Update #51: Lt. Bug, Major Smash
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[/p][p]Knights and mercs, another Update is touching down on the streets of New Boston. While the main of development is closing the gap for the turret and drone release, we're continuing the drive on quality of life and bug fixing with Update #51. With this update, we've tackled all the most popular F10 categories that have come in this A big thanks goes out to every player who has taken the time to hit F10 and send in a bug report - we work right off these and get fixes into the game for you![/p][p]We hope you are enjoying our studio's constant work to improve and expand Cyber Knights: Flashpoint. If so, please take a short minute to leave a review ːsteamhappyː !! We work hard for your reviews![/p][p]Also be sure to check out the Guns Blazing community challenge that is going on right now![/p][p][dynamiclink][/dynamiclink][/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]Shadow Site Cleanup[/h2][p]The situation left by the Shadow Site bugs in Update #47 to #49 unfortunately were not resolved by the Update #50. A number of situations has developed that needed direct fixing - some of which are listed below:[/p]
[/p][p]In Update #50, we adjusted the "Disable Tally per Turn" difficulty option to really mean that -- all Tally per Turn is disabled and Security Escalations would not run Escalation actions that brought the system back into play. It is down and gone, no questions. [/p][p]We immediately heard from players that some liked the other option to - the system starts at +0 Turn always but if you make mistakes then the Sec AI Escalations can bring that system back into play by running Escalations that added +1 to it, etc.[/p][p]We've added both (and better described them) to the difficulty options![/p][p][/p][h2]Drone Death in Sec Tally Breakdown[/h2][p]With Update #51, we've ensured that drone deaths which are instantly reported are correctly shown in the Security Tally Breakdown that replaces the Combat Log. Good luck against those mecha infantry - mean buggers![/p][p][/p][h2]More Victory/Defeat Cases[/h2][p]This update fixes a number of other rare but important cases where different story events could be called at the same time as victory or defeat. Consider the situation - an enemy throws a grenade and kills your Knight but also at the same time kills the sibling in the prison rescue storyline. In this case, its critical that the story event about the death of the sibling is run before the defeat screen takes over. In these cases where you had something happen that would cause a story event and you triggered a win or loss condition, you could end up with dialog and story events being altogether skipped. Another example is a multiple grenade kill - if a grenade was thrown that killed your Knight but also killed the last enemy in a Siege mission, the game used to go to Victory ... woops![/p][p]Update #51 has rewritten the processing of victory and defeat to ensure that no story events are ever skipped and that the correct screen (defeat over victory) is shown.[/p][p][/p][h2]Disabled Button Bar[/h2][p]
While your mercs are moving, we've now correctly disabled the button bar buttons. Previously these stayed visually enabled, leading a lot of players to click rapidly on them, trying to use them even while your mercs were moving. This could lead to frustration or misclicks once they suddenly came back to life. Now they enable and disable visually as you would expect.[/p][p]Another area we're going to keep working on (skipping your own movement) to increase the pace of play.[/p][p][/p][h2]Enemies Kill Head Hunters[/h2][p]Introduced back in Update #44, an unforeseen error came up - if an enemy agent killed a Head Hunter, they could result in a lock up to the game's controls. This is now resolved and this also cleans up a number of other rare cases that could cause the controls to lock up when enemies were fighting each other.[/p][p][/p][h2]Grenade Logging[/h2][p]
[/p][p]The damage and debuffs caused by grenades and other AOE Talents or items are now nicely logged into your combat log. This helps track exact debuffing and damage from different types of AOE damaging attacks. Thanks to the players who put in F10s asking for this improvement![/p][p][/p][h2]v2.2.75 - #51: Lt. Bug, Major Smash - 11/14/2025[/h2][p] - Fixed some cases where contacts or characters might get invisibly locked in to a story that had already endeds[/p][p] - Fixed a number of Shadow Site issues that persisted from bugs in #47-#50 (duplicate tags, merc won't start story, Faction-Name-1, etc)[/p][p] - Fixed bug where instant drone death report was not appearing in the Sec Tally detail breakdown[/p][p] - Improved Victory/Defeat processing to ensure that no dialog or story result is ever skipped even if Win/Defeat happen at the same time[/p][p] - Fixed bugs that could result in an enemy frozen in place but still running or walking[/p][p] - Fixed possible lockup when another enemy gets the kill shot on a Head Hunter[/p][p] - Fixed possible lockup when swapping between multiple grenades/Shock Mine/Venom Trap rapidly[/p][p] - Visually disable End Turn and rest of button bar while merc is moving so it is clear when they can be clicked[/p][p] - Fixed outlines on some props[/p][p] - Improved combat logging for AOE attacks and grenade damage[/p][p] - Fixed some missing error messages in safehouse room management[/p][p][/p]
- [p]A merc had multiple Shadow Site tags (sometimes as many as 3!). No merc should ever have or reveal more than one Shadow Site.[/p]
- [p]A merc might have a Shadow Site tag but refuse to start acting on it even though their Loyalty was above 60%. These mercs should now get busy revealing their secrets if your Team is above Power Level 5+.[/p]
- [p]A merc might start a timeline event about a Shadow Site but the event would substitute the faction name for "Faction-Shortname.-1".[/p]