1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

H4RDP0INT - Major expansion adds Turret drones to your heists!

[p][/p][p]Knights, we have a huge update for you this week which adds a whole new class of drones to the game - Turrets! The devious Sec AI that you battle throughout your heists has a new ace up its sleeve - activating turrets from their underground encasements and bringing these powerful, stationary and hard-to-kill drones into the battle.[/p][p]We're excited to keep expanding the game as we work on our ambitious post-launch roadmap. New types of enemies and especially drones are a very exciting area of expansion to reward more varied character builds, new tactics, and put your squads up against new high-powered and late-game enemy options.[/p][p]If you want to see what else we've got cooking - check out the full Post-Launch Roadmap![/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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 Enemies: Turrets[/h2][p]Turrets are stationary weapon platforms that can be activated by any SIGMA series Sec AI. These new enemies are drones (a category describing all mechanized enemies) so they can be targeted by your drone Talents and instantly report their death like all drones. Further, turrets will explode when they are destroyed, causing potentially deadly damage to anyone nearby![/p][p]Turrets can appear:[/p]
  • [p]Once your team reaches Power Level 3+[/p]
  • [p]Only in certain objectives (Alpha Strike, Exfiltrate VIP etc do not include Turrets)[/p]
  • [p]On Larger maps that have space for them[/p]
  • [p]Only on 15-33% of heists - when they do, they generally force you to plan and approach the heist differently, so they are not a constant threat but a spicey spice.[/p]
[p]There are two types of turrets today - the heavy machine gun turret and the directed energy weapon turret ("E-turret"). Each have their own set of stats, weapons, armor and talents. Turrets can appear in different missions from Power Level 3+. The challenge they present will start low but scale aggressively into the end game by PL 10. Watch out, Turrets love to use Overwatch! [/p][p][/p][p]You are able to see in advance if a heist has the potential to have turrets by checking its mission flags for the highlighted "Turrets" warning. Also, once you are on the ground in the heist, the locations that Turrets might appear are shown clearly to you, each one marked by a large and threatening looking turret spawning location.[/p][p]With this pre-knowledge in hand, you'll be pushed to make new choices about how you approach a heist if turrets are present. Do you really want to go down that route to reach those lootboxes if a Turret might pop out of the floor at any Escalation?[/p][p][/p][h2]Sec AI: "Activate Turret!"[/h2][p][/p][p]The Sec AI - your overarching enemy during most heists - now has the power to activate turrets from their underground encasements. Until the Turret is activated from its underground lair, it is invulnerable and cannot be targeted. This new and dangerous type of Escalation is available to the entire SIGMA line of Sec AI - including Sigma 5, Sigma 7, Sigma 9 and Sigma BLACK. [/p][p]The more dangerous the security AI you're facing, the lower the minimum Sec Level required to activate Turrets. In a facility with a Sigma 5 Sec AI, Turrets become a risk at Sec Level 4+; whereas one with Sigma BLACK, they can be summoned as early as Sec Level 2.[/p][p]These Escalations do count as a type of reinforcement which can be blocked by some Leverages, at least until we've added more drone-and turret-specific Leverages that are competitive.[/p][p][/p][h2]How to Take on Turrets[/h2][previewyoutube][/previewyoutube][p]Turrets are heavy weapons platforms with no need to move which allows them to be built with heavy plating and stacked with massive weaponry. Armor-shredding is key for any attacks against drones; these are high HP enemies. E-rifles in particular are an excellent weapon to take them on, but other weapons with a high chance to shred armor (possibly extended by weapon mods) can be effective as well.[/p][p]The Cyber Knight and Cybersword have the most anti-drone talents, with Hacker and Agent EX characters also having several available. Check any of the character classes on the Cyber Knights Wiki to easily see a full list of their available talents and CTRL+F for "drone" to review.[/p][p]Most importantly, keep in mind that turrets are stationary. Using hard cover where you can step out, shoot them, then step back to where they can't target you is a significant advantage. Any class's talents that can cancel enemy overwatch or move through overwatch without triggering it can be helpful, as turrets have a wide field of fire and can lock down a significant area with overwatch.[/p][p][/p][h2]More Drones Coming Soon[/h2][p]We're excited to be expanding the scope of drones within the game with the release of Turrets. As we've worked on these, we simultaneously completed the recent major rebuild of the game's unit-navigation layers across all levels, in preparation for further new enemy drone types with different movement capabilities. Get ready, these are coming soon.[/p][p][/p][h2]Hacking Juice Bugs Fixed[/h2][p]We fixed a number of bugs with Hacking Juice and other Items and Talents that add Tokens with Update #53 that will make these more powerful. [/p][p]Sometimes these tokens were being incorrectly consumed by passive IC that should not qualify to take a token. This is now resolved and only IC with proper reactions that need to be canceled will cost a token.[/p][p]In addition, we found an issue if you reused one of these Items or Talents while the buff was up and some Tokens were still unused. This was replacing Tokens (there was 1, it is replaced with 3) instead of adding Tokens (there was 1 and 3 new are added, resulting in 4). This is a less central use case but just as important.[/p][p][/p][h2]VIPs Unmoving Mostly Fixed[/h2][p]We've fixed a number of issues with VIPs and their bodyguards where they might not register the correct set of enemies and targets during their turn, causing them to stay oddly stationary at the worst times. [/p][p]This should help some cases with frozen VIPs once they are combat engaged but doesn't fix any of the map-related issues with non-combat engaged VIPs still standing around. That is up next, we have those F10s and are looking at the Trucker HQ as the one map where this is happening basically.[/p][p][/p][h2]v2.3.1 - #53: H4RDPOINT - 11/26/2025[/h2][p] - Added new powerful drone type to missions: Turrets! Stationary hardpoints, hard to kill and packing heavy weaponry [/p][p] - Turrets can appear in different missions from Power Level 3+[/p][p] - Turret challenge starts low but scales aggressively into the end game by PL 10[/p][p] - Missions that can feature Turrets include a new tag in the mission stage description[/p][p] - Turret hardpoints are shown on the map in advance and a Sec AI Escalation may activate a Turret at that point[/p][p] - Different Sec AI feature different thresholds to start activating Turrets (Sigma 5 is Sec Level 4+, Sigma Black is Sec Level 2+)[/p][p] - When Turrets are destroyed, the exploding causing damage to any nearby characters or enemies[/p][p] - Prevented Juice Tokens from being used too quickly due to passive IC in the node[/p][p] - Fixed bugs with matrix Talents or Items that include Tokens, ensuring that re-use of Talent or Item adds Tokens, not replaces Tokens[/p][p] - Improved bodyguard and VIP intelligence once in fighting stance, more aware of last engaged characters[/p][p] - Fixed matrix controller bug where using a Talent might move you to an adjacent node[/p][p] - Improved AI response to skipping forward in their turn, fixed cases they might skip an event like spotting player[/p]

Update #52: Pathways

[p][/p][p]Mersc and Knights! It is a quick Saturday update with a lot of improvements and fixes and some key underlying changes to the navigation system to prep for the upcoming turrets and drones releases. Thanks for posting F10s, helping us improve the game and keep moving forward. [/p][p]Check below and see the full change log for all the tweaks and bugs that were addressed, new added cosmetic items, rebuilt navigation system (shouldn't change much for walkers), character feet landing correctly on varied terrain, improved conflicting secondary objectives, fixed Skipjack Scan2/2 bug and more.[/p][p]If you are enjoying the constant stream of improvements to the game and are ready for more content and more features, please take a moment to leave a review help us keep going![/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 Appearance Category: Ears[/h2][p][/p][p]With Update #52, we added the first options to set appearance options for your ears or ear cybernetics. This first set includes 2 comms or broadcast devices or cybernetics that you can have - one on your left, one on or your right, or both. They look very themey on your overwatch Face or can make for some cool looking operators. Now that the category is open, we're looking forward to adding some additional class options to the set as well - earings, headphones and more.[/p][p][/p][p][/p][h2]New Navigation Surfaces[/h2][p][/p][p]With Update #52 we've completed a full rebuild of all of the game's 3D navigation surfaces - these determine what types of units can move where. This is all in prep for the release of different types of flying drones, and their surfaces were the main focus of the rebuild. However, the surface for bipedal walking characters was also completely rebuild during this time. We found place where it could be improved and have found and fixed a number of places where the rebuild caused something to act oddly (you could walk in some desks, certain ramps stopped functioning, sometimes you couldn't cross the threshold of a door).[/p][p]Weeks have gone into testing this across the big set of maps in the game but if we missed something, please report it with an F10 and we will get it fixed![/p][p][/p][h2]Legs on Stairs or Varied Terrain[/h2][p][/p][p]With Update #52, we've addressed a visual issue where characters might not stand very accurately over anything that had varied height. Really, their feet stayed at the same height regardless of what was under them, they were just glued to the height of their center point. With Update #52, and the new navigation systems update, we now individually position their feet as they stand, crouch and run. [/p][p]This lets them stand on stairways more accurately (seen above) where the feet really hit the individual stairs. Similar to navigation surfaces, this has been weeks in testing and tweaked many times. It is still possible that (especially when crouching) that the legs can contort in ways that don't look comfortable in certain situations - as there is no grid, tons of variations in the 3D ground surface, characters can stand at any point, facing any direction -- the possibilities are truly endless![/p][p][/p][h2]Conflicting Secondary Objectives[/h2][p]We have removed the "hard conflict" that became possible in secondary objectives - where you might get "Kill more than 10" and "Kill less than 5" in the same set of objectives. This conflict was confusing and less fun than the type of secondary objective "soft conflict" tension we'd like to focus on. These softer conflicts - like "Kill more than 10" and "Keep Sec Level below 4" give you a puzzle and a challenge when they are combined that is difficult and exciting, as opposed to the simply impossible hard conflicts.[/p][p][/p][h2]Skipjack Scanning Bug[/h2][p]We fixed an issue where you could not run Scan from inside a SCU that had been pre-Scanned before you Skipjacked in. Because the node started at Scan 2/2, it was refusing to Scan which prevented you from uncovering details about adjacent nodes. Fixed![/p][p][/p][h2]v2.2.81 - #52: Pathways - 11/22/2025[/h2][p] - Added new cosmetic category for ears - starting with ear cybernetics for broadcast / comms[/p][p] - Updated all navigation mapping in game in preparation for Turrets and Drones (let us know about issues!)[/p][p] - Improved flight path planning for special Medical Stretcher drone[/p][p] - Prevented "hard conflict" in secondary objectives where a "Kill X" and "Kill less than Y" could both generate[/p][p] - Fixed bugs with office desks and chairs not providing cover or blocking sight in some configurations[/p][p] - Fixed bug with Proximity Mines sometimes not exploding when they should[/p][p] - Fixed bug with Head Hunters and VIP Hunters sometimes freezing up when the mercs left to chase got low[/p][p] - Fixed bug with Skipjack and Scan 2/2 nodes not allowing you to scan adjacent nodes[/p][p] - Fixed matrix controller bug where using a Talent might move you to an adjacent node[/p][p] - Fixed bug causing Vix & Diato Wethers to stick around or not appear at all the wrong time[/p][p] - Fixed bug with terminal in one level causing freezes when outlined[/p][p] - Fixed bug with freeze during changing difficulty [/p][p] - Fixed final possible case that could result in lock up during enemy movement (bug is DEAD)[/p]

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]