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Cyber Knights: Flashpoint News

New class! Agent EX is here + a sale to celebrate.


Update #93 brings the second new character class to the game, Agent EX, a high-tech killer with phenomenal mobility, tech-warping cybercontrol, and bonuses for dual SMGs. For new games, the Agent EX can replace the Vanguard in your squad, giving you a character with more limited options for dealing with security systems and manipulating enemy guards, but greater offensive capability and a more specialized set of stealth options.

Players that want to run and gun will find the Agent EX can thrive chaotic combat, but may need to invest more in other squad members’ sec-device-disable talents to deal with laser wires or mines. Players that enjoy using the element of surprise will find it harder to stealthily clear the way for their entire squad with Agent EX, but with clever use of their abilities can frequently position the Agent for deadly ambushes.

[h2]The Talent Tree[/h2]



Like the Scourge, Agent EX is the second and final class to require a type of Nano-Hive implant. At the forefront of dangerously experimental cybernetics, the Nano-Have infuses and links the Agent’s body to a nanite swarm.

This allows the Agent to “glitch” short distances at undetectable speeds, gives them a variety of infiltration talents, and makes them a nightmare for enemy drones.

Mobility is a core focus of Agent EX, with 12 nodes of +1 Reaction bonuses available throughout their tree, their Glitch talent, and passive talents like:
  • Adrenaline Flow - When taking damage from an attack, instantly reduce damage by 50% and gain +1 Move Points.
  • Supremacy - When the Security Level rises, gain +10% Evasion, +1 Move Points and +10% Move Speed for remainder of the turn.
SMG specialization is assisted through node bonuses of up to +6% Pistol/SMG accuracy, +15% Full Auto damage, and talents like:
  • Dual Reload - Fully reload both of your carried Dual SMGs for 2AP.
  • Aimlock - If this Dual SMG attack hits, start an Aimlock Streak so that the next attacks gain +25% Ballistic Pure Dmg upgrade, +25% Armor Shred.


Destroy drones with node bonuses of up to +6% accuracy vs drones, +25% damage vs drones, and two powerful talents:
  • Leech - Designate an area (10m radius) within 15m, and while any drone is inside the area they are debuffed with -50% Move Speed and suffers 25 Pure Dmg per turn, which is recouped by the Agent EX.
  • N-Coat Bullet - Delivered by bullet, nanites burrow into and infect drone systems. If this attack hits the enemy drone, debuff your target with -100 HP / Turn and -25% All Ranged Accuracy until end of the next turn.

And finally, cloak and corrupt your way past enemy defenses with talents including...
  • White-Noise - A hissing, popping White-Noise zone that is 8m across is created within 2m. The zone will slowly move in the direction it is initially released but will not pass through walls. Any enemy within the field is debuffed with the inability to hear the sounds of any movements (but can hear gunfire) for up to 2 turns.
  • Line Crawler - Disable a Level 1 Security Device within 12m for next 2 turns. At the start of the next 2 turns, there is a 40% chance of disabling the next nearest Security Device (of any level).
  • Shuriken Wave - A whirling, searing cloud of nanites strike all enemies within 10m of your current position, causing 50 Pure Dmg and debuffing with -10% Evasion and -10% Move Speed for remainder of the turn. Cancels enemy Overwatch.

...and more!

[h2]How to Get an Agent EX[/h2]
Existing squads can multiclass a squad member into Agent EX by undergoing cybersurgery to install a Nano-Hive implant. For now, this option is immediately available without investing any extra in Dr. Ashe’s clinic. Keep in mind you can't respec out of cyber-classes at this time.

New squads can select an Agent EX in place of a Vanguard at squad creation. This new character template, Sören, comes with a unique set of traits, starting contacts, and background that the story engine can hook into as we continue to add more content.

And we’ll add more Agent EX characters as recruits down the road.

We’ve had a ton of fun with Agent EX in playtesting, and can see many ways it could shake up the “meta” for how our most experienced players are building their squads. Thank you to the players in the Steam forums and our Discord who offered feedback on the class preview!

As always, during Early Access we may tweak talents to balance as data comes in. And if you spot any bugs, please F10 to report in-game; in-game reports help us prioritize and fix them quick.

[h2]v1.6.37 - 6/10/2024[/h2]
- Added new class: Agent EX (EXpiremental, EXtreme!) uses their nano-hive implant to create a tech-warping cloud of DNA-bonded nanites
- Higher Loyalty results in higher Hype left over after Hype Limit Break
- Improved Vanguard Glasswalker Talent icon, Smoke Grenades
- Smoke Grenades now have a clear border shown around their hazy smoke area
- Fixed bug where moving map buff/debuff zones like Tox-Cloud could blip through walls or out of bounds after 2 Turns
- Improved calculation of damage shown when making attacks to be more accurate around Pure Dmg
- Clarified rules for Vanguard's Lure and Soldier's Red Dot - enemies immediately become Suspicious
- Fixed issue with Soldier's Iron Grip granting Kinetic Pure Dmg Upgrade bonus
- Vanguard's Projection Talent buffed to 4 AP movement as starting point, can upgrade from there
- Fixed issue with Vanguard's Synapse Short debuff reducing Pure Dmg Upgrades instead of Ballistic/Kinetic Dmg directly
- Renamed Vanguard's "Static Spectre" Talent to "Counter Static"
- Fixed hyper repetitive Combat log about "Starting Preplan Turn" that was a dev-only message
- Fixed bug that could allow a Hype Limit Break to appear over top of a dialog sometimes

Update #92: Pylon


Welcome to June! The sweltering heat out in the Wards outside of the dome hasn't set in completely yet but it won't be long. Things are about to get hot for our roadmap and for major game feature completion. Usually, we tend to avoid posting specific goals, so don't think of this as a promise but as a fun challenge for the team here. We've got a major traffic jam at the launch pad for features and content - so many things that are 80-90% done are piling up that need that last test, polish and content/feature push to be done.

So, let's see how many of these we can drop in June! New

Update #91: Train On


Update #91 rolls out to the streets of New Boston with improved safehouse Simstream Trainer rules, an important (if boring) tutorial update, rebalanced cybernetic bonuses, movement alerts for all types of buff/debuff zones on the map like Tox-Cloud, inventory/equpping improvements and fixes for heaps of bugs.

We are hard at work during Early Access, prioritizing constant improvement and expansion of the game. We're hitting around an average of an update every 3 days with fixes for your F10s, new features or new content and always something getting better. If you like the pace we're keeping here, think this is how Early Access should be done, and like that fact that none of these updates invalidate a saved game, please take a moment to leave a review.


[h2]Move Alerts for Poison, Morass and More[/h2]
Any on-map area that will have an effect on your player like Tox-Cloud, Morass or Aero-Shrap Shell will now visually alert you at the point at which you will pass into its field of effect. While a lot of these abilities are from the Scourge branch, Sniper's JTAC Talent, Soldier's Entrench and items like Smoke Cloud and Medi-Cloud also have this helpful alert so it is clear where you are passing in and out of their boundary.



Thanks to everyone who put F10s in about this one and we are glad to see it wrapping up. The ability for the movement simulator (which plans and checks movement for interruptions or special things before it occurs) is the last piece that was blocking us from moving forward with Skip / Fast-Forward Enemy Turns, so we're going to be getting to that major milestone soon now.


[h2]Simstream Simplified[/h2]
There was a rule when base building first came out that you only got Simstream Trainer XP if you ran a mission and the Cyber Knight went with you on the mission. We've removed this limit, which doesn't fit well with the rest of the design allowing for missions without the Knight. It's a helpful simplification. Sorry this wasn't clearly explained to start with and glad we could simplify here.

In the next update, we'll be working toward updating the UI in the Trainer and Detox to be more clear about the rules at the point at which you are picking a merc.


[h2]Cybernetic Improvements[/h2]
We've made a few balancing tweaks to cybernetics this week - we've improved Dermal Plating 1 and 2 to increase their HP bonuses to +50 and +75 HP respectively as well as granting Dermal Plating 2 a Built-In Armor bonus that reduces all types of Damage, including Pure. Dermal Plating comes along with a hefty Move Speed debuff (which, you can make up elsewhere) but its bonuses are now more fetching to help balance that out.

The Knight's Quantum Rider also gained a +2 Initiative bonus, helping the Knight stay one step ahead and get a better chance to use their Initiative timeline manipulation Talents.


[h2]Tutorial Decoupling[/h2]
Back when we added the new stealth and combat tutorial, we made the mistake of using the characters that you had picked and designed in your squad in the tutorial. This was cool - you get to work with your team right away to learn the ropes. However, this tied out hands in silly ways - making the tutorial either require updates for every new character added to the game or forcing us to vastly limit the character options for the Soldier and Vanguard slot.

With Update #91, we've removed that limitation by adding 2 new tutorial-only characters who hang with you while you learn the ropes. Aptly named Tutorial Anne and Tutorial Joe, these are temp characters for the tutorial only.

Now, we can move forward with the new upcoming Agent EX class and slot them painlessly into the Vanguard's new game column as a new options. :hype: Boring, but very important for future options in new game :D

[h2]Inventory Continued[/h2]
There is a lot of work to do to keep improving inventory and equipping screens, mostly in small ways. But we're continuing to make progress, this week fixing an issue with stacking that was affecting certain characters more than others. If you change your armor and other team members are wearing the same armor, you will see what armor you have equipped instead of it being hidden. The same goes for multiple hackers on the team who share the same deck type.

We also fixed a bug that was occurring where a Hacker might end up with 2 cyberdecks and not be able to do anything about the hidden second.

[h2]Tox-Cloud Rules[/h2]
We've fixed a bug in restoring Tox-Clouds and Morass areas where they could end up not where you expected on retry turn or just loading from the menu. In a few cases, this resulted in some badly poisoned mercs - sorry!

We've also clarified the description of Tox-Cloud to be clear that while it is moving, its center will not pass through a wall.

[h2]v1.6.31 - 6/4/2024[/h2]
- Removed Simstream Trainer requirement that a Knight had to be on a mission to gain XP thru trainer
- Solo missions (hack-only missions) do not grant Simstream Trainer XP, which is now noted on victory screen
- New tutorial update: Tutorial Anne and Tutorial Joe decouple Tutorial from your squad
- Improved Dermal Plating 1 and 2 with more HP (50/75), Built-In Armor buffs (5%) for DP 2
- Knight's Quantum Rider gains +2 Initiative bonus
- New movement alerts for all types of on-map areas of effect like Tox-Cloud, Morass, Medi-Cloud and more
- Added note to Tox-Cloud's description to be clear it will not pass through walls
- Fixed bug with retry turn or reloading when Tox-Cloud or Morass areas are in mission
- Fixed issue with buff/debuff data in Matrix not including all upgrades from class tree
- Fixed bug in inventory where equipped shared by multiple characters (8/8 SecurTek Lightsuits) would not appear when changing armor
- Fixed issues with unswitchable cyberdecks
- Fixed issue with Child of the Belly not automatically starting if its timeline event ends
- Improved buffs/debuffs from Leverages to correctly show in hovers / status pop up
- Improved display of cybernetics to include Built-in Armor, improved hovers and Pure Dmg hover

Update #90: Deploy the Decoy!


When the IC are coming in hot, digital streams are screaming and the quantum temp is getting close to "cook your brain" levels - it's time to deploy the Decoy program! And Juice, punch some Juice. This update drops a new cyberdeck program - Decoy - to the markets as well as improves the balance of the Hacker's drug of choice, Juice. We've also improved enemy progression, re-added the missing Pistol Silencer 2, remove fraction AP in Tactical Surge (I know! ... cue screaming, ...now ːsteamsadː), fixed File filters to be always remembered and more. So, let's check out Update #90!

If you're enjoying the pace of updates and the game as we're shaping it throughout Early Access, please take a moment to share the game with a friend and leave a review. Our small studio lives on them :D
 

[h2]New Program: Decoy[/h2]
The latest cyberdeck program to hit the digital streets is the Decoy utility program. Decoy I and Decoy II are now available. While this unassuming Utility program offers a small buff to Cyberdeck Shield (temp health) and Armor (damage resistance) its real power is in volunteering to be the first program to be unloaded. If an IC or the Matrix Q-Security Escalation results in an attempt to unload a program, Decoy always goes first, protecting your real programs from being booted out of Active Memory.

As part of the deal we even got a nice new icon for Nuke programs!

A big thanks to the crew on our Discord and other channels suggesting awesome ideas for new Programs!



[h2]Enemy Progression[/h2]
We've started the official grind on enemy progression, rolling out about 40 new tiers that enemies can appear at as you grow in Team Power Level and take on harder and harder missions. Enemies of all sorts have better access to increased HP, better armor, a small set of new Talents and improved options like Critical % to hit in some cases like the Whislter Cult from the Syndicates. So - upgrade those weapons and armors, mercs!


[h2]Blue and Turqo Juice Rebalance[/h2]
We fixed a few things with the initial Juice offerings. These hacker drugs are mind-expanding and powerful but expensive, so their abilities have to justify it.

For Blue Juice, we added a new charge (+1 to 3 total) and improved the buffs to have no duration, it is instant +20 Matrix AP. This makes it less valuable over multiple Turns, but allows you to use it multiple times in a Turn, so you can burn all 3 charges for +60 AP in a single blast.

For Turqo Juice we added an additional charge (+1 to 2 total) so that you can use the item in multiple hot moments. It is very powerful IC blocker, and does not trigger IC responses when taking it, so consider using it the second before you need to take some action and would be slapped by the IC. Including Traps!

Juice on, cowboys and cowgirls.


[h2]Missing Silencer 2[/h2]
For a short minute the Pistol Silencer 2 (WhisperLite) disappeared from the markets. It has returned! We're hard to work on some major expansion in preparation for crafting and this one got bumped in the process.

Also, there was an issue with a similar cause where some enemies who should have had Protection Points to buff their armor suddenly didn't. This is now fixed too.

[h2]Nerf Tactical Surge[/h2]
We've removed the complicated +0.5 AP you could gain from Tactical Surge. Its other buffs are more than enough to stand on their own and from a design standpoint, we've made the call that team buffs can't add fractional AP. We know it hurts, but rip the band-aid off now in EA, it's for the best of the game.

[h2]File Filters Now Remembered[/h2]
They weren't getting remembered in every situation. Now fixed!

[h2]Matrix Snoop Confusion[/h2]
We've improved the description of Matrix Snoop Leverage option and ensured it only appears in missions that have matrix hosts. It is a passive Leverage, so it happens automatically but only affects the first Stage of a mission.

[h2]Talent Fixes[/h2]
We've patched a few issues with Talents as well:
  • Hacker's RIPR Compression was restoring incorrect amount of IO.
  • Cybersword Lightfoot was canceling itself as soon as you set a movement destination.
  • Fixed the first Hacker's class tree upgrade on the right side, it was missing a +3 Matrix AP buff.


[h2]v1.6.29 - 5/31/2024[/h2]
- Added Decoy I and II programs for sale - Utility program volunteers to be first to be unloaded by IC / escalation
- Improved ability for enemies to scale with Power Level, more enemy types scale farther with upgrades to Armor, HP, Talents
- Improved balance of Blue and Turqo Juice - more charges, Blue Juice has no duration, instant AP add
- Fixed Blue Juice and Turqo Juice missing details when looking at item on character roster
- Knight's Tactical Surge no longer grants extra +0.5 AP in upgrade nodes
- Fixed issues with Matrix Snoop Leverage, improved description to be clear it reveals hosts on the first Stage only
- Fixed first small upgrade on right side of Hacker's class tree to be +1 Will and +3 Matrix AP
- Fixed issues with proc-gen missions where Matrix Snoop might incorrectly appear
- Fixed issue with lots of enemies armor Protection Points being stuck at 0
- Fixed issue with Cybersword's Lightfoot Talent always canceling when setting movement destination
- Fixed issue with File filters not always being remembered
- Fixed issue with Hacker's RIPR Compression Talent restoring wrong amount of IO
- Fixed issue with safehouse timeline where paging to the right caused events to space out oddly
- Fixed issue with Pistol Silencer 2 disappearing from markets

Update #89: Leg Day


It's night again on the streets of New Boston so it must be time for an update! We've got a new storyline, new minor faction, new type of Hacking combat drug, updated lore entries for the megacorps, big improvement roster combat stats display, better filters, fixed inventory ... the list is long! Let's dive in!

But first, thank you for playing, posting and leaving a review. We are a small studio and we wouldn't be here, making these games without your support, so thank you.


[h2]New Legwork-based Storyline[/h2]
Not every storyline is a mission and this new storyline is based around a legwork named "Child of the Belly." You'll be approached by a contact with a favor to ask and from there, you can figure the rest out on your own! It's not a night for spoilers around here. This is why they hire you, Knight!
 

[h2]Megacorporate Journal Entries[/h2]
We've added lore entries for the big 6 megacorporations - Jupiter Group, Matsumoto Global Technologies, McKellen Heavy Industries, UltraTek, Rook Technologies and Warner-Braun Global. We'll be working our way through editing and finalizing the entries for the rest of the mil-sec, Syndicate and gang players soon.


[h2]Roster Combat Stats and Buffs/Debuffs[/h2]
With Update #89, we've added a new block of data to each character's roster entry. This includes the Initiative (full equation with bonuses), Action Points and Move Points (including any decimals you can't use) as well as a single, consolidated list of all buffs and debuffs from all sources (cyberware, class tree, Traits, Wounds, etc).

Hopefully this full stat dump will be helpful to everyone!

[h2]Pips Flashing[/h2]
We have improved the animation of your Action Point (AP) and Move Point (MP) pips in attack, movement and when using a Talent. In the animation, the pips that are going to animate are also highlighted white for all frames during the animation, which is a big help when you are changing targets or destination move locations rapidly and want to be able to see the exact cost without waiting for the animation flash.

It's a minor polish but that's to all of our players helping us layer on this extra bit of good!

Ahhh simple inventory bliss LOL
[h2]Inventory Improvements[/h2]
We fixed a bug in inventory that was keeping the weapon mods and weapons of the latest selected character still visible even if the filter "Ready to Equip/Sell" was checked. This means that multiple weapons and mods with 2/2 (not ready to equip!) were appearing in the list. This helps the inventory make so much more sense, truly showing only what you have on the shelf.


[h2]File Prices and Filters[/h2]
File Prices are now affected by Power Level in a small fashion. Each Power Level raises the price a few percentage points. You're still going to be most interested in Rarity as the big bump in price, but you'll find a clear difference now between a 1 and 5 Power Level file.
 
With Update #88, we added 4 awesome File filters (Not Used by Set, Used by Set, Created by Set, Has Use Action). But, these were joined together using the AND logic, meaning to find a file with a Use Action you actually had to [X] Not Used by Set AND [X] Has Use Action.

We've improved the situation here to switch to an OR logic, so the filters are much more readily useable. And we've made the filters remembered when you change screens or tabs, helping you keep your current context if you're checking out File Sets, for example.


[h2]Improved Safehouse Tutorial[/h2]
We're continue to work on all F10s we receive about the Safehouse and how to improve. We've made some nice updates to the tutorial to help cut down on repetition reminders and to make sure that the right reminders are coming at the right time.

Also, we've rewritten all the hover text, explanation and button labels for sending a merc to the detox. Hopefully this is helpful in cutting down some confusion.

There is a lot more to do here to smooth everything out after such a big update, so we're continuing to work our way through it all.

[h2]v1.6.27 - 5/292/2024[/h2]
- Added new legwork-based storyline - "Child of the Belly"
- Storyline introduces new Syndicate and new Hack-only combat drugs
- Added journal entries for lore for the big 6 megacorporations of New Boston
- Added display in roster for merc's Initiative, Action Points, Move Points and sum of all buff/debuffs from all sources
- Improved highlight of AP/MP pips flashing when considering move/attack/action so they are immediately clear
- Switch File Filters (Not Used by Set, Used by Set, Created by Set, Has Use Action) to OR logic instead of limiting AND
- Improved File Filters to be remembered when switching tabs or screens
- File prices more directly affected by Power Level
- Fixed issue with inventory where weapons of last character viewed in roster would ignore filters
- Improved messages about Detoxing in roster
- Fixed missing Hacking tag on some proc-gen missions
- Improved Safehouse Base Building tutorial, fixed repeat pop-ups, improved segment about Cryo Upgrade
- Fixed issue with Tag display where there was a missing faction name
- Fixed issue with ghost "Contact.Name.-1" appearing contact list sometimes