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Cyber Knights: Flashpoint News

Update #148: Behind the NanoFab Curtain


Update #148 comes ripping out of the gate with a key UI change that helps demystify some of the results of weapon crafting, a nice change to the Roster UI, removes the Sec Tally penalty for using Vanguard's Lure, adds a new proc-gen map and objective combo, improves ability for controller players to see hovers, adds a nice matrix log when you scan the CPU and more!

It is Early Access - and all we know how to do is keep moving forward, fast. We're building, testing and pushing content at a pretty good pace (daily??) and we hope you'll take a moment to consider giving the game a review. Remember, you can always edit it later!


[h2]Crafted Weapon Mod Visibility[/h2]
Update #148 finally reveals all game details about all weapon mods that are added by crafting, of any type, even in the high order slots (4-6). This update eliminates the mystery about any bonus Intrinsic mod that is rolled for the weapon, as well as making it easy to remember the stats of any Intrinsic Blueprint you crafted onto the weapon itself.



Up to a maximum of 6 mods are now shown for each weapon, if they exist. We hope this will answer so many of your questions about what booster Intrinsic mods do and more. The next major step is to add a crafting results pop-up for those complicated crafts that include booster Intrinsic rolls so that the results can be shown directly without having to go diggin in your inventory.


In order to make space for this larger loadout, we've moved the messages panel (which was kind of hard to find in the bottom right) into the top spot at the start of the Main Info tab, making it as front and center as we can.


[h2]Vanguard's Lure + Agent EX Shadow = 0 Tally[/h2]
We've made a big balance changes to Vanguard's Lure and Agent EX's Shadow Talents, further allowing them to maintain their silent and stealthy approach even while working directly against the enemy patrollers and security. Vanguard's Lure Talent and EX's Shadow Talent always caused +1 Tally when used, which could be canceled by killing the guard or by K-Protocol, but it was a small, challenging cost to tamp down when you want to use Lure repeatedly to manipulate and soften enemy positions.

This moves empowers the stealthy aspects of these two classes for the better, especially when stacking up on multiple charges.


[h2]New Proc-Gen Battle Striker Map[/h2]
We're now switching our attention to the 2 maps in the proc-gen rotation that appear the most rarely of all - Interchange H and Urban HQ. Before Update #148, these two maps only appeared for Assassinate VIP objectives, basically making them invisible in the larger rotation.

With Update #148, we've started assaulting their isolated position with new proc-gen combos - bringing Interchange H into the Battle Strike objective group.

This latest drive of proc-gen combos is also focusing on the two most under-served objective types - Bodyguard and Battle Strike - each of which had 2 maps each before. We won't rest until they're buried in maps - so let's go!

[h2]Gamepad Hover[/h2]
With Update #148, we've added a global hover assist for controller players. If you leave an item selected for half a second that has a hover, then the hover will appear. This is a big help in areas like the character load outs in the roster that really need hover data to be truly functional.

Let us know how it feels! If it is too heavy for some players, we could add an option to disable the feature but it does show some critical information.

[h2]CPU Scanning Log[/h2]
When you scan a CPU from a nearby node, the matrix UI gives basically no indication that you did something special. There is only one type of node that can resist a remote scan, so you don't have a bug, you have an obvious tell - that's a CPU. The important thing is that you have to go into the CPU blind (Scan 0/2) but it is intended to be a clear indicator that you've got a CPU on your hands. We're going to be working on the visual and UI feedback around this point, but we've completed the first step with this update - to add a Matrix log entry stating that you've hit the CPU and that it resists remove Scans.


[h2]Wreckspire Fixes[/h2]
We've fixed a few issues with Wreckspire patrols, security devices and one important bug with the terminals appearing during the Kill 3 Captains objective sometimes not allowing a hack but instead freezing the hacker's turn.


[h2]T-Pose Blade[/h2]
We fixed a very old bug with this update where a character wielding a melee weapon would go into a T-Pose instead of making an attack animation if the enemy was higher or lower elevation (on stairs, etc). This issue is related to aiming code and animation that helps those with guns point their weapon up or down but was causing a real mess with swords.

[h2]v1.8.107 - 9/24/2024[/h2]
- Adjusted roster display - moved character messages to the top of Main Info tab
- Improved weapon display in load out to show all weapon mods (up to 6) including all types added by crafting
- Vanguard's Lure Talent and Agent EX Shadow Talent no longer cause +1 Tally when used
- Added new proc-gen map and objective combo: Interchange H and Battle Strike objective
- Adjusted UI to show hover for elements when using keyboard or gamepad after 1/2 second delay
- Added a matrix log entry when attempting to scan CPU remotely "CPU located but resisted remote Scan"
- Fixed broken terminals in some Wreckspire in Kill 3 Captains objective
- Fixed animation bug where sword attack would not swing if target was above or below
- Fixed mismatch in program name in warning when unloading a required program
- Fixed error entering cyberdeck screen for the first time

Update #147: PatchMAX


Monday is a good day for a major clean-up patch! We're just crushing a ton of F10s into a single big quality of life and well, ... quality ... patch here. We're constantly adding new things, so there is always a trail of cleanup, polish and finishing to apply. This update fixes the Chameleon S-Mesh added last update, fixes Cameras seeing bodies that were Bodybagged, adds more Filters for Files, improves how NanoScrub value is shown in the HUD when there are work in process builds or upgrades, fixes a bug preventing E-Rifles from getting more ammo and lots and lots of other things! It's a busy one.

If you are enjoying the game and like the way that we're running our Early Access - not waiting a month for a new patch - please take a moment to share in a review. Remember, you can always edit later.


[h2]Chameleon S-Mesh[/h2]
If you've got a Vanguard who has earned their scars and their stripes, then its time for the S-Mesh upgrade. It isn't cheap but it comes with a powerful boost to Evasion and even more Stealth kill power. This is fixed from last update where the S-Mesh was just an expensive copy of the Chameleon Sheathe ːsteamfacepalmː

[h2]Bodybag on Camera[/h2]
We've fixed a mean bug that hurt your stealth styles - Cameras and Radar Arrays could spot bodies that were hidden by your Vanguard's Bodybag. This could cause a real unexpected and unfair mess. Now resolved!


[h2]Primary Weapon Reset[/h2]
Up until this update, the weapon your character was holding in the safehouse and the weapon they would start the next job holding was simply the weapon they were holding at the end of the last mission. Now to give proper preference to your first slot weapon, you'll always be seen holding that primary weapon slot and start all missions with that weapon as the active weapon.

So, order your weapons accordingly so you can start with your starter weapon to help avoid needing to swap early on. During a job, including a multi-Stage job, the active weapon is maintained, but it is reset each time a mission ends.

This also gives you more control over screenshots and what weapon a character (like a Sniper) is shown holding in the pre-mission screens and appearance tab.


[h2]File Filters[/h2]
We've needed a few more options for how to slice and dice your Files for a while and this update brings 2 new filters - No Use Action and Not Created by Set. In addition, we've broken the 6 filters now into 3 separate groups to allow for clearer logic in how they apply.

This helps the File filters stick to the rules we've established elsewhere for filters - within a grouping, you are using OR logic and across groupings, you are using AND logic. A nice example is filtering weapons - you have the Weapon Type filter and can easily get Sniper Rifles OR Assault Rifles OR Pistols by selecting those three filter types. Then you can AND that with Heavy Weapons filter which will cut all the Pistols out.

So the groups are now Set Usage, Set Creation and Use Actions. Hopefully we can all find this more useful as we try to slice and dice our files for sale, minting and use. It is now easy to get filter sets that read like "Not Used by a Set" AND "Not Created by a Set" AND "No Use Action" or just "Has Use Action".


[h2]Nano-Scrub in Progress[/h2]
The Safehouse HUD has not done a great job showing Nano-Scrub capacity that was committed to a project already in the works. You might see 44/52 on the top bar, but there is an upgrade going that will consume 6 additional Nano-Scrub, so you're really at 50/52.

We've upgraded the Safehouse Nano-Scrub to show the current value + work in progress value compared to the total, showing like 42+6/52 now.

We've also resolved some issues in the safehouse where the text overlaying the safehouse rooms could suddenly become oddly large.

[h2]E-Rifle Mod Advantage[/h2]
We've fixed E-Rifle mods that claimed to add extra reloads but were not effectively doing it. Now you can bump your E-Rifles to have even more runs of reloading their limited ammo, effectively getting a lot more shots.


[h2]Locked Characters and Sorting[/h2]
Characters like the new Cybersword recruit from the Underworld Hub could become stuck and sometimes on levels not gain XP or a code name. This is now resolved, as well as a number of issues with sorting your mercs in the Roster where the Face or a Recruit would not be given a fair sort.

[h2]Fixed Heaps of Other Bugs[/h2]
This is a hefty bug fix, so check out the full length change log below for all the updates. We owe a big update to everyone putting in F10s! We've got a lot, so clearly we can't get to every one today or tomorrow but we're dedicated to polishing and perfecting - so no F10 is thrown out or ignored. But each in their own good time ;)

[h2]v1.8.105 - #147: PatchMAX - 9/23/2024[/h2]
- Fixed incorrect effects for new Chameleon S-Mesh implant (now +25% Stealth Crit Dmg, +8% Evasion)
- Fixed bug where bodies hidden by Bodybag could still be seen by Cameras and Radar Arrays
- Reset primary weapon after mission victory and defeat
- Improved filters for Files with 2 new options (Not Use Action, Not Created by Set)
- When an upgrade or install is building in the safehouse, the NanoScrub value in top HUD shows the additional points
- Fixed bugs with E-Rifle mods not correctly giving extra ammo
- Fixed bugs with removing and then re-adding mods to weapons in certain click orders
- Fixed issues with "Highest Turn" displayed on the wrong save slot in some screens
- Fixed bug preventing sale of cyberdeck
- Fixed scaling oddities in Safehouse where text overlaying rooms could suddenly become too large
- Fixed bugs with hovers in Blueprint display, sometimes the hovers did not match the stat
- Fixed comparing Blueprints output quantity
- Fixed bug where certain treatment options could be grayed out on the Turn you recovered from injury
- Fixed issues with some recruit characters ("Sven") not gaining codename or XP
- Fixed safehouse room build panel always being full height even if there were only a few options
- Added additional checks in New Game to prevent possible start of game with Attributes at 0
- Fixed issues with Recruits in certain Roster sorting routines
- Fixed issues with Face in certain Roster sorting routines
- Improved mission offer display, hiding "Against" header if there is no target contact

Update #146: Free Streets Strike Back


Knights and cybered mercs, we've got a new blast of cybernetics for you with today's update and some challenging new developments out of one of the fiercest fighting forces on the streets - the FSC. We've also fixed some bugs with enemy scaling in the new grenadier enemies, completed a second round of tweaking on loot Blueprint distribution and fixed some missing text when installing cybernetic implants.

Another day, another update. Our Early Access pledge is not to go slow or let the game sit but to be working constantly to improve and expand. If you like the way we are going about it, please take a moment to leave us review - nothing could be more helpful!
 

[h2]Cybernetics Tier 4[/h2]
With Update #146, we've expanded the standard service for implanting cybernetics from Power Level 3 to Power Level 4. This can be achieved by helping your Street Docs and Splicers score an Influence Limit Break and building up a few Favors to make sure you can steer them to the latest and greatest.



The new service level unlocks new offerings - which include 4 new implants: Synth Muscle 2, the TitanHeart, RegenCore and an upgrade for your Vanguards, the Chameleon S-Mesh. Notably, the TitanHeart and RegenCore are the first released implants in the cyberheart slot, so it is time to go shopping! There are so many more implants to come, so keep an eye on this space as the services keep growing and other new service ladders come online soon.


The RegenCore brings unique bonuses not previously available to implants, reducing overall Injury Time which will be key for heavy combat characters or teams that like to go loud, especially when combined with a Triage Clinic.
 
We've also fixed a very old bug with missing text in the offer screen from a contact when implanting a cybernetic.


[h2]Free Streets Compact - Going their own way[/h2]
For a while we've been working on friendly and aggressive grenadier classes, covering both corporate, milsec, syndicate and the gang factions. This has left the Free Streets Compact (FSC) out in the cold with the new enhancements. They have jealously been watching the street gangs each receive 2 faction-unique enemies.

With Update #146, we've addressed some major shortcomings in their overall enemy scaling. As a faction, they had a very limited range to scale their soldiery, so Update #146 makes them a full-blown enemy capable of fielding more powerful and tough enemies like you'll find in other factions.

In addition to that, the FSC is also heading its own way with enemy variety. They've resolved not to copy those measly street gangs and pack on the matched grenadiers. Instead they'll be adding their own completely different flavor for street-tier enemies. With this update, they now have Po-Bots (the stolen and refurbished mecha infantry) appearing in their different reinforcement groups. This puts them a major step up in terms of difficulty as a faction, as even one Po-Bot on the field can provide a very challenging target to take down.

We're excited to see where the anti-corporate FSC takes their enemy variety next!


[h2]Further Improved Loot Distribution[/h2]
After the patch 2 days ago, we've been watching the Blueprint loot drop analytics feed very closely and have made some additional adjustments. Thanks to feedback from players (hat tip, @flashbackflip) and the data that has been gathered for the weekend play sessions, we've further improved how weapon type is picked for the drop, further pushed weapon mod Blueprints up in chance to drop and reduced some of the changes we made to reduce the rolls for Epic and Legendary rarities in low Power Levels (now, unlikely but not impossible).

[h2]v1.8.103 - #146: Free Streets Strike Back - 9/21/2024[/h2]
- Cybernetic services for Street Doc and Splicers can now extend to Power Level 4, granting new implants in Heart slot
- +4 new implants: SynthMuscle 2, TitanHeart Sys 2.0, RegenCore Sys 1.0 and upgrade Chameleon S-Mesh
- Improved scaling that was lacking the Free Streets Compact (FSC) enemies
- Po-Bot stolen and refurbished infantry drones now appear regularly in FSC reinforcement units
- Fixed bugs with scaling for Gangs and Syndicates, sometimes low Power Level (2) would accidentally roll high Power Level enemy (8)
- Further improved scaling and variation in Blueprint looting distribution
- Fixed missing text in offer to install implants

Update #145: Melt, Stall and Boom!


Let's kick the weekend off with another update to Cyber Knights - more enemy types, more maps, better loot distribution and more! This time the 3 gangs have come to play, each demanding their specialize type of grenadier. The Los Zagales Slaggas are melting down armor, the Blue Ox Brutewain are stalling you out and the Fenian Detonators are throwing the boom!. And we've added Wreckspire to its 4th proc-gen combo

It's going to be another busy month with new content, features and fixes coming non-stop. We hope you're enjoying Early Access and we are here constantly to take feedback and work on improving the game. We hope you'll take a minute to leave a review - remember you can always edit it later.


[h2]3 New Gang-Specific Enemies[/h2]
Following up on the megacorporate Suppressants and Syndicate Blooders, the street gangs are each heading their own separate ways with their specialized grenadiers.

The previously released Los Zagales Patchmax threw grenades to hype up and speed up their gang soldiers and they are now joined by the Slagga a grenadier carrying an explosive mixture that temporarily deactivates the reactive materials of modern armor. Not only will you suffer some nasty Pure Damage but you'll lose 1 Protection Point immediately if a Slagga's Armor Melter hits you.

The previously released Fenain F-Dusters threw grenades to buff Damage and Accuracy with their fabled Redmist, making their soldiers extra deadly in a red berserk haze. They are now joined by the most deadly of street grenadiers - the Detonators. These maniacs hack together explosive devices that pack a massive Pure Damage punch, but cannot be thrown very far and have the smallest blast radius of all. Still - don't let one get you in their throwing arc, its going to hurt!


These streets grenadiers are less worried about friendly fire as well, so don't think standing next to one of their pals is any form of protection!

The previously released Blue Ox Bulwark threw grenades to make their paramilitary ranks soak up hits and gunfire like it didn't matter and just keep punching. They are now joined by the Brutewain who hurl stall grenades, packs with a sticky, movement resistant substances that reduces Move Speed and Initiative, helping pin their targets into place for the rest of their unit to close in on.

With these 6 gang-specific types of friendly and aggressive grenadiers now live, the 3 gang factions have each split their separate way and are really starting to stand out as separate forces to be reckoned with, each with their own concerns. We're excited to keep pushing variation along faction lines with more faction-specific enemies, and the big megacorps will each be receiving their first corp-specific special forces enemy.

Also, now that we do have a lot more enemy types in the game, we're going to come back to work a bit on the progression of their appearance. Right now, they're all piling in pretty early and you can find yourself facing nasty combos at too low of Power Levels (2 X Wildfire and a Slagga is ... bad news).


The aftermath of a melter grenade is not pretty - our Soldier is now wearing fully degraded armor and vulnerable.


We've also completed a pass on the VFX used for all of the grenade types for enemies, tweaking and improving as we can.


[h2]New Proc-Gen Combo: Wreckspire X Kill 3[/h2]
We've added the 4th proc-gen objective combo now with Wreckspire. You can now drop onto this map and try to Kill 3 Captains. Based on the maps design around the central highground, this one leans more toward a fast and furious fight than a stealth escapade like Forward Op or other maps. Be wary of the captains getting the high ground or backing up their Sniper from the surrounding ruins. Then scramble for your exit - each merc to their own escape!

We've also improved and fixed a few things in Wreckspire for all of the different proc-gen combos it appears in, tweaking issues with extraction points, where reinforcements can come from (more places now!) and connecting security devices to Terminals when they are there.


[h2]Better Blueprint Loot Distribution[/h2]
A huge thanks to everyone commenting on Darial's helpful threads about Blueprints and loot distribution this week. The feedback is always supremely helpful and we're happy to be able to move on it quickly. We've improved the loot distribution system with today's update, first targeting the mistakes in the math that were causing Armor and Melee Weapon Blueprints to be wildly over-represented in the loot tables. A much more exciting curve should now be present with weapons and weapon mods far more prevalent. We've also done some work to work on the progression of Exotic and Legendary Blueprints not showing up too early in the game just by pure lucky rolls.

In loot fixes, we also resolved a bug where the objective Files - the entire Substrate Stabilizer set - could appear in random loot boxes. Cool concept but those files aren't ready for it, now fixed.

[h2]v1.8.101 - #145: Melt, Stall and Boom! - 9/20/2024[/h2]
- Added new 3 aggressive grenade enemy abilities - heavy damage, armor melta, stalling!
- Added Slagga (Los Zagales) enemies who throw armor melting explosives that automatically Shred 1 Armor
- Added Detonator (Fenian) enemies who hurl street-cooked explosives to cause maximum Pure Dmg (120)
- Added Brutewain (Blue Ox) enemies who throw stalling grenades (debuff Move Speed and Initiative) to let their paramil forces close in
- Added new proc-gen map and objective combo: Wreckspire X Kill 3 Captains
- Improved extraction options and security devices connection to terminals in Wreckspire proc-gen missions
- Improved Blueprint loot distribution so that Armor and Melee weapons aren't majorly ahead of the rest
- Fixed issues with characters stuck unable to go on a mission, stuck in treatment, stuck tagged as Injured
- Fixed bugs with Substrate Stabilizers appearing in regular loot
- Fixed bugs with logs in enemy grenade tosses

Update #144: Suppressants Rain Down


Knights and mercs, we've got another update coming in hot. We're back on the drum beat of enemy variety but now we've moved on from enemies throwing buffing and healing grenades into the other type - nasty debuffing and damaging grenades hurled straight at you! We've also added the Wreckspire map to the Q-Gap Spike proc-gen objective, marking a new combo and a first step (at 41 combos) toward the goal of 50 proc-gen combos. A new backpack and some fixes to hair, bug fixes and more, round out the update.

We've got a lot more coming this month as we're working on some major content dumps, improvements to the sightline and security UIs and more, more. So, if you're enjoying the progress on the game or just keeping an eye on us, be sure to leave a review to help us keep up this pace!


[h2]New Enemies: Suppressants and Blooders[/h2]
Megacorporate forces operating within their own facilities choose to use Suppressants when crowd control or tactical suppression is needed. Hurling semi-non-lethal Stunbombs, a Suppressant can really mess you up, reducing your AP and your Move Speed while dealing a modest dose of Pure Damage. And, if the target isn't dropped by their grenade, Suppressants have full authorization to resort to their tactical shotgun - "Get down and stay down."


In addition to the new Suppressants, all of the Syndicates have gained Blooders, a particularly nasty enemy type known to litter battlefields with shrapnel grenades. Combined with Shocktops and Whistlers, the trio is really putting some backing behind the claim that Syndicates are to be feared and not crossed. The Blooder's hurled munition will explode with deadly force, dealing up to 60 Pure Damage and then causing a 3 Turn bleeding wound at 20 Dmg / Turn. Find some Bandages and don't let a Whistler see or shoot you during this time. Double bleeds are never good!


[h2]New Proc-Gen Map Combo[/h2]
The new objective type for Wreckspire is Q-Gap Spike, putting you on a mission to hack a buried terminal that has been hidden on this rooftop battleground. We have really enjoyed testing this one here, as Wreckspire is a great map for Snipers - yours and theirs! - and can lead to some really intense gunfights over control of the central high point. It is excited to see Wreckspire coming to play in its 3rd objective and now that we've got this one locked in, we'll be pushing up to get Bodyguard, Kill 3 Captains and Battle Striker objectives added without much delay.

We also are continuing to make minor improvements to Dusted Hover-Evac, as it is getting so much more play we're taking that feedback as we go to make each pass better and better. What a great map!


[h2]New Medic's Backpack + 2 Hair Fixes[/h2]
While the Combat Medic class hasn't been released yet, the enemy still has the E-Medics and you might designate someone on your team to carry all the medkits. If you do, this new backpack is just for them!


We've also resolved issues with these two hair styles that were massively over shiny and looked metallic or ... something bad. And they both had the same issue where the "short shave" part of the hairstyle was included as part of the mesh. The option to have short shave under your hairstyle is coming soon, so we needed to separate those.

[h2]Fixed Merc Limit Breaks + Traits[/h2]
We've fixed an issues that allow mercs with Loyalty below 60% to still have the option to raise their Traits to level 3. Increasing your Traits to level 3 and 4 is locked by 60% Loyalty, so this fix has corrected the rules for locking them up. Get that Loyalty up for the best Trait gains, temp Traits and Attribute increases.

[h2]Fixes for Mass Trauma Kit and Nuke I (FAS)[/h2]
We've made some fixes to some files and items with this update. The File Set for Nuke I (FAS) was still misrepresenting itself and in some places claiming you were working on Nuke II (FAS).

Also, the item Mass Trauma Kit was disconnected from its ability and so showed an empty description for what it could do.

[h2]v1.8.99 - #144: Suppressants Rain Down - 9/18/2024[/h2]
- Added new aggressive grenade enemy abilities - boom-boom, debuffing, concussion!
- Added Suppressants (corporate) enemies who use non-lethal concussion grenades to reduce Move Speed and AP
- Added Blooders (Syndicate) enemies who use shrapnel grenades to cause Pure Dmg and Damage over Time
- Added new proc-gen map and objective combo: Wreckspire X Q-Gap Spike
- Added new combat medic's backpack option
- Fixed bug allowing Limit Break to raise a Trait to level 3 with Loyalty below 60%
- Fixed bug with item Mass Trauma Kit not having any effect
- Fixed name mismatch for File Set to compile Nuke I (FAS)
- Improved 2 female hair that were overly shiny/metallic and had short shave built into the hair mesh
- Tweaking and balancing Dusted Hover-Evac level and different possible start / exits / enemy configuration
- Fixed typos and dialog mistakes