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Cyber Knights: Flashpoint News

Update #205: Weekly Map Release: Hovertruck Repair Depot


Knights and mercs, we are back with another weekly map release for Update #205 and a heap of really nice improvements to the Cold Storage File and File Sets tab, as well as 12 adjusted high-Rarity weapon mods, Steam Trading Cards releases, reworked Syndicate Debts Legwork flow, adjusted mission payments offers and more.

If you are enjoying the game and our relentless update schedule to keep this Early Access phase alive and happening, please take a moment to leave a review. We are a tiny studio and every review helps!

[h2]New Weekly Map: Hovertruck Repair Depot[/h2]

At this point, we're feeling very much like clockwork. For 13 weeks with only one fail, we have delivered a new mission map! This week, the clock has completed Hovertruck Repair Depot which presents some new level design and challenges.
  • This industrial center is split into a three-lane design with the center lane featuring multiple smaller chokepoints at strategic bridges.
  • The Hovertruck repair platform gives a high point that grants a commanding view over the main lane, either for defense or in support of a push through that area.
  • In the variations where a Gold Key room is available, a matrix host may appear in the Gold Key area, presenting a rich looting opportunity, but tied to the challenge of hacking.
  • While it is a medium-sized map, the Hovertruck Repair Depot plays like a smaller map as your action is compressed into one of the lanes once you leave the open areas at either end.

The new Hovertruck Repair Depot brings us to a grand total of 25 proc-gen maps added during Early Access. This hits another major content goal on the dev Roadmap. let's see what can we do to celebrate? More objective types?

With an additional +8 proc-gen combos, we're now at 137 combinations of objective type and map ni the proc-gen system. Very exciting!

[h2]Syndicate Debts Legwork Flow[/h2]

We are edging closer to completing the Syndicate Debts storyline; another precursor is fixing its early Legwork flow. With Update #205, we've wrapped up that part of the work and are releasing it today.
  • Improved conversation flow with Octane in the first discussion
  • The Legwork options after the first discussion are no longer mutually exclusive (you can do both)
  • You can choose to delay one or both of the Legwork options until a later date and pick them up when ready
You can read more about all the storylines currently in the game on the Storylines page of the Cyber Knights: Flashpoint wiki.
[h2]File Set and File List Improvements[/h2]

Files that are included in a set are now highlighted with a green "In Set" tag. This helps these Files visually identifiable and perhaps even more helpful, makes those without the tags instantly visible.


In the same way, we've added a yellow tag that identifies those Files that have a Use Action. These are often the most valuable Files or Files that you are want to use for their result, so having them tagged can help you locate them or avoid accidental sales.


When considering what Files to feed into a File Set for minting, the price of each individual file is now shown in the pick lists to make it easier for you to gauge the range of values that the File Set is offering.

If a File Set cannot be Minted due to your Cold Storage level, we're now making this much more obvious early in the process by graying out the File Set's progress bar and putting a text warning at the top of the File Set's description. This can help you avoid making all the decisions about what Files to slot into your Mint only to discover (far too late) that you cannot Mint the set.

We have also fixed some crashes and Ui oddness that could occur if you Minted the same File Set twice in a row without reselecting anything in the UI. And we fixed some simple round-off errors where your % chance of getting a specific Rarity might have added up to 99% (33% x 3) instead of 100%.

[h2]Scav, Siege and Battle Striker Pay[/h2]

We have fixed a bug that was causing Scav missions to be offered a hefty payment from the Contact. We have also rebalanced the mission payment for Battle Striker and Siege to be more generous, considering the danger of these missions.

[h2]Weapon Mod Fixes[/h2]
We've completed a full sweep of Weapon Mods that are above Rarity Common to ensure that they are all properly differentiated. We found 10 more mods that had been missed, including the Blackout Magazine, Phaser Magazine, Excalibur Drum, Fang Heavy Magazine, Throngler Drum, Oppressor Magazine, Anvil Recap, Rapier Recap, Atlas Recap, Heavy Ion Booster, Nimbus Ion Booster, Pangolin Ion Booster.

Now we can really appreciate their Rarity ːsteamhappyː

[h2]Steam Trading Cards[/h2]

We're excited today to publish the Steam Trading Cards, Emojis, Badges and Profile Backgrounds. You'll get cards automatically for playing, so start collecting today! Steam Achievements will be next on the list.

[h2]v1.9.95 - Update #205: - 1/22/2025[/h2]
- Added new proc-gen map "Hovertruck Repair Depot": a three-lane zone featuring a Gold Key area, special matrix host, and one shortcut lane locked behind a Blue Key that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker)
- Improved flow of Syndicate Debts Legwork - no longer mutually exclusive, allows delay
- Files in Cold Storage now include tags for "In Set" and "Use Action" to help make this more clear at a glance
- File Set UI that allows you to pick the Files you want to mint now shows the estimated price of each file inline
- File Set list indicates which File Sets cannot be Minted due to Cold Storage limits by graying out the Set
- Fixed crashes that could occur when minting two of the same File Set back to back
- Fixed roundoff errors in File Set calculation (where 3/3 Epic in a File Set could result in 99% instead of 100%)
- Steam Trading Cards Released!
- Improved mission payment offers for Siege and Battle Striker proc-gen mission objectives
- Fixed bug where Scav proc-gen missions were being offered payment
- Improved high Rarity AR mods: Blackout Magazine, Phaser Magazine, Excalibur Drum, Fang Heavy Magazine, Throngler Drum, Oppressor Magazine
- Improved E-Rifle mods: Anvil Recap, Rapier Recap, Atlas Recap and Melee Mods: Heavy Ion Booster, Nimbus Ion Booster, Pangolin Ion Booster
- Improved balance with Doorkickers and Tremors Traits
- Fixed issues with reinforcements not always appearing when called on Hospital Rooftop (first level)
- Minor reducing in XP granted for Power Level 3 and 10 missions to smooth curve
- Fixed status box in Safehouse pause menu showing Mission Turn instead of Game Turn

Update #204: Hovertruck Bounce


Knights and mercs, we've got another update hovertruck coming in hot! The pilot says he can bounce this one right across the deck and into your Steam library, so let's see what we've got! Update #204 breaks out the save and load menus into dedicated sub-menus, visually differentiates the higher level data nodes (Fortress and Vaults), adds Contact Trust % as a bonus to all mission pay, fixes issues where Contact Traits around mission pay and deadline were not always being applied, improves some long-range weapon Traits, fixed bugs with Prox-Mines and well ... we fixed a lot of F10s, so check the full changelog for all the details!

If you're enjoying the relentless (and sometimes daily) updates for Early Access, please take a minute to leave a review! We're working hard on some big content additions for the game next, and while we're grinding on that, we've got steady pace of polish and improvement updates coming out!

[h2]Save and Load Separated[/h2]

To help generally reduce the potential for costly misclicks and hotkey pushes, we have completed the work to separate out the Load Game and Save Game menus. These are now both buttons on the main pause menu and each one opens up a dedicated sub-menu that allows only loading or only saving. Nothing revolutionary, but it is a cleaner and more classic UI ːsteamhappyː


[h2]Matrix Data Fortress & Vault - New Looks[/h2]

To continue to differentiate matrix nodes by sight further, we have followed up on Update #203's change to make Finance Nodes styled green (like U-Dahs!). Update #204 now adds small glowing and rotating satellites to all of the second level data nodes - the Data Fortress, Manufacturing Vault and Financial Fortress. These more dangerous data nodes will disconnect you if your end your Turn there but also have the best loot concentrations in the host, so it is nice to be able to spot them quickly.

We have heard from a lot of players the desire to have data nodes give a visual cue if they have been fully looted. We'll be working on that soon!

[h2]Contact Mission Pay & Deadlines[/h2]
With Update #204, we've fixed some bugs with Contact Traits that were not always ensuring that their bonuses or penalties to mission pay and mission deadlines were being applied correctly. This should help Greedy, Impatient and Generous Contacts stand out more.

In addition, we have added a new effect of Contact Trust - that their Trust value is added as a % on top of any mission payment. This will help reinforce the value of working with Contacts repeatedly throughout a career and puts some more bite into that key Contact status, beyond denying services and preventing Favors from being spent in Limit Breaks.

[h2]Anti-Alias = None[/h2]

If your screen or setup is such that you don't want the game to apply AA, you can now disable it in options.

[h2]Syndicate Debts Rumblings[/h2]

We are working hard on Syndicate Debts! It is our first Origin story and one of the first stories we coded into the game's story system, so it has some rough spots that we are buffing right out before we expand and wrap the storyline. Here is the punch list for #204, and we expect to be making some other changes (like allowing delayed Legworks and not mutually exclusive Legworks) very shortly as well.
  • We have shortened the timeline on the Legworks related to the Snitch after the events at the hospital to help ensure you're not committing too many mercs to long Legwork right out of the gate
  • We have fixed the terminal hover in Loophole Heist so that it is clear that this is a Knight-only terminal. We've also fixed the terminal in Ricksham Drips so that it indicates it is VIP-only.
  • We have improved all loot tables and matrix terminals for all missions in the Syndicate Debt's storyline.
 
[h2]Tag and Traits Improvements[/h2]
With Update #204, we've improved the stat lines for Marksman and Longshot Traits, adding and increasing their Attribute bonuses. We have also tightened up the language used in Faction Tags for characters like "Faction Barred" (which only prevents Legwork) and "Hates Faction" (which prevents taking a job for that faction) and others as well to make the lines clearer. Some of these were criminally vague!

[h2]Sleeping Prox Mines[/h2]
After Update #203, you could use your Knight's Talent to target sleeping Prox-Mines. Oops, that was not expected, but it is now fixed.

[h2]v1.9.93 - Update #204: Hovertruck Bounce - 1/21/2025[/h2]
- Added dedicated Save Game and Load Game menus to avoid mistakes with hotkeys and save slots
- Differentiated Data Fortress, Manufacturing Vault and Financial Fortress matrix nodes from their lesser counterparts
- Contact Trust is added as a % bonus directly to the $$ reward offered for any job
- Fixed issue preventing Contact Trait bonuses/penalties to Mission Pay and Deadline from correctly applying
- Added graphic option to turn off Anti-Aliasing entirely (AA = None)
- Shortened timelines for early game Legworks: Clinic Snitch and Thumb on Snitch
- Improved hovers over terminals in Loophole Heist (Knight-only) and Ricksham Power Play (VIP-only)
- Improved all loot tables and matrix host creation for Syndicate Debts mission chain
- Improved Traits Marksman and Longshot with Attributes, better progression
- Fixed bug where Faction for Hack 3 Files proc-gen missions was always Warner-Braun incorrectly
- Clarified rules for Faction Insider and Faction Barred - these do not prevent missions, only Legwork
- Clarified rules for Loves, Hates, Deserted Faction and what jobs they interfere with
- Fixing bug allowing K-Protocol and other Security Talents to target hidden Prox-Mines

Update #203: Lt. Bug, Major Smash Part 3


Hello Monday, hello Knights, hello mercs! It is another big F10 smash update, grinding for that polish every day while the team keeps working hard on bigger chunks of content and features back at HQ. With Update #203, we've fixed an issue that was preventing Red Mist Event mission from working, forcing Contacts to Limit Break in a fair order instead of RNG order, fixing issues with K-Protocol not always applying correctly, fixing all the gun SFX sounding so silly (oops!), rebalancing a few Pistols, improving Leverage and ... well, a lot of things. Check the full release notes for all the details!

If you enjoy our relentless pace of updates and our dedication to keeping this Early Access moving forward and getting better constantly, please share it in a review! Remember you can always edit your review later.

[h2]Red Mist Assassination Fix[/h2]
With Update #202 we fixed a bug preventing proc-gen assassination missions from starting and deploying their VIP. Unfortunately, the same bug had wormed its way into some of the story assassination missions. We have now fixed that in Update #203 and you can just play forward, the mission will jump-start into action.

[h2]Contacts Learn to Queue Properly[/h2]

For a long time, there has been a lot of unfair jostling and cutting the line in the Contact Limit Break rules. Contacts might get to 80%+ Influence and be ready to Limit Break but someone else keeps going first if they have bad RNG. With this update, we've corrected the rules to ensure that the queue stays relatively orderly. There can still be a little jostling at the front of the line, but Contacts are now going to reliably Limit Break in a fair order and not get frozen out for extended periods of time.

However, there is a transition period that will now occur between the old rules and the new rules. All Contacts who were over 80% Influence/Exposure before Update #203 are just at the front of the line. They need to all clear their Limit Breaks before anyone who gains 80%+ Influence/Exposure after Update #203 will gain a Limit Break. It is as fair as we could make it.

[h2]K-Protocol[/h2]

For those highly skilled stealth teams or teams trying to use K-Protocol on the first Turn, it was not working as expected. Due to an order of operations bug, K-Protocol was limited in reducing Tally by how many blue tallies you had ... so for the Turn 24 game with 1 blue tally that we checked during testing - we salute you. You're a ninja! And now, K-Protocol will work for you correctly, late or early in the mission.

Finally, we've adjusted K-Protocol's rules to allow it to be used against sleeping devices that haven't been woken up by the Sec AI yet. This is a nice change, as those sleeping cameras and laser wires are still attack surfaces for your pro Vanguard and now you can take advantage of them.

Check out the full rules for K-Protocol and other Vanguard Talents you can use to go full stealth on the wiki.

[h2]Laser Guns SFX![/h2]
For a bit there, all of the guns were making strange laser-blaster sounds. That was a mistake on our part and is now fixed - all guns SFX are restored.

[h2]Sprint for Siege and Battle Striker[/h2]

Since sneaking is pointless in Siege and Battle Striker missions, we've ensured that all mercs start in the sprint stance for these missions to avoid the need for any extra keystrokes and to reduce mistake potential.

[h2]Pistol Rebalance[/h2]
We've fixed a broken modifier in the pistol table that has adjusted the balance for Detective Special, Executive, and Heavy Raptor Pistols. The Executive and Heavy Pistols now cause a small amount of Pure Dmg (20 and 40 respectively) making them stand-outs in the Pistol class.

[h2]Leverage Improvements Round-up[/h2]

With this update, we're prepping for a new wave of Leverages that can be obtained by converting certain special items like the Sigma 6 Sploitkit items. In prep for this, we've drastically raised the prices on the Sigma 6 Sploitkit items up to over $100K each.

We have also fixed the descriptions and rules for Suppress Alarm and Alarm Malfunction to make them work clearly and consistently. These Leverages prevent the Sec AI from Escalating, which means that the Tally and Sec Level are increasing but the Sec AI simply does not get to take a special action when it passes the Escalation threshold. This ensure there are no reinforcements, devices re-enabled or any kind of powerful Sec AI reaction.

In the next few updates, we're working on getting the Leverage results all added to the combat log, as these are too "quiet" today.

[h2]And More![/h2]
And we fixed a lot of other things too :D Check the release notes for the full list.

[h2]v1.9.91 - Update #203 - 1/20/2025[/h2]
- Fixed "Red Mist Event" assassination Power Play mission that could be stuck - job will jump into motion again
- Contact Limit Breaks are now ordered by when they are eligible, removing chance Contact will get stuck waiting and passed by others
- Fixed issue with K-Protocol Talent not always applying fully when the Sec Tally was low / first Turn
- K-Protocol now fixed to correctly target any security device, even sleeping ones not turned on by Sec AI
- Fixed bug with all guns sounding like silly laser weapons
- Adjusted balance for Pistols: Detective Special, Executive, Heavy Raptor
- All Siege, Alpha Striker and other full combat missions start with team standing and in Sprint mode
- Corrected/clarified the Suppress Alarm and Alarm Malfunction Leverage descriptions
- Raised price for Sigma 6 Sploitkit item to over $100K each
- Adjusted coloring of Matrix Finance nodes (now Accounts=Green, Files=Purple, Blueprints=Blue)
- Fixed bug with Radar Array term appearing in Matrix SCU instead of Long-Range Camera
- Fixed cover display on large rising floor lamp
- Fixed missing names and fields in journal entries
- Renamed a few more Files for clear name to set consistency

Update #202: Return of the VIP


Knights and mercs, it's another late update but some good things feel like they can't wait. Update #202 arrives just in time to fix all the issues with Assassinate VIP missions that popped up this morning (the VIP now arrives!), rebuild the outlining tool in the game to do a better job, especially with faces and complex geometry, improved how Leverage pop outs work, fixed map issues across the board and completed the rename sweep of Files so that Files that are not in sets drop the Roman numerals (I, II, etc).

Thanks to everyone supporting us with a review this week - we appreciate it. We can repay you with a relentless update schedule :D

[h2]Assassinate VIP Fixed[/h2]

A bug crept as we've been quietly adding new proc-gen objectives for the dev team to play, that broke Assassinate VIP. In this case, the VIP never arrives! This is now resolved and any game that is stuck in one of these missions can just reload the level and play forward - the VIP will come in hot!

We've also fixed the issue where there were multiple dialogs played upon killing the VIP (again!) and are working on a long-term solution to this seemingly recurring issue.

[h2]New Outline Tool[/h2]

We've upgraded the game's outline capability to do better with character heads (now the head is actually fully outlined ːsteamhappyː !!). The upgrade also has better more obvious line weight and does better with complicated geometry and the outline visibility as you zoom out and rotate. It is very nice to have some of these old, not fully ready for prime-time components upgrade to the shiny.

[h2]Leverage Reasons[/h2]

We've improved the logic for the Leverage reason pop-outs. If they came from Tokens, we are no longer incorrectly showing a bogus pop-out. And in the case that you have no Contacts who can provide the Leverage, we've explicitly stated that in the pop-out.

[h2]Cameras + Rotation + Reload Bug[/h2]

If a camera rotated at the end of a Turn and spotted a merc and then you later retried the new Turn, the spotting would be lost in the old system. With this upgrade, we've ensured that spotting is properly saved to the game database and the game log so it can't be lost or removed.

[h2]File Naming[/h2]

We've adjusted all names for Files that are not in a set to stop using Roman numerals like I, II, and III. Also, we've adjusted the names of all sets to use sequential Roman numerals (I, II, III, etc.). This should help cut down some File Set confusion (as some of the files combined II, III and IV for the Set, ignoring I) as well as encoding obvious clues about each File name as to whether it is part of a set or not.

Tags to clearly denote Files that are in sets or have use actions are coming next week, so this naming step helps but is not really the full solution to this issue.
 
[h2]Dialog Lines[/h2]
We've fixed an issue where some dialog lines were just being displayed as empty box. These were caused by the game narrator trying to explain rules about Obligations or Favors. Now fixed!

[h2]Map Bugs Fixed![/h2]
We've fixed a lot of map bugs again - new maps drive lots of little fixes. Route 5 Bypass had some issues with certain lower areas blocking sight around the edge - now fixed. The second stage of Eleventh Hour never spawned reinforcements - now fixed.

[h2] v1.9.85 - #202: - 1/17/2025[/h2]
- Fixed bug with Assassin VIP where VIP does not appear - job will jump into motion again
- Fixed bug with repeated 4 segments of dialog upon killing a VIP in Assassinate VIP missions
- Rebuilt outline component - better outlines around character faces, better outline on complex geometry
- Fixing Leverage pop out incorrectly showing when the Leverage is purchased or gained by Field Ops / Hacking Station Token
- Fixed missing mission art for the new Route 5 Bypass mission
- Fixed intermittent issues with empty lootboxes
- Fixed issue with camera rotation and reloading a Turn sometimes losing a character being spotted event
- Fixed missing reinforcements in the second stage of Eleventh Hour
- Fixed certain areas blocking sight into lower areas in Route 5 Bypass
- Fixed the missing dialog lines that should have been spoken by the narrator in some stories
- Fix File names within sets (to be I, II, III, etc) and File names for Files not used by set (removed II, etc)
- Fixed backward Terminal in Decommissioned Core

Update #201: New Weekly Map "Route 5 Bypass"


Knights and mercs, it is a bit late here in 2231, New Boston never sleeps. With Update #201, we have the new weekly map release and +8 new proc-gen combos, a big update to Leverage display to indicate its reasoning for being available (or not) and the Contacts that could qualify, adding a button to make removing mods from weapons easier anywhere, adding a hover to the Counter Intel token-for-Favors window, boosting proc-gen mission name variety by over +100 terms (combinations go boom!), improving enemy scaling for UltraTek and Warner-Braun and fixing some other key bugs.

It's a big one so let's dig in. If you like the relentless pace of updates, improvements, new maps and more - please take a quick minute to leave a review. Our small team can thank you ... with more updates :D

[h2]New Weekly Map: Route 5 Bypass[/h2]

We're back on our weekly schedule now after having missed just one week over the holidays. This is the 11th weekly map release, and it is the Route 5 Bypass mission map.
  • This broken stretch of concrete is cut in half by a twisting and winding section of Route 5. Three small footbridges span the route, limiting access from one side to the other.
  • With restricted movement due to Route 5, the bridges become natural chokepoints or challenge points in a crossing.
  • A central lookout platform provides a possible sniper hideout, but it's exposed to fire from multiple directions.
  • A small to medium sized map, the Route 5 Bypass forces compressed play and challenge

As with all the new maps including Route 5 Bypass, we are dedicated to supporting every proc-gen objective (all 8) with absolute maximum variation inside each option (there are more than 32 ways to play this level!!) The new 8 proc-gen combos offered with this map brings the total to a whopping 129 proc-gen combos and represents another 6% increase in map variety. This is the 24th proc-gen mission map to be released, edging us ever closer to the goal of 25 proc-gen maps posted in the roadmap (we won't stop there, let's exceed these goals!)

The next very exciting step we are starting to work on now is expanding the objective catalog which will further blow out the proc-gen combos and replay for the game's content.


[h2]Leverage Reasoning Display[/h2]

The Leverage system has been too long a black box as to why you could or couldn't get specific Leverages. With this update, we've improved the display for Leverages offered in mission planning screen so that they have a little pop out that explains the reasoning for why they are offered. Some require High-Risk Transporters, Gang or Syndicate Contacts with command over soldiery, an Expert Wireghost or a Corrupt Corporate official.

This pop out also lists any Contacts if you know them who would be up to offer the Leverage if you had the Favor or positive Trust.

It's a big step forward and can help start steering interest to additional Contacts and will allow us to offer more intricate and cool Leverage conditions. Also, now that we've added the display, it is clear that some of the Leverages offered through proc-gen are failing to faction match correctly (you might see a lot for "Corrupt Arrowhead Insider") - so it is even helping us as we plan the next round of Leverage clean up and expansion.

[h2]Remove Mods Anywhere[/h2]

We've improved the handling of weapon's Remove Mods button in your inventory. Previously, it could feel like a multi-step process to equip a weapon to remove its mods. Now the button is always available - both in your Inventory's ALL tab as well as the Weapons tab. This lets you more rapidly manage weapons before sale or when swapping up your team's gear.

[h2]Token for Favor gets Contact Hover[/h2]

Thanks to all the player's requesting the hover in the Counter Intel Pod's window that lists contacts who you might trade Tokens for Favors. This simple hover provides all the needed context to help you make fast and accurate Favor decisions. Enjoy!

[h2]New Proc-Gen Mission Names[/h2]

We've pulled another big tranche of mission names from the Discord thread and Steam forum thread for suggesting mission names. It's always fun to see the new names filtering into the game. Thanks to everyone posting!

[h2]Enemy Scaling[/h2]
We've fixed two big scaling issues with enemies tonight:
  • UltraTek enemies weren't scaling at all past Power Level 1. This was a bug related to the special setup in the first rooftop level and is now resolved - watch out if you wander into their territory they are at least as dangerous as any of the Big 6.
  • Warner-Braun enemies were cheaping out on armor. They had oddly weak armor across the board and now we've resolved that getting them the upgrades they need.

Were excited to get back to adding new enemy variety to the game this month and seeing the megacorporations start to effectively step out from each other's shadows.

[h2]Loot Mismatch[/h2]
We fixed a bug where the Power Level and Rarity of all Items looted were nonesense. At least it was just a display problem when looting, as everything got straightened out in the Victory screen and afterwards.

[h2]+10% Influence for Blueprint Sales[/h2]
In some conditions the bonus to Contact Influence were not being saved correctly to the Contact. Depending on what screens you went to next and what screens you had gone to before, this Influence boost could have been lost. This is now fully resolved and the bonus is always granted, saved and maintained between reloads.

[h2]v1.9.83 - #201 - 1/16/2025[/h2]
- Added new proc-gen map "Route 5 Bypass": a region split by the deep chasm of Route 5 highway with multiple smaller bridges that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker)
- Mission Planning screen now shows Leverage details - what Contacts can offer Leverage and why
- Counter-Intel Pod contact list to trade Tokens for Favors now includes hover over Contact
- Added easy "Remove Mods" option to all places where weapons appear - main inventory and inventory weapon tab
- Added over 100 new name parts to the proc-gen mission naming system - thanks posters!
- Fixed missing scaling Power Levels for UltraTek enemies - now ramping from 1 to 10 correctly
- Improved armor for all Warner-Braun megacorporate enemies to keep up with the other Big 6
- Fixed issue with all items in lootboxes showing odd Power Level and Rarity (and then at mission victory getting it right)
- Fixed bug with Influence +10% from Blueprint sales not always sticking around after sale / reload
- Fixed issue with timeline event log sometimes bugging and replacing all character names with one character's name