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Update #10: Heist it

[p][/p][p]A huge welcome to all the new Knights and mercs who have joined us during our launch sale! It is hard to believe the 2 week launch has come to a close, but that means we're looking forward to what's next and posting a post-launch Roadmap. [/p][p]With Update #10, we've added a new Long Range Guns service and a new Contact to the Underworld Hub, improved looting setup across almost every map in the game, rebuilt the loot tables for fun and better faction-oriented loot, fixed all issues that could cause movement lock ups in the game, fixed all issues reported about Head Hunters, and fixed/improved a ton of other minor things from community F10s![/p][p]Thanks to everyone playing, posting on the boards and putting up a review to help us spread the word and keep New Boston heisting. Let's get busy with the update![/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. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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 Long Range Guns + Underworld Hub[/h2][p][/p][p]With Update #10, we've introduced/fixed the Long Range Guns service which adds 10 new Sniper Rifles, Revolvers and Railguns for sale. This one goes out especially to all your Gunslingers and Snipers to enjoy![/p][p]This was already available by the special recruit from Fireteam: Shadow Wolf's contact Raven, if you took that backstory pick, but is now also available through a new option in the Fixer category of the Underworld Hub, the gun runner Scissors. [/p][p][/p][h2]Looter's Delight[/h2][p][/p][p]With Update #10, we've completed a nuts-to-bolts rebalance of looting across the game's mission maps. We built a new set of loot analysis tools that have given us additional insight into the loot distribution, map high and low points, faction loot allocation. With this new data in hand, we went to work![/p]
  • [p]Rebalanced loot in maps - some mission maps have had historically bad loot while others have had the historically best loot. With Update #10, we've smoothed them out, bring them together into a much better balanced state across all maps. Some of the maps that are most affected are: Flooded Tunnels, Route 5 Bypass, Cyber Research Site, Cyber Clinic, Hovertruck Repair Depot, Sector 01 Interchange, Broken Highway, Militarized Hoverport, Resupply Station, Gated Enclave, while 20 other maps received minor balance adjustments and tweaks as well.[/p]
  • [p]Better Faction Class Focus - in this rebalance, we've focused on improving the feeling and allocation for big faction classes - Gangs (the scavengers of the NBZ), Syndicates (the money laundering and business layer), milsec (hardened security companies) and corps (high-tech, producers). Our goal is to make all the faction loot fun and profitable (not that gang loot sucks vs. corp loot) but more varied. This means, for example that Milsec missions are more likely to have higher concentrations of weapons, armor and weapon mods ready to steal and unlock at the safehouse, less Blueprints (as they are not typically producers), Files on everyone (as they are tapping and watching everyone) and nice allocations of Cred Chips.[/p]
  • [p]Less Repeats, Less Unusable Blueprints - adjustments to the allocation of loot groups into levels as well as better balance of their progression will produce less repeats in lootboxes within a single level and less Blueprints occurring too early in the game - especially Item Blueprints - that are basically unusable. [/p]
[p][/p][p][/p][h2]Movement Hang Squash[/h2][p]With Update #10, we've bonked the most persistent soft lock in the game on the head. While it was rare, enemies could get stuck in the middle of their movement and just run in place, hung and unable to end their turn. We have done a deep dive on this bug and fixed multiple cases related to it. There may be lingering cases where it still happens due to causes we did not identify in in our search.[/p][p]In addition, you might have seen a movement oddity where a merc or character would suddenly do a few rapid spins during movement when trying to take a tight corner, especially at the top or bottom of a staircase. This is also fixed![/p][p][/p][h2]Head Hunter Bug Squash[/h2][p][/p][p]With Update #10, we've crushed every reported bug about Head Hunters! This an exciting clean up on a set of bugs that have piled on since release, as so many more Knights have faced off against these feared enemies - for better or for worse.[/p]
  • [p]Zombie Head Hunters fixed - often Head Hunters you killed weren't actually ending up dead! They'd come back again if another Head Hunter came after you, it might be Macha Gold again! Now fixed.[/p]
  • [p]Double Dialog and Double Tag - Head Hunters you killed might play their death dialog twice back to back and then you'd end up with two tags in their Contact entry about how they died fighting you. This will no longer happen in games and we've also cleaned up all of the duplicate tags.[/p]
  • [p]Head Hunter Goon Achievement - you could score the Achievement to Kill a Head Hunter just by taking out one of their goons. Now fixed![/p]
  • [p]Null Deal Quip - in the new origin story, sometimes instead of saying a line, the Head Hunter would just puke some error text to their dialog. Fixed![/p]
[h2]VIP and Stunned / Brainwormed[/h2][p]When a VIP and bodyguards arrive on a map, they upgrade to the highest alert status of an surviving enemy. This means if you're already in a gunfight somewhere on the map, they come in ready to rock, run and fight. However, the alert status of Stunned and Brainwormed enemies was being unfairly counted. This is now resolved - they will skip the alert status of these temporarily out of action enemies.[/p][p][/p][h2]UI / Appearance Squash[/h2][p]We've gone after the UI and appearance bug stack, working our way through them and squashing F10s left and right.[/p]
  • [p]We fixed some eyebrows on characters not having a good default color (dark brown)[/p]
  • [p]We fixed the issue on the first safehouse load of Appearance tab where your character might look like someone else[/p]
  • [p]We fixed some Matrix buffs being listed as debuffs[/p]
  • [p]We fixed props in the Carnivore mission you could walk through[/p]
  • [p]We fixed a confusing mix of + and - signs in the difficulty hover[/p]
  • [p]And more - check the full release notes below![/p]
[p][/p][h2]v2.0.27 - Update #10: Heist it - 6/16/2025[/h2][p] - Added new option for Underworld Hub Contact type "Fixer" - Scissors sells is Gun Runner with Long Range Guns[/p][p]- Long Range Guns service adds +10 Sniper Rifles, Railguns and Revolvers[/p][p] - Fixed Fireteam Shadow Wolf Recruit's friend Raven who had Long Range Guns service but did not sell them [/p][p]- Improved loot system across the game on all maps and all factions - better map balance, better faction-to-loot matching, less duplicates, more FUN[/p][p] - Loot Box and drop rate revisions for Flooded Tunnels, Route 5 Bypass, Cyber Research Site, Cyber Clinic, Hovertruck Repair Depot, Sector 01 Interchange, Broken Highway, Militarized Hoverport, Resupply Station, Gated Enclave [/p][p] - Minor revisions to 20 other maps loot boxes increasing the fun of looting[/p][p] - Improve lootbox and victory screen for looting to include the loot type along with Rarity and Power Level[/p][p] - Fixed movement path issue where enemy could end up stuck running in place and unable to move forward[/p][p] - Fixed movement path issues where merc or enemy might run in a circle a few times around certain corners/stairs[/p][p] - Fixed "zombie" Head Hunters coming back later instead of dying, improved status "Dead Head Hunter"[/p][p] - Fixed Head Hunter bug where Head Hunter death dialog might place twice and HH count go from 2 to 0 suddenly[/p][p] - Fixed Head Hunter bug where they might have 2 death tags reporting their death, and 2 event logs[/p][p] - Fixed Head Hunter bug where achievement might be granted by killing one of the Head Hunter's goons[/p][p] - Fixed Head Hunter bug with missing quip in the Null Deal storyline[/p][p] - Fixed issues in Carnivore walking through certain props[/p][p] - Fixed bug with some eyebrows not having a good default starting color[/p][p] - Fixed bug with some matrix buffs being listed as debuffs[/p][p] - Fixed bug where VIP and Bodyguards might arrive alerted due to a Stunned or Brainwormed enemy[/p][p] - Fixed bug with Difficulty description sometimes including "+/-" for the same value[/p][p] - Fixed bug where sometimes a character would shown an odd appearance when first opening appearance tab[/p][p] - Improved UI alignment in mission deploy to keep boxes the same size[/p]

Update #9: High-Speed Train

[p][/p][p]Knights and mercs, welcome to a Sunday Update #9 with new exciting weapons and weapon mods to loot, improved safehouse balance for nano pollution rates, better damage estimation for melee attacks, rebalance for the HIGH STREET job, buffed Rook Prototype weapons, better balance of Sniper and E-Rifle weapons, and so many more fixes you'll have to check the full release notes below! Let's dig into the highlights for Update #9![/p][p]A big thanks to everyone playing and posting this week, we're excited that the New Boston Zone is so hype. Please help us keep the hype-train rolling by sharing the game with a friend and posting a review. Our small team of 3 game devs appreciates your reviews![/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. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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 E-Rifle, Sniper and Railguns[/h2][p][/p][p]With Update #9, we've dropped a mix of 30 lootable Blueprints and physical Weapon and Weapon Mods into the higher end of the loot tables. This includes the first Bluerpints for E-Rifles and E-Rifle mods, as well as Blueprints for Railguns and even Railguns you can pick up and walk away with (to hijack at the safehouse later!).[/p][p]We're excited to keep working on the finer details of the loot table balance and to bring more exciting options to you through your physical and digital heists. Get heisting, steal some beautiful new guns![/p][p][/p][p][/p][h2]Rook Prototype Weapons[/h2][p]With Update #9, we took another pass through the Rook Prototype weapons which can be achieved by the Power Play. We've adjusted a number of their stats and bonuses to ensure that they are exciting and compelling purchases at the point in the game they could appear. Let us know how those upgrades land![/p][p][/p][h2]Sniper & E-Rifle Rebalances[/h2][p]With this update, we've also made some tuning to the progression for Accuracy, Overwatch Angle and Recoil for E-Rifles. This has pushed them to be more separate from Assault Rifles and in some cases is a nerf (less Overwatch Angle, more Recoil) but better fits their unique and powerful Damage profile.[/p][p]We've also tuned and improved the progression of some Sniper Rifles at different checkpoints to help the upward motion of each new Power Level.[/p][p][/p][p]High Street Tweaks[/p][p]This mission about a certain Sniper can happen early in the game in the Syndicates Debt storyline and was simply tuned to be too hard. With Update #9, we've adjusted its balance. We're excited to keep gathering feedback on all the story missions in the game and keep tuning and tweaking.[/p][p][/p][h2]Safehouse Nano-Pollution Rebalance[/h2][p]We've improved the balance of each level of the Command HQ room's nano-pollution generation to smooth out the entire build experience in the Safehouse. For those players who were finding that sometimes they could get "soft locked" in a situation between the Power Generation of the Command HQ and the nano-pollution reduced by their Nano-Scrubbers, this update is focused on fixing that scenario. Your Command HQ no longer adds to the nano-pollution in the Safehouse past a certain level, removing this concern.[/p][p][/p][h2]Melee Damage Estimation[/h2][p][/p][p]There were 3 separate bugs in how melee damage was counted to decide what should be shown in the damage estimate bar and if the red skull (guaranteed kill if not a Glancing Hit) should be shown. These were related to Pure Damage and the Improved Power Slice Talent and now the estimation is accurate to the point![/p][p][/p][h2]Power Slice Accuracy Breakdown[/h2][p][/p][p]There was a bug where Power Slice and Improved Power Slice were not showing the full accuracy breakdown in the top right. This is now resolved![/p][p][/p][h2]Face Cyberware[/h2][p]We've fixed a bug that allowed your Face to install combat cyberware. That is not intended. The feature and slots are reserved for a far-flung future in which their might be Face specific cybernetics.[/p][p][/p][h2]Counter-Intel Room Hacking Jobs[/h2][p][/p][p]These jobs had some issues! Sometimes Head Hunters tried to show up! Sometimes you got odd Heat results, sometimes the Sec AI would appear and warn that reinforcements were coming. None of that was right or good but now we've fixed it all. We also improved the Face's Opposition Resaearch Talent to do a better job reporting the details on pure combat or pure hacking missions as an added bonus.[/p][p][/p][h2]v2.0.25 - Update #9: High-Speed Train - 6/15/2025[/h2][p] - Revised Command HQ nano-pollution generation rate to prevent conflicts with nano-scrubber upgrading[/p][p] - Fixed multiple bugs causing melee attacks damage estimation on target's HP bar always being low [/p][p] - Improved balance of Syndicate Debts HIGH STREET mission (Sniper Rhino)[/p][p] - Improve consistency of use of armor icons to designate Stealth/Heavy/Light[/p][p] - Added +10 Lootable Weapon Mods (AR, SMG)[/p][p] - Added +10 Lootable Weapon Mod Blueprints (E-Rifles, Sniper Rifles, AR)[/p][p] - Added +5 Lootable Weapons (E-Rifles, Sniper Rifles)[/p][p] - Added +5 Lootable Weapon Blueprints (E-Rifles)[/p][p] - Improved all Rook Prototype weapons from PL 5-8[/p][p] - Improved progression of Sniper Rifles accuracy and damage[/p][p] - Balanced E-Rifle progression of Accuracy, Overwatch Angle, more Recoil[/p][p] - Fixed bug that allowed Face to install combat cyberware[/p][p] - Fixed issue with Counter-Intel room generated Hacking missions sometimes reporting reinforcements, Head Hunters, odd achievements[/p][p] - Added ladders and doors to several levels to better indicate spawn points, fixed numerous nav mesh issues reported[/p][p] - Improve Matrix device control interface so device hacking buttons for bridges don't call them doors ;)[/p][p] - Fixed Matrix device names on Truck Job to make them more clear[/p][p] - Fixed issue where Power Slice and Improved Power Slice did not show accuracy break down in top right[/p][p] - Fixed several places in Matrix using made up words like "deload"[/p][p] - Fixed some unfair spawns in PARASITE FEE[/p][p] - Fixed some unfair VIP Rescue Spawns in "Resupply Station" map[/p][p] - This update brought to you by your F10s[/p]

Update #8: Off the Dome

[p][/p][p]Knights and mercs, we've got Update #8 to open the weekend here with a set of community F10 driven improvements, fixes and polish! Update #8 fixes the visuals on the mission deploy screen, fixes a bug that could occur if your Knight as the last to die on a mission, starts work on improving the matrix HUD, fixes some map clipping issues, and more.[/p][p]If you are enjoying the pace of updates and improvements to the game, we hope you'll consider leaving a review![/p][p]We'd like to give a big community shout out to @jotwebe on Discord who has provided so many awesome shots during the Photo Mode Event, and so many of our updates have been using that awesome work including #8.[/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. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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]Mission Deploy Visual Fix[/h2][p][/p][p]Your team's eyebrows and hair have just not looked right in the mission deploy screen. This was due to some code making changes to the materials and shaders for those characters that was only appropriate for the mission map, not for that moment in the safehouse. We've resolved that bug and we've got regular looks again! Eyebrows have returned![/p][p]We have some additional fixes coming that will further improve the look, camera angle and post-processing here to have more of the New Game Team screen feeling (more hype) but this is a good first step. Eyebrows are important![/p][p][/p][h2]Ricochet Around All Cover[/h2][p][/p][p]We've fixed the special rule for Ricochet so that it now ignores the Accuracy reduction from cover. While you could do some amazing things bouncing bullets, you'd often still end up with the 25% or even 50% cover bonus. This is now resolved so that if you can find a Ricochet that lands, you negate all cover.[/p][p][/p][h2]Knight as Last to Die[/h2][p]We've got an important fix tonight for an issue cropping up on games with Knight permadeath. In these games, if the rest of your team had extracted and the Knight was the last one on the board and then your Knight dies ... this was being counted as a Victory (incorrectly!) and then you were tossed into the Safehouse with a Dead knight and no possible way to restart the level or try again.[/p][p]We've added this important order-of-operations fix for Update #8 to ensure no one ends up dead like this. If you do happen to be so dead, please contact us and we can help.[/p][p][/p][h2]Improved Matrix HUD[/h2][p][/p][p]We've made some small but helpful changes to the Matirx HUD in the bottom left corner. We've clipped out the cyberdeck icon to use the space for clear on-screen labels for the 3 critical pools you are managing during a hack - Matrix AP, Deck IO and Active Memory. We've also improved the hover text for each of these.[/p][h2]Urban HQ Wall Clip[/h2][p][/p][p]If you happened to be tooling around the Urban HQ map and ended up clipping into a wall of a building, well we've got a fix for you! That building has its movement mesh rebuilt, so you should stay outside ...[/p][p][/p][h2]Double Click Default[/h2][p]With Update #8 we've removed double-click-to-move as the default behavior. You can turn this back on in Options > Controls but for many players this isn't the preferred starting point. Also, having double-click on adds just a tiny delay to all movement clicks, so if you are not using double-click-to-move then definitely disable it. [/p][p][/p][h2]v2.0.23 - Update #8: Off the Dome - 6/14/2025[/h2][p] - Fixed everyone looking odd in mission deploy (glitchy eyebrows, hair oddities and round glasses issues)[/p][p] - Fixed issue with Gunslinger Ricochet Talent sometimes having Accuracy reduced 25-50% by cover[/p][p] - Fixed bug with Knight dying as last character after other characters have extracted[/p][p] - Improved Matrix hacking HUD with labels for deck stats and added / improved hovers[/p][p] - Switched double-click to default to be disabled - nice option if you want it, not default[/p][p] - Fixed bug with building in Urban HQ where you'd clip into the walls[/p][p] - Fixed issue with Corruption text still stubbornly appearing hacking tree[/p][p] - Fixed bug where unmatched Hopped Splicer Contact Trait was appearing in Contact Limit Breaks[/p]

Update #7: The Rip

[p][/p][p]Welcome to all the new Knights and mercs who have joined us in the 2 days since last update! We are back with Update #7, which is a ripper - improving and fixing dock support as well as mouse and keyboard support for Steam Deck, improving the deploy screen so you can click to directly swap a merc's equipment, adding 10 new icons for items so they are more clearly differentiated, improving the loot tables with Blueprint loot drops, rebuilding the class import/export UI and a ton of smaller bugs and polish from the community's F10s. More updates are coming but null sweat on your save games (see below).[/p][p]Thanks to everyone playing, posting on the boards and putting up a review to help us spread the word and keep New Boston heisting. Let's get busy with the update![/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. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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]Steam Deck Docking and Mouse & Keyboard[/h2][p]With Update #7, we've fixed the issues plaguing Steam Deck + mouse and keyboard as well as a few other minor issues around Dock Support. Your Steam Deck will now auto-detect the keyboard when a key is pressed and switch your hotkey glyphs over to keyboard mode. If you return to the controller, it will swap back nicely. This took longer than we wanted to get right after Update #4, but it was worth the extra time as we've reached the point of auto-detection through and through with [/p][p][/p][p]Now, in the Steam Controller settings, you can find your Steam Deck extra buttons to mouse buttons (mouse 4, etc) to issue commands into the game without swapping the glyphs.[/p][p][/p][p]We are working on publishing a new official Steam Deck configuration this week for the game.[/p][p][/p][h2]Fast Equip Swap from Mission Deploy[/h2][p][/p][p]You can now hop directly into swapping a merc's weapon, armor or items from the mission deploy screen. This removes the need to hop into the Roster and lets you make little switches to their equipment faster right before dropping in to a mission. Thanks to the players requesting this one![/p][p]New Icons for Items[/p][p][/p][h2]Universal Difficulty [/h2][p][/p][p]With Update #7, we've improved the flexible difficulty system to feature universal difficulty within a save game. A single saved game - and all of its slots, auto-saves including Retry Turn, etc - now all share a single difficulty setting. You can change this universal difficulty at any time from the pause menu > Change Difficulty, including enable or disabling manual or autosaves or changing the team's death mode. [/p][p]This set of improvements in Update #7 have also addressed a nagging issue with saving difficulty changes, where depending on how/when you saved it and how/when you loaded another auto-save slot or manual slot, players were finding that "my difficulty change did not save." This is now fixed, as the commit to the save game is immediately and apply universally.[/p][p]In the push to update the flexible difficulty UI - there is now a separate Save and Cancel button which you can use to decide you do or don't actually want to change the difficulty setting.[/p][p]The distinction between a mode like Normal, Challenging or Custom (which is set at the start of the game and never changed) and Flexible (changed one or more times during play) is still maintained throughout.[/p][p][/p][h2]Improved Loot Tables for Blueprints[/h2][p][/p][p]With Update #7, we're following up some player feedback about the loot tables and percentages of drops for certain classes of loot over the progression of the game. With this update, we've adjusted the loot table weights for Blueprints in general, being sure that Weapons have a strong percentage to drop - as they are often the vehicle from which other crafting is started - and we've also just improved the richness of looting at higher Mission Power Level with additional chances for Blueprint drops.[/p][p]We appreciate everyone sharing their experiences and feedback. Let's keep working to improve this![/p][p][/p][h2]Improved Item Icons[/h2][p][/p][p]We've taken some time to further differentiate the icons used for different items you might carry. This can help them stand out on your Talent bar so its clear what options you have. We hope you like the new ones![/p][p][/p][h2]Rebuilt Class Training Import / Export[/h2][p][/p][p]With Update #7, we've rebuilt the UI for the class training import and export. This feature allows you to save and share a class build with all of the nodes you trained in their exact order. You can quickly save this build into your library (to use in another game) or get a text string of it to post and share with other players.[/p][p]Once you import or load a class build, a nice "Autotrain" button appears on your main class screen, and you can use it at any time to follow the class build. So, if you have a Knight build you love, you don't have to do the clicking to retrain it in your new game, just export it from your preview game![/p][p]The previous UI was shoved into the left hand column and just cramped. It made it hard to use. Now we've popped it out into a window that is similar to the Appearance library (same idea, save to library or share!) and that makes it easy to save, import/export and delete class builds you don't want to use anymore.[/p][p]We're so glad so many players are using this and excited to deliver a better UI for it to make it easier to use.[/p][h2]Improved Filters UI[/h2][p][/p][p]With Update #7, we've made one nice visual improvement to filters and a number of invisible UI improvements to get them to act more correctly[/p][p]The visual improvement is simply to remove vertical padding. The items were all spread out and they took up way too much space and then the filter went way off the bottom of the screen. The longer filter sets still do, but with the reduced vertical padding everything is much more useable and closer to where you want it to .[/p][p]We've also fixed the state of the rest of the screen behind the filter. There were some issues where some buttons were left selectable or visually looked interactable even though they weren't. This update has wrapped up all of those issues and the filter should no longer have odd mysteries around selection, open and close.[/p][p][/p][h2]Career Scores Now Visible[/h2][p][/p][p]There was a bug that once you opened the Record tab on any regular merc, it would permanently hide the Career Record which is shown on the Knight and Face Record tab. This is now fixed and you can view your team's record at will.[/p][p][/p][h2]Fixed Tons of F10s[/h2][p][/p][p]With all the F10s coming in from thousands of new players, we've had our hands full. We are working as hard as we can to resolve the most pressing issues. Please know that we never throw out an F10 and that even if your issue didn't make it into today's patch, we're hard at work on the list in big priority order![/p]
  • [p]We have removed a confusing + that was in front of Max Range for weapons (now 32m instead of +32m).[/p]
  • [p]We improved the Hacker's class tree, fixing the top right 3 upgrade nodes.[/p]
  • [p]We fixed 2 hacking bugs that could trip you up, including a SCU that had devices you couldn't disable and invisible IC.[/p]
  • [p]We fixed an issue where all game missions were being counted as victory without being seen for your mercs (they'd be listed as having run 50 missions and not be seen on 50 missions). We can't fix the historical data (it's still 50/50) but all future missions will be correct.[/p]
  • [p]Finally, it turns out the son/daughter mix up in that storyline was stronger than we knew. We fixed about 50% of the issue but there were 2 dialog lines left where it still swapped, but for a different reason. Those are now fixed as well.[/p][p][/p]
[h2]v2.0.21 - Update #7: The Rip - 6/12/2025[/h2][p] - Fixed issues with Steam Deck mouse and keyboard support [/p][p] - Mission deploy screen improvement - can now click on mercs' Weapon/Armor/Items to rapidly swap without going to roster first[/p][p] - Improved Difficulty system to universal difficulty within a save (all slots, auto-saves) and fixed bugs with saving flexible changes[/p][p] - Added 10 new icons to improve Talent icons for healing, anti-security, and other items [/p][p] - Adjusted loot tables for all missions to improve drop rates of Blueprints to be more fun, better chances for Weapon BPs[/p][p] - Fixed a bug with mercenary records, which was counting 100% of their completed missions as "completed in stealth." [/p][p] - Fixed issue where team scores were being hidden in roster under Knight or Face > Record tab[/p][p] - Improved Class import/export, upgraded into pop-up window with space to show everything, and delete is now easy[/p][p] - Improved Filter UI with less vertical spacing - more on screen at the same time, fixed issues with other buttons on screen[/p][p] - Improved confirmation pop up before deleting saved game that this action will delete the game, all slots and all autosaves[/p][p] - Fixed overly difficult and large Matrix host in post-Carnivore hacking mission[/p][p] - Fixed bugs with Hacker class tree top right 3 nodes - now granting +AP and +Dmg %[/p][p] - Removed misleading "+" in front of weapon's max range[/p][p] - Fixed missing dialog if you start/ignore first Legwork in Null Deal after delay[/p][p] - Fixed issue in Hacking SCU that might cause the IC not to show up[/p][p] - Fixed dialog issues with son/daughter mix up (again)[/p]

Update #6: Patchmax

[p][/p][p]Knights and mercs, we're back with Update #6: Patchmax. We're excited to welcome thousands of new Knights to the zone and what better way to do it than with another update? Update #6 focuses on balance, new game and polish before we get into the blast of new stuff coming later this week. Yes, more updates are coming ːsteamhappyː don't worry about your save games (see below).[/p][p]With Update #6, we've made some big improvements to slowing down the pace of the origin story content in new games, improved mission tagging for Pure Combat missions to give players better warning, added missing items to the Anti-Security service, fixed mixed up glyphs for Playstation controllers and more.[/p][p]Thanks to everyone playing, posting on the boards and putting up a review to help us spread the word and keep New Boston heisting. Let's get busy with the update![/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. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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]Improved New Game Pacing [/h2][p][/p][p]With Update #6, we've been listening closely to the community about the pace of the early game. We've been experimenting with different adjustments to the pacing and finally found what feels best here, so we're excited to hear how new players are finding it. [/p][p]In short - while there are variations in the timeline shifts - all missions and story events in both Syndicate Debts and Null Deal have been pushed back by 4 to 10 days. This gives a much wider window for you to execute on these storylines, giving players some grace to recover from injuries and mistakes, and the option to do some other more self-directed activities in between the story missions (Co-Conspire, other story events or proc-gen missions).[/p][p]We've also adjusted the new game team selection so that Dade and Remi have a chance to randomize. Your new groups may be a little more lively by default!
[/p][h2]Improved Pure Combat Mission Tagging[/h2][p][/p][p]We've added a new tag to the mission summary screen called "Pure Combat" which explains in its hover that this mission is all out battle with the enemies starting aggressive and that there is no hacking, no stealth and no Security Escalations. [/p][p]This new tag stands apart from "Combat Required" tag that appear for missions like Assassination, Kill 3 Captains and Hardened Target. Those missions start as a stealthy heist but require an ending in combat. Pure Combat just means fight from start to finish and hopefully will serve as a better warning for players about what type of mission (proc-gen Siege or Alpha Striker, Slagga Smash, etc) they are heading in to.[/p][p][/p][h2]Anti-Security Items Added[/h2][p][/p][p]We've linked in 2 new Anti-Security items that had been mislinked to their Anti-Security Items service. The two items are the Ping-Jammer which is a long-range security device jammer that can also be used to target already disabled devices. In addition, there is the Long-Range Dazzler, which is the most powerful of the Dazzler devices, capable of stunning target at over 20 meters.[/p][p][/p][h2]Armor Move Speed[/h2][p]With Update #5, we fixed an issue with the common heavy armor effect of negative Move Speed not working well with Move Speed Penalty Mitigation from cyberlungs (etc). Well, silly me caused a bug for the rarer light armor that adds to Move Speed at the same time as fixing heavy armor. We've resolved the follow-on error with Update #6.[/p][p][/p][h2]Slower VIPs[/h2][p]We have adjusted the balance on the protective vest that the VIPs you are sometimes called in to escort are wearing. The armor values have stays the same, but they now have a -15% Move Speed penalty. VIPs are now just a little bit harder to hustle across a map but you can still use the buffs, items and their buff to help quickly compensate for the fact that the VIP isn't used to wearing such a weighted vest. [/p][p][/p][h2]Map Fixes and Improvements[/h2][p][/p][p]We've fixed a number of places where you might get spotted by a patroller quickly on the same turn you spawn. We've also addressed some old performance issues with the Trucker HQ level, clearing up a huge amount of unused and unseen geometry. That included fixing the issue with the wall that was covering the door the big truck comes through on the story mission. That now looks much less like a truck driving through a wall ːsteamhappyː[/p][p][/p][h2]Playstation Keybinding Glyphs[/h2][p]We have fixed the issues with Playstation controllers not showing the right keybindings. Hopefully this helps you all out![/p][p][/p][h2]Son/Daughter Storyline[/h2][p]There was a specific storyline where one of the characters changed their son/daughter designation a number of times. This is now fixed![/p][p][/p][h2]v2.0.19 - Update #6: Patchmax - 6/10/2025[/h2][p] - Improved pacing of all origin story missions, slowing each event by 4-10 days[/p][p] - Improved Liat's starting equipment to be a Sniper Rifle + Silenced Pistol[/p][p] - Upgraded some mission tags to "Full Combat" if the mission starts with all enemies combat-engaged (no stealth or hacking)[/p][p] - Added new item for sale under Anti-Security Item service Lvl 2 and 3: Ping-Jammer (can target disabled devices), Long-Range Dazzler[/p][p] - Adjusted balance on VIP's protective vest armor now granting -15% Move Speed debuff[/p][p] - Fixed issues that Update #5 caused with Armors that have Move Speed buffs[/p][p] - Simstream Detox room level 4 upgrade no longer requires Cold Storage Level 8[/p][p] - Improved Trucker HQ level performance and issue where wall existed over top of the door the objective truck drives through[/p][p] - Choice of Remi and Dade now randomized for new groups[/p][p] - Improved text in Co-Conspire Face Talent to be more clear about +10% Influence bonus[/p][p] - Fixed dialog issues with son/daughter mix up, with Vix or other characters appearing oddly[/p][p] - Fixed some issues with Playstation controllers showing up incorrectly in key binding[/p][p] - Renamed "Withdraw" in pause menu to "Surrender" to be clear that is Defeat[/p]