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Cyber Knights: Flashpoint News

Update #79: Hold 'em Up

[p][/p][p]Knights and mercs, after a big burst of new content, a momentary pause to resolve issues, bugs and community F10s is in order. So let's hold up our QoLs and bugs get them fixed! With Update #79, we resolved issues with the Wireghost Deltaware, the Shadow Site Nuke III and Rapid Attack III programs, the Skyrise Hit missions being claimed by multiple contacts, improved our existing translations and continue to make daily progress toward releasing Simplified Chinese translation.[/p][p]As always, a huge thanks to everyone playing and posting, and especially to those who left a review this week to help us keep doing what we're doing ːsteamhappyː[/p][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]Deltaware: X-Drip Mindflare[/h2][p]With Update #79, we've fixed the broken Wireghost Deltaware that was previously broken with an empty Talent and named the X-Drip Specter. Now, the unique cybernetic spliced into your spine provides an instant Nuke-like ability to wipe out the IC within a single node. While it has a very long cooldown, this gives your powerful Wireghost an ace up her sleeve. [/p][p]This fix will work for any character before or after the Deltaware Re-Activation mission.[/p][p][/p][h2]Shadow Site Programs: Nuke & Rapid Attack III[/h2][p]With Update #79, we've fixed the special Shadow Site reward Programs Nuke III and Rapid Attack III which were accidentally left linked to the Nuke II and Rapid Attack II. These programs now correctly offer unique and upgraded versions of the classic programs - more Damage, more Charges, more![/p][p][/p][h2]Fixed: Skyrise Contact Swapping[/h2][p][/p][p]For a while, we've had a bug with the Contact who offered the Skyrise Hit mission suddenly swapping to another Contact. It especially seemed that Taylor Strizek liked to volunteer for this kind of bloodshed![/p][p]With this fix, the contact for the mission will stay stable. Also, we've resolved the issue where too many Skyrise Hits could be offered, in some situations they were coming fast and heavy and kind of overwhelming other types of proc-gen missions.[/p][p][/p][h2]Continued Translation Improvements[/h2][p]With this update we've completed another round of over 200+ improvements to translations, cleaning up confusing dialog, gender issues, plurality and more. [/p][p]In addition, we identified and fixed a set of lines in English that were not translated - specifically a number of the hovers in the Matrix HUD. We have now finished translating and fixing those strings.[/p][p][/p][h2]Simplified Chinese is Coming![/h2][p](^^ An early build, showing some text in Simplified Chinese and the game font)[/p][p]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner.[/p][p]If you know Simplified Chinese -[/p][p]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks.[/p][p]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p]For other languages -[/p][p]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]v2.5.57 - #79: Hold 'em Up - 4/2/2026[/h2][p] - Fixed issue with Wireghost Deltaware X-Drip Mindflare (renamed) not having a Talent effect[/p][p] - Fixed issues with Matrix Programs Rapid Attack III and Nuke III (now using their own stats) and reduced program size slightly[/p][p] - Tweaks and improvements, dialog fixes for Specter from the Past storyline[/p][p] - Fixed multiple Matrix HUD hovers and safehouse tags that had been failed to be translated[/p][p] - Improved over 200+ lines of translated text across the 7 languages[/p][p] - Fixed bug where multiple Skyrise Hits could be offered at the same time (too many!)[/p][p] - Fixed bug where the Contact offering Skyrise Hits could change suddenly (looking at you, Strizek!)[/p]

Update #78: New Merc-Driven Storyline: Specter from the Past

[p][/p][p]Knights, we are excited to drop even more content into the merc-driven storylines we have been building up over the last few months - now with a story that can resurface an old name, someone you thought was dead. And it turns out - they badly need your hel ! This update pairs with the recent "Depths of Loyalty" and "Deltaware Re-Activation" updates to further expand on merc-driven story content.[/p][p]In translations land - we have recently announced the upcoming Simplified Chinese translation 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》and are looking for community members to help in the review process (see below). Thank you to all who have provided feedback on the other newly released translations! We've provided UI improvements where needed and accepted many suggestions.[/p][p]If you are enjoying the updates and constant improvements, please take a moment to leave a review! [/p][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]Merc-Driven Storyline: Unexpected Specter[/h2][p][/p][p]This is a storyline and a Casting Director ability that we've been talking about for a long time and we're excited to roll it out into game. The Casting Director has a wide range in its ability to match and pick appropriate characters and contacts to fill roles within stories, and it even has the power to reach into the grave and find someone there.[/p][p]With Update #78, we've added the first "post-humous" stoyline, where a dead merc can reappear as an echo in the game. In this case, as you'll find, they weren't as dead as you had thought and are now in need of your help - if you can pull it off.[/p][p]This storyline and the Unexpected Specter mission unlock after Power Level 5.[/p][p][/p][h2]Fixed Death Tags[/h2][p][/p][p]With this update, we resolved issues with character's death tagging to make sure it is clear and now lists the name of the heist on which you died. In the future, we hope to further upgrade this tag to include the Contacts and Factions that you were working for (if any) and working against. [/p][p][/p][h2]Retirement Re-Sort: Loyalty First[/h2][p]As we prepare to add more Retirement slide options to the game, we've completed a review and some housecleaning of the Casting Director's Retirement matching rules and made some improvements. [/p][p]While we fixed a few bugs and improved some of the matching rules for some retirement outcomes, the big change was to adjust how the retirement list is sorted. Previously, three sorts were used in priority - seniority on the team (top), Loyalty (fallback) and Level (super fallback). This gave an enormous amount of weight to seniority and the date you joined the merc company above all else. We have redone the sorting order to shift seniority to the super fallback position, preferring to sort by Loyalty, Level and Seniority only if Loyalty and Level were the same.[/p][p]This has refreshed and updated some of the retirement results that you team may have previously received.[/p][p]The next move in this space is to load up on more retirement results so that everyone - even on large teams - can get a full set of slides.[/p][p][/p][h2]Matrix APUs Rising[/h2][p]With Update #78, we've improved the dynamic nature of matrix templates in order to make APU nodes (which allow your Hackers to have big impacts on the meatspace Sec Level and Tally) more available throughout the matrix hosts in the game. [/p][p]This follows on the press to make Access Gates and Sluices more widely available in matrix hosts, ensure that you're getting chances to see and interact with all the extended features of the matrix.[/p][p]APU nodes are Alarm Processing Units and may be spiked like a CPU. However, if you spike an APU, it can reduce the Sec Level of the meatspace Sec AI. Once the Sec Level is reduced like this, the Sec Tally needs to retread old ground, regaining the Tally that was taken away. As it does so, the Sec AI does not get Escalations on those "lost levels" and so you are effectively blocking the next set of Escalations. These are very powerful nodes and a fun way for your hacker's influence to cross-over into the real world.[/p][p][/p][h2]Empty SCUs Fixed[/h2][p]With Update #78, we have also fixed the persistent problem that you could encounter empty SCU nodes in some hosts that had no security devices connected to them. These dead-end nodes ended up as Trap havens and not nice places to go. Matrix templates will no longer generate such mistakes.[/p][p][/p][h2]Simplified Chinese is Coming![/h2][p]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner.[/p][p]If you know Simplified Chinese -[/p][p]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks.[/p][p]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p]For other languages -[/p][p]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]v2.5.55 - #78: New Merc-Driven Storyline: Specter from the Past - 3/29/2026[/h2][p] - New merc-driven storyline: a merc who you thought died on a previous heist resurfaces deep in an enemy prison[/p][p] - Improved availability of APU matrix nodes to allow manipulation of real-world Sec Level[/p][p] - Fixed all cases where SCU could appear in matrix without any attached security devices[/p][p] - Improved retirement result sorting to prefer Loyalty and Level as more important than seniority on the team [/p][p] - Fixed description of "Like Family" Trait to include its effect - Loyalty never drops below 50%[/p][p] - Fixed death tags showing up incorrectly for dead characters - now showing the heist they died on[/p][p] - Removed bold from fonts where used to emphasize to increase readability in languages (relying only on color tagging)[/p][p] - Reduce memory footprint from fonts[/p]

Update #77: SCUs Rising

[p][/p][p]Knights and mercs, we are following the big merc-driven story update with an update expanding the matrix, improving translations, fixing some Talent descriptions, hitting some key balance points for early-game and fixing your F10s. [/p][p]Thanks to everyone checking out these updates, playing the game and especially to those who have left a review to help us keep going ːsteamhappyː[/p][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]4 New Matrix Templates[/h2][p][/p][p]We are on a roll right now, expanding the templates within the matrix to increase the variation and challenge level in any given matrix host you might come across.[/p][p]With Update #77, we've focused on matrix hosts that can include SCUs and expanded the catalog with 4 new templates. We are also continuing to keep the pressure to get more Access Nodes and Sluices nodes across the matrix set so that they are seen more often. [/p][p]An Access Gate needs to be spiked like a CPU or APU before you can leave it, so be sure your programs are loaded up and you're ready for a fight before entering. With Slucie Nodes, all of its connections are one way - either IN or OUT - which forces special pathing decisions and often creates "one-way doors" in the Matrix.[/p][p]We also fixed a few more F10s where a Sluice might preventing access to part if its host.[/p][p][/p][h2]Persistent AOE Talent Durations[/h2][p][/p][p]For a while, the Talent durations for all Talents that create persistent AOE zones on the map had issues if you started to upgrade their duration, they could show as incorrectly extended like 15 Turns (!!). With this update, we have corrected these durations so that they stay reasonable, which has helped Talents like JTAC, Strike Zone, Venom Trap, Tox-Cloud, White Noise and many others.[/p][p][/p][h2]Power Level Limits[/h2][p][/p][p]We've pushed a few more Power Level limits into the game to help content appear at appropriate times, with specific focus on certain types of stories and challenges not appearing too early.[/p]
  • [p]Certain Head Hunters, including Le Sidewinder and his cadre of mecha infantry bots, has been limited to Team Power Level 4 or higher[/p]
  • [p]Power Play storylines have been limited in all forms to Team Power Level 3 or higher[/p]
[h2]Translation Improvements[/h2][p]With over 500 changes across the languages, this update has a specially big set of improvements to the translation as our translation partner has wrapped up another round of LQA and we have continued to keep the pressure up on processing your F10s and improving the translation text. [/p][p]A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]Simplified Chinese is Coming![/h2][p]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner.[/p][p]If you know Simplified Chinese -[/p][p]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks.[/p][p]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p]For other languages -[/p][p]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]v2.5.53 - #77: SCUs Rising - 3/25/2026[/h2][p] - Added 4 new matrix templates to increase variety and challenge levels within SCU hosts[/p][p] - Fixed issues with JTAC, Strike Zone, Venom Trap and other persistent AOE areas with duration changing suddenly during training[/p][p] - Fixed bugs where certain armors had high Blueprint output count[/p][p] - Fixed bug with Sluice node in one matrix template where you could not access it[/p][p] - Added Power Level filter to come Head Hunters (such as Le Sidewinder with all mecha helpers) to avoid them appearing too early[/p][p] - Further prevented challenging Power Play storylines to appear before Team Power Level 3 through any path[/p][p] - Moved the HUD pop up when completing crafting to the bottom of the screen to block less[/p][p] - Fixed death tags showing up incorrectly for dead characters[/p][p] - Improved some cover for chain link fence and corrugated metal props[/p][p] - Improved over 500 string translations with better word choice, clarity and plurality especially in compound effect strings[/p]

New merc-driven storylines: Deltaware Re-Activation Expansion + new translations

[p][/p][p]Knights, we are excited to hit a new milestone with our merc-driven storylines - now when mercs who have deactivated deltaware implants hit 60% Loyalty, storylines may begin to appear where they work with a splicer to scheme how to steal the things needed to get that one-of-a-kind implant re-activated. This update pairs with the previous "Depths of Loyalty" update from October to wrap up this set of merc-driven story content.[/p][p]In translations land - we are now releasing the European Spanish translation, are announcing the upcoming Simplified Chinese translation 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》and are looking for community members to help in the review process (see below). Thank you to all who have provided feedback on the other newly released translations! We've provided UI improvements where needed and accepted many suggestions. [/p][p]If you are enjoying the updates and constant improvements, please take a moment to leave a review! ːsteamhappyː[/p]
Our Save Game Policy and Updates
[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]Re-Activated Deltaware![/h2][p][/p][p]This new type of new merc-driven storylines allows you to re-activate deltaware on those mercs that have dead weight implants installed. You may have selected this option from the merc's recruitment interview and been left with a cybernetic slot occupied by a deactivated implant. Now, by working with a splicer, these mercs have hatched a scheme to get this powerful deltaware re-activated and back into the action.[/p][p]If a merc with a de-activated deltaware reaches 60%+ Loyalty and your Team Power Level is at 5 or higher, these conditions can kick off a new story trajectory and a high-risk multi-stage mission against one of the shadowy biolabs of the faction who implanted the cybernetics. You can raise their Loyalty through merc Limit Breaks for a number of long-term benefits as well.[/p][p][/p][p]If you are able to successfully complete the mission, the splicer and merc will complete the process and re-activate the cybernetic to unleash a one-of-a-kind and uniquely powerful cybernetic implant.[/p][p]Currently these storylines are limited to mercs who have made this choice during their recruitment interview, but we will be upgrading and expanding the availability of this very cool character arc in future updates.
[/p][h2]Spanish (ES) Released![/h2][p]While the big translation release last week added Spanish (LATAM) for Latin American players, this update adds the European Spanish translation to the game. Thanks for all your support and helping us get to this exciting day![/p][p]As always, the best way to share feedback for anything in Cyber Knights remains the F10 system (or on Steam Deck, left stick click).[/p][p]Your feedback is automatically tagged with your language and put into a special bucket in our system to help us categorize and process issues with translation and how the UI might not always handle extended text due to translation perfectly.[/p][p]We will be processing your F10s with determination and diligence to improve the game in every way we can.[/p][p][/p][h2]Simplified Chinese is Coming![/h2][p]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner. [/p][p]If you know Simplified Chinese - [/p][p]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks. [/p][p]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p]For other languages - [/p][p]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]Knight Wireghost Multi-Class Bug[/h2][p][/p][p]In previous versions, you could cause your Knight to end up in a very odd state if you started New Game, quit without finishing it, and then started again. In the exact right order of operations could result in your Knight being a Knight + Hacker multi-class but having the cybernetics for a Wireghost. This would leave your Knight unable to upgrade or uninstall your cyberware and therefore you could not change your multi-class setup either.[/p][p]This is now resolve for all games that have the issue - just open the game and you'll find your Knight has been switched to a Cortex Wetware and you have full options again.[/p][p][/p][h2]Translation UI/Text Updates[/h2][p]With Update #76, we are continuing to work diligently to address the feedback you've sent in by F10 on translations and places where the UI is not working correctly when the text gets too long or you increase Font Size too high. [/p][p]We have completed another big run of F10s here, fixing bulk sell window, the confirmation windows, Talent description pop ups and more.[/p][p]In addition, we're going to have a constant and steady drip of improvements to the translations as we hear more from our community about anything we can improve. The updates range the gap from missing translations to plurality, gender or just natural tone for a dialog line, etc. [/p][p]A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]v2.5.51 - #76: Deltaware Restored to Life - 3/20/2026[/h2][p] - New Cyber Site storylines can connect to mercenary backstories, offering high-risk mission to reactivate dead deltaware[/p][p] - Hunting the needed pieces to re-activate your deltaware requires Loyalty 60%+ on merc, Team Power Level 5+[/p][p] - Cyber sites offer challenge multi-stage missions and one-of-a-kind cybernetic implants [/p][p] - Improved over 200 string translations with better word choice, gender, plurality or terms not being translated[/p][p] - Improved UI responsiveness for longer translated text / font scaling in many areas (talents, confirm window, bulk sell)[/p][p] - Fixed bug where combat log for enemy taking armor damage was flipped (said Restored if it was Shredded)[/p][p] - Fixed bug where a Knight multi-classed with Wireghost might sometimes come out as a Hacker and be stuck (auto-fixed)[/p][p] - Improved default selection for New Game picks like Weapons and Implant to avoid 2 selected items on screen sometimes[/p][p] - Fixed Covering Fire debuff to be correctly colored/classified when looking at enemy status[/p][p] - Fixed some Armor Blueprints that had issues with 10+ uses incorrectly[/p]

Update #75: Surprise Slash!

[p][/p][p]Knights and mercs - let's take a look at this weekend update which has a new community requested feature - Uninstall All Programs for a Deck, 6 new matrix host templates that add more Sluices and Access Gates, reformatted the main safehouse HUD, improvements around Shock Mine edge cases, a mountain of F10 bugfixes and a ton of small but important updates to the translation text and how the UI responds to longer translated content.[/p][p]Our small team of 3 game devs is hard at work bringing you the latest and great updates constantly. If you're enjoying the steady pace of improvement and expansions, please consider leaving a review![/p][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]Uninstall All Programs[/h2][p][/p][p]If you want to rapidly swap programs without as much clicking, you can now use the Uninstall All Programs option from the Roster > Manage Deck > Change Deck screen. This button does what it promises - it removes all the programs from a deck, which makes it unusable until someone reloads programs, but if you are moving a lot of programs around, this might be much more efficient.[/p][p][/p][h2]6 New Matrix Templates[/h2][p]We've followed up on last update's +4 matrix templates with additional +6 new very cool host templates that will do even more to bring the once rare Sluice node more into circulation. [/p][p]When you encounter a Sluice Node, you'll find that all of its connections are one way - either IN or OUT but never both. This forces special routing in and around the node, forcing you to often take "one-way doors" through the Matrix. So, be sure to scan ahead of yourself to see a Sluice node's connection set.[/p][p]We also fixed a number of other small bugs with Sluices in host templates that might deny access to certain parts of a host.[/p][p][/p][h2]Reformatted Safehouse HUD[/h2][p][/p][p]As a way to improve the safehouse HUD, ensure that all fields (Team Power Level, etc) are always in the same place between different screens to make room for longer translated room titles, we completed some work to reformat the main HUD. This pushes all of the values into the right hand stack, makes their padding more consistent, breaks them into groups with small vertical lines and also allows the left hand side room title to wrap if it becomes to large.[/p][p]Thanks for all the F10s![/p][p][/p][h2]Shock Mines and Step Out[/h2][p][/p][p]We fixed a rare situation with this update where an enemy might attempt to step out to make an attack (stepping around a corner) and by doing so, step into your Shock Mine area. This was causing a game freeze and is now correctly handled - the enemy is stunned, the attack is canceled and the game resumes with the next character or enemy on the Initiative track.[/p][p]A huge thanks goes out to everyone sending in F10s to help us catch cases like this.[/p][p][/p][h2]Translation and UI Responsiveness[/h2][p][/p][p]With Update #75, we've continued to work on fixing your feedback on translations and places where the UI is not performing as well as it should with longer text and up to +25% Font Size. We have completed big jobs like rebuilding the safehouse HUD for room titles, fixing multiple issues in New Game with tabs and points remaining, fixed many (but not all) of the issues you could get in hacking with much longer labels in the HUD and node map and improved multi-class screens for translations.[/p][p]We're also continuing to improve translations, gender and plurality issues within the translated content. A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]v2.5.49 - #75: Surprise Slash! - 3/16/2026[/h2][p] - New Uninstall All Programs button under Roster > Manage Deck > Change Deck[/p][p] - Added 6 new matrix templates to increase the occurrence of Sluice and Access Gate nodes[/p][p] - Improved dialog choices listing UI responsiveness for longer translated text[/p][p] - Improved UI responsiveness for longer translated text / font scaling in many areas (new game, multi-class, hacking, safehouse HUD)[/p][p] - Improved options screen UI responsiveness for longer translated text[/p][p] - Fixed bug in matrix where IC woken up by Escalation would not have their icon in far away nodes reset to blue[/p][p] - Fixed bug with enemies attempting to attack and stepping out in a Shock Mine, getting Stunned stops attack but was locking game[/p][p] - Fixed bug with Timeline Team History not properly showing hover for controller or keyboard[/p][p] - Fixed bug where the Blueprint hover in mission planning was not always showing the right Blueprint details[/p][p] - Fixed missing cover shield on front and back of truck on River Street Bridge map[/p][p] - Fixed bug with Sluice preventing access to data branch of matrix host[/p][p] - Improve some cosmetic placements to avoid clipping or odd looks[/p][p] - Continued to improve string translations with better word choice, gender, plurality or terms not being translated[/p]