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Cyber Knights: Flashpoint News

Update #186: Death in the Core


Early Access improvements across the board continue with today's Update #186. We have a new map and objective proc-gen combo (Decommissioned Core X Assassinate VIP), improved program/talent/item coloring in the HUD, big improvements to navigating the Matrix HUD with keyboard or controller, ability for Matrix Talents to exceed screen size and still scroll to them, some very important progression and balance updates, and another round of polishing for Blueprint crafting.

It is a heavy haul of an update with a lot going on! We've detailed it all below for you to read in detail.

Thanks for playing and posting and our small team especially thanks you if you choose to leave a review!

[h2]VIP Down in the Decommissioned Core[/h2]

With Update #186, we're continuing to buff the mission map list available for the Assassinate VIP proc-gen objective. The Decommissioned Core is a larger interior structure with many paths through it, so you'll have to contend with distance and limited sight lines (Snipers are crying) to take out the VIP on the move. Try to stay stealthy as long as you can, or else the VIP will start moving quickly and then it's going to be a loud, explosive footrace to the end.

This update also includes a ton of other fixes for new maps, including some big rework in Flooded Tunnels about enemy starting positions, counts, and siege setup. We've also fixed a few places where Matrix Terminals had SCU that were not linked to any devices.

[h2]New HUD Colors: Talents, Programs, Items[/h2]

To help increase the visual distinction between Talents, items, and Programs - we have added a slight color shift to these lists in the mission and matrix HUD. Talents retain the original blue coloration, while Items have taken on a gentle orange tint and Programs are now an oceanic green-blue.


We're moving toward automatically placing all items on your Talent bar all the time, so shifting color will help set them apart. It is nice to have them pop more in the Matrix and make a clear break between program (load / unload) and talent (use!).

[h2]Matrix HUD is Nav, Scroll for Too Many Programs/Talents[/h2]

We've adjusted the Matrix HUD to allow you to scroll (with the D-pad, mouse wheel, etc.) to reach any additional Programs, Talents, or Items that go off the edge of your screen. Along with this, we've improved the navigation in the HUD so that it is more open and easier to move between the different button groups. And finally, we've made the navigation in the matrix tree directly linked to the connections between the nodes, so you can walk the three with a keyboard or controller without having to try to free scroll around.

Also, if your program list is sorted to have Sleaze 2 first and Sleaze 1 second, then your actions under the IC will follow the same sort - Sleaze 2 first and Sleaze 1 second. We were previously failing to honor your sorting decisions in these action buttons.

Thanks to @brian and all of our Steam Deck players sending in F10 input and helping us improve here!

[h2]Blueprint Crafting UX[/h2]

We're hard at work improving the NanoFab UX to make the rules for Blueprint crafting clearer. A few updates ago, we started with some text updates and now we've moved on to some larger UI improvements.

With Update #186, we've split out the costs for crafting into the top right of the screen to plan a Blueprint craft. This gives us more space below to pick your Cube allocation and also lets us show discount and time reduction % directly inline.

It is a small but important step in the right direction that lets us reduce 2 to 3 lines of text from the old blueprint rules shown below the crafting recipe. This is in prep to help us focus that text solely on describing the type of recipe you're currently crafting and the Intrinsic bonus rules for that recipe.

[h2]Difficulty and Progression Adjustments[/h2]

We are at a (good) point in the cycle where difficulty and progression are now more and more of the focus of the community and our team. The game has many hours of content, hundreds of pieces of equipment, and a growing list of maps and, not surprisingly, will benefit from an ongoing focus on balance, progression, and difficulty.

So, with this update, we've made a few changes to help in these areas!
  • Progression: We have adjusted the mission payment scale, "squeezing" it a bit. The lower-level missions are now better pay and the highest-level missions had 5-10% trimmed off their top-line pay (when the missions start hitting for $1.5m each).
  • Difficulty: We've adjusted the Casual and Easy Difficulties for all new games - they come with negative values to Power Level scaling for matrix and mission, meaning that these elements of the game will stay lower challenge longer before starting to ramp up. Casual has a -2 Power Level applied to Matrix and Missions while Easy is a -1 and then Normal is +0, bog standard.
  • Difficulty:We've widened the range of Power Level boosts you can do up to -5 to +5. This can help if there are parts of the game you're not loving, and you want to breeze them. You can hit Matrix with a -5 Power Level and keep it simple for the entire game.
  • Progression: We have adjusted the proc-gen map rules to cull the harder maps from appearing too early in the game. Maps like Rooftop Ziggurat and Flooded Tunnels are too big and hard for a Team Power Level 1 team to be riding into without care. These harder, larger maps now slowly appear over a scale from Power Level 1 to 4.

[h2]Other Fixes[/h2]
We've also taken time during this release to hit a lot of small issues around key bindings, odd things with controllers, and other small bugs. Check the full release notes below!

[h2]v1.9.47 - Update #186: - 12/11/2024[/h2]
- Added Decommissioned Core to Assassinate VIP objective for new proc-gen combo (now 89!)
- Many improvements to enemy start locations for the new Flooded Tunnels map, fixed terminal bugs, unliked SCUs in Matrix
- Improved proc-gen to prevent high-challenge maps from being selected early (before Team Power Level 1-3)
- Improved starting Casual and Easy Difficulties - with -2 or -1 Mission and Matrix Power Levels
- Widened difficulty options for Mission and Matrix Power Level adjustments from -5 to +5 from -4 to +4
- Squeezed mission payment scale - lower-level missions pay a little more, higher level pay a little less
- Improved Matrix / Talent HUD with new tints - talents are blue, items are orange, programs are green
- Improved Talent hover in HUD to be clearer about the number of Turns until the next recharge
- Improved Matrix Talent list in HUD to horizontally scroll is too many items to show on screen at once
- Improved Matrix HUD navigation - more easily move between sections, matrix node map navigation follows node paths cleanly
- Improved NanoFab blueprint recipe screen, giving cost its own space, making discounts more obvious, improved help text
- Improved Matrix action list under IC to match the sorting of your program list (if programs Sleaze 1, 2 then actions Sleaze 1, 2)
- Hovers over contacts in sale/purchase offers now over the entire row, not just contact face
- Improved timeline prompts for all proc-gen missions to highlight and identify their objective type (spike CPU, bodyguard, siege, etc.)
- One-time services (E-Rifle) are much more tolerant to low Trust issues - will still offer to sell
- Improved Cold Storage screen for Accounts, Blueprints, and Files where Sell is primary (A or spacebar) is now yellow button
- Fixed issues with multi-class screen and hard-to-find training button in the bottom right (removed)
- Fixed issues with Font Scaling and training screen display of implants overrunning
- Fixed issues with the controller (B) key in the load screen
- Fixed issues with controller/keyboard Mint hotkey (space/A) breaking after changing files
- Added enemy description for FSC mecha infantry Po-Bots

Update #185: Red Alert Pit Viper


It must be a Monday and we've got the big update we couldn't button up over the weekend ready for you now! This one comes with a bundle of improvements to Matrix Host scaling (host rating color and Q-Sec AI), a new mission flag to pre-warn about matrix difficulty, the hotly requested "stayed crouched which planning sprint" QoL, improvements to enemy offensive capabilities in scaling, making the Bio-Recycle items available from day 1 and improving the map repeat protection from 2 to 5.

We're hard at work making Cyber Knights: Flashpoint better, bigger, and more polished each week. We couldn't do it without you—thanks for the posts, playing, and your F10s.

We hope you'll take a moment to leave a review if you are enjoying the game and our relentless update pace.

[h2]Matrix Power Level Scaling[/h2]

Over the last few weeks, we've been resolving many math issues and issues with the correct flow of properly scaled Power Level for missions throughout all the subsystems that rely on it. For example, we fixed a bug where higher-difficulty games were getting less Team Power Level for missions than lower-difficulty games (they should get the same).

Some of these fixes ended up exposing and fixing a Power Level flow bug that was preventing Matrix Hosts from scaling correctly and always turning up as Blue Hosts + Bronze Boa Q-Sec AI. So, this has been fixed in the last update but it has caused a sudden spike of really hard hosts appearing (Red Host + Gold Viper Q-Sec AI is a rude thing to encounter after so many Blue + Boa!!!).

With this update, we've gone back into the scaling system that had been set up before and re-adjusted all of the scales and weights to ensure that there is a ramp-up of difficulty and no major cliffs. High Power Level teams are still going to be hitting higher level Matrix Hosts, so we'd love to hear how it feels to you but the ramp is much more reasonable for lower Team Power Level and should play much better - challenge increases but isn't insane.

Unless you play on Chrome, gl wp gg ːsteamhappyː

[h2]Highest Rated Host Flag[/h2]

To help give a warning about the matrix host levels included in a level, proc-gen missions are now displaying a flag on a mission for the highest-rated host. If there are two hosts, you only get data about the highest-rated one (might be a Yellow and Red but you get a warning for Red) but at least you know how bad it might get. In the case of hack-only missions, this is very helpful as it gives you an immediate warning about the type of host you're considering going up against and you might pick a different hacker, stock up on consumables, or skip it altogether.

[h2]Auto-Duck vs. Cameras and Plotting Moves[/h2]

Last week we introduced a series of fixes to ensure that auto-duck is a highly consistent feature. Auto-duck causes your mercs to immediately crouch in any situation in which it will help them stay hidden. If an enemy is on patrol and they are standing behind some crates, they will auto-duck and dive out of view so the patroller can walk past. The goal is - you do not need to manually manage crouching.

With Update #184, we've pushed this feature to full coverage now by adding all the same auto-duck features against cameras. If a Long-Range Camera sweeps as it is changing positions and your merc is standing behind a set of crates (or in any situation) where crouching would avoid them from being spotted, they will auto-duck and get out of view. The camera will sweep over none the wiser.

In addition, we've added the highly-requested (!!!) ability to plot/preview a sprinting move while staying crouched. This allows you to preview a movement - either sprinting or crouching - without accidentally standing up and being spotted by the enemies.

[h2]Enemy Scaling[/h2]

We're continuing to hammer on enemy scaling - expanding the range of how and how far enemies can scale against your mercs. In most cases, your team will eventually end up with power levels - between Talents, cyber, weapons, armor, etc - that exceed what the enemy can eventually post up against you. So, a lot of this scaling work is focused on the enemy Power Level ranges above 5+, but it's key work to make the entire progression go smoothly and stay challenging.

With Update #185, we've rebuilt the offensive capabilities of the enemy sets, allowing them to scale better up to Power Level 10, equip better weaponry, and punch harder.

[h2]Bio Recycler now available[/h2]

With Update #185, we've changed the configuration around for Bio Recycler items. This powerful starting item is now available for sale in the "Medical Items Level 1" service. Meaning it is immediately available out of the gate. We've raised its price by 50% and increased its AP cost to 2.

To replace the original option coming forward to easier services, we've added new options - the Bio Dissolver and Liquefy 2200. The Bio Dissolver is sold in "Milsec Items Level 2" and now has a 3rd charge to clean up even more corpses. The B-Liquefy gel is sold in "Anti-Security Items Level 1" and costs 0 AP to use but keeps the 2 charge maximum.

This will help out-of-the-gate players have more options for corpse disposal without having to reach for the Scourge, Hacker, or Vanguard always. We're excited to see how the new options help you change the composition of starting teams and item carries.

[h2]Increased Protection against Map Repeats[/h2]

With more maps coming online every week, we've increased the existing protection against map repeats (which was "don't repeat the last 2 maps") to "don't repeat the last 5 maps" if possible. This should really help cut down on any feelings of repeated map appearances and is more and more effective as each new weekly map release drops.

[h2]Cheating Enemies on Fast Forward[/h2]
There was a code path in the option for automatically fasting forwarding all enemy turns that could result in certain enemies using a lot of AP ... like 15 or 20 AP sometimes if they moved around without any interruptions. They weren't using AP so they'd keep going until something stopped them. Bad bad bad, fixed fixed fixed!

[h2]v1.9.45 - Update #185: - 12/9/2024[/h2]
- Improved/reduced speed of Matrix scaling especially for Hack-only missions
- Matrix hosts now generate higher than Blue + Bronze Boa, become more challenging as your Team Power Level and mission payments ramp
- Added tag to proc-gen missions and hack-only missions that show the color of the highest rated host (i.e. "Yellow")
- Added auto-duck system against cameras and long-range cameras
- Added ability to plan a sprint move while crouching if you need to auto-duck
- Improved enemy progression and threat level - enemies scale better to Power Level 10, get better weapons at PL 5+
- Increased protection against repeating mission maps from "last 3" to "last 5" as the map pool keeps growing
- Bio Recycler (but costs 2 AP) now available in the "Medical Items Lvl 2" service, one Limit Break up
- New Bio Dissolvent (-1 AP, +1 charge) and Bio Liquefy (-2 AP cost) available in Milsec Items and Anti-Security Items
- Fixed bug where an enemy might take multiple movements and use more than reasonable AP if Fast Forward
- Fixed issues with doors in buildings blocking sight lines above them in the Urban HQ mission map
- Fixed duplicate dialog popping up during Kill 3 captains missions

Update #183: Take One Down, 99 Ragdolls on the Wall!


It must be Thursday and we're rolling out a new update with a full rebuild of our character's ragdolls, adding missing ambient SFX to the game, visually linking doors to their trigger panels to reduce confusion, fixing auto-duck bugs and more!

A big thanks again to everyone playing and posting feedback - we're hard at work during our Early Access phase and on our way to 200 updates here! Every few days, the game takes a lunge forward, getting better or larger - so let's keep grinding together. We've got a new Weekly Map Release coming up and more content to follow it as well.

Did you notice we do Early Access a bit differently? We vow to keep EA a crazy, relentless march to the finish line. You've got feedback? Post it and watch the game get better constantly. If you're having fun or like the direction of the game, please leave a review to help us keep trucking.

[h2]Ragdoll Rebuild[/h2]
We're excited to have finished a big background project that has been in the works for a while - the ragdoll rebuild. The old ragdoll setup - triggered when anyone dies and the physics engine takes over - was not the best looking, so it is grand to roll out the new one.


What have we done? We've adjusted all of the character joints and colliders in use to try to improve the realism of the ragdoll as it goes to the ground and as it finds its resting position. We've removed the awkward T position ragdolling that was so common on in the other system. We've also configured weapons to drive some percentage of the final physics force that is applied, so a Sniper Rifle kill should feel and look different than a Pistol execution or even a Revolver boom-boom.


There were some times along the way where we thought we might be dealing with aliens or something escaped from a cyber lab.


And unfortunately, any bodies that are currently lying on the ground when you get the update will be corrupted, stretched and munged. All new bodies you drop to the floor will be good. So this is a temporary setback.


The completion of this task also comes along with a number of improvements to character models, especially around necks and the connection of head-neck-body not having any gaps, clipping or overlaps.


Of course, there is always more to do! Ragdolls are fun to play with and we could clearly spend a lot more time tweaking and improving but for now we're excited to share the second-generation ragdoll and let you get back to heisting! For example, we know that there are issues with lower back flexibility in the ragdoll ... we've appealed to the megacorps to fund a robo-masseuse to help us straighten that out for the next iteration.

If you do see anything odd, please F10!

[h2]Environmental Ambient SFX[/h2]
We've restored the ambient SFX for areas which was accidentally lost early in the Early Access process to some coding mistakes. This ambient SFX helps give background noise and atmosphere to the room spaces and is part of the SFX volume slider.

While the ambient is back, the level spaces we're working in have changed a lot since we started. We are working on a review of the SFX vs. the areas we're playing in to see how to adjust and improve them.

[h2]Connecting Doors to their Terminals[/h2]

We have now added the same blue line connecting doors to their trigger panels as we have between Matrix Terminals and security devices and doors. This allows you to quickly see where you need to go to open any given door and hopefully can reduce any confusion about how to get a door open.

[h2]Auto-Duck Fixes[/h2]

Auto-duck is a longstanding feature that removes the need for you to manage your crouch / sprint state. I an enemy happens to be moving toward a standing merc and crouching would help the situation, then your merc immediately does that. We've been processing a number of F10s about situations in which auto-duck wasn't working and fixed all of the known cases now. One case was caused by 2 mercs in the enemy's view that both needed to auto-duck but only one of them would.

This is a lovely feature that reduces your need to manage state on your mercs so we hope everyone can get back to using it with confidence.

We are working on the paired issue - the inability to plot a sprinting move while crouched - now and will get it fixed soon.

[h2]Stressed Tag in 3 places[/h2]

We've added the Stressed Tag to the roster and the safehouse barracks list as well. It was appearing in mission deploy screen but that is not always where you need the valuable heads up that a negative Limit Break might be brewing.

[h2]Building Fixes[/h2]
While working on ragdolls we kept having ragdolls slip through parts of the edge of the raised buildings and fall down a floor. This lead us to finally finding and fixing the whole that has made buildings so troublesome - this allowed both corpses to fall through and be discovered but also for enemies sometimes to shoot up through the invisible hole even though you should not be a valid target.

[h2]Other F10 Cleanup[/h2]
We hit a few other nice QoL F10s for this update. There are still lingering issues with +25% Font Scale but we're getting them as they come in - this time we fixed issues with the Talent LImit being hidden on the class tree at that Font Scale.

Using Leverages in the HUD left an odd "Button" text showing - now fixed.

Sometimes if you swapped mods on your weapons and then went to the Appearance tab, you would visually see the old mods - now fixed.

And if you were targeting with Agent EX Glitch it would let you drag the target circle as far as you wanted which isn't consistent with how other ranged targeting circles work. it is now limited to the range of the Talent and fixed.

[h2]v1.9.39 - #183: - 12/4/2024[/h2]
- Rebuilt all character ragdolls for more realistic and visually appealing joints and deaths
- Added blue line from door to door trigger on hover to make connection more clear
- Added missing environmental ambient SFX by different mission map themes and safehouse
- Fixed issue that could prevent merc from correctly auto-ducking when enemy is moving
- Added "Stressed" tag to Roster and Safehouse Barracks overlay to match Mission Deploy screen
- Finished all dual pistol/revolver animations for all characters
- Fixed major sight line holes and spaces where bodies could fall through building rooftop edges
- Fixed Agent EX Glitch Talent allowing target to be shown beyond maximum range
- Fixed issue with +25% Font Scale preventing Talent Limit from showing in Class tree
- Fixed issue with appearance not always updating after swapping mods on weapons
- Fixed odd gray text "Button" appearing in HUD sometimes

Gift Giving Community "Challenge"

[h2]Initial Challenge Write Up Below[/h2]

Knights! It's time to wrap up our Giving Gifts challenge. Some great gifts, and a few lumps of coal, were given out!

Here are a few highlights:

MikeJames handed out this Epic Revolver. I mean sure it's a little noisy, but it packs quite the punch!


We saw Khargal gifting this Legendary Sniper Rifle. Tuned up with its suppressor, that merc will be hiding in the shadows at a distant to help clear out enemies.

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And well sometimes you get a lump of coal for the holidays, because you went and got yourself injured on a previous heist. Muddball gave out this practical if not very flashy gift after a mission gone sideways.

Hope you enjoyed this wrap of our Giving Gifts 'challenge.' As always I'll be back soon with another CKF community challenge!



Hello, Knights! It's time for another CKF Community Challenge. Though honestly this is less of a challenge and more of a show and tell. In the spirit of the holiday season, we want to hear what gifts you would craft and give your mercs.

There are only two requirements for this:

- Your gifted items must be ones you craft
- Your merc must use the crafted item you give them



Since this is a very different sort of community 'challenge' what you choose to share may be different from other challenges, some ideas:

- The story of why you chose that particular item for that particular merc
- your head canon for the relationship between your CK and mercs
- Any other creative ways you want to share to tell us about your team: memes, interpretive dance, gifs, etc



Hope your appreciate my terrible photo editing job! :D No matter what you choose to share, please share screenshots of your merc with their gift equipped and in use!



We’ve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #giving_gifts to join in on the conversation!

Update #182: Scourge This Way Comes


Another update is coming down the pipe to New Boston streets - and this one lands with a new Scourge recruit in the Underworld Hub, a big buff to Soldier's Plaster-Cross Talent, a rebuild of some of the rules and UI for minting FIle Sets, better display for Armor with 0 Protection Points, tweaks to the Hackers class tree and a big bundle of F10s fixed.

A huge thanks to every Knight joining us on the streets of New Boston during the Autumn Sale! We hope you'll share the game with friends by leaving a review. We're a small but relentlessly updating studio with a focus on making sure this Early Access is always moving forward, so if you like the updates, hit the review button ːsteamhappyː!

[h2]New Scourge in Underworld Hub[/h2]

Last week we hit the Underworld Hub with another 3 new recruiting options - Agent EX, Gunslinger and Sniper - and now we are following up with the 4th - the Scourge. This nearly completes the starter set for the Underworld Hub with only Hacker being unavailable there (though there are multiple options in storyline to recruit one).

But now - in saved games new or old - you can recruit a new character whose base class is Scourge. This brings the total in-game recruit count up to 12 which exceeds what you can possibly bring on to your team by 2 and starts to feel like we've passed the Early Access "not enough options" issue we had with recruits.

[h2]Other Recruit Fixes[/h2]
In all saved games - old and new - we've repaired some of the relationships between the recruit and their enemies or friends. Some of them had odd text about Jupiter Group that didn't make any sense. In all cases these are now fixed for future and existing games.

We've also fixed some issues that recruits could cause where they incorrectly "hung on to" a story actor even after they were recruited which would prevent that story actor from jumping in on other future stories. This is fixed in all games.

[h2]Soldier Plaster-Cross[/h2]

WIth Update #182, we've come back to add more power (more power!) to the Soldier's Plaster-Cross Talent. Previously, while this Talent could lend a boost to an Assault Rifle, UAR or SMG's Burst Fire attacks, it left a lot of room open - even when fully upgraded - for the attack to not Armor Shred and feel like it was a miss. With the latest rounds of updates, the Soldier gains +25% Armor Shred at the base and then can invest in 2 more upgrade nodes to gain +25% Armor Shred each time, basically giving you a surefire way to Shred Armor on a target at least once every few Turns.

We've also tagged on a 6th upgrade node for those soldiers going all in on Plaster-Cross allowing you to bring the recharge rate down even farther.

[h2]Hacker Attribute Bonuses[/h2]

We've upgraded the Hacker class tree to stop giving Strength bonuses. This was a mistake in their design that was never justified and all 3 of those +1 Strength bonuses are now swapped over to +1 Reaction.

[h2]File Set Minting Rules / UI Updates[/h2]

We've made some nice changes to how File Set minting generates the Power Level of the resulting File as well as improved the UI to be more clear about the rules of Minting right where you need them to be.

First up, when you Mint a Set to create a new file, the resulting Power Level is now the average of the input Power Levels. This gives you a solid hook you can rely on - putting in higher Power Level files will guarantee a better output value and then you can gamble with Rarity which is rolled proportionally to the input File Rarity (if you put in 2:2 Rare and Common files, you get 50%/50% Rare or Common output).

We've reinforced both of these rules in the dynamic rule text directly above the file choice, listing the value of the resulting file, the Power Level you will get by average and the % chance for each Rarity to be rolled.

In addition, we've added a bunch of missing labels in the Cold Storage UI for subtypes that can help identify what you're looking at.

Thanks to everyone helping us buff up this UI and these rules!

[h2]Armor with No Protection Points[/h2]

Another UI area that was causing some friction was Armors that have 0 Protection Points. These Armors have an advantage - they cannot be Shredded. The confusion was in their listing of 2 Armor values, even though they only use the lower of the two values at all times. We've adjusted the UI to be more clear but still kept the ability to compare these Armors to other Armors with 1+ Protection Points so you can see the spread of value.

[h2]Renamed Radar Array to Long-Range Camera[/h2]
Radar Arrays was a confusing name it turns out, as these are really just Long-Range Cameras that play by all the regular Camera rules and are affected by all the Talents that affect Cameras. To help reduce expectation that Radar Arrays have a separate rule set, we've renamed them.

[h2]v1.9.37 - #182: Scourge This Way Comes - 11/30/2024[/h2]
- Added new Scourge recruit to the Underworld Hub - now all but Hacker available via Underworld Hub
- Total of +12 recruits now available through storylines or Underworld Hub
- New contact type available, Street Splicer with 4 new cybernetic offerings
- Improved Soldier's Plaster-Cross Talent, tripling possible Armor Shred % bonus (now 25%+25%+25%)
- All Hacker class nodes that added +1 Strong have been swapped to +1 Reaction
- Improved Cold Storage File Sets minting UI to list Rarity % chances and Power Level results
- Upgraded File Set minting rules to use average Power Level of input Files during a Mint to determine output file Power Level
- Improved display of Armor with 0 Protection Points showing that it only has a low (degraded) soak %
- Fixed incorrect story connections in relationship tags for 3 new Underworld Hub recruits
- Fixed other lingering story issues with some Contacts getting locked out of future story events by old ones
- Added missing labels for subtypes (Weapon Blueprint, Account, File Set) to Cold Storage UI
- Renamed Radar Arrays to Long-Range Cameras to be clear that they just work under the same Camera rules
- Improved fade into missions, fixed bug were Sec Level could be stuck at 999 until player's turn