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Cyber Knights: Flashpoint News

Update #115: Underworld Guide


The underworld is always moving in New Boston, shifting in the shadows. With Update #115, you can use the clout you've built up with your Contacts to take a bit more of a guiding role to your closest allies - Contact Limit Breaks now offer you some agency. In addition, we've made major balancing changes to Matrix hacking (more charges for Deception and Disarm, less IC), added multiple new levels of Nano-Scrubbers, added token rules directly to the safehouse room descriptions, fixed UI and story bugs and more.

If you appreciate how we are running Early Access - always updates, always improvements- please take a moment to leave a review to share your experience with others.


[h2]Contact Limit Breaks with Agency[/h2]
Your Contacts are gaining Influence of your hard work - running missions for them, gathering and selling them high-rarity accounts, dutifully completing their storylines - you might feel entitled to having some agency on how they spend that Influence.

Well, Update #115 lets you express some of your preferences if you have the Favors to call it in. When a Contact (assuming that you're not their enemy) gains an Influence or Exposure (!!) Limit Break, they still check over their state, goals and current stats to select an upgrade or downgrade.

However, now you can call in a Favor to add new options to their upgrade or downgrade. If you don't have favors, this is still a passive event - you get the single option picked by the Contact and you have to accept it. If you do have Favors to call in, you can spend up to 2 Favors to add 2 new options and then pick among them. Having Favors with your Contact lets you express your preference in what they do, but without full control.
  • Perhaps your Gun Runner hits an Exposure Limit Break and is about to hide for 30 days. You can spend a Favor to get another option and instead push them to upgrade a negative Trait or perhaps take a negative temporary Trait.
  • Your Gun Runner gets an Influence Limit Break and resolves to upgrade one of their Traits that affects pricing. But you've got Favors in the bank and really need some weapon ugprades, so you can spend some Favors for new options. Maybe first new Favor adds an option for a temporary Trait to raise Misison pay but the second Favor draws the option to upgrade their Street Weapons service from Power Level 3 to 4. Bingo, that's the money.

We're excited to deliver this second level of Contact Limit Breaks, completing more of the game's strategy layer and pulling more of the different threads together. Getting and having Favors with your most important Contacts just got a lot more interesting and important!

[h2]Key Jamming in Limit Breaks[/h2]
We're happy to have fixed the key jamming issues for Limit Breaks. Many players are controlling - pausing and playing - the timeline with the spacebar which can lead to some input jamming. When a Hype Limit Break pops, you were just one press of the spacebar away from having picked the first option and ... done. With Update #115, both Contact and Merc Limit Breaks now select an element above the list, meaning spacebar will not proceed until you click or scroll down (or D-pad down for controllers).


[h2]Matrix Rebalance[/h2]
We've started a focus period of improvements to the Matrix. A big priority this week for us is to wrap up the Matrix tutorial, but along with that are coming a lot of other great improvements.

First, tonight we've redone the rules for how many IC will start in each node. This mostly fixes an error in the previous calculation that didn't take into account the node type - which has its own maximum - but instead just used the global maximum of 6 (yikes!). The result is nodes should have less IC in them and the IC counts should be more interested and varied between nodes. This will really start to show the biggest differences as your team passes Power Level 5.


Second, we've added +1 charges to the entire run of Deception and Disarm programs, starting with Disarm 1 and Deception 1. This is a major change to how much IO you need to use these programs and helps hacking move faster and more smoothly on a turn-to-turn basis.

[h2]Big Scrubs[/h2]
With Update #115, we have added 6 more levels of Nano-Scrubbers to your safehouse. These huge beasts - sometimes called a beacon of hope in a polluted world - are capable of scrubbing a lot. These new upgrades should let you handle a based packed with more high level rooms and crafting, all for a hefty price of course.


[h2]Safehouse Room Token Rules[/h2]
All rooms that generate tokens now list the specific set of actions a token can be used for as well as the levels at which they can be used, such as:

The Tokens granted by the Underworld Hub can be used to boost Legwork chance, reduce Legwork duration, recruit new mercs (level 2+), find new Contacts (level 3+) and can be traded for NBS Cubes (level 4+).

We're excited to keep improving here, finding the right balance between immersive in-world description and a need to have clarity about the rules. Thanks to all the players asking questions and posting suggestion on this one!


[h2]Cyberdecks Equip![/h2]
There was a bug any time you 2 or more of the same type of Cyberdeck that you really couldn't get them all equipped. This update fixes that issue as well as permanently unstacking Cyberdecks. You want to see each individually, as they have different programs loaded and the stack is not a good way to represent such specific pieces of equipment.

Anyway - equip on good hackers, the bug is fixed!

[h2]Fixed Missing Mission Dialog[/h2]
In a number of the scavenger raid missions from proc-gen, there were odd empty dialog boxes at the start and end of a mission. These are now all fixed!

[h2]v1.8.27 - 7/23/2024[/h2]
- Contact Limit Breaks are now active; spend Favors to gain more options beyond the first to help Contact's upgrade to your preference
- Improved UI in Contact and Merc Limit Breaks to avoid accidentally hitting spacebar (confirm) and not making a choice
- Improved Matrix balancing: redid all IC counts for nodes
- Improved Matrix balancing: +1 Charge for Deception and Disarm programs across the board
- New Safehouse Modules: Nano-Scrubber level 9 to 16 (a beacon of hope in a polluted world)
- Improved safehouse room descriptions to include specific abilities granted by tokens including level requirements
- Fixed a number of scavenger/raid missions that lacked intro or exit dialog
- Fixed bug preventing equipping of cyberdeck when you had more than of the same type, cyberdecks no longer stack
- Fixed issue with Power Level 7 and 8 megacorporate captains locking up level

HOTFIX: Mission Loading and Reinforcement Freeze


Since this bug is pretty gnarly, we wanted to put out a quick update about.

We just released a hotfix - so restart Steam client to be sure to get it - that fixes a bug that was introduced in Update #113 last night.

If you have any issues with missions freezing on the first turn or when reinforcements are arriving, please be sure to restart Steam client and get this latest update.

All should be fixed now and very sorry for the bug!

Update #114: Call-in Cleaners


It's Saturday and you just got an update. With this big bug fix update, we're focusing on hitting the most popular and troublesome F10s in the set this week, grinding on that polish-stone until it shines. Back at HQ, we're working on the next set of storylines and 2 new proc-gen maps and a new mission objective - Assassination - so stay tuned for more content additions!

To everyone playing, posting and hitting F10 - thank you! We hope you're enjoying the game, are here to chat and work hard to improve it. If you like what we've got cooking, please leave a review.

[h2]F10 as Camera WASD!?!?![/h2]
Ok, major mistake on our part - F10 was accidentally set as the default keybinding for panning the camera forward instead of ... W. :facepalm: We fixed it in the defaults, but depending on when you started playing and if you've changed anything, you may need to go into the main menu > options > keybinding and reset defaults or rebind it specifically to W (or whatever).

[h2]Bodies and Security Tally Rules[/h2]
We've fixed a few longstanding issues with how body timer security Tally is generated and displayed.

First, you will now see the Security Tally for a body that is about to expire appearing in the top right Tally bar. We need to finish the display where these are itemized you can better track these back to their source, but this should majorly cut down on "surprise Escalations" that didn't look they were going to happen and then ... did.


Second, we've fixed an issue with dead bodies becoming known to the system by guards who are about to die. If guard A saw dead body B but then you killed guard A by the end of the Turn (as one does), then dead body B would be incorrectly counted as seen, Sec Tally would be added and the body timer would be canceled. This is now all correctly unwound in the case of deaths. If guard A and guard C saw dead body B but you only killed A, then B would still be known to the system and Sec Tally generated - because guard C got through the Turn alive. But if you wiped both A and C, then B goes back to being unknown correctly with a running body timer.

A lot to say - it works as it should at last!


[h2]Head Hunter Talents, Healing Items[/h2]
With Update #114, we've granted some of the Head Hunter teams an additional +1 Talent slot which will give them more powers to use against you in the field. A little stiffer challenge, a little more unpredictable.

We've also given Head Hunters, and a few other enemy types, a big boost by fixing a bug that was causing them to use their medkit items even when they were at max HP. You might have seen Head Hunters arriving and spamming healing, gaining "0 HP" each time and then ... well, not having any medkits for when the fighting starts! This is now fixed.

Also, basically all buff Talents from an enemy printed to the log that they were "Loyalty Mantra" which is not the case. This is now fixed.


[h2]HP Details in Status Window[/h2]
Both enemies and characters now have a full HP stat block in their mid-mission window.

[h2]Power Level 1-3 Sniper Scopes[/h2]
Some of the Blueprints for low level Sniper scope mods were overpowered and we've brought them back within the curve while still keeping them interesting.

[h2]Matrix Camera Lockup[/h2]
If you disconnected from the matrix after inspecting security devices from the matrix HUD, the camera was locking up until you ended your turn or hit ESC. This is now fixed!

[h2]v1.8.25 - 7/20/2024[/h2]
- Fixed issue where default pan camera forward was set to F10, not W :facepalm:
- Security Tally for dead bodies appears as yellow Tally correctly on the turn they will expire
- If an enemy discovers a dead body but then is killed in the same Turn, the body reverts to unknown
- Most Head Hunters and team get +1 Talent slot; more abilities, more challenge!
- Fixed enemies using their medkit items early when they are not injured
- Fixed enemies always claiming they were using Talent "Loyalty Mantra" when they were using so many other things
- Added current / max HP details to character and enemy status window mid-mission
- Improved balance of low Power Level (1-3) Sniper Scopes
- Fixed issue with Wasteland Coyote's background tag just reading "for"
- Fixed issue with camera locking up after inspecting security devices inside matrix
- Fixed issues with scrollbars in matrix and character status windows
- Fixed issues with Respec sometimes reporting -1 tokens
- Improved display of controller center-screen cursor during pause menu, F10 menu

Update #113: Head Hunters Rising


Head Hunters have been unleashed on the New Boston zone and the bravest and craziest among them are hunting Cyber Knights - hunting you! The reaction from players has been so awesome to this new major milestone, we're psyched. The feeling of time-boxed pressure to deal with or escape the Head Hunters and that fact that, for a time, it makes you play the game different, use different equipment, bring a different squad, and plan for the Head Hunters to jump you at any given moment is extremely exciting.

While things have launched very successfully with Head Hunters, we wanted to make some rapid improvements in places where we missed on certain features of nice-to-haves, so this update addresses a number of those issues.

If you're liking the pace of development, please leave a review!


[h2]Fast Improvements[/h2]
We've made some balance and weapon tweaks to Head Hunters based on feedback - thanks to everyone sharing their combat stories.

We've improved how the Head Hunter "Stun Break!" works so that when they roll it, they really can act for the Turn.

We've fixed Brainworm vs. Headhunters so that it will not allow you to use it against them at all, saving you the charge and the AP as they are immune.

We fixed issues where you might get a dialog about Head Hunters in victory or defeat even if they didn't show up.

Dead Head Hunters no longer have body timers and won't cost you Security Tally.


[h2]Other Improvements[/h2]
Throughout the game, we've improved how we handle highlighting of names, factions, and professions so that the highlighting is more clear, consistent and shows up in more places like Timeline events.


We've also fixed the little blue man who appeared in your timeline when crafting items. RIP little blue man, we never really knew ye.


[h2]v1.8.23 - 7/19/2024[/h2]
- Continued to balance and improve Head Hunters and their teams! Thanks for the early feedback
- Fixed issue with proc-gen maps that was cutting 2 maps out of rotation - Street Palisade, Holdout Corner
- Fixed issue with Head Hunter "Stun Break!" not really breaking Stun effectively
- Fixed issue with Head Hunters immune to Brainworm but Talent firing anyway
- Fixed issue with Head Hunters reporting a miss in mission victory / defeat even if they didn't show up
- Fixed issues with Head Hunter bodies having body timers
- Improved highlighting of names and factions through dialog and timeline to be more consistent and clear
- Fixed issue with little blue man in the timeline when crafting items

Major Milestone HEAD HUNTERS | Challenging new opponents can hunt you down!

We're excited to bring you a major new content update today, Update #112, the launch of the Head Hunters system. If one of your squad members earns the hatred of a powerful contact, that contact may hire Head Hunters to bring you down.

Head Hunters create high-pressure situations that are forced to resolve over a short period of time, one way or the other. Once a Head Hunter has been given a bounty on your head, you're in a pressure cooker - it is you, or them, or dodging them enough times that the Contact relinquishes the bounty. From the moment the bounty is set until the moment is ends, you have to be on your A-game to stay one step ahead of them and always ready for hard fight for your life.


Head Hunters are unique enemy squads that have a % chance to appear mid-mission and try to terminate your squad. They're independent from other enemies on the map and will quite happily cut through them to get to you, potentially throwing your heist into chaos and setting off security escalations that add to your difficulties.

You might be able to make use of the distraction to quickly wrap up your objectives and get out, but Head Hunters are relentless in their pursuit of you and will only try again on some future heist. There are two ways to stop a Head Hunter - kill their leader or avoid them enough times that the Contact cancels the bounty. If you chose to fight, their second-in-command and other henchmen will still fight on for the rest of the mission, but you'll end the threat of them ambushing you on future jobs, and burn the contact that hired them with additional Exposure as well. If you choose to flee, you may be able to escape them a few times and end the bounty without being forced into a high-stakes battle.


[h2]The first of hunters to come[/h2]
We're starting out with three possible teams that can be sent against you, with more to come. Head Hunter teams have a unique leader, a second-in-command, and several goons. Head Hunters each have their own unique flair, with a combat style to match. You can end up with multiple Head Hunters hired to go after you, though you'll never see more than one team within a single mission.

[h3]Macha Gold[/h3]

Two highly trained sniper teammates cover Macha Gold and his second, Ostrek, while they advance to close-range so they can corner and kill their bounties personally. Relying on Cybersword techniques, Aegis Shield and a powerful cocktail of combat drugs mixed up for their team by Ostrek, these Head Hunters close quickly, mixing long and short range death. Arrogant, in love with his name, and sure that he is the top of the heap, Macha Gold loves to talk trash.

[h3]Razorback & Armistice[/h3]

The roar of shotguns follow Razorback and Armistice wherever they lead. The two were corporate soldiers in the Pacific Rim during the Quiet Wars and have continued their career in the private head-taking sector. Backed by Gego and Sledge, this 4-member team is extremely fast moving and all carry assault shotguns, ready to lay waste to their enemies' armor and health. Ex-corporate, these two are buttoned up, serious and grim. They aren't having any fun but they're making bank.

[h3]Baby Jack[/h3]

Leading a company of ex-special ops milsec soldiers who are out to make a living, Baby Jack doesn't take anything too seriously except the tactics. His squad is a balanced mix of weapons, armor and abilities that forms a cohesive unit, capable of fighting in a wide range of configurations and ranges. Baby Jack likes to have a laugh and brag about his kills.

We're looking forward to seeing Discord and Steam discussions on your strategies for handling each of these teams.

[h2]When hunted, stay speedy.[/h2]
Be warned, if you have Head Hunters after you, it's more important than ever to move quickly in missions. Heists that require completing objectives before unlocking exits can become unescapable if you get too tied down fighting to ever accomplish those objectives.

We're working on adding cut-and-run options into the game to choose to abandon a heist early, but in the meantime, play smart. If Head Hunters intercept your mission, you won't know until they spawn in 4-6 turns into it. Don't be afraid to use the Restart Level option to try again if the fight doesn't work in your favor, or Restore Before Mission (which will reset the chance of Head Hunters appearing on that mission) if you find yourself trapped in a game-ending scenario.


[h2]Use Counter-Intel[/h2]
Some times you're on a really high-stakes heist and you simply can't afford disasterous interruption. To stay one step ahead of Head Hunters, you work on building a Counter-Intel Pod in your Safehouse which will give you options for temporarily throwing them off your trail.

High Heat increases the chance that a Head Hunter will strike, so use your Tokens to mitigate Heat. And, you can also spend Tokens to gain yourself short windows of time when Head Hunters are completely blocked by your blast of misinformation and counter-intel chatter.

So, if you're going on a mission with a Head Hunter looming, be sure to have your team up to full strength for the challenge or rely on your Counter-Intel pod to buy you some time.

[h2]Cyberdecks and Intrinsic Blueprint Details[/h2]
We've added extra sections to the inventory screens for cyberdecks and Weapon Mod Intrinsic Blueprints. Cyberdecks now list all their installed programs and Intrinsic Blueprints list exactly to which weapon types they can be attached.

[h2]We're featured in TactiCon this week, and on sale to celebrate![/h2]
We're very pleased to be a featured game in this week's TactiCon festival, celebrating strategy and tactics games of all kinds. They have a schedule of talks and panels worth checking out.



And in case you missed it, you can find one of our own interviews talking about Cyber Knights, our studio, tabletop RPGs and more with game reviewer ACG here:

[previewyoutube]https://www.youtube.com/live/lbk_V6OfckA[/previewyoutube]
If you're up for it, click through and give the video a 👍 or leave a comment; it helps us out!

[h2]v1.8.19 - 7/18/2024[/h2]
- Added new infamous Head Hunters system!
- If you cross the wrong Power Player in New Boston, Head Hunters may be sent after you
- Once a bounty has been set, an infamous Head Hunter may interrupt your missions and try to take your head
- Head Hunters will fight their way through local security if they have to reach you - chaos, gunfire, loud!
- Kill the Head Hunters or escape them 3+ times in order to cancel the bounty and weak the Contact who sent them
- 3 infamous Head Hunters added today with more clamoring for a chance: Macha Gold, Baby Jack, Razorback
- All previous Head Hunters assigned by Octane, Henninger or others will now swing in to action
- Cyberdecks now list their programs installed in their inventory detail and hover
- Blueprints for Intrinsic Weapon Mods list the types to which they can be applied
- Improved and fixed typos in event logs