1. Cyber Knights: Flashpoint
  2. News

Cyber Knights: Flashpoint News

Update #88: Sorting it Out


It's late Friday night and updates are brewing in New Boston. This is when the heisters like to make their hits, so let's dive in. With Update #88, we've buffed 2 Hacker Talents focused on more stealthy style of hacking - Scapegoat and Spoof - as well as adding 4 new filters to help you sort out and manage your files and their relation to sets. We've fixed a longstanding issue about items selling for $1K and the odd price mismatches in the grid and sell UI, well as fixing issues with first turn buff Leverages and resolving any lingering bugs caused by the loadouts screen.

If you're enjoying the pace of updates and improvements, please take a minute to share the game with a review. We're working hard to keep Early Access a constant forward motion and we'll be putting up a preview thread for the next class added to the game next week.


[h2]Hacker Scapegoat and Spoof[/h2]
Both Scapegoat and Spoof received starting Duration buffs. These both started with a very slim duration, making it hard to use them advance and leaving some possibility that the tokens could simply expire. An extra turn for each, and with duration boosters among their upgrades, makes them a more versatile play.

In addition, the Scapegoat passive Talent which blocks Q-Sec Tally added by destroying an IC that is not disabled (often with Nuke or Null Op) now has an addition starting token. We're testing out this balance and considering if it needs even more token buffs in the upgrades tree.


[h2]File Filters[/h2]
We've added a set of 4 new filters for files to help you organize and prioritize for sale, keeping and use.
  • All Files that are not included in a set can be shown or hidden using the "Not used by Set" filter.
  • All files that are part of a set can be shown or hidden by using the "Used By Set" filter.
  • If a File was created by minting a set, you can now use the "Created by Set" filter to find these result Files quickly.
  • Finally, if a file has a Use action, like a V-Chip or a File that can create a mission, these are now easy to locate using the Has Use Action filter.
These new filters should cover the use cases we've heard from players across our channels. Thanks to everyone sharing how you're approaching files in Discord, Steam and in F10s!


[h2]Inventory Pricing, Items No Longer $1K[/h2]
When you're in your inventory, you're likely checking on something to equip, sorting out weapon mods or planning to sell something. We've worked on smoothing out the selling experience and preview prices for all types of equipment and fixed the bug that was forcing all items to sell for exactly $1K.

There are 3 places prices are shown in the Inventory - a preview price in the grid, a preview price in the Sell button and a final price offered by each individual contact. For items, all 3 of these prices were different until Update #88.

Before Update #88, the grid price was showing the preview for what you'd pay to buy it, but you already own it ... so now it is nicely updated to preview the sell price as early as possible. Items were also incorrectly using the price of their bundle (Buy 5 for $15K) instead of individual prices ($3K).

Anyway, its nicer and you can make some money, if not riches, by selling items now.

We're glad to see this set of issues resolved and are working toward multi-buy and multi-sell with a quantity slider. That will be wildly helpful here.

[h2]Loadout Issues[/h2]
If you were having any loadout issues - such as missing armor - making the character roster screen or inventory screens act oddly or freeze, we've fixed a set of issues that came along with the big release of the safehouse. Your games should be automagically healed, so just boot them up and play on.


[h2]First Turn Buff Leverages[/h2]
A big thanks to everyone reporting specifics with your F10s about any Leverages that aren't working. It is great to see everyone using these so much. This update includes a fix to ensure that Leverage buffs aren't lost incorrectly during a retry turn or retry mission.

[h2]v1.6.21 - 5/24/2024[/h2]
- Buffed Hacker's Scapegoat Talent with +1 Turn duration and +1 token, switch a duration upgrade to recharge rate
- Buffed Hacker's Spoof Talent with +1 Turn duration
- Added 4 new filters for Files in Cold Storage - Not Used by Set, Used by Set, Created by Set, Has Use Action
- Cyber Surgery tag in roster shows time for recovery inline
- Improved inventory pricing display to ensure the price shown in the grid, the Sell button and the contact list all match
- Fixed issue with Items always selling for only $1K
- Fixed issue with File "Use" button only appearing in "Files" tab but not "All" tab in Cold Storage
- Fixed issues caused by loadout screen last week, issues with not wearing any armor
- Fixed issues with first-turn buffs from Leverages
- Improved matrix hover for auto-dump nodes

Update #87: At the Hack Station


Update #87 continues to press on community F10s, quality of life requests and bug reports. We've got some major things cooking back at HQ and some milestone items coming up, but for now we're making sure everything in the latest massive base building update is working as it should be. We've fixed a number of issues, improved the matrix to prep for the tutorial and made some much needed changes to the UI pattern in dialog to ensure that confirm-is-confirm.

If you're enjoying the pace of updates, please consider leaving a review. Thank you!

[previewyoutube][/previewyoutube]
[h2]Hacking YouTube Tutorial[/h2]
As we are still working on getting everything ready and done for the proper in-game Matrix Tutorial, we've taken a moment to record a brief and focused YouTube tutorial for anyone looking for help here.

Learn to hack to drop the alarm level, control security devices, get valuable paydata, and complete CPU spike missions.


[h2]Confirm to Advance Dialog[/h2]
With Update #87, we've fixed the longstanding issue where TAB was by default used to advance dialog instead of the regular UI confirmation, spacebar. This issue stemmed from the regular concern over controller and keyboard players hitting space rapidly and accidentally selecting the first dialog option without realizing it in a rush of mashing buttons. To address this, we've moved the selection for keyboard and controllers to a prompt above the choices - so, hit (A) or (space) to advance the dialog and when a choice comes, you can't make a choice until you use your D-pad or arrow keys to navigate down.


In the same vein, there is a dead spot on the screen that refuses to accept "click to advance" clicks during dialogs. This area is the area where the choices will appear and is there to prevent you from spamming clicks into an area where dialog choices are going to be shortly, and then accidentally mashing your way through a choice. The dead zone is now highlighted in a darker color to make it clear so you can click elsewhere.


We've also added an attribution arrow to the last line of shown dialog to help it be more clear as the speaker jumps back and forth between sides.


[h2]Hacker Details in HUD[/h2]
We've improved the hacker's details in the top left of the matrix HUD with Update #87. This includes breaking out Cyberdeck Shield and Cyberdeck Armor to give them their own own icons, hovers and space above the 3 health bars for your hacker (HP, Cyberdeck, Connection Health).

We've also added a set of new hovers to cover these re-organized fields.


[h2]Safehouse Leverages[/h2]
If you were using the Field Ops or Hacking Station rooms in your safehouse to gain additional leverages, you might have found that a few of them were not working as advertised. In some cases, they were but were giving no indication to the player. Regardless, we've fixed the lot of them, including Pemex Doubler, RIPR DX and Bespoke Deck Armor.

We've also fixed an issue where the passive on-first-turn type of Leverages were not being shown in the Command HQ when you returned there to finish your mission planning. This was making them feel even less likely to be useful.

Please F10 any additional issues you have, but we're seeing the whole set working and displaying better now.

[h2]Underworld Hub: Legwork Hustle Up[/h2]
The Legwork Hustle Up capability of the Underworld Hub in your Safehouse was not working. A math error with rounding things off to whole numbers snuck in near the end of testing and set everything back to the same duration it had before! This is now fixed.

We are working on better feedback for using tokens, but the first priority is to crush any bugs in the actual mechanical parts before getting some dialog in there from the Face.

[h2]Double IO Bug[/h2]
We fixed a bug that was sometimes causing IO buffs from Programs or Talents to be counted twice or to reapply on the following turn. IO is so important and comes from many sources - your deck, your cybernetics, your Talents and your programs - so getting every point counts.

[h2]Targeting Click and Cancel Bug[/h2]
We fixed an old bug that could cause the click to target an enemy to instantly cancel the attack targeting. In this case, the target circle would flash on screen and then disappear. This is now resolved, hurrah!

[h2]v1.6.19 - 5/21/2024[/h2]
- Improved dialog and story choice display - confirm (spacebar by default), attribution arrow, smooth scrolling
- Improved Hacker HUD in the top left corner to show Cyberdeck Shield and Armor separately
- Fixed reported issues with Safehouse-driven Leverages
- Improved Command HQ's mission planning by showing Passive Leverages on a mission
- Fixed RIPR DX, Pemex Memory Doubler
- Fixed issues with matrix Armor buffs like Bespoke Deck Armor not reducing damage correctly
- Fixed issue with IO Speed buffs sometimes being double-applied
- Fixed issue with Underworld Hub not correctly reducing Legwork duration
- Fixed issue that could cause game to ignore clicks on enemy targets or immediately cancel targeting

Update #86: Techies - Spike On!


Down in the Belly under the New Boston Dome, Update #86 has touched down. We've got a lot of exciting new things with this one - new bonuses for the Tech attribute, improved display for APU/CPU spiking, new milsec items you can purchase, all the Hybrid-Utility programs can now be installed and used and more. Let's dig into the details!

We're busy with Early Access - lots of updates, lots of milestones coming up quick. We hope you are enjoying the pace of fixes, improvements, hotfixes and new content. If so, please take a moment to leave a review of any length - every one helps! And remember, you can always edit your review at any time.
 

[h2]New Hacker-Only Tech Bonuses[/h2]
The Tech Attribute has gained a big (needed) boost for Hackers, now adding Matrix-specific bonuses. If you have the Hacker class (as your primary or multi-classed) you will gain +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech, which protects both the Hacker and the cyberdeck. This makes the choice to go after extra Tech points in different class trees more interesting and firmly pushes Tech into the realm of being the Hacker's key stat.



[h2]Load Up those Hybrid-Utilities![/h2]
In Update #85, we fixed all the issues that were nagging Hybrid-Utility programs and now we've rolled out a new set of Program Ratings that allow some of them to be used in existing decks. So, check the new Ratings and consider juggling some of your programs around to make space for these new biggies - they're powerful and interesting options in your digital kit.


[h2]Unique Milsec Items Return[/h2]
The different MilSec and Brave Star contacts you can connect with throughout the game now (once again) have more unique offers for consumable items that they can sell, including Dazzlers and Concussion Grenades. This opens up some new angles for building out your item load out, so check out what you might want to swap around.


[h2]Clear Display of APU/CPU Spiking[/h2]
While APU and CPU spiking have been working correctly for about a month, they were lacking any helpful UI support to indicate what they had done. This has been causing a ton of F10s and confusing players, as it simply seems like they don't do what they promise or what is reported in the logs.

The big Sec Level or Q-Sec Level value in the HUD will now immediately react to an APU or CPU Spike. It will gray out indicating that it is below the real level of the Sec Level and no Escalations will occur until the Sec Level exceeds the old Sec Level. For example, if your Q-Sec Level is 8 and you Spike the CPU, then the Q-Sec Level will drop to 6 and the Matrix Host can't take an Escalation action until the Q-Sec Level reaches 9.

This is also all shown in the hover over the grayed out Sec Level, so check that out too for specifics once you see it in game.

[h2]More Matrix Hovers[/h2]
As we've mentioned, we're hard at work on the matrix tutorial now. In order to make it the best it can be, we're sprucing up the matrix in general. With this update, we've added and improved a number of hovers through the Matrix screen - especially around the Q-Sec Level in the top right and all the deck details in the bottom left (IO, Active Mem, Storage).

We hope it's helpful!

[h2]Armors Debuffed[/h2]
As we build out the full progression of armor and weapons for the game, we've adjusted some of the early game armors to have a bit lower protection ratings. These have dropped anywhere from 2% to 5% for some armors, especially Power Level 1 armors. Take a check through your gear and see if you want to upgrade today.

We've also simplified the armor categories in this update, crushing everything down to Light, Heavy and Stealth. There will be distinct groups within those based on stats and styles, but they don't each need their own high level category in the filter.

[h2]V-Chip Contact Fixes[/h2]
We resolved an issue where the Contacts you gained through a V-Chip were not appearing in the initial conversation. While everything else was functioning correctly, this made them harder to track down in your list of Contacts and to recognize them as they appear in the newly offered services.


[h2]Hid Loadout Button[/h2]


[h2]v1.6.17 - 5/19/2024[/h2]
- Improved Tech attribute - for hackers now grant +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech
- Adjusted Hybrid-Utility program ratings to work with existing decks available in the underworld
- Improved Sec Level UI response to spiking CPU or APU to gray out Sec Level when an escalation will be skipped
- Improved Sec Level hover to include exact details of when Escalations will resume for spiked CPU or APU
- Improved hovers in matrix for IO, Deck Storage, Q-Sec Level
- Down balance on starting armors, dropping 2% to 5% protection - consider upgrading your armor
- Simplified Armor category filters (Light, Stealth, Heavy)
- Fixed issue with missing milsec items for sale from Milsec and Brave Star Contacts
- Fixed bugs with V-Chips having conversations where the new contact did not show up and name was blank

Update #85: Glitch in the Datastreams


Down in the underbelly of New Boston, welcome Update #85! We've got a small bump to the level cap, new Matrix program types (Hybrid-Utilities), and tons of matrix improvements. We've also improved the display and text shown with accounts, and fixed the mostly highly reported 2 game locks that occur during missions.

One of our next major milestones is the matrix tutorial, so we're pressing hard on a few feature adds, bug fixes and improvements on the entire Matrix to make sure we're tutorializing the best foot we can put forward. Check out the latest!

If you're enjoying the pace of updates, please take a moment to leave a review!

[h2]Level Cap Bump for Extra Talent[/h2]
When we raised the Level cap to 25, it was a nice +5 level points for all of our mercs and Knights out there but it fell 1 level short of the mathematically determined milestone for a new Talent limit point. That is not the most fun result - so we've bumped the max Level cap by +1 to make it 26 and let max level characters train into one more Talent or Passive.


[h2]Hybrid-Utility Programs[/h2]
The newest type of program has arrived today which is a Hybrid-Utility. While these programs have Program Ratings that are too high to install on any existing deck and they have large memory footprints to boot, they are both a Utility (granting a buff as long as they stay in active memory) and regular active programs (allowing active use, like Attacking or Sleazing).

These program types can currently only be achieved by minting File Sets of code files, compiling new high-power programs like Attack III (FAS) and Nuke II (HOT). If you have previously compiled these programs, check out your Deck Mgmt, the programs will now appear as they should.

Each type of Hybrid-Utility comes in a series like FAS or HOT (with QCK, HWD and RIP to follow). FAS Programs are IO accelerators that make it easier to load other programs, at the cost of connection health. HOT Programs are damage boosting programs that make it easier to destroy, at the cost of hacker health.

We're excited to see how HOT and FAS programs play into your hacking strategies. One straightforward way to use these Hybrid-Utilities is to load-and-hold them for as long as you can, using them only as a last resort so that you can get as much benefit from the Utility side of their hybrid nature as possible.


[h2]Matrix Buff / Debuff Visibility[/h2]
All Matrix buffs on your Hacker are now clearly visible in the top left corner along with the turn duration for each effect. This is a big help tracking the buffs of Utility and Hybrid-Utilities, as well as your Talents and buffs from Leverages as well.


[h2]Hacking Leaking to Meat-space[/h2]
We fixed 2 big issues with Hacking and returning to meat-space. The first is that some of your Hacking AP might come with you and you could actually increase meat-space AP by hacking. This is now fixed, and your resulting Action Points after hacking are equal to whichever is lower of the two:
  • (AP you started the Hack with) - (Hacking AP spent / 10)
  • (AP you started the Hack with) - 1 AP
So, at minimum a Hack will cost you -1 AP or more if you take action in the matrix host.

Also, we fixed issues with the AP hover on the character going a big crazy after hacking where it would show very large numbers.

We also fixed a class of bugs about disconnect / reconnect in the same Turn for hackers.


[h2]Fixed Overwatch Freeze and Movement Glitch[/h2]
A huge thanks to everyone reporting F10s! In Update #84, we improved the situation with Overwatch, squeezing out cases that could cause a freeze, but it's clear we didn't catch all of them. Thankfully, we also added a ton of extra checks and logging so we could get a handle on this difficult bug in production. With the newest crop of F10s that have come in since Update #84, we've found and fixed the root issue. Hopefully, #85+ will no longer see possibility of freezes during intense Overwatch gunfights.

Finally, we fixed a movement glitch that could sometimes result in a character suddenly moving a distance after targeting an enemy and canceling it to test out a move. Thanks to everyone who found and reported this odd issue with an F10!

[h2]v1.6.13 - 5/17/2024[/h2]
- Increased Level cap to 26 to grant +1 Talent Limit
- New type of Program - the Hybrid-Utility grants an active program ability (Attack, Nuke, Scan, etc) AND a buff as long as it stays loaded
- Compile source code through File Sets to create new Hybrid-Utility programs
- Hybrid-Utilities of HOT type boost damage while loaded
- Hybrid-Utilities of FAS type boost IO speed while loaded
- All matrix buffs are now visible in top left of the Matrix HUD with hovers and turn duration
- Improved handling of Utility and Hybrid-Utility program buffs when force unloaded by IC or host
- Fixed Matrix bug where possible hacking AP leaks back into meat-space or meat-space character hovers
- Fixed Matrix bug where some buffs could persist and double-up during connection and disconnect cycles
- Increased price penalties for Contact Traits Fast-Splice and Hack-Saw
- Accounts stolen after this update will include lore name and description
- Fixed issue where ignored recruits might hang around on the roster, inactive but visible
- Fixed bug where movement could suddenly glitch after targeting enemy and move merc
- Fixed bugs with Overwatch reaction to Full Auto attacks, bugs that can cause Overwatch to freeze game

Update #84: Cap Rising


Exciting times ahead as we come roaring out of the major safehouse base building milestone and careening back into the regular order of updates, improvements, new content and more! With Update #84, we've raised the level cap by 5 levels, added 2 new Power Level 3 armors for sale from the newest contacts, improved Soldier's Blast Radius, and fixed a huge heap of F10s from the community!

A big thanks goes out to everyone reviewing, playing and posting. Hit F10 if you see anything odd, we are hard at work improving and fixing.


[h2]Level Cap Rises[/h2]
With Update #84 and the big expansion of the safehouse, it is the right time to lift the level cap to 25. You'll gain an additional +1 Level Point per level. The next cap raise will include additional Talent LImit allowance.

For those players who have been grinding past the current cap, you will find that your XP is kept and used. You may suddenly find your mercs are Level 22 or even Level 25 if you've played out enough missions. Enjoy the new points!


[h2]Blast Radius Buffs[/h2]
The Soldier's Blast Radius Talent has had its upgrade tree simplified a bit to be a single row updates and gained some additional buffs. The new improvements push the max range you can gain for any type of thrown grenade, medi-cloud or shock mine to +8m up from +6m. Also, the total damage buff is increased by extra +20%.

Those who invest their Level Points in grenades ... go BOOM.

[h2]New Armors[/h2]
We've added 2 new Power Level 3 options - one Heavy and one Light - for armor. These can currently be purchased from your new Fixer Contact. The heavy armor features 3 Protection Points, making it awfully hard to chip down to its low %s and the Light armor keeps the same 2 Protection Points but shifts its max and min Protection % upwards.

Check out the Underworld Hub to meet some new power players and expand your available services.


[h2]Safehouse Improvements[/h2]
If a room generates Tokens and it has the maximum number on the shelf, the tag for that will go green now, making it easier to spot. This makes it easier to know where you've got room to spend.


We fixed a bug with the Simstream Trainer that was adding more than +10% Stress pre use. When a merc goes in, now they get a flat +10% Stress. They gain a percentage % of XP of all missions run while they are in the trainer, so it is to your benefit to stick them in there and then run as many missions as you can for the +10% Stress.

We simplified the filters in the Inventory / Equipping / Market screens to be more fitting to the task you are doing. We're working toward further simplification that will help focus the screens specifically on the task at hand. Previously, these screens were trying to each do everything and it was making them much harder to use. We're excited for this big step forward and to keep pushing these into better shape. Also, this resolves a number of bugs about different Programs not appearing in inventory.

[h2]APU / CPU Spike Clarity[/h2]
We've improved the text around APU and CPU spiking to be more clear about which one affects which. APU affects the real-world meat-space Sec AI while CPU affects the Matrix host's Q-Sec Tally. We know we still have work to do here as the actual displayed Sec Level in the HUD in both meat-space and matrix does not reflect the drop in Tally, so this is going to keep confusing players until we improve the UI. Coming soon hopefully.

[h2]Recruit Durations[/h2]
We've double the duration on all recruit offers from story and Sibling Job. You'll have more time if you need to make adjustments to your Barracks now to accommodate these new mercs. Furthermore, we've added an option to continue to delay your recruit choice after the Sibling Job if you had to delay directly after the mission was over.


[h2]Overwatch and Targeting[/h2]
We're working on some of the most populous F10s in buckets. This update fixes a ton of minor issues with targeting, movement destinations and Overwatch. We have fixed some inconsistencies with targeting, the character's reaction and rotation after targeting not being consistent and the attack Talent sometimes not always being selected correctly.

Also, we've fixed issues where the direction of your Overwatch cone could shift when taking reaction shots. With this bug fixed, Overwatch correctly keeps to the exact range and direction you set and never changes during reaction shots.

Finally, we've made some progress crushing down on the bug that can cause the game to get stuck in slow motion during an Overwatch reaction shot. We've found 2 possible causes, patched them and added additional logging so that any future F10s about the issue will help us pin it to the wall.

This was actually related to the same reason that sometimes unarmed characters or prisoners would loop for a while and then suddenly go into a T-Pose. That's fixed now too!


[h2]Hates and Desertion Tags[/h2]
If you were having any issues with Hates or Deserter backstory tags preventing you from going on missions that seemed to make no sense, this is resolved.

[h2]Sticky Toggle Highlights[/h2]
Your choice of playing with highlights on or off, by default using the (H) key, is now remembered between levels and level retries. Thanks for the F10s!

[h2]v1.6.9 - 5/15/2024[/h2]
- Increased Level cap to 25
- Added 2 new Power Level 3 armors available from new Fixer Contacts
- Increasing benefits of Soldier's Blast Radius grenade buffs: extra +2m range available, extra +20% Dmg
- Fixed Soldier's Blast Radius upgrades to be a single progression, last upgrade costs 2 points
- Fixed/improved matrix text for APU / CPU Spiking to be clearer about each (APU=real world Sec Tally, CPU=Matrix Q-Sec Tally)
- Fixed issue with Desertion or Hatred sometimes blocking a character from an inexplicable mission
- Double duration on all story-based recruit offers including Sibling Job
- Added continued delay option when considering recruit from Sibling Job at safehouse
- Simplified/improved filters in inventory and market, removed duplicate "Can Sell" filter vs. "Ready to Equip/Sell"
- Corrected icon for Reaction attribute boosts in Class skill tree to match roster Attribute
- Fixed issue with Simstream Trainer adding too much stress, adds +10% Stress per use, run more missions for more XP per Stress
- Fixed price displayed in file set grid to show the base price of the possible file set result
- Fixed log for group buffs misreporting number of buffed by -1
- Fixed bug where Overwatch cone could change rotation after each attack
- Fixed issues with prisoners or other unarmed characters randomly going into T-Pose
- Fixed level issues where you might be able to see a skybox beyond edge of level