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Cyber Knights: Flashpoint News

Update #72: Shattered Glass

[p][/p][p]Knights and mercs, tonight we have a big update setting down in New Boston. It has new bonuses wired in for the Extra Item Carry nodes, improved Blueprint selection for Secondary Objectives, some key fixes and balance around Turrets for Shadow Sites, and a massive pile of fixes for F10s reported by the player base. For your F10s and the chance to improve the game, we thank you![/p][p]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]Unlock: Extra Item Carry Nodes[/h2][p][/p][p]We're excited to roll out the next steps in the plans around improving the Extra Item Carry nodes on your class trees. With this update, we've made 1 clarification, 1 simplification and 1 buff - [/p]
  • [p]Clarification: we have renamed the node "Unlock: Extra Item Carry" instead of "Passive: Extra Item Carry" as passive is a type of Talent.[/p]
  • [p]Simplification: there was no reason to have the upgrade nodes stacked vertically instead of stacked as a usual row of upgrades. We've made this node more like other nodes.[/p]
  • [p]Ok, another clarification: we fixed the incorrect text on the nodes claiming that they allowed only specific item types when they in fact allow "any item" to be carried.[/p]
  • [p]Finally, the buffs; with Update #72, each Unlock Extra Item Carry node has gained very nice class tree buff for your characters. Every node in all classes adds +0.1 Action Points and a powerful buff (above what you can get for 1 Level Point usually) that focuses on some of the core aspects of your class (Hacking for Wireghost/Hackers, Ballistic Damage for Soldiers, etc). These buffs are on the unlocking node, which means this node is valuable even if you decide not to purchase the upgrades and actually expand your item capacity. It also means you can get 2 of these nodes if you multi-class for a total of +0.2 AP and other excellent bonuses.[/p]
[p][/p][h2]Shadow Sites Fixes + Turrets[/h2][p][/p][p]First, if you had an issue with Shadow Site where the loot was shown in the objective llst as "ERROR" we have fixed this issue. We have both fixed it so that it cannot occur again and fixed it so that if you have a game that is currently on that mission in that state, it will resolve itself automatically when the game is opened.[/p][p]Shadow Site mission description also now mentions the name of the merc who gave the tip on the site, in case you want to know exactly who it was later.[/p][p]Finally, Shadow Sites are much more likely to include Turrets as a defensive mechanism. This is a great place to bump their priority, as Shadow Sites are supposed to be heavily defended. In a scavenger looting mission, you usually also can route around them if you can't straight up fight them, or it is time to invest in some more drone Talents to be able to jam them and pass them by.[/p][p][/p][h2]Secondary Objective Blueprints[/h2][p][/p][p]With Update #73, we've completed some significant rewrites to how Blueprints are selected when offered as the reward for secondary objectives like going fast or taking out a number of enemy guards. This should both increase the variety of Blueprints that can be offered by also widens the range of Power Levels they can be pulled from, which should have the overall effect of making these rewards more interesting to chase.[/p][p][/p][h2]Mission Power Level[/h2][p]For those players playing on difficulty levels that reduce Power Levels, we've made some changes to how they display in the mission list. The mission list will now give you the Power Level at which the mission was generated at and not reduce it due to your difficulty Power Level offset and base. This prevents some difficulties from always so many missions as Power Level 1 incorrectly.[/p][p][/p][h2]String / String Key Fixes[/h2][p]As we are wrapping up the translation for a public beta to Steam, we are chasing and resolving any string issues caused by the preparation of the source for final translation efforts. With this update, we've fixed the mission description for HIGH STREET and one of the Fadelight Blades missions that had both disappeared, fixed new typos, and fixed an issue with barracks tag sets in the Safehouse sometimes switching over to a key instead of legible text.[/p][p]We're excited to be in the final motions with this project and will be bringing it to you soon.[/p][p][/p][h2]Other F10s[/h2][p]With Update #73, we hammered the F10 list hard! The full list is in the changelog below.[/p][p]We fixed an important bug that was allowing you to possibly gain more than 6 cybernetic implants. If you had entered this state, you won't be able to replace any implant again until you uninstall enough to return to the fair limit.[/p][p]We fixed the lingering issue that the last Account wouldn't sell with hotkeys.[/p][p]We rebalanced some of the Heavy Damage intrinsic Blueprints.[/p][p]And we fixed a bug in New Game that could cause a lot of "invisible programs" to be spammed if you swapped Hackers repeatedly.[/p][p]And so many more - but see below for everything. A huge thanks again to everyone in the community submitting an F10![/p][p][/p][h2]v2.5.43 - #72: Shattered Glass - 3/5/2026[/h2][p] - Powerful bonuses and +0.1 AP available to all classes in the root node for extra item carry (cost = 1 Level Point)[/p][p] - Clarified text for extra item carry nodes - training a node allows +1 item carry of any type[/p][p] - Simplified tree structure for extra item carry nodes - single line of upgrades instead of two singles[/p][p] - Improved Blueprint selection for mission secondary objective rewards[/p][p] - Shadow Sites are now much more likely to have Turrets defending them to increase their risk factors[/p][p] - Fixed bug where a Shadow Sites might end up with missing loot that is shown in objectives like "ERROR"[/p][p] - Improved mission description for Shadow Site missions to identify the merc who provided thie tip[/p][p] - Improved display of missions in the mission list to show correct Power Level even with scaling applied [/p][p] - Switched contact names in HOVERDROP WIPE description - description had Ghoul / Octane flipped[/p][p] - Removed some Limit Break Temp Trait options from enemy contacts that didn't make sense / just noise[/p][p] - Fixed bug locking up the game after the use of some attack Talents like Skullshot[/p][p] - Fixed bug with melee weapons that shred armor suddenly stating they cause tiny amounts of Pure Dmg instead[/p][p] - Fixed issue with HIGH STREET mission and Fadelight Blades missions where the mission description could be broken[/p][p] - Fixed mismatched extraction points and objectives in Resupply Station map[/p][p] - Fixed UI bug that could allow installation of more than 6 cybernetic implants [/p][p] - Fixed bug that could prevent selling of the final Account using hotkeys[/p][p] - Fixed matrix bug that could cause program charges to be incorrect on second connection to matrix[/p][p] - Fixed new game bug that would leave extra inaccessible Programs around if you swapped Hackers during start[/p][p] - Fixed issue where "0 Ready Mercs" on roster would show as broken string[/p][p] - Fixed progression issues with Heavy Damage 1-3 Intrinsic mods[/p]

Developer gameplay + Q&A for our squad tactics heist RPG

[p]Join us on Friday, March 13th at 1pm US Eastern for a Trese Brothers developer livestream here on Steam! [/p][p]Come see how far the game has come, hear about the next free expansions we'll be adding from the post-launch roadmap, pick up some tips & tricks from the creators of the game (or one-up us by sharing your own strats), and enjoy a good hang out with us.[/p]

Update #71: When I say GO! ...

[p][/p][p]Knights and mercs, this time when the hover truck comes down to drop off the update, it has a big F10 fixer, quality of lifer, translation prepper. The last few updates added story expansion with each one, and we've circled back now to clean up some of the issues being reported by the community and also to wrap up some text improvements for the next big phase of this thing called Cyber Knights! [/p][p]We've made controller improvements, clarified rules for Leverages, added mission detail hover to Field Ops and Hacking Station, fixed bugs with Matrix Nuke, Full Auto with 2 AP and made a sweeping set of improvements to mission descriptions. And more - lots of F10s, thank you![/p][p]Our small team of 3 working who are in the gamedev seats wanted to say thank you for playing, posting and hanging out with us! If you are enjoying the game and the steady stream of updates, we hope you'll take a minute to return the favor by 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]Steam Deck / Controller Improvement[/h2][p][/p][p]With Update #71, we've improved the consistency of the control scheme for controllers, Steam Deck and keyboards alike. Thanks to feedback from Zoarster on Discord, we have a new set of improvements we can work on in this is the first of a couple coming down the pipe.[/p][p]On controller and keyboard, there was some confusion about which was the priority action if you had both a movement destination set and a Talent selected. This is a common situation because you want to be previewing the Talent range from your new location. The common pattern of play is to pick a movement destination, preview the Talents to ensure that they will work from your location and then to cancel (B) or execute (A) the move. However, if a Talent was selected, (A) would execute the Talent instead of moving the character. And if you hit (B), it would cancel the movement, not the Talent (until you hit (B) again). [/p][p]This left the execute (A) and cancel (B) basically considering different actions the priority and makes the game harder to play. We have now straightened this out - if a movement destination is set and a Talent is selected, hitting (A) will execute the move and (B) will cancel the move. If a movement destination is not set, then hitting (A) will execute a Talent and (B) will cancel the Talent.[/p][p]Hopefully you find this improvement helpful! Excited to hear from the community on it.[/p][p][/p][h2]Clarified: Leverages can't stop Hunters/Bodyguards[/h2][p]We've had some questions recently about the Leverage that blocks Reinforcements. We've added some clarifying rules text to the Leverage to make it more clear - this Leverage can block Reinforcements sent by Security Escalations only - it is not enough to block Head Hunters, VIP Hunters or Bodyguards who are arriving to help a beleaguered VIP. [/p][p][/p][h2]Mission Preview in Hacking Station / Field Ops[/h2][p][/p][p]As your are browsing the mission list in your Field Ops and Hacking Station rooms, considering which Leverages you might want to spend your precious tokens on, it was not uncommon to need to drop out of the Command HQ to examine the missions in detail again. Which was which? Which was for Octane again? [/p][p]We've helped resolve that issue by bringing the mission details panel into the Field Ops and Hacking Station rooms directly, making them hover off to the right of the Leverages list so you always know what mission you are picking Leverages for.[/p][p][/p][h2]Mission Description Highlights and Improvements[/h2][p]As we continue to work on the translation project for the game, we had to make some wholesale improvements to the mission description text within the game to prepare it for translation. It was a bit of a wild west, not sticking to a clear enough format to share with the translation team to get consistent results.[/p][p]Thankfully, the result of standardizing everything is that the highlighting of names, classes, factions and game terms within the mission descriptions is now so much more accurate and consistent. Everything should be lit up for you to help you parse the description faster and recognize game characters.[/p][p]This did require about 10 hours of manual work and rewriting of strings, relinking and all sorts of error prone tasks. We did a ton of testing, basically kicking off every type of mission in the game and checking its text but we are sure to have missed mistakes. If you see any mission descriptions that are odd or show up as code instead of narrative text, just be sure to hit F10 and we will get them resolved very quickly.[/p][p][/p][h2]So Many More F10s![/h2][p][/p][p]We also just fixed a general mountain of F10s for Update #71. We fixed strings that had broken in victory a few other places due to translation work. We fixed issues where you could get stuck in Full Auto mode if you only had 2 AP. We fixed Lumen Spear and other self-damage Talents not always doing the correct amount of damage. We resolved map bugs with reinforcements in open fields, matrix balance for a number of missions, off-centered and misplaced security devices, lockers you could walk into ... bugs and more F10s! Fixed! All fixed. Thank you for submitting them![/p][p][/p][h2]v2.5.39 - #71: When I say GO! ... - 2/26/2026[/h2][p] - Improved controller support so (A) when having both movement waypoint set and Talent selected executes the movement, not the Talent[/p][p] - Clarified rules for Reinforcement blocking Leverages which cannot prevent arrival of Head Hunters, VIP Hunters or enemy VIP Bodyguards[/p][p] - Added hover to Hacking Station and Field Ops Leverage lists to show details of mission [/p][p] - Fixed rare issue where you could get stuck in Full Auto mode and unable to switch weapon with 2 AP[/p][p] - Matrix Nuke button now correctly grays out of lacking AP to use[/p][p] - Vastly improved highlighting of names, factions and terms in Mission descriptions[/p][p] - Fixed issue with not taking self damage when using Lumen Spear abilities[/p][p] - Fixed a possible lock up at the start of Sibling Breakout[/p][p] - Fixed some open field reinforcements appearing in odd places[/p][p] - Improved balance/scaling of matrix hosts in Sibling Breakout and Cube Run missions[/p][p] - Fixed invisible wall bouncing grenades near stairs in River Street Bridge map[/p][p] - Fixed bug where reinforcements might appear without outline on to match other enemies[/p][p] - Fixed some security devices slightly off center or misplaced[/p][p] - Fixed map bugs with lockers you could walk into in some maps[/p][p] - Reduced overload of pings when a target of an AOE effect might be invalid[/p][p] - Increased mission loading performance[/p][p] - Fixed recruit dialog typos[/p]

Update #70: Hunters Stalk the Shadows

[p][/p][p]Knights and mercs, we're here to drop another expansion of the Contact Limit Break system on the New Boston Zone. Tonight, the focus is on your enemies or those who hate or hold grudges against individuals on your team and allowing them to pay Head Hunters handsomely to settle these scores. Of course, this is in prep to release a new wave of Head Hunters into the NBZ ːtoxcloudː In addition, we've released variations of the latest head ware cosmetic options, and completed more parallel work with the game's translation team to get the English source into the best shape it can be. [/p][p]Thanks to everyone playing and especially those enjoying the latest focus on improving the Contact simulation. This keeps opening up new and exciting possibilities. Cheer us on with a review! 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]New Head Hunter Sources[/h2][p]While some hostile Contacts (those with status Burnt or Enemy) could dispatch Head Hunters against you through their Limit Breaks, Update #70 significantly increases the number of Casting Director matches that can allow for a Contact to decide that they do want to send Head Hunters.[/p][p]To expand this footprint and help find more cases where a Contact on a Power Play may choose to send Head Hunters, we've built out the match set so that any Contact who Hates, Hunts, wants to murder, etc etc a member of your team (including your Face or Knight) may now choose to dispatch Head Hunters. This covers a number of Contacts who previously might not have opted into the option and generally increases the chances that you'll see Head Hunters coming out of Contact Limit Breaks enough to keep things more dicey out there.[/p][p]Which is important, because in the next update, a new batch of legendary Head Hunters are coming to the NBZ and we need to make sure they've got contracts![/p][p]In addition, we've expanded a few places where it feels cool to have a specific storyline always risk generating a Head Hunter call. We've specifically added two story beats that allow Head Hunters to be sent - one for the starting Scourge (August) and the Syndicate Boss he tried to take out as part of his backstory. This Badu Jack may discover - on a Power Play Limit Break - his would be poisoner on your team and decide now is the time to take revenge.[/p][p]In addition, the megacorporate lead behind Taylor Strizek's lab may also send Head Hunters if you've completed Truck Job Part 2 and dealt a disastrous blow to her organization.[/p][p][/p][h2]Appearance Headphone Variations[/h2][p][/p][p]Some of the most recently added cosmetic options were the headphones joined by a headband. They're a cool look for different characters but the band that was included could make them hard to use with certain hats and hairstyles as it was could cause a lot of ugly clipping. [/p][p]Thanks to the players who requested the option, we have included new variations of these cosmetics simply without the band, which allows them to be used in more cases.[/p][p][/p][h2]Improved Clarity / Fixed Text and Rules[/h2][p][/p][p]As the translation project keeps ripping along, we've been making a lot of changes to the underlying English rules text for the game. In some cases, we've been removing old strings, other places we've been improving our consistency of use of terminology (in this update, Recovery Time vs. Injury Time is now always used correctly). And we've been doing other things that will be invisible to players in English, like splitting text for genders, reducing the complexity of some of the strings for translation, etc.[/p][p]We also fixed a number of strings that accidentally got bumped and turned into string codes instead of English text.[/p][p]If you do see a string that switches to a code, please F10 it and we will fix it quickly. [/p][p]We're excited to be moving forward with our community review of the game translations! Stay tuned for more news and next steps for a upcoming public beta.[/p][p] [/p][h2]v2.5.33 - #70: Hunters Stalk the Shadows - 2/20/2026[/h2][p] - Contacts who specifically hate/hunt a merc on your team can now send Head Hunters when on Power Play[/p][p] - Added two new cases where Contacts might send Head Hunters based on existing stories - after Truck Job Part 2 and starting Scourge's Syndicate target[/p][p] - Added 2 modified cosmetic options - headphones without the band if you want to use them on hair / hats or other options that were clipping badly [/p][p] - Improved English rules text for clarity, consistent usage of terms like Recovery Time and Injury time, simplified some Talent descriptions[/p][p] - Fixed issues with random strings appearing as string keys instead of English due to mistakes in translation effort[/p][p] - Fixed issue with the cybernetic eye implant popping off the side of some character's faces[/p]

Update #69: Fractional Boosts

[p][/p][p]Knight and mercs, we're excited to roll out the second Compromised Contact storyline which is driven from Exposure Limit Breaks, a ton of new types of armor spread across the Power Level spectrum, including some that add fractional +AP and +MP, improved balance for Stealth armor to have more reduction in movement noise, and fixed a whole big pile of map bugs that were reported by F10![/p][p]While we are working on two very large projects at Trese Brothers HQ - finishing translations and pet classes - we're excited to be rolling out a steady stream of new content for you. We'd love you to leave a review for our small team of 3 devs who are grinding hard for you, nothing else could be more helpful [/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]+21 New Armors and Fraction AP/MP[/h2][p]With Update #69, we've addressed a looting gap that players have identified over the last few months. There were too few options with looting armor of all types. Also, the availability of fraction AP and MP bonuses in Blueprints was limited to earlier Power Level Armor (1-4) or only to late game Shadow Site runs. This created a difficult dynamic of when and how you could access to extra AP/MP points that were likely needed to get to the full +1.0 AP to get your 7th AP.[/p][p]With Update #69, we've added 21 new armors - 7 stealth, 7 light and 7 heavy spanning from Power Level 4 to Power Level 10. They can now all be looted as physical armor found in a lockbox or as Blueprints found in hacking Manufacturing Nodes or Vaults. Many of these new Armor designs include fractional AP or MP bonuses and fill a key gap within the Armor progression in the game.[/p][p][/p][p]In addition, we've started making some moves to further differentiate the Stealth Armor class, increasing the number of armors that include a reduction in how much noise you make when your moving, carving out more of a specialized niche for Stealth Armor than exists today in the system.[/p][p][/p][h2]Compromised: Transport Attacked![/h2][p]With Update #68, we added a possible very bad end for one of your Compromised Contacts who might get imprisoned and then executed by an enemy faction. With Update #69, we've added another variation of the same possible-death storylines for Compromised Contacts. [/p][p]Being Compromised is an unwanted state that may settle upon a Contact as the result of a Exposure Limit Break and once Compromised a Contact opens up a set of additionally bad possible results already - going into hiding for twice as long, gaining worse negative temp Traits, suffering Influence wipes.[/p][p]Now, you may encounter a storyline in which your Contact has been attacked mid-transport and forced to flee into hiding in the underground. With only a tiny bodyguard remaining, cornered and pinned down, you are on an extremely tight timeline to rescue them or they are sure to be killed.[/p][p]Depending on who it is - no, not Goldstax! - you'd better jump fast to mount a rescue expedition![/p][p]We're excited that this new multi-stage mission also includes another use of the allies system (characters who are friendly but not under your control) who add a whole layer of complication to your rescue effort here.[/p][p][/p][h2]F10 Hunting[/h2][p]On top of the new armor and the new storyline, we've made a dedicated effort to be crushing out F10s that are related to issues within maps. We've fixed a ton of minor issues around sight lines, cover, props placed in odd places and the on-going category of your characters starting in a position where they are immediately scene by an enemy.[/p][p]We've closed over 40 X F10s in this release as we continue to put pressure on these areas. For now, we're going to keep putting the maximum pressure on map bugs until we get the flow of reports down to a trickle.[/p][p][/p][h2]v2.5.31 - #69: Fractional Boosts - 2/10/2026[/h2][p] - New Compromised Story: Contacts who are Compromised may be attacked during transport, pinned down and need Exfiltration help[/p][p] - New mission includes the use of allies for further complication and chaos[/p][p] - Added 21 new Epic and Legendary Armor Blueprints and Loot options[/p][p] - Increased availability of fractional +AP and +MP on Armor and Armor Blueprints beyond PL 4 and outside of Shadow Sites[/p][p]- Rebalanced more Stealth Armor to have reduction in detection radius for moving[/p][p] - Fixed bug with character who runs The Belly legwork not getting the skills tag for it[/p][p] - Fixed incorrect highlight of extraction locations in Wreckspire map[/p][p] - Improved cover and sight line configuration on some of the street shanty shacks[/p][p] - Fixed oddly placed pipes in Q-Compute Core[/p][p] - Fixed bug where either Sibling from Salvage Job could forever banned from doing Legwork[/p][p] - Fixed map bugs and typos[/p]