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Cyber Knights: Flashpoint News

Guns Blazing Community Challenge

[p][/p][p]Hello, Knights! It's time for another CKF Community Challenge. Almost two years ago, we did our "Go Loud" challenge during Early Access, which required the use of loud weapons. It was a lot of fun and really shook up the way the community approached tackling their jobs in New Boston. This month, we are revisiting that challenge now with the "Guns Blazing" Challenge.[/p][p][/p][p][/p][p]There are two requirements for this challenge: [/p]
  • [p]Complete a mission (or missions) going loud by turn 2 (going loud means using guns, grenades, anything that makes noise). [/p]
  • [p]No silencers or suppressors are permitted. [/p]
[p]You can use swords and any other weapons, but you must make noise with a loud weapon by turn 2 at the latest. If you want a bigger challenge, we encourage the use of the loudest weapons, such as sniper rifles or shotguns.[/p][p][/p][p][/p][p]As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what we’d love to see: [/p]
  • [p]Screenshots of squad during the mission, the guards after you are done with them [/p]
  • [p]After Action Reports of your missions, challenges you faced [/p]
  • [p]Your strategies for telling with going loud immediately in a mission [/p]
  • [p]Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only loud boom-boom: memes, interpretive dance, gifs, etc [/p]
[p]No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!

We’ve opened up a discussion post here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #guns_blazing_challenge to join in on the conversation! We look forward to this upcoming month and I'll be back at the end of the challenge with highlights from the community![/p]

Update #48: Sunday Night Crush

[p][/p][p]It is Sunday again and we have another big bug crush of an update, hitting almost 100 F10s sent in by players over the last month. A big thanks to everyone helping us improve the game in ways big and small. It is late and Sunday and so - we'll keep this very short. Some high points in Update #48 bug crush are that with all the content going out across October, this update focuses on some catch up on map bugs, stage issues, prop issues and extraction points that were sub-optimal. Also, we've also fixed some progression bugs with late game Pistols, SMG and Stun Clubs - everything PL 7+ has gained some stat bumps.[/p][p]Check the full release log below![/p][p]Thanks for playing, posting and we hope you'll leave a review.[/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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]v2.2.65 - #48: Sunday Night Crush - 11/3/2025[/h2][p] - Fixed over 40 map bugs - bad props, odd navigation, sight lines, certain maps without exits, exits very close to start, team starting in exit (auto-victory)[/p][p] - Fixed multiple stages that showed hacking and host color but then did not have a terminal[/p][p] - Fixed Cybersword Sure Parry Talent - now fully blocks incoming melee attacks (no damage, no armor break)[/p][p] - Fixed Sigma BLACK making failed attempts to activate or awaken sleeping Turrets and failing (or locking up)[/p][p] - Fixed broken progressions for Pistols, SMGs, Stun Clubs and Revolvers where stats got static around Power Level 6[/p][p] - Fixed Recoil being noted as "+-" for weapon mods and mod blueprints [/p][p] - Fixed bug where enemy could lock up when jumping over barricade if turn was skipped before or during leap[/p][p] - Fixed bug where weapon could display negative recoil value if enough mods were stacked on it[/p][p] - Reduced small but annoying timing delays when transitioning between camera movement, game, dialog etc[/p][p] - Fixed bug with Wireghost Radio Silence not blocking drones from reporting death instantly[/p][p] - Fixed Wireghost Trap Keeper Talent not causing Connection Dmg per Action (it does)[/p][p] - Fixed bug where all debuffs were not canceling Matsumoto invisibility buff "Red Shift" [/p][p] - Fixed team achievements not displaying correctly in Retirement screen[/p][p] - Fixed bug where mission planning screen did not refresh mission timeline when Leverage / Face Talent used[/p][p] - Fixed enemy agent not responding to Agent EX Smokescreen consistently[/p][p] - Fixed bug with matrix host template with Sluice preventing access to some data nodes[/p][p] - Fixed bug with matrix host template that might not have a RCU when needed[/p][p] - Prevented Face Talent Hand-picked from activating on VIPs added for missions[/p][p] - Fixed bad formatting of money shown in objectives list[/p]

Update #47: Shadow Sites Abound

[p][/p][p]Knights and mercs, we're back on the rip for content by adding 6 new Shadow Sites, each one with its own set of unique rewards for a total of +60 unique new programs, weapons, armor, mods and more. We've also opened up the Casting Director match set for which ex-corporate mercs might come forward with a hidden Shadow Site, fixed Casting Director issue preventing some Los Zagales connected mercs from recruiting the starting ex-Los Zagales Vanguard and Soldier, added a new option to allow critical missions to ignore merc backstories for Hates/Deserter etc, and finally fixed the last mismatch in plotting a movement destination and sightlines / how many can I attack? A very exciting update for all - [/p][p]A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week ːsteamhappyː[/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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 Shadow Sites & Connections[/h2][p]With Update #47, we've pushed the number of possible unique Shadow Sites (and the unique rewards they can contain) from 4 to 10. This new +6 set represents a new Shadow Site for every megacorporation (Jupiter, Matsumoto, McKellen, Rook Tech, UltraTek and Warner-Brank). These new Shadow Sites each pack their own high-powered rewards, including now new Programs and Blueprints for Armor, Weapons, Mods and Intrinsic Mods. This will increase the variation that you might encounter when hitting a Shadow Site and deepen the variation of end-game loot you can achieve.[/p][p]In addition, we've improved the (previously too limited) Casting Director matches for Shadow Sites. Now mercs who have had trouble with their megacorporation of origin (let's be honest, that's all your mercs, right?) may come forward and reveal to you [/p][p][/p][h2]Buffed Loot Tables Go Boom[/h2][p]We're excited to roll out another big set of higher Power Level Blueprints for Weapons and physical lootable weapons across the game. These will help "round out" the loot tables in the mid to late game to ensure that there are good variety of Blueprints to feed your NanoFab and of physical loot that makes you consider adjusting your character load outs. This should help with any feeling of repetition that can set in for looting at the very end of the game.[/p][p][/p][h2]Critical Mission can Ignore Merc Hates (etc)[/h2][p][/p][p]We've upgraded the mission system to allow certain critical missions to ignore merc restrictions like Hates, Deserter, Wanted and Loves. These merc backstories are very interesting limits that help build out your character's relationships to different factions and force you to juggle up your heist team occasionally, but they can be very painful if you really need a specific merc on a very important end-game missions. [/p][p]The missions that have been put on the exclusion list are the last 5 missions of the Daedelus Bloc mission (where you aren't really working for Jupiter anymore) and the possible assassination attempt on Octane (where Rhino would refuse to go ...?!?) [/p][p][/p][h2]Casting Director: Recruit Connections[/h2][p][/p][p]We've fixed an issue that was blocking a number of starting recruits from correctly connecting their backstories with possible recruits. Specifically, Remi, Bondai and Molly were all unable to offer connections to the Los Zagales Soldier and Vanguard who can appear early in the game and then other team members who joined who had Los Zagales connections would also be unable to connect with these recruit offerings. This made these valuable offers appear only in a subset of games and is now resolved.[/p][p][/p][h2]Movement Destination lied about Sightline / Can Attack[/h2][p][/p][p]Whenever elevation was involved, there some mistakes in the math and the navigation point used to calculate the attack options while you were checking any given movement destination. This lead to a lot of feeling like the sightlines and the attack numbers for your weapons could lie to you and was a steady flow of F10s.[/p][p]We have resolved the issue, which stemmed from using a slightly elevated point at the movement destination to evaluate the attack checks. The movement destination promises for attacks show now be 100% reliable. [/p][p]Thanks to everyone for your patience on this and sending in F10s until we could figure it out.[/p][p][/p][h2]Recruit Levels[/h2][p]We fixed an issue where mercs could be broadcast to come out at level X and then actually appear at X-1 or X-2. Thanks to everyone who F10 this sneaky little issue. It turns out were were calculating X as the average of all your merc's levels. Then after the merc was recruited (at level 1) we recalculated the average with the new merc in the mix and the math came up with X-1 or X-2 usually. Woops ːbrainwormː[/p][p][/p][h2]More Challenging Secondary[/h2][p]For the Security Level maximum secondary objective, we've now implemented a maximum limit of 6. Realistically, once this value goes higher (it could go as high as 15!) it stops really being a challenge to achieve and has less and less impact on your choice of how to play a specific level. Keeping it pinned low helps ensure that secondaries make you heist a little differently in order to achieve a reward.[/p][p][/p][h2]v2.2.63 - #47: Shadow Sites Abound - 10/30/2025[/h2][p] - Added 6 new possible Shadow Site raids across the spectrum of megacorporate interests[/p][p] - Widened the scope of ex-corporate mercs that can come forward with a Shadow Site secret - now Ex-Hateful, Deserters, Traitors and more[/p][p] - Added over 60 unique and valuable rewards scattered across different Shadow Site raids - new programs, new blueprints for intrinsic, weapons, mods, armor[/p][p] - Added 30 new Blueprints and 30 new lootable physical weapons to mission loot/matrix tables to expand Power Level 6-10 options[/p][p] - Fixed Casting Director mismatch preventing Remi, Bondai and Molly from recruiting Los Zagales Vanguard or Soldier[/p][p] - Critical Missions (assassinating Octane, working for Paige at end of Daedelus Bloc) will ignore merc reasons to refuse to go on a mission[/p][p] - Imposed a reasonable limit on secondary objectives for Sec Level goals (max 6)[/p][p] - Fixed all bugs that could cause sightlines and weapon's "Can Attack" numbers to lie or be incorrect when testing out movement destinations/after move[/p][p] - Fixed bug with recruit level from Underworld Hub and other sources sometimes being wrong[/p][p] - Fixed bug with new Containment Site map and prison objectives[/p][p] - Fixed bug causing rare appearance of Head Hunters in a hack only mission (even though they don't *actually* show up)[/p][p] - Fixed bug where a recruit you rescue on a mission might return to the safehouse with an incorrect Talent Limit (invisible, trained Talents)[/p]

#46: Bug Crush Catchup

[p][/p][p]Hi all! We are pushing this bug crusher today with minimal patch notes .. because it's Sunday and I don't have time to write them right now :D[/p][p]See the changelog below for specifics![/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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]v2.2.59 - #46: Bug Crush Catchup - 10/26/2025[/h2][p] - Fixed bug with Contacts disappearing from offering services after Limit Breaks until they gain Influence again0;p[/p][p] - Further improved sizing calculations for matrix host template sizes by Matrix Power Level[/p][p] - Fixed bug with Skipjack sometimes kicking you out of matrix host with *lots* of AP[/p][p] - Fixed bug with Skipjack sometimes dropping your Wireghost into an RCU instead of an SCU[/p][p] - Fixed bug with Wireghost Trap Keeper causing some IC reactions incorrectly[/p][p] - Fixed bug where character/contact tag might claim the linked character/contact was "status unknown" incorrectly[/p][p] - Fixed bugs with VIP hunters standing still if the VIP has already exited - now will start to hunt Knight or mercs more actively[/p][p] - Improved combat log and hover about dead bodies to be more clear about who discovered it[/p][p] - Fixed bug with hardened target bosses appearing randomly in levels[/p][p] - Fixed bugs with Glasswalker possibly activating multiple times on a single end of turn / Sec Level rise[/p][p] - Fixed bug with debuffs that reduce Initiative that might drive an enemy into the next Turn or cancel Overwatch[/p][p] - Fixed bug with enemy taking some follow up action (rotating toward a sound) while new turn is starting[/p][p] - Fixed bug where Combat Log buttons were not blocking clicks and clicking in that area would generate a movement path[/p][p] - Fixed double dialog on killing assassination target[/p]

Update #45: New Map "Containment Site"

[p][/p][p]Knights and mercs, we've been on an absolute content tear in October! Why stop now? Today we're dropping the 7th new map since launch - the Containment Site - and its +14 new proc-gen combos. We've also adjusted a default preference for the toggling outlines/highlight, improved the rules and pacing for Contact Limit Breaks, and addressed a number of other story bugs reported thorugh the F10 system.[/p][p]A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week [/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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 Map: Containment Site and +14 Proc-Gen Combos[/h2][p][/p][p]Coming in hot as the 3rd new map in 30 days, we're excited to roll out a new map: the Containment Site! This large corporate site is constructed around a central research hall, some of it lowered into a pit that can make for a very dangerous firefight. Perched over top of it all is raised balcony that can make for an amazing sniper's perch if you can take it and hold it. The new Containment Site map is the 7th new map we've released since launch and is connected to 14 proc-gen objectives, and it is especially awesome for Prison Break and Assassinate VIP objective types.[/p][p]This new map release brings the total proc-gen combos (map X objective) up to 380 as we continually push to add new content, new maps and new objectives that reduce the changes for players to see repeated missions.[/p][p][/p][h2]"H" Toggle Highlights on by Default[/h2][p][/p][p]With Update #45, we've enabled by default the option to highlight all enemies, characters and objects on the may that you can interact with a visually obvious outline. You can toggle this option through 3 states - on, on with sight cones and off - using the H key or the left stick press on a controller by default.[/p][p]If you didn't know, now you know ːbrainwormː[/p][p][/p][h2]Contact Limit Break Pacing and Fixes[/h2][p]With Update #45, we've leaned harder into the math for Contact Limit Break pacing. Once a Contact reaches 80% Influence, they join a queue to have a Limit Break. The queue is ordered by all Contacts who have 100% Influence, then 90% and finally 80%. Within each Influence set, the ordering is by how long they have had over 80% Influence, so there is a nice magnitude and then timing ordering to the queue.[/p][p]The underworld is not instant, so once a Contact has the Influence, it can take some time before they make a Limit Break. Recently we added a dynamic throttling to this time to help clear out backlogs of Contacts - the more Contacts who are waiting for Limit Breaks, the faster this goes. [/p][p]After looking at some recent F10s and chatting with players here on the boards, we've realized that our math didn't go deep enough. The tiers of increasing speed of Contact Limit Breaks have been given another pass to be improved for extremely high efficiency players who are piling up a constant stream of Limit Break ready Contacts, far faster than the game's old setup could cope with.[/p][p]We also adjusted the display of the two different "Going into Hiding" results (the regular one and the worse one if Compromised) to show the maximum number of days in the offer instead of an attempt at guessing the rolled value.[/p][p][/p][h2]Other Story Fixes[/h2][p][/p][p]With Update #45, we've addressed a few new F10s about different story things. We've fixed some incorrect dialog in the start of Null Deal around the legwork and delaying, and we fixed a mistake with the FSC Armor Power Play that was allowing you to get the armor even if you rejected the offer. [/p][p]We also fixed a few situations with the new Shadow Site story hooks that could have caused the story not to kick off, even with the right tags for your characters. We're excited to see more teams getting into this content now, and we'll keep monitoring for other bugs. Thanks as always for your F10s![/p][p][/p][h2]v2.2.55 - #45: New Map "Containment Site" - 10/26/2025[/h2][p] - Added new proc-gen map "Containment Site": a hardened location or lab deep within corporate territory with an amazing overlook and a dangerous pit area which supports +14 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Assassinate, Boosted VIP, Prisoner) for Power Level 3+ teams[/p][p] - Highlighting characters, enemies and all interactable objects is now default behavior (H)[/p][p] - Improved pacing for Contact Limit Breaks to improve how sim handles large numbers of ready-to-go Contacts[/p][p] - Improved Contact Limit Break about going into hiding to correctly show the maximum amount of days[/p][p] - Fixed bug where aborting FSC Armor Power Play could result in the Service still being gained[/p][p] - Fixed issues with legwork dialog in Null Deal with missing character names[/p][p][/p]