented with the fearsome Delta Wire to become walking weapons platform (claws, lasers, energy fields!) [/p][p] - Added new Warmachine to the Underworld Hub for recruitment[/p][p] - Added new Warmachine to the specialist options of Advanced Start in New Game[/p][p] - Added over 100 new cybernetics (matrix, Warmachine, pulse generators, upgrades for everything)[/p][p] - Added new Power Play storyline for K-1777 Spec Wetware[/p][p] - Added 6 V-Chip File Sets that can unlock new cybernetic providers[/p][p] - Added new storyline chance to gain new Trait[/p][p] - Added hovers for Cyber-Surgery Stress (the stress for install) - all cybernetic installs cause +10% Stress (not a new rule, just displayed)[/p][p] - Added new merc Traits that can increase or decrease Stress for cybernetic installs [/p][p] - Added Hacker's Cyberdeck to mission deploy screen, one click to swap[/p][p] - Added new Power Play and Compromised Tag to Contact List, new Filter for both as well[/p][p] - Added display for Will attribute's Cybernetic Weapon Damage boost[/p][p] - Added 12 new icons for combat drugs to help differentiate your V-Caps from your Niktz, you don't want to mix those up![/p][p] - Reduced animation time of filtering slide out to nearly instant[/p][p] - Fixed bug with VIP Hunters not chasing the VIP - watch out, here they come![/p][p] - Fixed bug with Octane "Delay Legwork" option not always working[/p][p] - Fixed bugs preventing achievements All the Power, Mr. Freeze and All the Hard Ways from being achieved[/p][p] - Fixed bug where Projection or other movement Talents might charge 1 extra AP[/p][p] - Fixed bug with Medical Stretcher where it could get locked up when taking Overwatch fire and flying[/p][p] - Improved display in appearance to indicate when colors or options can be picked[/p][p] - Improved performance during Hacking[/p][p] - Improved camera panning by reducing time spent easing in at the end[/p][p] - Improved maps, fixing issues with "seen at start"[/p][p] - Improved loot tables at high Power Levels to be less repetitious[/p][p] - Added Quit to Desktop button to pause menu[/p][p] - New Wiki pages listing all weapons and cyberware created[/p]

Update #14: Quick Start Teams Added and Free-picks for Advanced

[p][/p][p]Welcome all new Knights flooding into the New Boston zone. It's a hot Summer Sale kind of day with steamy jungle temperatures, nano-haze rating Orange-3 coming from the northwest, and a new hot update hitting the street.[/p][p]With Update #14, we've revamped the New Game system to help new players get into the game faster with a great mercenary group by adding the Quick Start options. For those players who pick Advanced Start, we've opened up the 5th and 6th slots - your Specialists - to allow you to freely pick from the widest possible set of characters in those slots (over 300 possible team combinations). We've also improved and polished across the game - improving the visuals of outlines when they overlap, fixing Rhino having too high HP, fixing issues in Eleventh Hour where the Red Key was not dropping from dead captains, fixing some issues with the camera losing focus on moving enemies, and more fixes form community F10s! Check the full release notes below for everything.[/p][p]If you are enjoying the game, please take a moment to thank our team by clicking "Review" ːsteamhappyː[/p][p][/p][h2]Love our deep systems & extreme replayability? The Best of Trese Brothers Bundle has more![/h2][p]If you're new to our games, our studio has a long history of making deep, highly-replayable RPGs. All of our previous titles are discounted right now for the Steam Summer Sale, with a bonus discount if you buy them through the Best of Trese Brothers bundle. [/p][p][dynamiclink][/dynamiclink][/p][p] You pay only for the games you don't already own, which might include: [/p]
  • [p]Templar Battleforce, our previous squad-based tactics title. This game offers a sizable campaign with 55+ unique scenarios, building your squad of armored battle mechs, set in our original sci-fi universe.,[/p]
  • [p]Star Traders: Frontiers, our sci-fi captain RPG players have called "Firefly meets Dune." Play as any kind of Captain and make your own story as you trade, recruit, hunt, spy, or more across the galaxy. Like Cyber Knights, there are discoverable storylines throughout the universe, including nearly 7 years of free content updates that have added entire new eras to the game. Build your crew from 30+ roles, choose from hundreds of components to build your ship to suit your playstyle, and master both ship and crew combat.,[/p]
  • [p]Heroes of Steel, our party-based fantasy RPG. This old-school RPG contains the most extensive narrative we've put into a video game, in a time of warring gods and dark powers, set in the immense post-apocalyptic world of Steel. Each potential party member has a wide set of powers that combine with hundreds of weapons, armor, and magical accessories to support clever tactics against a huge variety of enemies.,[/p]
[p] Looking back you'll see that with every game we make, we're able to bring higher production-value while staying centered around fun, replayable, in-depth systems and player-driven stories. Your support helps us make more of the games you love, and continue to make them better and better. Hope you'll take advantage of the deep discounts to check our older titles out![/p][p][/p][h2]Our Saved Games Promise: Updates Never Invalidate Existing Saves[/h2][p]With lots of new players seeing our rapid update pace, we want to repeat our saved game policy so everyone understands our commitment to your games: no saved game will ever be invalidated by an update. You never have to restart if you don't want to; all new content (with the reasonable exception of New Game options) and features simply become available within your saved games. This is a studio commitment that we have made and kept for many years and games. We stand by it. [/p][p]We like to keep expanding our games beyond their original scope and keep improving them based on your suggestions, because that's what good devs should do! So heist on my good heisters; no need to stress about your saves. [/p][p][/p][h2]New Game: Quick Start Squads[/h2][p]For all new playthroughs, we are excited to offer the Quick Start option where you can select between two nicely put together squads - the Quiet Killers or the Run and Gun squad. These squads have specific starting characters selected along with a preset Knight to lean into either of these distinct playstyles. [/p][p]Overall, using Quick Start can help you jump into the game faster without needing to make so many numbers-heavy choices about stats you may not understand yet. Especially for players familiar with the genre, touching down on that rooftop and starting to run and gun your way to the exit is hopefully more inviting than trying to weigh Attribute choices.[/p][p]You'll still be able to rename and visually customize your Knight before starting the game, and as soon as you reach the safehouse you can do the same for any of your squad members (or take advantage of the first-10-days free respec to make build alterations to a starting team's talents).[/p][p]Once you have some heists under your belt with a better understanding of the game and how the different Talents, abilities and weapons all function, you can always start a new playthrough with the Advanced Start option to dive into all of the starting character selection & custom Knight creation options.[/p][p][/p][h2]Free Pick Squad Slots for Advanced Start [/h2][p]All of the previous options - full custom Cyber Knight creation (attributes, traits, backstory, starting equipment) and being able to hand pick, name and customize your entire team from the beginning - are still available through the Advanced Start option.[/p][p]Even better, we've unlocked the 5th and 6th slots - your "Specialists" - so that you can now pick any combination of characters who qualify for those positions - currently Aaron, Aitana, August, Liat, Sid and Zasha. Advanced players can now create all sorts of exciting new setups that were never possible before like dual soldiers (Aaron and Aitana) or in-your-face Zasha and August.

Not counting your Knight, this brings the number of distinct starting character combinations from 108 to almost twice that at 180, and it will only grow as new classes and starting characters are added. Looking forward to seeing what clever combinations and starting strategies you all come up with![/p][p][/p][h2]Default to Advanced Start[/h2][p][/p][p]If you are an advanced player who wants to skip the Quick Start screen altogether, you can do that by picking the option from the Quick Start or changing it from the Gameplay Options menu (Options > Gameplay > New Game Options).[/p][p][/p][h2]Barracks Size Increase[/h2][p]With Update #14, we've bumped the size of the barracks. it's capacity to house mercenaries has been increased by +1 at every level. Also, we've added a new level at the top which now raises the cap for mercenaries on your teams to 18![/p][p][/p][h2]Improved Outline Overlap[/h2][p]We've completed some work here with the special outline feature in the game (available if you hit "H" by default) to ensure that overlapping objects look great. Previously, the bottom object sometimes took precedence and made the entire thing look strange. This could also lead to some enemies or characters disappearing into larger floor objects like Pressure Plates. [/p][p][/p][h2]Story Improvements & Tweaks[/h2][p]With Update #14, we've widened the net of characters who can work with the ex-Los Zagales recruits - the Soldier and the Vanguard to help ensure everyone has a chance to pick these two up if you're looking to expand your squad.[/p][p]We've also re-adjusted the starting Team Power Level target for the Daedalus Bloc Retirement story arc, moving it down to 6 Team Power Level. Our original analysis after 2 weeks of launch indicated it should be moved up to 7, but we've heard enough feedback from players now to shift it back to TPL 6.[/p][p]In another story fix, we've also resolved the issue where Rhino could start with extremely large HP totals. If you have already recruited her, you will find her back to regular HP when loading the game as well.[/p][p]And we also fixed an issue with max level characters who went on Legwork who could be docked a large amount of negative XP in a terrible surprise reward! ːsteamfacepalmː[/p][p][/p][h2]Missing Red Key Eleventh Hour[/h2][p][/p][p]In the Eleventh Hour mission, some players were finding that due to the method of kill (usually Grenade or Bio-Poison) the captains there could fail to drop the Red Key you need to advance (unless you have a Hacker along). We have fixed the underlying issue - which was a nasty timing bug - so that the keys always drop.[/p][p][/p][h2]Camera Follow and Enemy Tilt[/h2][p]While rare, we've cleaned up a few more bugs in the mission map. Sometimes enemies would tilt unexpectedly toward the sky. Other times during an enemy's movement the camera might give up following them. Both of these have been put to rest.[/p][p][/p][h2]Appreciate all help spreading the word![/h2][p]Cyber Knights is 20%-off for the Steam Summer Sale! If you're loving the game and all the dedication we continue to put into it, hope you'll help spread the word! Every social media post, reddit comment, suggestion to a streamer or YouTuber, and especially your Steam reviews help a ton! Thanks all for the support![/p][p][/p][h2]v2.0.39 - #14: Quick Starts and Free Picks - 6/26/2025[/h2][p] - Added Quick Start option for new game - pick a pre-built team, customize your Knight's look and get heisting faster[/p][p] - New Game Advanced Start offers the existing experience to customize everything, use option to default to Advanced Start[/p][p] - Advanced Start allows "free pick" in the specialists columns - many new team combinations now available[/p][p]- Increased barracks capacity to house mercs by +1 at all levels, new barracks level for 18 mercs[/p][p] - Fixed visual issue with overlapping outlines not looking great - now always on top & distinct from each other[/p][p] - Fixed issue where camera might stop following enemy while they are moving[/p][p] - Fixed issue where enemy or player might tilt upwards oddly at the end of a movement or being shot[/p][p] - Fixed issue where Talent HUD bar could be re-ordered after opening character status[/p][p] - Face gets a chance to receive some Hype for every mission completed with Knight on it[/p][p] - Expanded options for Casting Director to work with more characters to hire ex-Los Zagales Soldier/Vanguard[/p][p] - Adjusted Retirement storyline requirement back to Power Level 6[/p][p] - Improved Loadout UI handling if a weapon/armor is lost or sold[/p][p] - Fixed issues with enemy captains not dropping keys on Wreckspire if killed by Grenade or DOT[/p][p] - Improved flying routine for medical stretcher[/p][p] - Fixed bug with Rhino having extremely high HP for new and old games[/p][p] - Fixed bug where you could get negative XP for completing Legwork at max level[/p][p] - Fixed bug where you could not hover over weapons in new game for all their details[/p][p] - Fixed bug where you could not open the Leverages screen from inside the Matrix after a retry turn or reload[/p][p] - Fixed rare cases that could cause the Safehouse to lock on load[/p]

Update #13: Cap'n Bug, Lt. Smash

[p][/p][p]Knights and mercs! You've been hard at work heisting away all weekend and we've been hard at work fixing your F10s! We've got a big list of bugfixes tonight, so we will keep this news update post short. Check out the full list below, and we've got 2 highlights in store. [/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Frame Rate Limit[/h2][p][/p][p]In your Quality options tab, you can now set a Frame Rate Limit. This requires you to disable V-Sync. You can leave it uncapped as well if you please. If you are on Steam Deck, we would recommend using this and capping it around 60 to help improve battery life for the game.[/p][p][/p][h2]Overwatch and Barricades[/h2][p]We fixed an important issue that could result in enemy turns being locked up with Update #13. If an enemy was hit with Overwatch in the first half of jumping over a barricade or fence, they could end up in a hung state. Now, if they have started the jump, they always finish the jump and the game will not hang anymore.[/p][p]Thanks to @Cado for the wonderful F10![/p][p][/p][h2]v2.0.37 - #13: Cap'n Bug, Lt. Smash - 6/23/2025[/h2][p] - Added 'Frame Rate Limit' Game Option under "Graphics" (disable V-Sync to use)[/p][p] - Fixed enemy movement freeze that could occur when Overwatch was fired against enemy leaping a fence[/p][p] - Fixed issues and addressed balance issues with AR Extended Magazine[/p][p] - Fixed issues with Cyberdeck Program Pricing[/p][p] - Fixed issues selling a large number of crafted weapons to a contact[/p][p] - Fixed issues with some maps loading and entering Victory screen immediately[/p][p] - Fixed z-fighting and flickering Issues on Several Hallway maps[/p][p] - Fixed reported missing textures in some interior maps[/p][p] - Fixed starting monster locations on "Kill Meeting"[/p][p] - Fixed some VIP spawning locations that sometimes got them stuck[/p][p] - Fixed reported issues with Assassination VIP pathing[/p][p] - Fixed bugs & typos in Trese Brothers copyright message on main menu ;)[/p]

Update #12: Dancing on the Digis

[p][/p][p]Knights and mercs, this one is dedicated to fixing and polishing! Update #12 releases 9 new icons for your Hacker's special programs, adds the ability to sell programs from your Inventory, tweaks the timing on High Street job, fixes bugs with Preempt-ing into props, Dealmaker going off screen, Bodybag + Faked Vitals being confusing, lots of error or warning messages throughout cyber, simstream and crafting, lootbox counts getting behind and more. Lots more - let's dive into the list![/p][p]A big thanks to everyone playing and posting! Welcome all new Knights. If you are enjoying your time in the New Boston Zone, please take a minute to leave a review and share the game with a friend![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]New Program Icons + Selling Programs[/h2][p]With Update #10, we've added a set of new Program icons to ensure that all of the different Utility and Hybrid-Utility Programs can stand out in your HUD separate from each other. That new icon smell - lovely.[/p][p]In addition, since you might not want every program you've ever had, we've added the ability to sell them from your inventory. Of course, they have to be uninstalled from a cyberdeck first. Any Contact who sells programs of any type will be interested in buying your used programs at a discount.[/p][p][/p][h2]Bodybag Reach and Mix & Match[/h2][p]With Update #12, we've improved the Vanguard's Bodybag Talent to have a 12m starting projection range to hide a corpse, up from the small 3m. This will hopefully help the Vanguard be more competitive in the corpse hiding meta. [/p][p]In addition, we've resolved an old issue that effected the game's display if both Vanguard's Bodybag and Hacker's Faked Vitals were used on the same corpse. This now displays a clearer message and no longer leaves a message making it look like you've made a mistake.[/p][p][/p][h2]NanoFab Warning for Intrinsic Effects[/h2][p]We have added a new warning to the NanoFab crafting screen as you assemble your Blueprint recipes and pick your cube counts. This message checks your Mod Blueprints to see if you quality for rolling an Intrinsic effect which requires that you have a Weapon Mod Blueprint (like a Scope) in the Mod Blueprints.[/p][p]If you do not have a Weapon Mod Blueprint here, then you do not qualify for an Intrinsic effect and any Gold Cubes poured into the craft are a waste. [/p][p]We are have a few more improvements to make to this message set, but hopefully this will help new crafters![/p][p][/p][h2]Lootbox Objective (6/8 etc) Fixed[/h2][p]Sometimes, the objective that would count how many lootboxes you had emptied would get behind. It usually happened near the end of your looting, like 6/8 or 7/8. What a popular F10, you heisters![/p][p]We are extremely glad to have fixed the timing and caching issue that was behind this one and to put this major source of F10s to rest! Fixed![/p][p][/p][h2]Preempt into Crates No More[/h2][p][/p][p]With the previous update, it was possible that your Cyberswords Preempt attack against a nearby enemy might land you inside a crate, wall or or worse. We've resolved this with a proper check of nearby navigation to ensure that you always land in a location that will let you move no your next turn.[/p][p][/p][h2]High Street - Give me Days![/h2][p]With the Syndicate Debts job HIGH STREET that you might encounter, we've increased its very short timeline by 2-3 days, almost doubling its window to complete. This will give you a few more options on how to sequence it against other priorities like HAVEN SMOKEOUT.[/p][p][/p][h2]Dealmaker Fixed[/h2][p]Thanks to everyone posting F10s about Dealmaker running off the screen! While you could still train the Talent with keyboard or controller, it didn't look great. We've made an initial fix here to ensure that it doesn't go off the bottom of the screen but plan to come back and clean up the text to be more ... readable.[/p][p][/p][h2]Trait Updates[/h2][p]We've upgraded Zasha's Backstory Trait to provide more Melee Accuracy and the HP bonuses for Endurance Trained across all 4 levels.[/p][p][/p][p]And more fixes too! Check the full release log below to see it all - [/p][p][/p][h2]v2.0.35 - Update #12: Clandestine - 6/21/2025[/h2][p] - Added ability to sell Programs from your Inventory to interested Contacts[/p][p] - Added 9 new icons to improve Talents for cyberdeck programs & utilities[/p][p] - Increased timeline for HIGH STREET job by 2-3 days (Rhino)[/p][p] - Fixed bug where Cybersword Preempt Talent could land you in side a prop[/p][p] - Fixed bug where enemy might end up oddly rotated on impossible axis, tilted silly[/p][p] - Added new crafting warning message that if you do not include a Weapon Mod Blueprint in craft, you cannot roll Intrinsic effect[/p][p] - Buffed Vanguard's Bodybag Talent starting range from 3m to 12m[/p][p] - Improved corpse Talents when mixed on the same body - especially Bodybag and Faked Vitals[/p][p] - Fixed bug where objective counting lootboxes would get stuck (6/8) and not show the real number (8/8, etc)[/p][p] - Buffed Zasha's Backstory Trait from +2% Melee Accuracy to +5%[/p][p] - Increased Trait HP bonuses for Endurance-Trained across progression of Trait[/p][p] - Fixed class training UI for Talents to ensure that Face's Dealmaker Talent is fully shown[/p][p] - Improved warning messages about why you can't install cyberware (SimStream, etc)[/p][p] - Fixed issues with NanoFab validating Blueprint choices that could cause crafting bench to lock up[/p][p] - Fixed issues with grenade bounces on some types of props like wired fences and metal railings and some odd long range throws[/p][p] - Fixed issues with Matrix Programs not displaying correctly in some screens[/p][p] - Fixed some screens where hover for weapons would not appear[/p][p] - Fixed achievement bug where display for achievements was not reset when loading a different game, could show wrong data[/p][p] - Fixed code strings appearing [/p][p] - Performance tuning throughout game, safehouse data[/p]

Update #11: Matrix Tutorial Refresh

[p][/p][p]We are going to keep this short tonight, as we've got a lot cooking.[/p][p]We've released Update #11 which focuses on a refresh of the matrix tutorial. It is now much shorter (1/3 size) and much more focused on teaching the basic tasks of hacking without too much extra details.[/p][p]We hope that new players find it more helpful![/p][p]We have also fixed a number of small issues, so check the change log.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]v2.0.31 - Update #11 - 6/18/2025[/h2][p] - Rebuilt Matrix Tutorial to be shorter and clearer[/p][p] - Fixed issue where certain mission offers could result in a dead dialog screen[/p][p] - Fixed bug where Null Deal storyline would get hung after STRAYLIGHT FLIP - play on to resume[/p][p] - Fixed bug with Salazaar talking instead of Gun Runner Scissors[/p][p] - Fixed issue with Wreckspire map background being hidden[/p][p] - Fixed issues with first set of eyebrows always having a silver outline[/p][p] - Fixed one set of eyebrows that would disappear in mission deploy screen[/p][p] [/p]