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Cyber Knights: Flashpoint News

Update #200: F10 Smasher


Knights and mercs, welcome to Update #200! This update is dedicated to the smashing of F10 bug reports and feedback and closing over 40 groups of F10s in our system. We really appreciate every player who is posting up feedback, and bugs and helping us improve the game. Every F10 is a way for us to address issues faster and also allows us to store away feedback that we can pull on when we need something to work on. So thank you players - you are making this Early Access everything it can be :D

If you like the style of relentless updates, please take a moment to leave a review. We need everyone!

[h2]Persistent Mission/Combat Log[/h2]

The meatspace mission and combat log has now joined the matrix log in being able to persist its entries between loads of the game. Now you will be able to look back on previous turns and get your bearings on a reload on any recent that happened - spotting, kills, etc.

[h2]Scourge Talent vs. Drones[/h2]

While there are no rule changes here, we've updated the descriptions of a number of Talents - Venom Trap, Brainworm, and Bio-Coat Bullet - to be clearer that these Talents cannot affect or target Drones. The Scourge is a bio-weapon and one of their weak spots is versus drones - check their full Talent list on the Cyber Knights: Flashpoint wiki Scourge page.

Also, as a rule change, we have fixed Scourge's Bio-Mimic to correctly be canceled if the Scourge makes an attack, as described in its rules.

[h2]Rewind Duration[/h2]
With Update #200 we've fixed the description of the Knight's Rewind Talent to correctly list its duration along with its bonuses.

[h2]Hacking Mission Dialogs[/h2]
We have removed the repeated dialogs during extraction for hacking missions! Hopefully we got all the ones that are driving players crazy, please let us know if we missed something.

[h2]Map Fixes Galore[/h2]

We've fixed a ton of small map issues. There was an area in Slagga Smash that should have been inaccessible that is now closed up. There was one variation (1/20) in Broken Highway where the Gold Door panel was missing. We've fixed open field spawns (not near a door or elevator) in the Decommissioned Core and Sector 01 Interchange (where some doors were added). We fixed an annoying Pressure Plate in the Dusted Hover-Evac map that was affecting a larger area than it visually covered.

We fixed the timeline event descriptions for 4 proc-gen missions that didn't clearly identify their type.

And a ton of other small issues - check the whole change log for details.

[h2]v1.9.81 - Update #200: F10 Smasher - 1/13/2024[/h2]
- Regular mission and combat log persists between game loads
- Improved Talent descriptions for Venom Trap, Brainworm and Bio-Coat Bullet around drone limitations
- Scourge's Bio-Mimic Talent correctly clears after making an attack
- Fixed Knight's Rewind Talent to include duration details for the buff to Move Speed and Initiative
- Restoring fence to extra map area not supposed to be in play for Southie Strut / Slagga Smash missions
- Fixed missing Gold Key panel in one variation of new Broken Highway map
- Fixed issue where Power Slice was hidden on character detail pop up during mission, hiding its cooldown
- Fixed 4 proc-gen mission timeline prompts that were not clear about the type of proc-gen mission they kick off
- Fixed issue where Dead-Eye, Doorkicker and Longshot Traits were being mislabeled in Legwork
- Fixed equip/unequip sequence that could result in 2 Heavy weapons being equipped
- Prevent Face from appearing in the roster's Training Ready filter
- Fixed open field spawns in Decommissioned Core and Sector 01 Interchange
- Fixed pressure sensor in Dusted Hover-Evac incorrectly affecting stairs
- Removed repetitive dialog from hack only missions extraction

Update #199: New Power Play: Ricksham Drips


Knights and mercs, we're back with another update in 2025 with more content - this time a new Power Play storyline, the first critical round of changes to the rules around Smoke / Smoke Grenades, and a really big number of minor tweaks to appearances to reduce small clipping and cosmetic appearance issues. Thanks to everyone posting up feedback, we are getting our engines going this year with big updates - story, missions, and the final set of features before launch - so stay tuned for some big hits!

If you are enjoying Early Access and our style of relentless updates and constant improvement, please take a moment to leave a review! You can always change it later :D

[h2]New Power Play Storyline[/h2]

A new storyline has been added to the Power Play set - storylines that can attach to Contacts who have successfully executed a Limit Break to put themselves into the risky "Power Play" status. This new storyline sees you working closely with the dangerous Ricksham Syndicate - the masters of the UNA's train network, riders of the rails, train-hobos - to negotiate the flow of new and powerful combat and hacking drugs into the New Boston Zone.

The storyline contains multiple missions with new challenges - seeing cross-faction fighting in the middle of a mission map, challenging extraction objectives and more VIP hunters dropping in to mess up your day.

You can read more about the Power Play system at the holiday milestone update here: https://store.steampowered.com/news/app/1021210/view/516322831358755690

[h2]Smoke Grenade Reactions[/h2]

For a long time, Smoke Grenades have been a powerful tool that deal in absolutes. The enemy agents stupidly ignore them, and the utterly baffle attempts at pursuit or detection. Update #199 takes the first step in softening the power of Smoke (Agent EX) and Smoke Grenades.

Our goal is to keep them fun, exciting and strong - they are a delay tactic, they sow chaos and confusion, they cover escapes and give you advantageous terms for a gunfight.

However, if its smokes - something must be on fire! Enemy agents in the Unaware state who see smoke will now report it to the Sec AI (+2 Tally, up to a maximum of +4 Turn for multiple agents) and become Suspicious (so they will not report Smoke again). Then they will proceed to hunt in the area, searching for the cause of the smoke or disturbance.

This is Step #1. Step #2 will be to make adjustments to how smoke affects detection and combat to remove absolutes (you cannot see through or into smoke) to instead powerful rules (your visibility is reduced to 2m inside smoke).

As we know this is a topic dear to many player's hearts, we will be putting up a preview thread to list all of the proposed rule changes in the next few days for everyone to comment on!


[h2]Fixing Appearance Clips[/h2]

With Update #199, we closed over 25 F10s that referenced specific small issues with the cosmetic stacks - either clipping, odd placements, hair not covering the entire head and more. This was a great cleanup but there is always more to do in this area. Our next cleanup effort will be looking at specific cosmetics that are not "good" at taking colors, the colors don't affect them too much or (in the case of short shaves) go crazy.

[h2]v1.9.79 - 1/11/2025[/h2]
- Added new Power Play storylines; high-risk negotiations with the Ricksham can bring new combat/hacking drugs into the NBZ
- Enemy agents now react to Smoke (Grenades, Agent EX) by increasing Tally by +2 and hunting in the nearby area
- Fixed model clipping at back of head for some characters wearing beret hats
- Fixed model clipping at back and sides of head for ponytail and other hairstyles
- Fixed reported typos, dialog clarifications

Update #198: Weekly Map Release: "Broken Highway"


Mercs and Knights - Update #198 is a short one with a focus on getting us back on track for our Weekly Map Release schedule! We have a new map - Broken Highway - and two other small improvements to deliver today with better objectives in your bodyguard missions, improved Sec AI rules about buffing their forces and a fix to how Ignore Recoil is formatted for armor and cyberware. Also, we fixed a huge number of minor typos and issues in story and lore text, so thanks for all of your F10s!

If you like the constant stream of new, improved, polished and added during your Early Access, please remember to leave a review!

[h2]New Weekly Map: Broken Highway[/h2]

We missed a week over New Year's due to vacation and flu, but we're back on track now, and the maps will flow. Our 10th weekly map release is Broken Highway, a long stretch of open highway where warring factions constantly trade hands and soak in blood. A warning—the highway is wide, cuts through the map, and provides no cover! Stay off the road if you can, working its edges and crossing it quickly when you must.

With all the new maps - and Broken Highway - 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 121 proc-gen combos and represents another 6% increase in map variety. Broken Highway also includes support for the Assassinate VIP objective which brings the mission maps supported for that objective type up to 10 and is no longer really an underserved objective type (victory day!).

[h2]Objective Update for Bodyguard Missions[/h2]

The bodyguard missions needed a small update to their objectives to properly indicate when the escort had successfully Extracted from the map. This tweak is now delivered to all bodyguard missions, present or future.

[h2]Ignore Recoil Bonus Correction[/h2]
There was a mistake in the display of the Ignore Recoil stat when it was shown on Armor or Cybernetics, where it would read as +0.3 which doesn't make sense in the Recoil system. When properly formatted, it should read as Ignores Recoil +3 which means that the armor or cybernetic grants an immediate 3-point reduction to Recoil all the time - making moving or firing a little less impactful to your next shot.

[h2]Sec AI is Picky[/h2]
Previously, if the Sec AI ran an Escalation that buffed their team, these buffs could be applied to Head Hunters, any enemy faction on the map as well as the local faction forces. We have adjusted these rules to ensure that only the local faction that the Sec AI is supporting is buffed.

[h2]v1.9.77 - 1/10/2025[/h2]
- Added new proc-gen map "Broken Highway": a wide open stretch of dangerous highway constantly contested by warring factions that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker
- Fixed display for Recoil bonus on armor and cybernetics incorrectly using +0.3 instead of +3
- Improved objectives for all bodyguard missions to correctly mark when VIP is safely extracted
- Sec AI buffs will not help enemy factions or Head Hunters
- Fixed one missed controller guidance in the tutorial for Steam Deck

Update #197: Gleamer Polish


Before we release the next map, we've got an update fully focused on closing F10s and polishing the game. We've got so much cooking, it's good to take a moment just for bug fix and QoL at times before the next big release cycle starts. Update #197 fixes issues with armor, buff stacking, improves the tutorial for Steam Deck and controllers, improves the Benches tag in the safehouse, fixes mod attachment issues and makes Revolver's special rules about mods more clear.

Thanks to everyone playing, posting up F10s and leaving a review on the game! We're working on improving and adding to the game in large and small ways - so if you like what you're seeing, be sure to leave that review!

[h2]Armor Initiative and Move Speed[/h2]

With Update #197, we've fixed some older issues with armor bonuses failing to join into the buff and debuff displays for your characters. Armor's Move Speed and Initiative modifiers were not being counted into these summaries for display and in addition, the Initiative penalty or bonus was not being used during combat missions when Initiative was rolled (while Move Speed was correctly used). Both the display issue and the rules issue are now resolved with Update #197.

[h2]Buffs Stacking Bug[/h2]
In mid-December a regression crept into the codebase that allowed some buffs to stack. This has now been fixed, and buffs will no longer stack. You cannot have two copies of Coordinated Charge buff on you at the same time, offering double the bonuses, sorry! If you've been relying on that, apologies, this new reality will seem harsh, but it is fair. If you re-use a buff on an already buffed character, it will refresh the duration on the buff.

[h2]Steam Deck and Controllers in Tutorial[/h2]

It was brought to our attention last week that the new tutorial has a major, glaring fault. It did not customize its text and instructions if you were playing on a controller or Steam Deck! We have hurried up to fix this, ensuring that all mention of controls (press this, click that) are now swapped over dynamically to provide controller keybindings, such as press (X). We've also added a few extra lines of helper text in the case of Steam Deck or controller to point out some of the basics right away.

[h2]Benches Built Tag[/h2]

The tag in the safehouse over rooms that said "1/2 Benches" and was causing so many F10s has now been updated to read "1/2 Benches Built" as that is what it is showing you. You can build new benches if you want!

[h2]Mod Attachment Fixes[/h2]

With Update #197, we've resolved the visual issues that were happening with the new Rook Prototype Weapons (see Power Plays) new shotgun model and new UAR model. Their scopes and barrel attachments will now correctly attach to the model and look cool!

In addition, we've changed the display for how Revolver shows mods that are incompatible. Previously, when you were trying to equip a new Scope or Body Attachment for a Revolver, we automatically hid all incompatible mods like Silencers and Ammo Extenders. This could be confusing, so now we've brought them back but when you select them, the Equip button switches to Incompatible and their special rules column includes the rule listing about Revolver limitations.



[h2]Map Fixes[/h2]

There will always be more map fixes :D New maps are flowing so the fixes must flow too! We've fixed issues with Lockdown Station and the Gold Key room having objective files inside it, with auto-extraction zones in a few maps including - most popular - Wreckspire, and places in Urban HQ where Prox MInes were spawning in the walls.

[h2]v1.9.75 - Update #197: Gleamer Polish - 1/8/2024[/h2]
- Armor Move Speed and Initiative Penalty correctly displayed in all status summaries, used in Initiative Roll
- Fixed bug that allowed buffs to stack - buffs do not stack, using a second copy of a buff will refresh duration
- Improved Tutorial with Steam Deck and Controller focused steps discussing defeault keybindings
- Clarified safehouse "1/2 Benches" tag as "1/2 Benches Built"
- Improved handling of Revolver mod limitations when working in inventory - now shown as incompatible with rule displayed
- Fixed 3D attachment of mods to new Rook Prototype UAR and Shotgun models
- Fixed issue where auto-extract was often not happening in Wreckspire mission map at elevator
- Fixed bug where Lootbox Hunt files could end up in Lockdown Station's Gold Key room (bug with that specific map)
- Fixed Proximity Mine starting inside barrier in Urban HQ mission map

Update #196: Happy New Year!


Happy New Year, Knights! Things have run a bit slowly here at the start of 2025 with a third of our team on holiday, a third of our team sick and a third working away. But we're getting things moving again with Update #196, celebrating with new outfit options, new hairstyles, +15 new matrix host templates, improved Matrix host progression that includes the size of the host, boosted mission pay, tweaks to the balance of Truck Job and fixes for old F10s and reported bugs.

A huge welcome and thanks to everyone who is playing and joined up during the WInter Sale! We've had an amazing influx of input, feedback and reviews and we appreciate every bit, scrap and ːsteamthumbsupː

This will be a big year for Cyber Knights getting all grown up and launching on Steam, so let's go ːsteamhappyː!!

[h2]New Cosmetic Options[/h2]

To ring in the New Year, we've added 2 new outfit options for your characters as well as 4 more hairstyles. It's always exciting to see this catalog grow - and it will keep growing - so a few more of the looks shown in the game's concept art have stepped out into the game world.

Look sharp, mercs!

[h2]+15 Matrix Hosts and Host Size Progression[/h2]

There have been a lot of ways that Matrix Hosts scale along with the Power Level of the challenges you are facing - upgrading their Color and their Q-Sec AI until they are Red Pit Vipers or worse. Also, the IC that spawn into matrix hosts increase in threat and toughness as the challenge level goes up and the Escalations that the Q-Sec AI get more and more threatening as well.

One area that has not been affected by the current challenge level (which your Team Power Level modified by all difficulty and mission specific settings) is the matrix terminal map itself. These maps could be generated large or small regardless of your point in the game, which has been a weak spot for the Hacking subsystem and the game.

After a deep analysis and talking to a lot of players, we've realized that some of the players who have hit the Matrix and skid to a full stop did so because their first hack was a 25-node sprawling monstrosity of a system.

With Update #196, we've connected another set of systems - plugging the Matrix Host's Power Level into the matrix map generator to ensure that we are getting hosts that make sense in size as well as power for your point in the game's progression.

We are looking forward to hearing your feedback on this big change!

[h2]Mission Pay Bump[/h2]

As a gift for the holidays (j/k, because of balancing) we've bumped the pay for Missions from Power Level 1-5 again by a slight margin, from 8% to 15%. These pay raises in missions can help fund a little extra EQ for your mercs, help you squeak out a safehouse room or save up for that Cyberdeck with a ribbon on top -- but all in all, they help the cash flow in the early game and make it a little less depending on looting. Happy heisting!

[h2]Truck Job Balancing[/h2]

With a big influx of new players, we've heard a lot of great feedback about balancing, progression and difficulty spikes. With the last update, we made some adjustments to the Dead Drop Hit job that was an unexpected spike and have made some (more minor) changes to the Truck Job with Update #196. We'll follow up with update to starting enemy layout and counts with some additional changes to the introductory dialog to make your options and the timing pressure more clearly emphasized by your Face at the start.

[h2]Weapon Crafting Bugfix[/h2]

There was an old and odd bug in crafting weapons with the NanoFab where the exact placement of your weapon mod blueprints could reduce the number of Intrinsic rolls that were made. Specifically, if you locked in 2 blueprints for weapon mods in the first 2 spots of the craft, you wouldn't get a 3rd intrinsc. This oddity has been resolved for future crafts!

[h2]Other Bugs and F10s![/h2]
No saved game is left behind and no F10 is forgotten. Thanks to everyone for sending in F10s, last week fixed bugs and made improvements off F10s that were submitted in March and July of 2024 to improve the game. So keep sending that feedback, thank you!

[h2]v1.9.73 - #196: Happy New Year - 1/5/2024[/h2]
- Added 2 new outfits options for characters - street and corp style
- Added 4 new hairstyle options
- Adjusted rules for generating matrix hosts to take size into account in comparison to challenge Power Level (lower level hosts are smaller)
- Added 15 new matrix templates for hosts across a variety of size and complexity
- Bumped Mission Payment for Power Level 1-5 by 8%-15% roughly
- Improved balance of Truck Job with better starting enemy layout and counts
- Minor tweak to Nuke II (HOT), reduced Connection Dmg to -6%
- Fixed old bug causing some Weapon crafting configurations to not roll Intrinsics due to placement of mod blueprints
- Fixed rare old issue with possible dead character in legwork
- Fixed misleading program files in Code Compilation Files sets that create Nuke II (HOT)