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Cyber Knights: Flashpoint News

Major Milestone REACTIVE - unlocks dynamic music to match your heist action


Part of our 10+ year journey as game developers has been constantly working to improve every aspect of our games with each new release. If you’ve been with us for a while, you’ve seen, and heard, this evolution in each game. For soundtracks, our studio has progressed from buying non-exclusive tracks from online markets to hiring our own team and lovingly composing original soundtracks from scratch.

Today, we’re taking an exciting new step forward for both our studio and Cyber Knights: Flashpoint with the release of Reactive Music: dynamic, engine-controlled music layering that reacts to your gameplay, building tension when you’re close to being discovered or amping up the excitement as your shoot-out intensifies.

[previewyoutube][/previewyoutube]
^^^ Not trying to play well here at all, just trying to illicit big changes from the reactive music's tension system

[h2]A major tech upgrade made possible by our Kickstarter backers[/h2]
Because of the success of our Kickstarter, we were able to upgrade Cyber Knight’s audio engine early on to use Wwise, a much more feature-rich interactive audio solution for games, made by Audiokinetic. It’s made it easy for us to integrate SFX across Cyber Knights’ tactical encounters with all of your squads’ abilities and interactions.

Now, working with our composers and sound designers at Studio Viking, we’ve rigged up the game’s soundtrack with dynamics unparalleled in any previous Trese Brothers release. We’re no longer just looping songs from a static soundtrack - by using Wwise with Unity, the game’s audio engine can process and mix individual instruments, movements and tempos rather than just starting and stopping static tracks.


[h2]A better heartbeat (and melody) for the game experience[/h2]
This means the music will now match itself to game events as they’re happening real-time in your heist. As the gameplay tension rises, guards start to become suspicious, a body is found or the first shots are fired - the game feeds this into the music engine as a tension rating and musical mode that cues the reactive music component on how to mutate, change tempo, add and remove musical instruments and intensify the mix to match your gameplay moment.

As the tension increases and wanes within a level - as more reinforcements arrive, or as Head Hunters kick down the door, or you kill the last guard who knows you’re in the building - the music can dramatically shift to follow the rise or drop in threat.


[h2]Roadmap milestone + more audio polish[/h2]
This is a huge step up for the game’s sound experience. This not only completes the Reactive Music major milestone on our roadmap, but adds all of the other tracks (and their component elements for Reactive Music to use) from the game’s soundtrack that weren’t yet included in the game, increasing the variety of in-game music by more than tenfold.

https://store.steampowered.com/app/2645330/Cyber_Knights_Flashpoint_Soundtrack/

We have also received a lot of feedback about the sound effects and the music in Cyber Knights: Flashpoint. This patch addresses some of them and we are working to incorporate more of that feedback into upcoming patches. We’ve adjusted several audio effects, mixes and made platform improvements that should help resolve several of the higher priority issues.


[h2]Added 5 new Matrix Hosts[/h2]
We've improved the catalog of matrix templates again for solo hacker missions as well as matrix hosts used in across the proc-gen missions with SCU and APU available. Every push to increase these helps us strive for a point where every proc-gen map, objective, matrix host combination is reaching a tipping point of uniqueness as these catalogs continue to grow.


[h2]Talent Rebalance: Coordinate Charge & Deflection Shield[/h2]
With this update, we've completed some needed rebalance for Soldier's Coordinated Charge and Cybersword's Deflection Field.
First, we've reduced power on Coordinated Charge, removing the ability to get a second max charge. With the recharge rate, ability to extend duration, this Talent can already be almost omnipresent so this helps bring it back into a fairer spot within the meta. In addition, the final upgrade that gives +1 MP no longer adds +5% Move Speed, leaving the total achievable Move Speed at +25%.

Cybersword's Deflection Shield has received a 6th upgrade node which can enable you to drop the shield for 0 AP and only an IO-Batt charge from your blade. This can be really helpful in those clutch situations where the AP are just too tight, so consider this new upgrade!

[h2]Decoy Upgrades[/h2]
The Decoy II and III programs' have both received an improvement, a minor buff to their armor and a reduction in program rating so they are viable on more decks. Decoy II is up to +4 Armor (which matters all the more now that Hacker's brains are bleeding more!) and has had a Program Rating reduction and Decoy III is at +6 Armor with an even bigger Program Rating reduction.

Enjoy making those IC and the Q-Sec Escalation miss!


[h2]Better Power Level 2 Prices[/h2]
Thanks to all the players sharing feedback and chatting with us in Discord. With your help, we've improved the pricing matrix for low level armor and weapons you can get at the beginning of the game. All of the prices have come down a bit, so remember to go shopping when you've got some U-Dahs after your latest heist.

[h2]Story Repercussions[/h2]
We've improved the story events if you ignore the starting Vanguard's Cube Run mission. Don't do it - it is not exciting, and the Vanguard just gets mad. But before we had missed the consequence here and nothing was said and no one cared. That said - go on the mission! z

[h2]v1.8.39 - 8/2/2024[/h2]
- Added reactive music system - game music now responds to rising stealth and combat tension, varies music intensity
- Major increase in variety of music in missions
- Added 5 new matrix hosts maps to hack-only and proc-gen missions
- Down-balanced Soldier's Coordinated Charge - removed option to get +1 max charge, total move speed bonus is +25%
- Improved Decoy II and III with more Deck Armor, reduced Program Ratings
- Added 6th upgrade option for Cybersword's Deflection Field to reduce cost to -1 AP
- Fixed issue with Chameleon Sheathe implant blocking Stealth Armor from being equipped
- Minor price reduction for Power Level 2 weapons and Power Level 2 an 3 Armors
- Improved starting Vanguard's reaction to ignoring Cube Run mission
- Tightened up timeline on all proc-gen missions, reduced by 1-2 days

Update #119: District HQ


Two days, two new maps! We're excited to roll out Update #119 with another map to play for the new assassinate VIP objective type. In June and July we smashed roadmap milestone after milestone but now we're getting ready for the late summer deluge of content - maps, missions, stories, recruits and more. Time to make this game deep! So with Update #119, we're rolling out new proc-gen map, improved the bodyguard behavior once a VIP goes down, fixed a lingering bug with double-counted corpses, fixed a sneaky longstanding bug with extra Silencers being generated if you were swapping characters in new game and made a list of quality improvements to the H Interchange map rolled out yesterday.

If you're enjoying the pace of updates and improvements to the game, please consider leaving a review as a way to thank our small team and push us to keep going!


[h2]New Map for Assassinations - District HQ[/h2]
With Update #119, we're excited to roll out another new map - the District HQ - which appears one of the options in the new assassination proc-gen objective type. This new map has a cool city district style that is really beautiful and you'll find some new unique rooftop challenges here as the enemy forces have had a time to fortify this zone against attackers.

We've also fixed all reported issues with yesterday's release of the new map and assassination objective. There was one VIP landing zone where the ZIP was trapped and couldn't move and another funny situation where you contact was congratulating themself about the assassination gone well.

Finally, we fixed a bunch of starting camera positions that were rotated into geometry or rotated so that you couldn't see the characters.

[h2]Improved VIPs and Bodyguards[/h2]
Our first big round of improvements toward getting VIPs and bodyguards to coordinate their actions went pretty well. They are much better at sticking together and bodyguards are now resolute in their fast movement to take tactical positions in a circular fashion around the VIP and protect them.

With this update, we've fixed some of the bodyguard behavior after the VIP is dead to be sure they don't mill around stupidly and instead try to take retribution on the attackers.

We'll keep working on improving this set of intelligence and especially are excited to add some new Talents to the bodyguards' bags to help make them better defenders.


[h2]Double Count Corpses[/h2]
We fixed a bug - thanks for the F10s! - introduced a few updates ago that could cause a body to be "double counted". An enemy would discover a corpse and then the Sec AI would receive multiple reports of fatalities on that turn. This is now resolved - each body is counted exactly once when it is first discovered and if the discoverer is killed on the same Turn, the body reverts to be undiscovered.

[h2]New Game Silencer Pile[/h2]
We're excited to fix a sneaky, longstanding bug and a mystery that has been blamed on the EQ system for quite some times. Some players find that they have silencers in a pile in their inventory at some point in the game. Sometimes 14/14 ... that makes no sense, there are only 4 equipped on my characters! Sometimes 56/56 ... wut?

The true cause of this was actually switching characters in new game could leave silencers hanging around. If you tested out enough team combos, it could leave a lot of silencers around!

We're excited to have this fixed for future new games :D

[h2]v1.8.37 - 8/1/2024[/h2]
- Added new proc-gen map "District HQ" for mission objective Assassination
- Added more variety for mission names, especially bodyguard missions
- Further improved behavior for VIPs and bodyguards - better guarding routine
- Fixed issue with one VIP/bodyguard arrival where they are stuck on the rooftop and don't move
- Fixed funny Contact thanking themselves for completing the assassination mission lol
- Fixed bad starting camera angles in new H Interchange map
- Improved lighting and fixed some flickering elements in new H Interchange map
- Fixed new game issue where changing characters could result in extra Silencers later
- Fixed reported typos

Update #118: Bodyguards and VIPs


The New Boston streets have never been so dangerous - because your Knight and your mercs about to to get paid to go hunting. With Update #118, we're rolling out new proc-gen map, new proc-gen objective and new cybernetics screen with a ton of fixes and features that were previously missing, such as removing a cyber class you accidentally multi-classed.

We've hammered through a huge number of major milestones in June and July and we've got 2 more just slipping out of July into early August - Reactive Music and Hacking Tutorial are days away from landing. And now begins the late-summer content binge - let's do it!

If you're enjoying the pace of updates and improvements to the game, please consider leaving a review as a way to thank our small team and push us to keep going!


[h2]New Proc-Gen Objective and Map[/h2]
With Update #118, we're excited to be back on the new map train! The H Interchange map is now released with a new proc-gen objective of assassination. You've been offered a high priority hit but the target is only at risk for a very short window - you need to get into position, be patient and then hit hard before they can escape.

With a new map and a new objective now added, our next proc-gen step will be to add another new map with the assassination objective and then to circle back to bring everyone into the fold - adding assassination objectives to existing maps and adding existing objectives to these new maps. We'll rampage through a short cycle here, hopefully making some big waves in the amount of proc-gen playable content before pivoting to stories, recruits and contacts.

[h2]Improved Bodyguard & VIP Behavior[/h2]
With this update, we've also put extra hours into rigging up the behaviors for bodyguards and VIPs so that they are more actively taking their rolls. VIPs will move quickly at a walk toward their extraction point until they become alerted, at which point they will run. Bodyguards aim to never be caught flat footed, so they run and move quickly to keep up with asset and take tactical advantageous positions nearby.


[h2]Upgraded Cybernetics Screen[/h2]
Update #118 brings a complete revamp to the cybernetics screen for your mercs. Before, the screen was presented in a pretty dry inventory of 6 slots you can fill with cybernetics. Now we've upgraded the screen to present you with the 12 possible slot types (arms, legs, deep-brain, fast-brain, heart, etc) that can be augmented with cybernetics.


We've also improved the language and clarity for all the conflict and fail case pop-ups to be more clear. Some of the messages were just plain wrong (saying the implant would conflict with another implant you had when really it was blocked by requiring to train a 3rd class, etc).


Also, implants that provide a new multi-class cyber class are tagged to be more obvious within the lists.


[h2]Remove Cybernetics for Limited Respec[/h2]
With Update #118, we've also added a highly requested ability to undo class training in a cyber class that has a cybernetic requirement, such as Vanguard or Scourge. Now you can select any implant and simply uninstall it. We skip over the gross procedure and getting the vat grown replacements and just get you back to the game. If your Cyber Knight doesn't want that Dermal Plating - pull it. If you regret multi-classing your Hacker into Agent EX, pull the Nano-Hive and bingo, you're clean slate Hacker again.

This uninstall procedure does not require a SimStream Trainer token as it is only a partial respec, only removing the class nodes trained from the specific tree of the class you're removing.

We discussed making this cost money, a week, and a cyber surgery bed at with a Contac but - for now - have opted for free and instant. You've already paid a hefty price to get that implant installed, so our team found this feature is mostly used to undo mistakes as there is very little or no gameplay advantage from doing it.

And if your starting class came with an implant -such as Emille starting with a Chameleon Sheathe and Vanguard - you cannot remove it.


[h2]Upgrade to Matrix Link 2[/h2]
We've fixed the conflict bug that was preventing the upgrades of required cyber class implants, such as Matrix Link 1 to Matrix Link 2. Get your hacker, get your fistful of cash and get yourself to the clinic now!


[h2]Proc-Gen Name Upgrade[/h2]
We've really enjoyed all the players posting the best mission names to the Best Mission Names threads on our Discord, the names that everyone helped suggest and the generator has done an amazing job of creating some cool stuff. We've gone back into this little content engine with a new round of updates, better expanding the set and letting both the map and the objective have more of an impact. We hope you post up the new results too :D

[h2]Improved Stun vs. Security Tally [/h2]
We've fixed a number of issues related to Stunned enemies reporting to the Sec AI, that Security Tally would still appear in yellow in the HUD even if they were Stunned and that some types of events could still end up being reported. All of this is now cleaned up and we've standardized the handling of Stunned as a priority status across the stack so that the Sec AI and the individual agent intelligence adhere to the rules everyone would expect.

[h2]v1.8.35 - 7/30/2024[/h2]
- Added new proc-gen mission objective for Assassination
- Added new proc-gen map "H-Interchange"
- Improved behavior for VIPs and bodyguards - much better in Snitch Snuff mission too
- All new cyber surgery screen makes slot options much clearer
- Now uninstall any implant from cybernetic screen, including cyber-class implants to remove that class training
- Fixed conflict preventing Hackers from upgrading from Matrix Link 1 to Matrix Link
- Improved and clarified text in all cybernetic surgery conflict tags, added Multi-Class tag to highlight those
- Improved Tally display and Sec AI reporting rules for stunned enemies - they do not see, they do not report
- Widened range of custom/flexible difficultly, opening up ranges for those locked at 75-125% to 50-150%
- Fixed issue with helper extraction dialog playing at the end of every hack only mission, now plays first time only
- Fixed issues with landed hovertrucks not correctly blocking sight lines

Update #117: Street Tech


Knights and mercs - we're back with another update and some key improvements and a big bundle of F10 fixes. Our next update will introduce a new map and a new exciting proc-gen objective type, but first we need to get this patch on the street to address some of your requests and bug reports. We've remixed SFX, improved barracks tagging, added more lore entries, tweaked how range display works in hovers, improved the visual of where your hacker is in the matrix and done some stunning (lol) re-org of the options screen into tabs. Let's dig in!

If you're enjoying how our team is running Early Access, please take a moment to leave a review. A review now is a big help for us to keep going and remember, you can always edit it later! 

[h2]Remixed Sec Escalation SFX[/h2]
We've heard from a number of players that some of the SFX are remixed too loud. We made some changes in an update earlier this week but are back with special focus now on the Sec Escalation SFX that can play at the end of the turn and is way out-of-band too loud. Hopefully this update really pulls it to a better level. Let us know about any SFX issues you have, we're continuing to work to improve!

We've also greatly reduced the intense SFX that was played when you opened the color picking window in appearance. Wow, that was a bit much!


[h2]Better Barracks Tagging[/h2]
With Update #117, we've added a new "Training" tag at the top level of the barracks, letting you know if you have mercs ready to train. We've also fixed a longstanding mistake in counting, where someone recovering from cybernetic surgery would count as -2 Ready Mercs. This has likely been the cause of most of the F10s about bad counting, so we're excited to see this behind us.


[h2]Agent EX Signal Graft[/h2]
We fixed the mistake with Agent EX's Signal Graft Talent which protects you from triggering certain types of security devices. These devices were still giving movement alerts even with the Talent active. Now we've resolved that and if the device won't trigger than you won't get an alert in your movement path.


[h2]Journal for D-Cartel[/h2]
We're continuing to round out the journal lore entries for factions and added the D-Street Cartel, aka the D-Cartel, with this latest update. In addition, the Faction page on the Cyber Knights wiki has been updated with all the latest details from the in-game journal as well.

[h2]Matrix Current Node[/h2]
We fixed two bugs with the recently added Matrix hacking current node selection. First, it always follows you now. It was not accurately following the hacker and second it also follows the hacker being forcefully teleported in the host to another node by either an IC or the Q-Sec Escalation.


[h2]Range Clarity[/h2]
When hovering over a target within 10m we now add an extra decimal value for extra clarity. We were having players see "2m" in the hover and think that they should be in range with their 2m melee weapon but the range is really 2.5m and you're not in range. You can also always check the bottom left corner for helpful values about number of targets in range of your current position or movement destination with either weapon.


[h2]Better Options Screen[/h2]
As the game has gained more and more options, things have become increasingly hard to find. More players have asked when we will add the feature to rebind keys for example :D

So, to help make the big types of options and features clearer, we've split options out into tab groups. I know... breaking huge ground here, what a novel thought, we're the first, it's amazing! ... when the rest of the industry catches up, you can thank us :P

[h2]Favor Limit Breaks[/h2]
We've fixed a few more bugs with Contact Limit Breaks and Favors. We fixed issues where the Power Level Limit Break could lock the screen up, where spending a Favor would sometimes not add a new option and still eat the Favor.

[h2]v1.8.33 - 7/28/2024[/h2]
- Remixed SFX for Sec Level raise and Escalation played often at end of turn
- Added new lore Journal Entries for D-Cartel
- Improved tag set and counting rules for Barracks tags, added "Training" tag
- Fixed issue with double-counting mercs in cybernetic surgery that caused tag counts to be wrong
- Movement alerts for security devices no longer incorrectly appear for Agent EX's Signal Graft Talent
- When showing range in hovers less than 10m, a decimal is added for clarity (2.5m)
- Improved organization of (too long) options menu to be in tabbed groups - Graphics, Sound, Controls, Gameplay
- Fixed issue when selling something worthy of a Favor to a contact with 0 Favors, was incorrectly listed as "1 Favor worth $80K"
- Fixed issue with Contact Limit Break and the Power Level offer
- Fixed overly big SFX when opening appearance color changing window
- Fixed issues where animator selector on current node in Matrix wasn't following hacker or didn't teleport
- Fixed issue where hitting ESC or (B) on Contact Limit Break would leave game locked up
- Improved controller support for start button, preventing it from opening menu in the middle of screens it shouldn't
- Fixed issues with program image appearing for Intrinsic Weapon Mod blueprints

Update #116: Dust Settler


June and July here in New Boston have been crazy as we marked down 6 major roadmap items in rapid succession - Agent EX, Contact Limit Breaks, Fast Forward Enemy Turn, New Game Knight V2, NanoFab Crafting and Head Hunters... woah that's a lot to even type it up! After such maniac activity and with more on the way (Matrix Tutorial and Reactive Music are right around the corner now ...) we need a few updates to hit F10s, fix bugs and add QoL updates suggested by the community. So, enjoy this big patch with all its new improvements before we start dropping new maps and stories.

If you're enjoy the pace of updates and our dedication to continual improvement - our team is working very hard to make this Early Access something special. We hope you'll consider leaving a review!

[h2]Contact Limit Break Buttons Clickable[/h2]
We got hit with a lot of F10s from last update because the "Confirm Upgrade" in the Contact LImit Break window was not clickable ... that's annoying. Now it is!

Also, if your Contact is at a point in their progression where they can't find any more valid Limit Break options with your Favors, then your Favors aren't consumed for nothing anymore. That's nice too.

[h2]More Faction Lore[/h2]
We've added faction lore entries for the 3 major gangs in New Boston - Fenian, Blue Ox and Los Zagales, helping explain their history and differences in approach to their underworld dealings.


[h2]Crafting Rules for Revolvers[/h2]
There was a bug in crafting that allowed the crafting of Revolvers with Silencers and mods that increased ammo capacity. That is now correctly blocked.


[h2]Matrix UI Improvements[/h2]
"Where am I?" is never a question you should have to ask when looking at a Matrix map. With Update #116 we've ensured you can see your location with a clear and animated selector ring around your current node. You won't miss it! We've also increased the panning speed of the camera as you traverse ndoes.


And second, we've improved the experience for stealing digital goods when hacking. You used to have a faceless list of files, blueprints and accounts without any excitement - but now you can see Power Level and Rarity. Now you can get hype!

[h2]SFX Upgrades[/h2]
We've made a ton of small but important tweaks to the SFX volume and mixing for this update - about 35 changes total including bringing the volume of the Sec Level alarm into band with the rest of the game. This was a stand-out by far the loudest sound in the game, so it's very nice to have it pulled in.


[h2]Controllers and Appearance[/h2]
There was an annoying bug if you were using a controller where your selection could get stuck on a certain item and constantly jump back there once a second ... it made it very hard to setup appearances and really change colors. Big thanks to @Si1entProtagonist for giving us the clear reproduction steps to fix it.

[h2]Safehouse Timeline Pauses[/h2]
When medical, cyber, treatment or detox events complete in the safehouse now the timeline pauses. This is such a popular request, we considered making it an option but then decided to try this first. If you hate it, please let us know and we can make it an option.

[h2]X-Hive Cybernetic Install Times[/h2]
The two hive implants - Nano-Hive and Chem-Hive - had wildly different cybernetic surgery recovery times. We've pulled them together in the middle with 10-11 days of recover time each.

[h2]Story Fixes: Dockyard Smuggler and Sibling Job[/h2]
We fixed the situation for all new and veteran Cyber Knights who picked Dockyard Smuggler background. This game with a Faction Barred tag that prevented doing any work with the Fenians. This unfairly limits the story trajectory of the smuggler who really just has one enemy in the Fenian gang. We've swapped out the tags for Ex Faction which removes the Barred tag.

We fixed a bug where you could unexpectedly get an offer to recruit the sibling in Sibling Job before going on the mission. Now resolved.

[h2]v1.8.29 - 7/24/2024[/h2]
- Added new lore Journal Entries for Fenian, Blue Ox and Los Zagales
- Enforced rule that Revolvers can't have Silence mods or mods that add Ammo capacity during crafting
- Improved Matrix UI - animated selector is shown under the current node where the Hacker currently is
- Improved Matrix Looting UI - files, accounts and blueprints now show their Rarity and Power Level before download
- Medical, Detox, Cybernetic Recovery, Injury Recovery all pause the timeline in the safehouse now
- Fixed issue where recruit option was offered in Sibling Job before mission was run
- Fixed issue where Contact Limit Break confirm upgrade button could not be clicked
- Fixed issue where Contact Limit Break would let you spend Favors even if no additional option could be added
- Fixed cybernetic surgery recovery time for Chem-Hive and Nano-Hive
- Fixed issue with some character relationship tags not printing and bug with Octane or Henninger Head Hunters tags
- Fixed issue with Dockyard Smuggler being barred from future Fenian missions for new and veteran Knights
- Fixed issue with controller trying to set appearance sometimes getting stuck on one item and constantly jumping to it
- Fixed issue with Sec Level increase SFX being too loud
- Adjusted and tweaked multiple SFX to improve sound stage