1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #13: Cap'n Bug, Lt. Smash

[p][/p][p]Knights and mercs! You've been hard at work heisting away all weekend and we've been hard at work fixing your F10s! We've got a big list of bugfixes tonight, so we will keep this news update post short. Check out the full list below, and we've got 2 highlights in store. [/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Frame Rate Limit[/h2][p][/p][p]In your Quality options tab, you can now set a Frame Rate Limit. This requires you to disable V-Sync. You can leave it uncapped as well if you please. If you are on Steam Deck, we would recommend using this and capping it around 60 to help improve battery life for the game.[/p][p][/p][h2]Overwatch and Barricades[/h2][p]We fixed an important issue that could result in enemy turns being locked up with Update #13. If an enemy was hit with Overwatch in the first half of jumping over a barricade or fence, they could end up in a hung state. Now, if they have started the jump, they always finish the jump and the game will not hang anymore.[/p][p]Thanks to @Cado for the wonderful F10![/p][p][/p][h2]v2.0.37 - #13: Cap'n Bug, Lt. Smash - 6/23/2025[/h2][p] - Added 'Frame Rate Limit' Game Option under "Graphics" (disable V-Sync to use)[/p][p] - Fixed enemy movement freeze that could occur when Overwatch was fired against enemy leaping a fence[/p][p] - Fixed issues and addressed balance issues with AR Extended Magazine[/p][p] - Fixed issues with Cyberdeck Program Pricing[/p][p] - Fixed issues selling a large number of crafted weapons to a contact[/p][p] - Fixed issues with some maps loading and entering Victory screen immediately[/p][p] - Fixed z-fighting and flickering Issues on Several Hallway maps[/p][p] - Fixed reported missing textures in some interior maps[/p][p] - Fixed starting monster locations on "Kill Meeting"[/p][p] - Fixed some VIP spawning locations that sometimes got them stuck[/p][p] - Fixed reported issues with Assassination VIP pathing[/p][p] - Fixed bugs & typos in Trese Brothers copyright message on main menu ;)[/p]

Update #12: Dancing on the Digis

[p][/p][p]Knights and mercs, this one is dedicated to fixing and polishing! Update #12 releases 9 new icons for your Hacker's special programs, adds the ability to sell programs from your Inventory, tweaks the timing on High Street job, fixes bugs with Preempt-ing into props, Dealmaker going off screen, Bodybag + Faked Vitals being confusing, lots of error or warning messages throughout cyber, simstream and crafting, lootbox counts getting behind and more. Lots more - let's dive into the list![/p][p]A big thanks to everyone playing and posting! Welcome all new Knights. If you are enjoying your time in the New Boston Zone, please take a minute to leave a review and share the game with a friend![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]New Program Icons + Selling Programs[/h2][p]With Update #10, we've added a set of new Program icons to ensure that all of the different Utility and Hybrid-Utility Programs can stand out in your HUD separate from each other. That new icon smell - lovely.[/p][p]In addition, since you might not want every program you've ever had, we've added the ability to sell them from your inventory. Of course, they have to be uninstalled from a cyberdeck first. Any Contact who sells programs of any type will be interested in buying your used programs at a discount.[/p][p][/p][h2]Bodybag Reach and Mix & Match[/h2][p]With Update #12, we've improved the Vanguard's Bodybag Talent to have a 12m starting projection range to hide a corpse, up from the small 3m. This will hopefully help the Vanguard be more competitive in the corpse hiding meta. [/p][p]In addition, we've resolved an old issue that effected the game's display if both Vanguard's Bodybag and Hacker's Faked Vitals were used on the same corpse. This now displays a clearer message and no longer leaves a message making it look like you've made a mistake.[/p][p][/p][h2]NanoFab Warning for Intrinsic Effects[/h2][p]We have added a new warning to the NanoFab crafting screen as you assemble your Blueprint recipes and pick your cube counts. This message checks your Mod Blueprints to see if you quality for rolling an Intrinsic effect which requires that you have a Weapon Mod Blueprint (like a Scope) in the Mod Blueprints.[/p][p]If you do not have a Weapon Mod Blueprint here, then you do not qualify for an Intrinsic effect and any Gold Cubes poured into the craft are a waste. [/p][p]We are have a few more improvements to make to this message set, but hopefully this will help new crafters![/p][p][/p][h2]Lootbox Objective (6/8 etc) Fixed[/h2][p]Sometimes, the objective that would count how many lootboxes you had emptied would get behind. It usually happened near the end of your looting, like 6/8 or 7/8. What a popular F10, you heisters![/p][p]We are extremely glad to have fixed the timing and caching issue that was behind this one and to put this major source of F10s to rest! Fixed![/p][p][/p][h2]Preempt into Crates No More[/h2][p][/p][p]With the previous update, it was possible that your Cyberswords Preempt attack against a nearby enemy might land you inside a crate, wall or or worse. We've resolved this with a proper check of nearby navigation to ensure that you always land in a location that will let you move no your next turn.[/p][p][/p][h2]High Street - Give me Days![/h2][p]With the Syndicate Debts job HIGH STREET that you might encounter, we've increased its very short timeline by 2-3 days, almost doubling its window to complete. This will give you a few more options on how to sequence it against other priorities like HAVEN SMOKEOUT.[/p][p][/p][h2]Dealmaker Fixed[/h2][p]Thanks to everyone posting F10s about Dealmaker running off the screen! While you could still train the Talent with keyboard or controller, it didn't look great. We've made an initial fix here to ensure that it doesn't go off the bottom of the screen but plan to come back and clean up the text to be more ... readable.[/p][p][/p][h2]Trait Updates[/h2][p]We've upgraded Zasha's Backstory Trait to provide more Melee Accuracy and the HP bonuses for Endurance Trained across all 4 levels.[/p][p][/p][p]And more fixes too! Check the full release log below to see it all - [/p][p][/p][h2]v2.0.35 - Update #12: Clandestine - 6/21/2025[/h2][p] - Added ability to sell Programs from your Inventory to interested Contacts[/p][p] - Added 9 new icons to improve Talents for cyberdeck programs & utilities[/p][p] - Increased timeline for HIGH STREET job by 2-3 days (Rhino)[/p][p] - Fixed bug where Cybersword Preempt Talent could land you in side a prop[/p][p] - Fixed bug where enemy might end up oddly rotated on impossible axis, tilted silly[/p][p] - Added new crafting warning message that if you do not include a Weapon Mod Blueprint in craft, you cannot roll Intrinsic effect[/p][p] - Buffed Vanguard's Bodybag Talent starting range from 3m to 12m[/p][p] - Improved corpse Talents when mixed on the same body - especially Bodybag and Faked Vitals[/p][p] - Fixed bug where objective counting lootboxes would get stuck (6/8) and not show the real number (8/8, etc)[/p][p] - Buffed Zasha's Backstory Trait from +2% Melee Accuracy to +5%[/p][p] - Increased Trait HP bonuses for Endurance-Trained across progression of Trait[/p][p] - Fixed class training UI for Talents to ensure that Face's Dealmaker Talent is fully shown[/p][p] - Improved warning messages about why you can't install cyberware (SimStream, etc)[/p][p] - Fixed issues with NanoFab validating Blueprint choices that could cause crafting bench to lock up[/p][p] - Fixed issues with grenade bounces on some types of props like wired fences and metal railings and some odd long range throws[/p][p] - Fixed issues with Matrix Programs not displaying correctly in some screens[/p][p] - Fixed some screens where hover for weapons would not appear[/p][p] - Fixed achievement bug where display for achievements was not reset when loading a different game, could show wrong data[/p][p] - Fixed code strings appearing [/p][p] - Performance tuning throughout game, safehouse data[/p]

Update #11: Matrix Tutorial Refresh

[p][/p][p]We are going to keep this short tonight, as we've got a lot cooking.[/p][p]We've released Update #11 which focuses on a refresh of the matrix tutorial. It is now much shorter (1/3 size) and much more focused on teaching the basic tasks of hacking without too much extra details.[/p][p]We hope that new players find it more helpful![/p][p]We have also fixed a number of small issues, so check the change log.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]v2.0.31 - Update #11 - 6/18/2025[/h2][p] - Rebuilt Matrix Tutorial to be shorter and clearer[/p][p] - Fixed issue where certain mission offers could result in a dead dialog screen[/p][p] - Fixed bug where Null Deal storyline would get hung after STRAYLIGHT FLIP - play on to resume[/p][p] - Fixed bug with Salazaar talking instead of Gun Runner Scissors[/p][p] - Fixed issue with Wreckspire map background being hidden[/p][p] - Fixed issues with first set of eyebrows always having a silver outline[/p][p] - Fixed one set of eyebrows that would disappear in mission deploy screen[/p][p] [/p]

Update #10: Heist it

[p][/p][p]A huge welcome to all the new Knights and mercs who have joined us during our launch sale! It is hard to believe the 2 week launch has come to a close, but that means we're looking forward to what's next and posting a post-launch Roadmap. [/p][p]With Update #10, we've added a new Long Range Guns service and a new Contact to the Underworld Hub, improved looting setup across almost every map in the game, rebuilt the loot tables for fun and better faction-oriented loot, fixed all issues that could cause movement lock ups in the game, fixed all issues reported about Head Hunters, and fixed/improved a ton of other minor things from community F10s![/p][p]Thanks to everyone playing, posting on the boards and putting up a review to help us spread the word and keep New Boston heisting. Let's get busy with the update![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]New Long Range Guns + Underworld Hub[/h2][p][/p][p]With Update #10, we've introduced/fixed the Long Range Guns service which adds 10 new Sniper Rifles, Revolvers and Railguns for sale. This one goes out especially to all your Gunslingers and Snipers to enjoy![/p][p]This was already available by the special recruit from Fireteam: Shadow Wolf's contact Raven, if you took that backstory pick, but is now also available through a new option in the Fixer category of the Underworld Hub, the gun runner Scissors. [/p][p][/p][h2]Looter's Delight[/h2][p][/p][p]With Update #10, we've completed a nuts-to-bolts rebalance of looting across the game's mission maps. We built a new set of loot analysis tools that have given us additional insight into the loot distribution, map high and low points, faction loot allocation. With this new data in hand, we went to work![/p]
  • [p]Rebalanced loot in maps - some mission maps have had historically bad loot while others have had the historically best loot. With Update #10, we've smoothed them out, bring them together into a much better balanced state across all maps. Some of the maps that are most affected are: Flooded Tunnels, Route 5 Bypass, Cyber Research Site, Cyber Clinic, Hovertruck Repair Depot, Sector 01 Interchange, Broken Highway, Militarized Hoverport, Resupply Station, Gated Enclave, while 20 other maps received minor balance adjustments and tweaks as well.[/p]
  • [p]Better Faction Class Focus - in this rebalance, we've focused on improving the feeling and allocation for big faction classes - Gangs (the scavengers of the NBZ), Syndicates (the money laundering and business layer), milsec (hardened security companies) and corps (high-tech, producers). Our goal is to make all the faction loot fun and profitable (not that gang loot sucks vs. corp loot) but more varied. This means, for example that Milsec missions are more likely to have higher concentrations of weapons, armor and weapon mods ready to steal and unlock at the safehouse, less Blueprints (as they are not typically producers), Files on everyone (as they are tapping and watching everyone) and nice allocations of Cred Chips.[/p]
  • [p]Less Repeats, Less Unusable Blueprints - adjustments to the allocation of loot groups into levels as well as better balance of their progression will produce less repeats in lootboxes within a single level and less Blueprints occurring too early in the game - especially Item Blueprints - that are basically unusable. [/p]
[p][/p][p][/p][h2]Movement Hang Squash[/h2][p]With Update #10, we've bonked the most persistent soft lock in the game on the head. While it was rare, enemies could get stuck in the middle of their movement and just run in place, hung and unable to end their turn. We have done a deep dive on this bug and fixed multiple cases related to it. There may be lingering cases where it still happens due to causes we did not identify in in our search.[/p][p]In addition, you might have seen a movement oddity where a merc or character would suddenly do a few rapid spins during movement when trying to take a tight corner, especially at the top or bottom of a staircase. This is also fixed![/p][p][/p][h2]Head Hunter Bug Squash[/h2][p][/p][p]With Update #10, we've crushed every reported bug about Head Hunters! This an exciting clean up on a set of bugs that have piled on since release, as so many more Knights have faced off against these feared enemies - for better or for worse.[/p]
  • [p]Zombie Head Hunters fixed - often Head Hunters you killed weren't actually ending up dead! They'd come back again if another Head Hunter came after you, it might be Macha Gold again! Now fixed.[/p]
  • [p]Double Dialog and Double Tag - Head Hunters you killed might play their death dialog twice back to back and then you'd end up with two tags in their Contact entry about how they died fighting you. This will no longer happen in games and we've also cleaned up all of the duplicate tags.[/p]
  • [p]Head Hunter Goon Achievement - you could score the Achievement to Kill a Head Hunter just by taking out one of their goons. Now fixed![/p]
  • [p]Null Deal Quip - in the new origin story, sometimes instead of saying a line, the Head Hunter would just puke some error text to their dialog. Fixed![/p]
[h2]VIP and Stunned / Brainwormed[/h2][p]When a VIP and bodyguards arrive on a map, they upgrade to the highest alert status of an surviving enemy. This means if you're already in a gunfight somewhere on the map, they come in ready to rock, run and fight. However, the alert status of Stunned and Brainwormed enemies was being unfairly counted. This is now resolved - they will skip the alert status of these temporarily out of action enemies.[/p][p][/p][h2]UI / Appearance Squash[/h2][p]We've gone after the UI and appearance bug stack, working our way through them and squashing F10s left and right.[/p]
  • [p]We fixed some eyebrows on characters not having a good default color (dark brown)[/p]
  • [p]We fixed the issue on the first safehouse load of Appearance tab where your character might look like someone else[/p]
  • [p]We fixed some Matrix buffs being listed as debuffs[/p]
  • [p]We fixed props in the Carnivore mission you could walk through[/p]
  • [p]We fixed a confusing mix of + and - signs in the difficulty hover[/p]
  • [p]And more - check the full release notes below![/p]
[p][/p][h2]v2.0.27 - Update #10: Heist it - 6/16/2025[/h2][p] - Added new option for Underworld Hub Contact type "Fixer" - Scissors sells is Gun Runner with Long Range Guns[/p][p]- Long Range Guns service adds +10 Sniper Rifles, Railguns and Revolvers[/p][p] - Fixed Fireteam Shadow Wolf Recruit's friend Raven who had Long Range Guns service but did not sell them [/p][p]- Improved loot system across the game on all maps and all factions - better map balance, better faction-to-loot matching, less duplicates, more FUN[/p][p] - Loot Box and drop rate revisions for Flooded Tunnels, Route 5 Bypass, Cyber Research Site, Cyber Clinic, Hovertruck Repair Depot, Sector 01 Interchange, Broken Highway, Militarized Hoverport, Resupply Station, Gated Enclave [/p][p] - Minor revisions to 20 other maps loot boxes increasing the fun of looting[/p][p] - Improve lootbox and victory screen for looting to include the loot type along with Rarity and Power Level[/p][p] - Fixed movement path issue where enemy could end up stuck running in place and unable to move forward[/p][p] - Fixed movement path issues where merc or enemy might run in a circle a few times around certain corners/stairs[/p][p] - Fixed "zombie" Head Hunters coming back later instead of dying, improved status "Dead Head Hunter"[/p][p] - Fixed Head Hunter bug where Head Hunter death dialog might place twice and HH count go from 2 to 0 suddenly[/p][p] - Fixed Head Hunter bug where they might have 2 death tags reporting their death, and 2 event logs[/p][p] - Fixed Head Hunter bug where achievement might be granted by killing one of the Head Hunter's goons[/p][p] - Fixed Head Hunter bug with missing quip in the Null Deal storyline[/p][p] - Fixed issues in Carnivore walking through certain props[/p][p] - Fixed bug with some eyebrows not having a good default starting color[/p][p] - Fixed bug with some matrix buffs being listed as debuffs[/p][p] - Fixed bug where VIP and Bodyguards might arrive alerted due to a Stunned or Brainwormed enemy[/p][p] - Fixed bug with Difficulty description sometimes including "+/-" for the same value[/p][p] - Fixed bug where sometimes a character would shown an odd appearance when first opening appearance tab[/p][p] - Improved UI alignment in mission deploy to keep boxes the same size[/p]

Update #9: High-Speed Train

[p][/p][p]Knights and mercs, welcome to a Sunday Update #9 with new exciting weapons and weapon mods to loot, improved safehouse balance for nano pollution rates, better damage estimation for melee attacks, rebalance for the HIGH STREET job, buffed Rook Prototype weapons, better balance of Sniper and E-Rifle weapons, and so many more fixes you'll have to check the full release notes below! Let's dig into the highlights for Update #9![/p][p]A big thanks to everyone playing and posting this week, we're excited that the New Boston Zone is so hype. Please help us keep the hype-train rolling by sharing the game with a friend and posting a review. Our small team of 3 game devs appreciates your reviews![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]New E-Rifle, Sniper and Railguns[/h2][p][/p][p]With Update #9, we've dropped a mix of 30 lootable Blueprints and physical Weapon and Weapon Mods into the higher end of the loot tables. This includes the first Bluerpints for E-Rifles and E-Rifle mods, as well as Blueprints for Railguns and even Railguns you can pick up and walk away with (to hijack at the safehouse later!).[/p][p]We're excited to keep working on the finer details of the loot table balance and to bring more exciting options to you through your physical and digital heists. Get heisting, steal some beautiful new guns![/p][p][/p][p][/p][h2]Rook Prototype Weapons[/h2][p]With Update #9, we took another pass through the Rook Prototype weapons which can be achieved by the Power Play. We've adjusted a number of their stats and bonuses to ensure that they are exciting and compelling purchases at the point in the game they could appear. Let us know how those upgrades land![/p][p][/p][h2]Sniper & E-Rifle Rebalances[/h2][p]With this update, we've also made some tuning to the progression for Accuracy, Overwatch Angle and Recoil for E-Rifles. This has pushed them to be more separate from Assault Rifles and in some cases is a nerf (less Overwatch Angle, more Recoil) but better fits their unique and powerful Damage profile.[/p][p]We've also tuned and improved the progression of some Sniper Rifles at different checkpoints to help the upward motion of each new Power Level.[/p][p][/p][p]High Street Tweaks[/p][p]This mission about a certain Sniper can happen early in the game in the Syndicates Debt storyline and was simply tuned to be too hard. With Update #9, we've adjusted its balance. We're excited to keep gathering feedback on all the story missions in the game and keep tuning and tweaking.[/p][p][/p][h2]Safehouse Nano-Pollution Rebalance[/h2][p]We've improved the balance of each level of the Command HQ room's nano-pollution generation to smooth out the entire build experience in the Safehouse. For those players who were finding that sometimes they could get "soft locked" in a situation between the Power Generation of the Command HQ and the nano-pollution reduced by their Nano-Scrubbers, this update is focused on fixing that scenario. Your Command HQ no longer adds to the nano-pollution in the Safehouse past a certain level, removing this concern.[/p][p][/p][h2]Melee Damage Estimation[/h2][p][/p][p]There were 3 separate bugs in how melee damage was counted to decide what should be shown in the damage estimate bar and if the red skull (guaranteed kill if not a Glancing Hit) should be shown. These were related to Pure Damage and the Improved Power Slice Talent and now the estimation is accurate to the point![/p][p][/p][h2]Power Slice Accuracy Breakdown[/h2][p][/p][p]There was a bug where Power Slice and Improved Power Slice were not showing the full accuracy breakdown in the top right. This is now resolved![/p][p][/p][h2]Face Cyberware[/h2][p]We've fixed a bug that allowed your Face to install combat cyberware. That is not intended. The feature and slots are reserved for a far-flung future in which their might be Face specific cybernetics.[/p][p][/p][h2]Counter-Intel Room Hacking Jobs[/h2][p][/p][p]These jobs had some issues! Sometimes Head Hunters tried to show up! Sometimes you got odd Heat results, sometimes the Sec AI would appear and warn that reinforcements were coming. None of that was right or good but now we've fixed it all. We also improved the Face's Opposition Resaearch Talent to do a better job reporting the details on pure combat or pure hacking missions as an added bonus.[/p][p][/p][h2]v2.0.25 - Update #9: High-Speed Train - 6/15/2025[/h2][p] - Revised Command HQ nano-pollution generation rate to prevent conflicts with nano-scrubber upgrading[/p][p] - Fixed multiple bugs causing melee attacks damage estimation on target's HP bar always being low [/p][p] - Improved balance of Syndicate Debts HIGH STREET mission (Sniper Rhino)[/p][p] - Improve consistency of use of armor icons to designate Stealth/Heavy/Light[/p][p] - Added +10 Lootable Weapon Mods (AR, SMG)[/p][p] - Added +10 Lootable Weapon Mod Blueprints (E-Rifles, Sniper Rifles, AR)[/p][p] - Added +5 Lootable Weapons (E-Rifles, Sniper Rifles)[/p][p] - Added +5 Lootable Weapon Blueprints (E-Rifles)[/p][p] - Improved all Rook Prototype weapons from PL 5-8[/p][p] - Improved progression of Sniper Rifles accuracy and damage[/p][p] - Balanced E-Rifle progression of Accuracy, Overwatch Angle, more Recoil[/p][p] - Fixed bug that allowed Face to install combat cyberware[/p][p] - Fixed issue with Counter-Intel room generated Hacking missions sometimes reporting reinforcements, Head Hunters, odd achievements[/p][p] - Added ladders and doors to several levels to better indicate spawn points, fixed numerous nav mesh issues reported[/p][p] - Improve Matrix device control interface so device hacking buttons for bridges don't call them doors ;)[/p][p] - Fixed Matrix device names on Truck Job to make them more clear[/p][p] - Fixed issue where Power Slice and Improved Power Slice did not show accuracy break down in top right[/p][p] - Fixed several places in Matrix using made up words like "deload"[/p][p] - Fixed some unfair spawns in PARASITE FEE[/p][p] - Fixed some unfair VIP Rescue Spawns in "Resupply Station" map[/p][p] - This update brought to you by your F10s[/p]