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Cyber Knights: Flashpoint News

Update #107: Bullets In the Sky


Knights - meet at the command table in the HQ, its another update! Coming hot on the heels of major milestone NANOFAB we're pushing out Update #107 to with some very exciting UI polish for combat, better secondary objectives for blueprints and cubes, and a reset of controllers to default configuration. Sorry about that, an Early Access mistake on our part - please see below to read about the bug it fixes.

Thanks to everyone playing, posting and sharing with your friends! We're so excited to see everyone's crafting creations popping out of those Fabs. If you're enjoying the pace of updates and improvements and how your suggestions/ideas are landing in the game - please do leave a review.


[h2]Controller & Steam Deck Binding Reset[/h2]
With Update #107, we've fixed a deep and very old bug in our configuration for our input system and controllers. It is the root cause of all the most reported bugs for controller at the moment - places where (B) stops actually canceling things or where pop-up windows have empty blue square for cancel and the keyboard binding for submit.

However, in order to fix this critical and ancient bug - we have been forced to reset your controller configurations to the default. Our apologies, we tried all other options, but this was the final results. If you are a keyboard and mouse player, you're unaffected - we've only reset controllers.

We hope you'll forgive us during Early Access this reset and we hope never to have to repeat it šŸ¤ž


[h2]Full Auto Bullet Pips[/h2]
With Update #107, we've added a key factor to Full Auto the targeting UI. Every Full Auto weapons has a number of bullets that it will fire in this mode, ranging from 4 to 9. Each bullet rolls all of its Accuracy, Damage, Critical and Armor Shred individually (you can only Shred once per target, but it is more chances of getting that Shred!).

Bullets are allocated equally between targets and you can never fire more than 4 bullets at a single target. So - the UI is now updated to show yellow bullet icons over each target so it is really clear who is getting what. This also helps make the exact benefits or loss clear when increasing or reducing targets.


[h2]Overwatch Bullet Pips[/h2]
In the same moment, we've added bullet pips overhead for any character or enemy who is using Overwatch. This is helpful for your own team, to know how many more shots you might have but it is key intel on a situation if you're pinned in an enemy Overwatch field. It's a bit peaking behind the curtain, but use the information well. If the enemy has a single shot, maybe you can risk taking an action but if they've got you pinned with 3 Overwatch shots ... consider your other options!


[h2]Blueprints and Cubes as Secondary Objectives[/h2]
With Update #107, we've improved the balance and progression of secondary objectives that grant NBS Cubes and Blueprints. You'll find more variety of the offered rewards including a wider range of Rare, Epic and Legendary Blueprints and now also the option to offer Weapon Mod blueprints.

For NBS Cubes, the secondary objectives were previously limited to offering Blue Cubes which is nice but not as fun as sometimes offering Red and Gold as it now does.

Weigh your new secondary objectives well and make it happen, Knight!


[h2]Full Stats during Mission[/h2]
We've added the full stat block including Initiative roll, AP, MP and your combined set of all effects to the mid-mission status window. Enjoy!

[h2]Fixed Bugs![/h2]
We also fixed a ton of other F10s you put in - so thank you! Weapons that had odd stocks, vertical grips and magazines appearing all over the place have been fixed. We flipped the sort for Newest equipment in your inventory, it was sorting the wrong direction. We've


[h2]v1.8.5 - 7/10/2024[/h2]
- When targeting enemies with Full Auto, bullet pips are shown over each enemy to show exact spread of Full Auto Shots
- When character or enemy is in Overwatch, number of remaining reaction shots is shown over character
- Fixed Steam Deck and controller bugs with (B) not working and/or submit/cancel keybindings shown as empty blue squares
- All Steam Deck and Controller bindings have been reset (one time, sorry!)
- Added full breakdown of buffs, debuffs, Initiative, AP and MP from the roster to mid-mission status
- Improved secondary objectives providing Blueprints to have more variation, Cube objectives to offer Blue/Red/Gold
- Improved text and labels in SimStream Trainer to be more clear
- Fixed issues with odd mod assembly - stocks, magazines, and foregrips all appearing in odd places
- Fixed bug allowing teleportation on some door panels
- Fixed incorrect level shown in Cold Storage room
- Fixed Newest sort in inventory was flipped

Major Milestone "NANOFAB" - unlocks blueprint crafting in your Safehouse


For a long time, you've stolen shiny looking Blueprints on your heists into corporate territory. These manufacturing matrices are infused with printing nano, capable of being processed by a NanoForge - the giant nano-3D-printer of 2200s - to fabricate high technology devices to the molecular level. All you need is some Nano-Bearing Substrate Cubes - large plastic gallons filled with blue, red or gold pellets - to dump into your loud, power-hungry and nanite-dust-puking NanoFab.

With major milestone NANOFAB, we've unlocked a new Safehouse room that shares the name and grants the ability to craft your Blueprints into real live weapons, weapon mods, armor and items. And the loot tables are massively updated, pouring Blueprints and NBS Cubes into your heists - adding over 10 new items, 50 new Armors, 150 Weapon Mods and 50 new Weapons through Blueprints for the mid-to-late game.

Our Early Access roadmap is on fire šŸ”„šŸ”„šŸ”„Ā ... Head Hunters are next! šŸ”„šŸ”„šŸ”„ If you like the pace of updates and improvements and the continued expansion of the game, please leave a review!


[h2]NanoFab Room[/h2]
NanoFab crafting is not cheap or easy and most Knights will not start on it early in their career. Powerful blueprints are hard to find, you need a steady supply of NBS cubes and all of this costs credits. But once you've got a few million under your belt and you're ready, convert one of those toxic waste dumps in your Safehouse into a shiny new NanoFab.

For those Knights riding the edge for long and dangerous careers in the NBZ, the proc-gen mission system and the NanoFab crafting system mix together to help extend the fun, depth and options of your career. The extended ramp of your own equipment power will allow us to further extend the difficulty ramp on missions in the future and redefine what perfecting your team means with late-game gear.


[h2]Ongoing Balance and Contact Services[/h2]
NanoFab crafting is a major new feature we're excited to splashdown in the New Boston zone. If you look at the continuum of equipment in the game, your Contacts and their services start at the bottom with Power Level 1 and 2 services and can currently stretch up to Power Level 4. Blueprint crafting picks up around Power Level 3 and can stretch to Power Level 6.

There is a lot of ongoing balance work to ensure that the two systems stretch together and each stays relevant through the right part of the game. Our work is not done here, it is just starting. Crafting is a big weight on one side of the scale that will - for a time - throw things off balance. We'll be making some big steps to bring the city back into balance over the next month as Contacts expand service offerings, can Limit Break into new services altogether and more stories are added that help them expand and alter their offerings to keep up with new Blueprint goodness.


[h2]Craft 'em[/h2]
Each NanoFab can support up to 5 crafting benches once fully upgraded. Each bench can perform a single crafting operation and is built by type - Weapon, Weapon Mod, Armor and Item. Once your bench is constructed, you can start to create your equipment with the Blueprint, money and NBS Cubes required.

Each type of crafting allows for some different rules, and some allow for supplemental blueprints to be added:
  • Item and Weapon Mod crafting are the simplest. You need money, Cubes and the Blueprints and each crafting run produces a clean result of the equipment.
  • For Armor, you can use a supplemental Blueprint - a second Armor Blueprint - to merge the nanoproperties of the armors together to create unique and powerful combinations, push Evasion bonuses onto Heavy Armor, push HP bonuses on to Stealth armor and more. In addition, using Gold Cubes in crafting increases the chance that a random Intrinsic booster effect will be crafted into the Armor, making it even more resilient.
  • Weapons are the most complicated of crafts. You can craft a weapon blueprint without any supplements, or you can include up to 4 supplemental blueprints. You may include blueprints for real Weapon Mod Blueprints (like a Sniper Rifle Scope) which become fused to the weapon permanently (can never detach) but grant a chance of rolling a random Intrinsic booster effect for each Weapon Mod fused. Or you can supplement with a new type of Intrinsic Blueprint you will find out on your heists that just adds to the weapon's stats without fusing to any slot but lacks the extra roll for an Intrinsic booster.



We've included helpful instructions below the crafting plan screen for each type individually to guide your crafting adventures and we're excited to hear your feedback!


[h2]Or Sell 'em[/h2]
Over the last few updates, we've buffed up the ranks of Contacts interested in buying your blueprints, so if you aren't ready or don't want to craft a blueprint, sell it! You won't make extra money crafting a blueprint to get the real item and then selling the real item; you're better off selling the blueprint.


[h2]Improved Matrix Balance[/h2]
With this update, we're continuing to address issues with how the Matrix Q-Sec selects its Escalations. We found and fixed a bug that was feeding the Q-Sec Tally (a large number, like 25) into the selection process, and was therefore ignoring all the cards that shouldn't execute below a certain Q-Sec Level (like 4). Anyway - the result is good, Q-Sec Escalation actions like Wake Global IC no longer appear before Q-Sec Level 4, and about 50% of the Q-Sec Escalations only turn on as you progress through Q-Sec 1-3.

We've also made a minor adjustment to the HP for IC at higher Power Levels. This won't be a huge change for your hackers, but HP has been reduced 10-20% as the IC ramp up to Power Level 10.

As always, please let us know what you think!

[h2]Improved Enemy Talents[/h2]
Enemy types - as in: distinct, cool and functionally different - hinge massively on their Talents and equipment choices. As we march into summer we are working on a wide variety of new enemy capabilities and types for the game.

With this update we've added new Talents to allow enemies to heal themselves and repair their own armor. This can help put pressure on taking out tough enemies, who if you don't finish off quickly or take them down by surprise, may get themselves back on their feet with a medkit or a patch kit.

Some enemy corporate captains, Brave Star captains and some of Brave Star's infantry drones have these healing and patching capabilities. So don't waste time when taking out these leaders; their high armor and HP values make them difficult to bring down already but now they are even more of a priority target.

[h2]Improved Timeline Stopping[/h2]
We've fixed some issues with how the timeline might stop if there are interrupting events. This should prevent things like a dialog and a Hype Limit Break from appearing at the same time. It also fixes an issue where sometimes a mission wouldn't warn that it was about to expire if it was in a certain configuration or timeline events, or another mission had recently warned.

[h2]v1.8.1 - 7/8/2024[/h2]
- New Safehouse Room NanoFab allows creation of up to 5 crafting benches
- Crafting benches take Blueprint, money and NBS Cubes to create resulting item
- Combine Blueprints from Weapons and Weapon Mods or multiple Armors to create completely unique results
- Added over 300 new items, weapons, mods and armors to the game via Blueprints
- Blueprints range from Power Level 1 to 6; Contact services will be expanding to catch up soon
- Improved Talents for corporate captains, corporate infantry drones, Brave Star faction
- Some enemies now capable of using medkits to heal themselves, others using Patch-X kits to restore Armor Protection
- Fixed Matrix Q-Sec Escalations were not using their minimum Q-Sec Level limits correctly; Global IC now only appears at 4+
- Small adjustment for balance for high Power Level IC, reduced their HP by 10-20%
- Improved Safehouse timeline timing and pausing around pop-up events; preventing Dialog and Limit Breaks at the same time
- Fixed issue with Safehouse timeline mission expiration warnings not always working
- Fixed formatting issues with over use of "When Matrix Hacking," in class tree and other places

Update #105: Bristling Armory


The New Boston streets are buzzing with rumors of updates, rumors of new bristling weaponry and mods, rumors of new UX improvements, rumors of more! With today's update, we've made some exciting balance changes to Contact Limit Breaks, rolled out 3 new service upgrades for Gun Runners, added 2 new Contact Types that purchase Item Blueprints and completed a series of UX upgrades and Steam Deck improvements to help everyone using floor Talents, inspecting matrix terminals or checking the pause menu for keybindings.

Thank you all for playing, posting and leaving a review! We're a very small studio working hard to polish and improve the game as much as possible in this Early Access - so please consider taking a moment to share our work with other gamers by clicking Review!

[h2]Contact Limit Breaks: Go for Services![/h2]
We've made a big balance chance to how Contact Limit Breaks picks what to upgrade. Too often, the Limit Break would end up with a less exciting upgrade which simply wasn't as fun or exciting. Now we've pushed the weighting to be more in favor of taking Service Upgrades if they are available. If a Gun Runner can upgrade with their Influence to sell you better guns, then they are going to be significantly more eager to pick that choice from the weighted table. They still have their other options - Traits and temporary Traits - and more will be coming online too, but prioritizing service upgrades can really help ensure that you're getting more actionable Limit Breaks for your Contacts early on.

We've also fixed a bug with how the Contacts were drawn for Limit Breaks. They were always being pulled in the same order, basically sorted by their age, and the young ones were always picked first if they had a break. This led to some Contacts who were even created during new game sort of being stuck "at the end of the line" ... looking at you, Potato :eyes:.

[h2]Gun Runner Service Upgrades[/h2]
To pair with the improvement to Limit Breaks focusing on services, we've added 3 new service upgrades with Update #105:
  • Gun Runners can upgrade their Street Guns service up to level 4, which adds 8 total new weapons at Power Level 4 across the spectrum of types.
  • Gun Runners can also upgrade their Weapon Mod service to Power Level 3 which adds 7 new mods, focusing on ARs, Snipers, Blades and with one for Shotguns.
  • Imported Weaponry from your Warner-Braun connected Gun Runner can upgrade to Level 4, at which time, you'll be offered a new Blade and new Assault Rifle in addition to what was already there.

[h2]More Blueprint Buyers[/h2]
We've further expanded the options for selling Blueprints - with Dopers and Bio-Tech Researchers joining the pool that is now interested in purchasing Item Blueprints. This should cover a wider range fo groups that have different starting characters or made different story choices so far.


[h2]Floor Talent Clarity[/h2]
Talents that target a specific location on the floor - like Lure, Glitch, Slashslide and Overwatch - have long lacked the standard display for Talents within the game. We've adjusted that with this update to include the AP bar (so you know you're spending 0, 1, or 2 AP, etc) as well as the keybinding hint (click for desktops or (Y) as default for controllers). This is a big help especially for players new to the game to understand how this class of Talent is used compared to others, and even more helpful for controllers.


[h2]Photo Mode Remembers[/h2]
Photo mode now correctly remembers the last location and exact rotation between uses. So, if you hit (P) and setup the perfect shot, you can hit ESC - either by accident or because you want to go back to playing - without losing "your shot." Hit (P) again and the photo mode will resume exactly where you had set it up before.

[h2]Control Scheme & Steam Deck Improvements[/h2]
With Update #105, we've fixed an issue where (A) or (spacebar) was being used to trigger terminal inspection. This didn't cross very well with planning and executing a movement to the terminal as you might trigger inspection by accidentally hovering over it. We've switched this to (H) or (right-stick click) which is usually Toggle Outlines, but in the context of hover over a terminal, triggers inspection.


[h2]Steam Deck Updates[/h2]
For Steam Deck and controllers, we've also improved the transition from one scheme to the other by only showing the controls that are bound in the game's pause menu. We've also tuned up the detection of the switch to be faster and more accurate. We're still working on situations where it can get stuck in one mode or another but this is a marked improvement.

We've also hidden the controller white dots cursor whenever a window comes up and fixed a bug where playing with a mouse and Edge Scrolling on didn't work great when swapping to a controller.


[h2]Simstream Token Display[/h2]
The Simstream Trainer gathers tokens to allow you to respec your crew. If you're using them, then knowing when they are ready or sitting idle is important. The Simstream Trainer had missed having the token display added but now that is fixed. Thanks to the community for the F10s on this!

[h2]v1.7.21 - 7/5/2024[/h2]
- Big increase in weighting to pick Service upgrades whenever available for Contact Limit Breaks
- Improved sequencing of Contact Limit Breaks - some Contacts were stuck waiting in line
- Gun Runners can further upgrade Weapon Mod service to PL 3, adding 7 new mods across AR, Sniper, Blade, Shotgun
- Gun Runners can further upgrade Weapon service to PL 4, adding 8 new weapons across types
- Improved W-B Imported Weaponry service upgrade to include new AR and Blade at PL 4
- Additional Contacts - Dopers and Bio-Tech Researchers - are interested in buying Item Blueprints
- Added missing AP bar and keybinding hint for Talents that target floor - Lure, Overwatch, Slashslide, etc
- Added token tag for Simstream Trainer to show its token generation
- Improved keyboard bindings for renaming / text box windows - now correctly ENTER to save
- Improved photo mode - remembers that last position, rotation and restores it when toggling in with (P)
- Correctly refreshed right side of inventory/market if you sold the last item
- Fixed bug with some filters and sorts (highest level gear) if you started removing weapons/armor
- Fixed issues with mouse cursor + edge scroll when using a controller

Update #104: Triage Me!


The New Boston zone truly never sleeps - utterly covered in the protective dome, its day and night cycles are primarily simulated and controlled district-by-district. So, it's always Update Time somewhere! With tonight's update we have a new room in the safehouse (aha, sweet competition for space!), improved value of Contact Trust, another round of polish for the Steam Deck experience, and a rapid fix for suddenly disappearing DisplayLink cybernetics.

Thanks to everyone playing, posting and leaving a review! We're a small studio, so please consider taking a moment to share our work with other gamers by clicking Review!


[h2]New Safehouse Room: Triage Clinic[/h2]
The Triage Clinic is a boon for merc squads that like to go loud, always find the heist ending in a fire fight or just love hunting for those battle striker missions. Whoever comes home shot up and bloody goes straight into the triage clinic, and while it is not medical ward at one of your Street Docs or Corp Splicer's clinic, immediate treatment and stabilization can help both reduce Injury Time and increase the chance of resisting long-lasting Wounds from developing.

The starting Triage Clinic reduces Injury Time by 25% and grants a +10% Wound Res to all rolls to resist wounds at the end of a mission.


[h2]Trusty Favors[/h2]
As we continue to push on the strategy layer and your Contact connections, we've boosted the value that Trust has on your Contacts favors, nearly doubling it. Work with those you Trust and when they do something nice for you, it will be bigger and there will be more cred in it for you.


[h2]Steam Deck Improvements[/h2]
With this update we've improved how the (X) button is handled in the matrix to make a more clear and useful loop between the parts of the HUD. Also, we fixed an issue when using (X) that would cause the currently active element to get stuck if the first Talent in your list was disabled. Now it will skip to the first enabled Talent or just skip Talents altogether and jump to End Turn.


[h2]Disappearing DisplayLink[/h2]
With the last update, we accidentally made all DisplayLink cybernetics disappear. They have returned! Sorry for the short and sudden removal ... I bet that hurt. Here, want them back? That might hurt too!

[h2]Other UI Bugs[/h2]
We've also fixed a number of minor UI issues reported with F10s - places where clicking with a mouse wasn't working in the dialog screens and places where the UI was overlapping in victory screens.

Also, upgrading Agent EX White Noise Talent no longer benefits Marker Sights (what?!)

[h2]v1.7.19 - 7/3/2024[/h2]
- New safehouse room - Triage Clinic can reduce Injury Time and adds Wound Res for all mercs returning from missions
- Doubled the effect of Trust % for Contacts on the value of their Favors
- Fixed bug where all DisplayLink cybernetics suddenly disappeared
- Fixed issue with Agent EX White Noise upgrades increasing Soldier's Marker Sights duration
- Fixed overlapping UI issues in victory screens when merc earns codename
- Fixed issue where clicking on some buttons in dialog, legwork selection would not select (had to use key)

Steam Deck Improvements
- Improved use of (X) key to jump between HUD sections in the matrix
- Fixed issue where using (X) would get stuck if the first Talent in your list was disabled

Update #103: Flash Sale those Blueprints


It's late night on the New Boston streets and things are quiet - until the update hover truck drops in. Roaring engines, new improvements, more level points for you! and you! and you! - plus Blueprints can now be sold widely, more Contacts are buying accounts, service maximums are more clear, better Matrix Escalation balance, you can detach mods again (woops!) and another big round of Steam Deck improvements. You know - just another New Boston day, another big update!

If you're enjoying the pace of improvement and how we do things over here at Trese Brothers, please leave a review. We are a small team, working hard for your reviews - if you like it, review it!


[h2]Steam Deck Progress[/h2]
We plan to have continual Steam Deck progress for a while here, angling toward a better control scheme. Update #103 is taking a big step forward with resetting the default controller bindings to be more immediately playable and easy to use.
  • Swapped Set Movement Destination to (Y) - it is easier to find and you can hold it down and drag your movement destination around by panning the camera.
  • Swapped Toggle Highlights to (Right Stick Click) and added Decrease Full Auto Targets to (Left Stick Click) so you can control the Full Auto targets directly
  • Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A)
  • Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect
These changes are coming right out of the group chatting on our Discord in the Steam Deck Blitz thread and aren't likely to be the final changes, but please let us know how these changes feel and what else we can do to improve or if you found bugs, let's get them fixed on your Deck!

In order to use the latest default controller bindings - go to Options > Keybindings - Missions > Reset Defaults.




[h2]Better Level Point Progression[/h2]
Bonus! You get extra Level Points today for all your characters who have at least reached level 10! We've improved the curve, smoothing out a minor oddity at level 9 & 10, and then added an extra +1 Level Point for every 5 levels achieved. So, that's extra points at 10, 15, 20 and 25 - adding up to +4 Level Points for max'd out characters.


[h2]Blueprints for Sale![/h2]
Blueprints have not been mature enough for a long time to really go up for sale, but as we are narrowing in on the upcoming crafting release, the time has come. Now a variety of Contacts can purchase Blueprints, limited by Type and Power Level. Contacts like Gun Runners will be interested in buying your Weapon and Weapon Mod Blueprints, while Corporate Researchers others will want to get a hold of your Item Blueprints.

Most Contacts start being able to purchase Blueprints up to Power Level 3 and will need further Limit Breaks to upgrade their services to purchase higher level and even more valuable Blueprints.
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[h2]Better Service Listing[/h2]
With Update #103, we've improved the display of Contact Service's list to be more clear when a Contact has maxed out a service. With the addition of Influence Limit Breaks being able to raise a service's level and trigger the sale of new weapons, armor, items, implants (etc) this is key to help further identify Contacts you want to focus on helping, selling to and supporting.

Maxed out Services are highlighted in yellow.


[h2]More Account Interest[/h2]
More Contact types are now interested in purchasing Accounts from you, giving you the option to feed more Influence to them. For Contact types like Street Doc, Dopers, Gang Bosses, it is now easier to raise their Influence with high Rarity Account sales, but check their specific services for what they are seeking and keep an eye out for matching missions. For example, your Street Docs can make use of Street Accounts - those from Gangs - so, consider extra time and effort to plunder and hack on missions running up against gangs if you're trying to push your Street Docs up to Cybernetic Implants level 3.


[h2]Matrix Escalation Rebalance[/h2]
As we continue to improve the matrix - and especially tune its balance for high Power Levels - we've made some changes with Update #103 that should help make the late-game matrix play more interesting and offer some more strategies.

First, we've adjusted how the Wake All IC Q-Security Escalation was weighted and drawn. It was used as a backup for a number of other cards that might not apply, causing it to be drawn far more often than it should be. It has now been pushed back to a realistic weighting among all the other options and should occur significantly less frequently, especially on nodes where the are already 3+ IC.

Secondly, we've adjusted the weighting of other Q-Security Escalation options, including to punch up the 3 types of lethal feedback the host can dish out - to your Hacker's HP, your deck and your Connection %. For your Hackers HP, the hits can now also come with a lot more bite, ranging from 10 to 30 Damage on the most deadly hosts - and then reduced by half your Deck Armor directly (8 Deck Armor = 4 HP saved).

[h2]Detach Mods[/h2]
For a minute there, the ability to remove mods from weapons was completely gone. We've fixed this, bringing it back!

[h2]v1.7.17 - 7/2/2024[/h2]
- Improved level points curve, +2 pts at checkpoints 10, 15, 20, 25 and smoothed out odd bump at level 9/10 and
- New Contacts willing to buy Blueprints by type - Gun Runners buy Weapon Blueprints, Researchers buy Item Blueprints and more
- More Contacts willing to buy Accounts (Street/Syndicate/Corporate): Street Docs, Dopers, Gang Bosses, Detectives, Sector Commander
- Wider range of Contacts can boost Influence with high Rarity Account sales to drive Limit Breaks
- Contact Services are now highlighted in Yellow if they cannot be upgraded further by Limit Breaks
- Matrix balance improvements - adjusted weighting of Matrix Escalations (more Dmg responses, less Global Wake IC)
- Matrix lethal feedback escalation can cause meaningful amounts of HP loss (10-30 HP, less 50% Deck Armor)
- Fixing bug preventing from detaching mods from weapons
- Prevent special effects (+5% Legwork for all mercs) from appearing in buffs and debuffs list
- Fixed Mintable Attack III (FAS) program to have Program Rating 7

Steam Deck Improvements
- Improved Steam Deck default controller config - use Options > Keybindings > Reset Defaults
- Moved Set Movement Destination to (Y) - easier to find and hold down to drag your movement destination
- Moved Toggle Highlights to (Right Stick Click), Decrease Full Auto Targets to (Left Stick Click)
- Fixed issue with (RT) being required to open Leverage and Item lists in HUD, use default select (A)
- Improved ability to preview terminal's security devices - center cursor plus (RT) to inspect