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Cyber Knights: Flashpoint News

Update #5: New Map "Militarized Hoverport"

[p][/p][p]A big hearty welcome to all of the new Knights flooding the New Boston Zone! The heisting has never been better! Thank you for playing the game, sharing it with a friend, and considering leaving a review. If you see any problems in the game, just hit F10 to send us a nice bug report with screenshot, log and context so we can resolve the issue quickly. We are also constantly hanging on the Steam forums and the community here is the very best, so post up any questions you have.[/p][p][/p][p]Now about Update #5! With Update #5, we've added a new Militarized Hoverport map to the proc-gen map system which connects with 12 possible objective types, we've fixed an issue with Move Speed penalty from Heavy Armor, improved the Cybersword's Improved Power Slice Talent and hardened the medical stretcher against damage and death. Of course, we've fixed a metric ton of other small issues, with a focus on minor map problems (open field spawns, weak loot boxes, odd places that look like you could walk but can't) and a ton of small typos and clarifications.[/p][p][/p][p]A big thanks to everyone leaving a review - if you are enjoying the game, please do so! Our small team thanks you for sharing our game.[/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 Map: Militarized Hoverport[/h2][p]With Update #5, we've added another new map to the proc-gen map lists which can match with 12 of the objective types (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Boosted VIP). This extra hard map is there for the pro heisting teams and will only appear once you reach Team Power Level 6+.[/p][p]A militarized corporate hoverport has been retrofitted onto the top of a New Boston corporate tower and now bristles with landing pads, defenses and checkpoints. Up here, at a dizzying height, the only transport in or out is by hovercraft or high speed lift. The Hoverport is a large map with multiple paths across its multi-level structure between the hovertruck landing pads dotting the rooftop. From some high points in the level, you can gain commanding sightlines over a lot of the rooftop, but if you have to cross it, it can mean diving through dangerous low zones, exposed bridges and other risky moves.[/p][p]In Cyber Knights: Flashpoint, the proc-gen system picks from a (growing) list of 12 mission objective types and then attaches a map from a (growing) list of 34 maps, selects a start and extraction point, along with the variation of lootboxes, terminals and enemies, and their patrols. So, each new map adds new "combos" which are the matching of the map to an objective. The new Militraized Hoverport map adds +12 proc-gen combos and brings the combo total to just under 300.[/p][h2]Armor Move Speed Penalty[/h2][p][/p][p]It turns out Armor Move Speed penalty was taking an odd route through the buff/debuff stack and was getting missed by Move Speed Penalty Mitigation. There was a display error about it and in some cases, depending on some specifics in your build, the Move Speed reduction based on Armor might not be Mitigated at al.[/p][p]That is all fixed now - Move Speed Mitigation is fully applied to your armor, giving your Cyber Lungs and Thunders-X Legs even more room to flex their highly useful Move Speed Mitigation buff! Heavy Armor, Dermal Plating, Mecha Arms - let's go fast![/p][p][/p][h2]Improved ... Improved Power Slice[/h2][p][/p][p]Cyberswords have a Talent called Improved Power Slice that buffs the regular Power Slice Talent that all swords provide to whoever carries them. Improved Power Slice can be upgraded to give extra charges, recharge faster, increase the duration of any debuff your melee weapon imparts and increase the extra special damage of your melee weapon. With this update we've further buffed the Damage bonus - going from 2 nodes that buffed at +10% to a +15% and +25% node for a whopping total of 40%. When the blade hits them, they're going to \know\ if its regular ol' Power Slice or this is Improved. Then they're going to be on the floor, thump.[/p][p]Matrix Tutorial Starter Fix[/p][p]We'll be working on tuning and improving the Matrix tutorial over the next few weeks, but we've started with a fix to the Sec Tally levels set in one of the steps in the middle. Due to some Matrix balancing changes before release (that raised the Escalation threshold from 50 to 60), the Tally was being set to 49/60 and warning that a Q-Sec Escalation is imminent. We have fixed this to go to 59/60 correctly.[/p][p][/p][h2]Tougher Medical Stretcher[/h2][p][/p][p]I won't go into details for spoiler reasons, but we've buffed the medical stretcher with extra HP and Pure Armor bonuses. If you were having any issues with this special unit getting shot up too easily, this should help a lot.[/p][p][/p][h2]v2.0.17 - Update #5 - 6/8/2025[/h2][p]- Added new proc-gen map "Militarized Hoverport": a sprawling rooftop complex supporting multiple safe landing zones that supports +12 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Boosted VIP) for Power Level 6+ teams[/p][p]- Improved Power Slice upgrade nodes increased to +15% and +25% Damage (from +10% each), helping Cybersword Improved Power Slice stand out[/p][p]- Fixed issue with Move Speed Penalty Mitigation was not correctly displaying versus Armor Move Speed penalty[/p][p]- Fixed issue with matrix tutorial forcing Escalation for demonstration raising to 49/60 instead of 59/60[/p][p]- Improved toughness of medical stretchers with +200 HP and +20% Pure Armor[/p]

Update #4: Steady Rock + Steam Deck Improvements

[p][/p][p]Welcome to all of the new Knights and mercs flooding the New Boston Zone! We've got the 4th post-launch update tonight with all sorts of improvements, bug fixes, and tweaks based on your community requests and F10s! With Update #4, we've improved support for Steam Deck and controllers - especially the deck's handling of trackpad and touch, and the ability to disable controllers like HOTAs and driving wheels easily. We've also refreshed the main menu to add a continue button, enabled hovering to see your cyberdeck details mid-mission, better starting defaults to ultrawide displays, fixed Remi's Trait Zeroprint level 2, improved the display if you have too many Talents to see on screen and more. Let's dig in to it![/p][p]A huge thanks to everyone in our community coming out to give good advice and friendly help to all the new players. We have the best community here, and it is showing. So thank you all for the support ːsteamhappyː[/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 and Controller Improvements[/h2][p]With Update #4, we've worked hard to improve Steam Deck and controller support across the board. So many of you are playing on the Deck especially, it is awesome to get so much feedback, posts, and F10s about how we can improve where you need us to focus. [/p][p]Here are the big areas of improvement:[/p]
  • [p]Steam Deck touch screen is now fully supported very nicely. You can drop in and out of using touch and the Deck's controller at any time.[/p]
  • [p]Steam Deck track pad can now be configured to work as a mouse and smooth switch back and forth between the controller, touch and track pad.[/p]
  • [p]We have improved Steam Deck's handling of connecting and disconnecting to Remote Play to broadcast to other devices.[/p]
  • [p]Improved controller focus and button display throughout the game, no longer have a chance to drop back to desktop button display when swapping scenes.[/p]
  • [p]Fixed cases where oddly the (Y) button would not let you move even if that was what was configured.[/p][p][/p]
[h2]Desktop Players with Other Controllers (Driving Wheels, HOTAs)[/h2][p]If you are a desktop player who has a more complicated set of controllers, this can make Cyber Knights: Flashpoint unhappy. Constant input from a driving wheel for example, can make the camera zoom all the way in, or half the buttons in the UI non-responsive because it thinks you're constantly holding down (X) etc.[/p][p]We've improved the Disable All Controllers feature in Options > Controllers that lets you turn off controllers like this so that they don't negatively impact the game.[/p][p]There was previously a bug with this feature that the controllers would come back on after you Alt-Tab'd out of the game, which was very problematic. This is now fixed as well![/p][p][/p][h2]Update Main Menu and Origins List[/h2][p]The refreshed main menu now features a quick "Continue" button to jump into the last game you were playing, as well as a re-ordering that puts Load Game above New Game. Of course, if you are a new player, the top two will be disabled and you'll start on New Game - so we've tried to hit the best of all worlds for everyone.[/p][p][/p][p]We've also improved the Origin Story pick list to make it easier to read and ensure you can see all the text regardless of screen size and font scaling. It also organizes the choices a bit more clearly and helps you see what you are picking on this screen.[/p][p][/p][h2]Cyberdeck Hover Details[/h2][p][/p][p]We've improved the Matrix HUD and the character status pop up during missions to include the full details about your current Cyberdeck. This can e helpful to see all the labels along with their values, the current health and programs loaded even when not in the matrix. Thanks for the F10s telling us you needed this intel - F10s granted![/p][p][/p][h2]Ultrawide Detection and Defaults[/h2][p][/p][p]The game was previously not doing a great job of detecting ultrawide displays (32:9, etc) and setting up good defaults so that they would be immediately nice to play on. We've improved that with this update, now setting the Screen Mode in Options > Quality to Ultrawide if we detect that you monitor is such.[/p][p][/p][h2]Remi's Zeroprint[/h2][p][/p][p]Perhaps one of the top 10 most popular F10s this week - Remi's Zeroprint Trait did not have any bonus for Level 2. We've improved the progression flow for the Trait from Level 1 to 4, so thank you for reporting it![/p][p][/p][h2]Improved Display of Too Many Talents[/h2][p][/p][p]If you have too many Talents, Programs, Cyberware or Items to fit all on one screen in the matrix or main mission, we've improved the display. This creates a horizontal scrolling list which you can scroll by D-pad, mousewheel or click and drag, but the visual style indicating it was there was not loud enough.[/p][p][/p][p]We've now improved the fade effect on either end of the list and added blue arrows letting you know you've got partial list "that way" if you want it.[/p][p][/p][h2]Other F10s[/h2][p]We've fixed so many F10s it would be silly to try to recount them all here, and many were small little detail oriented tweaks. We've made a ton of minor map changes to improve maps, we've fixed a bug with starting Soldiers having spent 8/7 of their Training Points (where one of Marker Sights first nodes accidentally cost 2), fixed some primary and secondary objective mix ups, made Origami Joe's mustache come down out of his face, fixed places where Heat was discussed as a % in correctly, and improved the rejection message if you try to send a merc to cyber surgery but they are on Legwork already.[/p][p][/p][p]We've been busy, so thank you for sending in your F10s to help us have so much to polish and improve. [/p][p][/p][h2]v2.0.13 - Update #4: Steady Rock - 6/6/2025[/h2][p] - Improved Steam Deck handling for trackpad and touch screen[/p][p] - Improved handling of Disable All Controllers options (HOTAs, driving wheels, etc) - controllers don't resume after Alt-Tab[/p][p] - Improved main menu with Continue button, re-order buttons for faster drop-in-to-heist![/p][p] - Improved New Game Origin Story selection screen[/p][p] - Added hover in Matrix HUD and character status to see cyberdeck full stats[/p][p] - Improve Matrix program and Talent list to be more clear when there are horizontal scrolling options if you have too many to show at once[/p][p] - Fixed bug with Remi's Trait Zeroprint not having any upgrade between Level 1 and 2[/p][p] - Fixed bug with HOVERDROP WIPE starting the mission without any enemies (get update, restart mission)[/p][p] - Fixed issue where Soldier's Marker Sights Talent had a first Range node that cost 2 instead of 1 Level Point[/p][p] - Fixed bug where Aaron and Aitana started with 8/7 Level Points spent[/p][p] - Improved sightline rules for firing at a target who is above you, more realistic firing lines[/p][p] - Improved detection of ultrawide monitors and set the Screen Mode "Ultrawide / TV / Retina" automatically[/p][p] - Fixed issue with "Loot X/Y Lootboxes" sometimes being shown as a primary objective (it is always secondary)[/p][p] - Fixed issue with save slots sometimes being unable to save [/p][p] - Fixed issues with certain contacts loading oddly (Origami Joe, mustache IN nose)[/p][p] - Fixed issues with scrollbars sometimes getting stuck[/p][p] - Fixed bugs with hovering on recently revealed or spawned enemy or character[/p][p] - Fixed places where sometimes Heat was referred to with a % accidentally[/p][p] - Improved cyber surgery rejection message if character is on Legwork[/p]

Update #3: Suit Up


Welcome to all of the new Knights flooding the New Boston Zone! Thank you for playing the game, sharing it with a friend and considering leaving a review. If you see a problem in game, just hit F10 to send us a nice bug report with screenshot, log and context so we can resolve the issue quickly.

Now on to the business of Update #3! With Update #3, we've added 2 new military-focused outfit options for your characters, fixed a bug where your Cyberswords Arc Field passive Talent was never firing, improved Face's Opposition Research Talent with an extra starting charge, fixed incorrect icons in the Face's class tree, improved the Trait and Tag matching for the Mystic River Legwork storyline, added an option to invert pan movement when clicking middle mouse button and fixed a ton of other small things, like typos and map issues reported.

A big thanks to everyone leaving a review - if you are enjoying the game, please do so! Our small team thanks you for sharing our game.

[h2]Our Save Game Policy and Updates[/h2]
We want to share our saved game policy up front so everyone understands the situation with the on-going updates here. 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.

[h2]+2 New Military Outfits[/h2]

We've wrapped up and pushed out 2 new military styled outfits for your Knight, Face or mercs. Suit up, pick some good looking colors for that camo and get heisting! In style ːsteamhappyː

We're very excited to keep expanding your mercs customization options - we've got more things coming down the pipe, including more hair, facial hair, cybernetics, earpieces, and indeed, we are working our way toward helmets.


[h2]Cybersword Arc Field[/h2]

While fixing some other passive Talent bugs last month, we bumped Arc Field and it stopped working. We've finally caught up with these F10s tonight and are glad to put this one to rest - you now get your free invulnerability whenever you use a Ion Battery charge from a blade.

[h2]Face Opposition Research + Class Tree Cleanup[/h2]

With Update #3, we've buffed the Face's Opposition Research Talent with an extra starting charge. You're running a lot of missions, you need the charges to be able to take a look behind the curtain on a solid number of them.

We've also added new paths on the Face's class tree on the left side, allowing you to traverse it with a few more options.

Finally, for the Face's class tree, we've fixed a number of Persuasion and Cunning icons that were flipped.

[h2]Mouse Panning Inversion[/h2]

If you always felt like the screen was panning the exact wrong direction when you hold down middle mouse button and pan, well, this one is for you ːsteamhappyː A new option has been added to invert the direction moved with this click-to-pan, which matches the same option to invert the rotation direction for click-to-rotate.

[h2]Mystic Legwork[/h2]
The option to do a Legwork and the percentage chance of success are based on your character's Traits, Tags and Backstory match with the Legwork. In the case of the Mystic River Legwork, the matches were too restrictive and you might encounter cases were no merc on your team was eligible. We've now improved this by widening the match set.

[h2]Rename![/h2]

There was a mistake on our part in the New Game screen that the option to rename was avilable on every tab except Appearance. Now it should be easier to find.

And we've done many, many other tiny things! Typos, map tweaks, improving main menu performance, improving Talent scrolling if you have so many programs in Matrix.

Thanks for the support and your F10s!

[h2]v2.0.11 - Update #3: Suit Up - 6/5/2025[/h2]
- Added new 2 military styled outfits for your mercs
- Fixed issue where Cybersword Arc Field passive Talent was not triggering when Ion Battery charge spent
- Face's Opposition Research Talent now starts with 2 charges as default
- Added 2 new paths to navigate left side of Face class tree, giving better options how to move through it
- Fixed mislinked Face class Attribute icons, where Cunning or Persuasion icon was switched
- Improved tag/trait/backstory matching for Mystic River Legwork to ensure more mercs can do it
- Added new "come join us on Discord" button to the main menu - come hang!
- Added option to invert the direction of middle mouse button hold-to-pan camera
- Characters now blink in appearance and dialog screens
- Fixed issue where Rename option was not available in Appearance tab during New Game (only in other tabs)
- Improved display of programs and Talents in Matrix when they exceed the space - better fade effect on either end to indicate scrolling
- Improved main menu performance

Update #2: Rocky Steady

Welcome all new Knights! The New Boston Zone has never been so busy! Thank you for checking out our game, sending feedback and hitting F10 if you see a problem (to send an in-game bug report so we can fix fast!). Yesterday we posted 5 separate hotfixes throughout the day to address issues but today we're excited to roll out our first post-launch update. We've reset the counter, tossing the venerable #255 updates from Early Access into the gutter and are picking up and starting again proudly with Update #2. Let's get going.

With Update #2, we've added a new map - Gene Vault - to the proc-gen system that matches 10 objectives, improved the rules for death, injury and wounds after the first level of an Origin story, improved display of death results in general, made some cosmetic fixes, fixed some issues with Steam Deck options and correctly prevent burnt-out and deactivated cybernetics from removal.

A big thanks to everyone leaving a review - if you are enjoying the game, please do so! Our small team thanks you for sharing our game.

[h2]Our Save Game Policy and Updates[/h2]
We want to share our saved game policy up front to be clear. 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.
 
[h2]Extended Gene Vault Map added to Proc-Gen[/h2]

With Update #2, we've added a new map to the proc-gen map lists along with +10 proc-gen objectives. Now you might recognize the bones or center of this map from a new origin story, but the Gene Vault map is the original and expanded version of the map, which is just larger and has more passageways, areas, and bypasses to heist along. While a simplified version of it is used in the Null Deal storyline, we didn't want to leave this wonderful map out of the game, so we've looped the full version of it back in and will be excited to see some more heists going down on it once you've reached Team Power Level 4+.

In Cyber Knights: Flashpoint, the proc-gen system picks from a (growing) list of 12 mission objective types and then attaches a map from a (growing) list of 33 maps, selects a start and extraction point, along with the variation of lootboxes, terminals and enemies, and their patrols. So, each new map adds new "combos" which are the matching of the map to an objective. The new Gene Vault map only appears at Power Level 4 or above and matches 10 objective types, including Scavenger Raid, Assassination, Bodyguard, Exfiltrate, Hardened Target, and more.

[h2]More Grace on First Levels[/h2]
With this update (and the hotfixes yesterday), we've given new players more room for the graceful conclusion to the first level of your origin story. Very understandably, some new players are taking a few hits trying to get the hang of things. So, with Update #2, we've given you some extra cleanup after the mission:
  • If you are playing on a difficulty with a Death Save for mercs (which allows them to have a chance of surviving a deadly hit), then any merc who goes down will immediately pass their Death Save and survive into the safehouse post mission. Due to Death Save being 0%, this rule does not apply to Brutal and Chrome difficulty.
  • Any merc who takes hits more than 20% of their total HP and suffers downtime to recover from Injuries will have this Injury time forgiven
  • Any merc who took such hits and also suffered a lasting Wound will have that Wound forgiven.
This all helps ensure that you have a fairer start in the safehouse after the first mission, and given that there are timelines on what comes next, this can be the difference between a death spiral in the following story missions (because 2 of 5 of your mercs are injured or dead) or a successful start.

[h2]Have you seen this Stretcher?[/h2]

If you see this stretcher on the loose and it tries to talk to you, please vid this number immediately: 881-X@A##99-133T

We're hard at work fixing your bugs, even the funny ones ːsteamhappyː

[h2]Death Save Logging[/h2]

There was a mistake in how Death Save results were being displayed. Instead of routing the long text to the combat log so you could read it, it was pinged to the screen really fast, so you had no chance of reading it! We now have a nice short ping overhead, and the full text is sent to the log. Thanks to everyone who F10'd this one!

[h2]Difficulty Levels[/h2]

We've renamed the first 3 difficulty levels to be clearer about how they are each balanced out. They are now simply Easy, Normal (default), and Challenging.

[h2]"Disable All Controllers" On Steam Deck[/h2]
Update #2 includes a fix for the issue where you might get your Steam Deck locked out of the game if you enabled the "Disable All Controllers" option. That option should NOT be displayed on the giant controller that the Steam Deck is ːsteamfacepalmː We have now hidden that option (which is intended to help turn off joysticks and HOTAS type controllers) on Steam Deck and it is ignored, so you can get back to play.

We are also working on some new Steam Deck options to allow you to individually control if you want the trackpad and/or the touch screen to be enabled or disabled. Those are coming up soon.

[h2]EPI-X Items[/h2]
There were some issues with EPI-X items that you gained during one of the Null Deal missions. They were making the equipment system freak out if you tried to sell them. This is now resolved.

[h2]Cosmetic Fixes[/h2]

We fixed a bug where some characters might have a beard floating about 3 feet to their left ... odd but true. We've started making some adjustments to a few of the hairs that might clip in the back of someone's head, but there is more to do. Also, we are aware that sometimes Origami Joe's mustache is placed halfway up his nose .... we've called a doctor, we are sure we can resolve it soon.

Finally, if you are picking a mask, we zoom in on your face now.


[h2]Deactivated and Burnt Out Cybernetics[/h2]
We fixed an issue that was allowing you to cybernetically uninstall burnt out or deactivated deltaware that some of your recruits might come with. These types of cybernetics are intentionally stuck in a slot and can't be removed. Now the game honors that correctly.

[h2]v2.0.9 - Update #2: Rock Steady - 6/3/2025[/h2]
- Added new map Gene Vault for proc-gen with 10 viable objectives, available at PL 4+
- Improved combat logging and map ping about character death and Death Save results so it is clearer
- Improved rules for first mission of Origin Stories - any dying character will pass their Death Save and survive
- Improved recovery rules for the first missions of both origin stories - any Injury time or Wounds suffered are forgiven
- Fixed bug where you could remove deactivated or burnt out cybernetics still
- Fixed Steam Deck issue where deck could get stuck if you enabled "Disable All Controllers" option
- Fixed issue with Null Deal + Tutorial not loading correctly once you reach the bio-label
- Fixed issues with EPI-X item causing inventory to go crazy after mission
- Fixed issue with some feminine characters having beards floating off to their left side
- Fixed issue with certain props not appearing or disappearing if cut-scenes are skipped
- Fixed issue with Remi's backstory for new games - she is wanted by Rook Tech
- Fixed missing text for Erased Identity Trait
- Fixed issues if first mission in Null Deal fails and game could lock up
- Character customization zooms in for masks now
- Fixed some faces that had odd lines and textures appear when assigning tattoos
- Fixed typos, improved dialog throughout
- Legacy beards correctly apply hair color again
- Improved naming of first 3 difficulty levels to be more clear (Easy, Normal, Challenging)

Cyber Knights: Flashpoint is out now, great for XCOM and strategy fans

Cyber Knights: Flashpoint is the latest game from Trese Brothers, bringing some excellent squad-based tactics and it's out now.

Read the full article here: https://www.gamingonlinux.com/2025/06/cyber-knights-flashpoint-is-out-now-great-for-xcom-and-strategy-fans/