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Cyber Knights: Flashpoint News

Update #51: Lt. Bug, Major Smash

[p][/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]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]
[p]As you load Update #51 and open your saved games, you'll see some on-the-fly repairs happening that should resolve all of these issues by the time you reach the barracks. If you run your timeline a bit, you should be able to get your mercs to pop their Shadow Site events if they were hung up.[/p][p][/p][h2]New Tally per Turn Difficulty Option[/h2][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]

Update #50: Shadow Veil Wrap

[p][/p][p]Knights and mercs, we've got an updated that focuses on crushing down on your community F10s, polishing up and adding new QoL for you and your company of underworld operators. With Update #50, we fixed a number of issues with Shadow Sites, fixed issues with the new Hidden VIP secondary objective, polished how weapon aiming happens especially during misses to make it look better, fixed bugs with Stunned enemies reporting corpses, made a quality of life adjustment to difficulty rules and Sec Tally per Turn, fixed reload bugs around Sec Tally per Turn and more. This one is a huge pack of things you submitted, so thank you for your F10s, playing and posting![/p][p]If you are enjoying the ongoing support for Cyber Knights: Flashpoint, we hope that you will leave a review ːtoxcloudː[/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 Fixes[/h2][p][/p][p]We fixed a mistake in the Casting Directors matches for Shadow Sites that was causing a cascade of downstream problems. Individual mercs who should not have gotten a Shadow Site tag might get a tag (they have no ex-corp background), or mercs might get multiple Shadow Site tags at the same time. In either of these odd cases where you have tags that don't belong or duplicate tags, you could then generally end up with the Shadow Site mission against Warner-Braun even though the dialog and the loot were from another faction. [/p][p]We're very excited about this new set of merc-driven storylines that help round out some of the late and end game and are very impressed by the screenshots we've seen of what you all are looting! Well done, keep it up.[/p][p][/p][h2]Secondary Objective: Hidden VIP[/h2][p]We fixed some issues with the Hidden VIP secondary objective that were (1) preventing it from appearing mid mission and (2) preventing it from appearing correctly on the end mission screen, or always showing up as failed. This is a fun but difficult secondary objective goal and we're glad to have it working as it should be now. [/p][p]With these 2 new objectives (hidden VIP, kill max) wrapped up, we are now moving on to look at another new secondary objective that will be hacking focused.[/p][p][/p][h2]Sec Tally per Turn Reload/Difficulty[/h2][p][/p][p]With Update #50, we fixed a bug that could cause your Sec Tally per Turn to increase each time you reloaded the game from the main menu in higher difficulty settings. This is now cleaned up - you don't get charged multiple times on reload.[/p][p]Also, we changed how difficulty functions to exclude the Security Escalations that would increase your Security Tally per Turn if you have the difficulty setting that "All Tally per Turn Disabled". Basically, we are now taking that more seriously - if you have made this choice in difficulty then you will not get Tally per Turn increases from the Sec AI. [/p][p]We are considering renaming this effect to Auto Tally - let us know what you think![/p][p][/p][h2]Gunfire Animation and Hand Positions[/h2][p][/p][p]With Update #49, we fixed a bug preventing enemies from angling their weapon up and down when they are shooting at a target with a different elevation. This helped a lot but also with the focus on it, players started noticing that some feminine characters or enemies held their pistols in a shotgun grip! We found and fixed an animation bug with the order of weapon classes => animation types for aiming. This has helped all weapons aim up and down with the correct hand position.[/p][p]In addition, we've polished the gunfire animation so that the weapon is always pointing directly straight with the line of the bullet that will come out of it. This is especially noticeable with misses and close range shots where sometimes the bullet and barrel of the gun were misaligned and it looked silly.[/p][p][/p][h2]Stunned Enemies Spot Corpses[/h2][p]We fixed a bug here where Stunned enemies spot enemy corpses and even though they were Stunned were able to report these to the Sec AI. Fixed![/p][p][/p][h2]Map Fixes[/h2][p]We fixed an issue in the Offshore Platform where you might not be able to access one of the extract points that was built into a new elevator. we fixed some bugs with different props blocking sight lines and fixed a few more cases where a VIP or your team might start too close to the extraction point.[/p][p][/p][h2]v2.2.71 - #50: Shadow Veil Wrap - 11/11/2025[/h2][p] - Fixed bugs with Shadow Site sometimes repeating on the same character, on character's who don't have ex-corporate backstory[/p][p] - Fixed bugs with Shadow Site oddly turning up was against Warner-Braun even though the dialog and loot is from another faction[/p][p] - Fixed issues with Hidden VIP Secondary objective not displaying always in objectives or being rewarded always[/p][p] - Improved weapon aiming during shooting so that the gun always lock on target in the bullets always go directly forward, even when missing[/p][p] - Fixed bad animation setup for aiming - feminine characters used wrong animation for aiming pistols, all aims too high[/p][p] - Fixed bug with stunned enemies still reporting corpses in some situations[/p][p] - Fixed bug where Sec Tally might creep up slowly with each reload based on higher difficulty settings[/p][p] - If Security Tally per Turn is disabled in difficulty, Sec AI cannot draw cards that will increase it[/p][p] - Fixed duplicate shotgun names, typos[/p][p] - Fixed bug with reusing already used item multiple times[/p][p] - Fixed map bugs, bad starts, inaccessible extraction elevator [/p][p] - Fixed bug where victory/defeat could run multiple times (kill all final enemies with grenade, etc)[/p][p] - Fixed issues with mercs shown as "status unknown" in Contact tags when in Medical Recovery [/p][p][/p]

Update #49: Security Shakedown

[p][/p][p]Knights and mercs, we're excited to roll out update #49 with new helpful HUD feature to look closely at specific causes of Sec Tally increase in any given turn, two new secondary objectives for missions to help push you to new styles of play, improved Defeat to Death screen flow to give you a chance to use your auto-saves in defeat, improved looting balance for high-level missions and Shadow Sites, a fixed Buyers filter in your Cold Storage, new music and SFX improvements and a massive, mountain of F10s resolved![/p][p]A huge thanks to all the players showing up, posting, playing and sharing. We are here because you are here! We hope you'll take a minute to leave a review and help us keep improving the game.[/p][p]Be sure to check out the Gun's Blazing Community Challenge that just went up - join the fun, smash 'em up and then heist 'em![/p][p][/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]New Sec Tally Breakdown[/h2][p][/p][p]Update #49 includes a new HUD element that can be toggled out with the Combat Log - the Security Tally detail breakdown. This new view gives you a event by event breakdown of what is raising your Sec Tally that turn. It includes increases for the automatic Tally per Turn, any decreases you have caused with Talents or Leverage. Then it also includes all security devices and their cost in Tally as well as all enemies, every event they have encountered and the cost in Tally as well.[/p][p][/p][p]This iteration of the Sec Tally breakdown is the first version and it will be improved. It has no interactivity right now, which is definitely wants. There are some items that could be batched together into a group (if a single enemy hears multiple gunshots) - but we wanted to share the current version with the community to gather feedback before we work on the updated, more powerful version.[/p][p]It feels good to have it as its own dedicated area as a combat log replacement, giving it enough space to show lots of events if needed and to (in the future) allow for mouse over and clicking to help highlight the enemy AI and security devices in question.[/p][p][/p][h2]New Secondary Objectives[/h2][p]We have also introduced 2 new secondary objective types with Update #49 - both focusing on more stealthy side of play and for Contacts who are more adverse to violence and direct conflict. Adding to the 3 existing secondary objectives, these two new types add some much needed variety, demand different styles of play and are also rarer than the existing three (Turns, Kills, Sec Level). [/p][p][/p][p]These are considered side-spicy types of objectives that only appear in missions that make sense (kill max does not appear in Kill 3 Captains or Hardened Target, etc). They also are pushed by some Contacts based on their Traits, but are just generally rarer.[/p][p]The first is a maximum kill count - your Contact wants you to use a lighter touch and complete the mission without a blood bath in order to obtain this secondary objective. [/p][p]The second is to keep a VIP Hidden throughout the entire mission. This can only appear in Bodyguard and Exfiltrate missions today but pushes you to be more careful with your VIP and keep them out of sight to get the maximum rewards. If you want that secondary, then no more wild dashes to the exit, every move will need to be planned more carefully.[/p][p][/p][p]The new objectives can also create scenarios where you'll need to chose one or the other - keep the VIP Hidden or Kill 12 Enemies or both? In some cases, with a kill goal and a kill max, all secondaries cannot be obtained any more.[/p][p][/p][h2]Improved Defeat and Death Flow[/h2][p]With Update #49, we've resolved a longstanding annoyance about the flow of screens if your Cyber Knight is killed. Previously, in the case that your Cyber Knight went down, you'd be pushed out of the level with the Defeated animation but unfortunately dropped straight into the Dead screen, skipping over the important defeat screen. This prevented you from accessing your critical "Retry Level" types of auto saves (based on difficulty).[/p][p]We've resolved the issue with the flow and now you'll end up - once - in your defeat screen. If you accept your fate, you'll move on to the Dead screen. If not, you can restart the level (again, only if difficulty allows it).[/p][p]Thanks to everyone patiently waiting on this fix! Glad to be able to deliver it this week.[/p][p][/p][h2]Improved Shadow Site & Looting for High Power Level[/h2][p]Shadow Sites have been dropping crazy loot as players have hit these new, high-risk raid levels. However, sometimes they have been rolling pretty crap. With Update #49, we've adjusted the balance of their loot rollers to make sure that their minimums are properly set, pushing to avoid allowing them to roll special rewards that end up feeling out of balance or too far behind where you already are.[/p][p]In addition, this comes along with an adjustment to all loot rolling math for Missions at Power Level 7 and above. This pushes the minimum Power Level of loot that can be rolled for these missions simply up by +1 level. This means as you get into 7, 8, 9 and 10 Power Level missions, the chance that you could roll something low like a 4 or 5 are vastly diminished and only possible in the case that very few loot items quality for the current category and faction (it is possible, just more unlikely now than ever). This will once again slightly restrict the loot variety for high level groups, but also a ton of high level things have been added in the last 2 months, so it should be well offset.[/p][p][/p][h2]Fixed Buyers Filter in Cold Storage[/h2][p]We're excited to see the Buyers Filter in your Cold Storage tab for Accounts and Files is now 100% accurate. It was flipped for a while between Files and Accounts (the filter for Accounts was shown for Files, oh my) ... but now we've resolve that along with a few other mistakes in the rules for the filter vs. the final sale.[/p][p]It was a requirement to have this working perfectly before we could move on to the Bulk Sell feature, so we're glad to have this put to rest at last.[/p][p][/p][h2]Improved Music and SFX[/h2][p][/p][p]With Update #49, we've returned to push forward the SFX and music in Cyber Knights: Flashpoint again. With this update, we've rolled in an expansion to the reactive music system, adding more variations to the possible stealth music that can be played and the ways that it ramps up as more tension and trouble arrives upon the scene.[/p][p]In addition, we've spent some time improving the type of environment SFX that help fill in the world. Update #49 has added the missing SFX for the hovertrucks as they land as well as splitting out the different types of doors as they open and close. Now energy barriers / prison doors will sound different than the large mechanical doors.[/p][p]We're excited to be back to this and push forward on incremental improvements.[/p][p][/p][h2]Truck Job - Ignores Merc Faction Issues[/h2][p]With the last few releases, we've been tagging specific missions as those that should ignore the mercenary backstory restrictions around Loves / Hates / Deserter and Wanted. We've added this rule now to the Truck Job part 1 and 2, as you are working for a Contact who is trying to leave Matsumoto and if you Hate Matsumoto, this is not a reason to not join the job![/p][p][/p][h2]Fixed Mountain of F10s![/h2][p]Another big pile of F10s has been wrapped up with this update. We are really beating up the F10 queue, hitting all the high points right now and really crushing down on things that are making the game slightly buggy now and again.[/p]
  • [p]We fixed one more final case where the sightlines during movement could be wrong.[/p]
  • [p]We've fixed another case around movement + mantling + skip turn that could cause a lock. We've also added a ton of extra logging with this update to help track down the final one or two other cases that can cause a movement freeze.[/p]
  • [p]Fixed some Contacts like Goldstax having the "Sell Anything" tag[/p]
  • [p]Fixed a number of text formatting issues for special effects appearing on new Shadow Site armors like Noise, Movement Detection Reduction, Ballistic Dmg and more.[/p]
  • [p]Fixed bugs where Grenades or Venom Trap might still teleport you when canceled.[/p]
[p][/p][h2]v2.2.69 - #49: Security Shakedown - 11/6/2025[/h2][p] -Added Security Tally breakdown - swap with Combat Log to see exact breakdown (version 1)[/p][p] - Added 2 new secondary objective types: keeping VIP hidden and killing X or less enemies[/p][p] - Improved balance for secondary objectives when spread across multiple stages (more Turns, higher Sec limit, more kills)[/p][p] - Added more music and reactive stems to the reactive music system for stealth sequences[/p][p] - Added missing SFX to hovertruck landing animated sequence[/p][p] - Improved SFX for different door types like forcefield doors vs. large metallic doors[/p][p] - Improved flow of screens on Knight Death - now go to defeat screen before Death screen with a chance to retry turn or mission[/p][p] - Improved Power Level of all loot rolled in Shadow Sites, increased the baseline Power Level of all loot rolled for Missions at Power Level 7+[/p][p] - Added rule for Truck Job missions in part 1 and 2 to ignore merc hatred of MATS as the missions are really against MATS[/p][p] - Increased size for Starfish Program, starting now over 300 IO[/p][p] - Fixed issue where considering an attack on an enemy might cause you to be damaged by Laser Wires, detonate Prox Mines or be spotted by a camera[/p][p] - Improved possible odd "float down" visual effect that might happen when an enemy agent skips their move near elevation or mantling[/p][p] - Fixed final bugs with sightlines now always being correct for targets after movement[/p][p] - Fixed bug with cameras and long-range cameras where meta visual for sight cone length might not 100% match actual sight range[/p][p] - Fixed bug where grenade, Venom Trap or other thrown items could possibly teleport character[/p][p] - Fixed Cold Storage filter for Buyers having mismatch, missing items, things they can't buy[/p][p] - Fixed bug with Interference Spike not working well 2 turns in a row[/p][p] - Fixed Contact "Sells" list saying "Anything" for Contacts like Goldstax[/p][p] - Fixed text formatting for + and - Noise values in weapon mods and blueprints[/p][p] - Fixed text formatting for Ballistic/Kinetic Damage and Movement Detection Reduction when added by rare armor[/p][p] - Fixed selection issues for controller on victory and defeat screens (accidentally selecting character list)[/p][p] - Fixed victory screen for hack-only missions showing the wrong Heat summary (as if pitched battle)[/p][p] - Fixed bad formatting of money shown in objectives list[/p][p] - Improved prompt in F10 feedback and bug form[/p]

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]