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Update #24: Heat Sinks Steaming

[p][/p][p]Knights and mercs, we're coming in this Tuesday with a big update on recent matrix additions of Cloak Program and Mirrorwalker Trait, as well as some Matrix HUD updates to improve clarity around the Q-Sec Tally rules, toughening up enemy captains against Stun and finally a fine tuning of the Heat system - tweaking the ways you get it and the ways you generate it for more fun and balanced play.[/p][p]We hope you're enjoying the continued push to improve the game, add new content and fight the bugs we have. If you are, please take a moment to help us share the game and continue our updates by leaving a review.[/p][p][/p][h2]Updated Matrix HUD for Tally per Action Clarity[/h2][p][/p][p]We've fixed a number of bugs with the "+X Tally per Action" display in the top of the matrix HUD as well as improved its hover text. Finally, we've clarified the exact sources of the Tally per Action in the golden yellow text, listing the bonus from the node itself, any present active IC, your own programs or from Cloak (see next). Hopefully everyone finds this helpful to have these extra details.[/p][p][/p][h2]Cloak Program Reduces Tally per Action[/h2][p][/p][p]The Cloak Program offered by Rootmaker Programs service is now correctly displaying its ability - which is to reduce the the number of Q-Sec Tally you gain every action you take. While it won't be able to do much if you a Nuke a node full of active IC, this series of Utility programs can be a big help if you are taking a careful more stealthy hacking approach and just tamp down on the over all host response.[/p][p][/p][h2]Mirrorwalker Trait - CPU Spike Passive[/h2][p][/p][p]The Mirrorwalker Trait, which can be introduced during one of the Power Play storylines now correctly displays its ability and the logs in the matrix are all clear when you are getting your bonuses. Mirrorwalker acts as a passive ability, leaping to give a bonus whenever you Spike a CPU. The bonus is a big pile of extra AP and a % of your Cyberdeck's max IO freed up. In short, if you can get to the CPU and spike it, Mirrorwalker gives you a powerful and timely refresh of your key Hacking pools that will let you extend your turn.[/p][p][/p][h2]All Captains Gain Stun Break[/h2][p][/p][p]Across the entire set of factions, enemy captains have gained some amount of Stun Break % from 40 to 60%. This is an important push variety in how your most powerful abilities match against the different enemies, forcing you to consider Stunning a captain as a risky proposition that may fail half the time. You still get the benefit of keeping them Stunned until their next Turn, which can tamp down security events and reports, but you never know if they will lunge back into action. [/p][p]It is a nice update to the Talent balance to ensure that Stun has some weaknesses.[/p][p][/p][h2]Heat Rebalance[/h2][p][/p][p]With Update #24, we've completed a balancing sweep through all the sources that generate Heat and all the tools that you have to deal with Heat. Our aim in this improvement has been to give you more options when trying to figure out "how to manage Heat" which was previously relatively one pathed: "get Counter-Intel Pod". This update brings Face's Pressure Drop Talent and "just waiting" back into the play as more viable options.[/p][p][/p][h2]Heat Reduction Tools[/h2][p][/p][p]You have 3 primary tools when trying to bring your Heat down - time, your Face, and the Counter-Intel Pod. Update #24 has increased the power of Time to reduce your Heat, reduced the power of Counter-Intel Pod to reduce your Heat and left Face Talent Pressured Drop as it was, because it was right in the sweet spot once the other two were adjusted.[/p]
  • [p]Waiting out Heat has never looked better. Before Update #24, Heat dropped at 1 point per day, which was very, very slow. Once you reached 100 Heat, there was no reasonable way to wait your way out of that. With Update #24, Heat now reduces faster the longer you are "laying low" in your Safehouse. Heat reduces 1 the first day after you last job, then 2 if you lay low for a second day, then 3 and maxes out at 4 per day. So, if you are resting at the safehouse, your total Heat reduction over 7 days: 1, 3, 6, 10, 14, 18, 22. In Update #23, instead of 22 Heat reduced, you'd have sunk 7 points. It won't fix all your problems, but waiting any amount of time between jobs has a bigger effect on Heat now.[/p]
  • [p]Counter-Intel Pod has been rebalanced to reduce a % of your current Heat instead of a flat value. The room can now reduce between 20% to 50% of your Heat per Token, meaning you can still do some major damage to your Heat but it isn't a panacea taking your Heat to 0 whenever you please.[/p]
  • [p]The Face's Pressure Drop Talent can be run in advance of a mission as a Leverage. The changes to Counter-Intel Pod and waiting make the Face's Pressure Drop Talent more attractive than before, making it a very useful part of your toolbox. Once applied, the Leverage stacks up Heat reduction that is applied after the mission. If you're a go loud team, you can use this as often as it has charges to reduce Heat. If you're a mid-stealth or full-stealth team, drop it when you are going into a pure combat mission or know you have a long / hard mission on your hands that is going to spike your Heat.[/p]
[p][/p][h2]Heat Generation from Missions[/h2][p][/p][p]Having made so many changes to the tools you have in your box to reduce Heat, we needed to also make some changes to the Heat generation rules. We've made 2 sets of tweaks - the first is to round the Heat maximums from missions off to match day boundaries (Hack-only missions now take a clean 3 days to "burn off") and second was to reduce the "snowball" effect of going into a mission with high Heat, starting with high Sec Level and then paying for that high Sec Level with more Heat gen at the end.[/p][p]Let's look at both change in detail![/p]
  • [p]Maximum and minimum Heat totals you can get from a missions have all been raised a little bit. A regular mission has gone up from 15 to 18, pure combat from 8 to 10 and pure hacking from 5 to 6. These all are on "day thresholds" - so a max'd out regular heist will burn off in 6 days, pure combat in 4 and pure hacking in 3. The minimum for a heist of any kind is now 3 (2 days).[/p]
  • [p]If you come into a mission with 25+ Heat, you start with at least 1 Sec Level. We have now removed any Sec Level you start with from the end of mission Heat calculations. In Update #23, if you entered a mission with 52 Heat, you'd start with Sec Level 2 and on the far side, would take +4 Heat (at a minimum) for your ending Sec Level. With Update #24, we now ignore any Sec Levels you started with, and only assess extra Heat for new Sec Levels. This means, a careful stealthy heist, starting with 52 Heat and 2 Sec Level that ends with 2 Sec Level will gain only the minimum of +3 Heat.[/p]
[p][/p][h2]Dermal Sheathe Fix[/h2][p]There were some odd, hidden conditions for using Dermal Sheathe that were making it basically impossible to use. We have fixed these and all 3 cybernetic implant levels are open for business![/p][p][/p][h2] v2.1.37 - #24: Heat Sinks Steaming - 8/5/2025[/h2][p] - Fixed Cloak Program not describing its effect: Reducing Tally per Action while loaded[/p][p] - Improved Matrix Hover over Q-Tally per Action to break down all sources[/p][p] - Fixed Mirrorwalker Trait not describing its effect when spiking CPU: +25 Matrix AP and freeing 25% of max deck IO (increases w/ Trait levels)[/p][p] - All enemy captains gain some innate Stun Break (40-60% depending on Faction) - Stunning captains is a risky choice[/p][p] - McKellen enemies (Crusher, Heavyweight) gain Overwatch Break (% chance to take an OW hit and keep going)[/p][p] - Heat reduction for "laying low" increased to +1 per day without a job, up to 4 / day maximum (burn by days: 1, 3, 6, 10, 14, 18, 22)[/p][p] - Heat maximums updated - minimum 3 (2 days), 18 for regular Sec Level (6 days), 10 for pure combat (4 days), 6 for hack only (3 days)[/p][p] - Updated how Counter-Intel Pod reduces Heat from a flat value to a percentage reduction (from 20% to 50% per token)[/p][p] - Starting Sec Level from Heat (25 Heat per 1 Sec Level) no longer adds Heat at the end of a mission, Heat is only added by NEW Sec Level[/p][p] - Fixed bug with Scan IV actually linking to Scan III (now links IV)[/p][p] - Fixed bug preventing the use of Cybernetic Talent Dermal Sheathe[/p]

Update #23: Rarity on the Rocks

[p][/p][p]Mercs and Knights, it's Update Thursday again, so we're dropping Update #23 on the streets of New Boston. Update #23 addresses an issue that was preventing the Cyberdecks Power Play from activating, and does a number of big updates to the weapons and armor sold on Power Plays including the FSC Armor, Fadelight Blades and Rook Prototypes. This update also introduces a slew of new special rules for weapons, upgrades the story-reward Burnermouth E-Rifle, fixes map issues and dialog problems with which Hacker talks during victory conversations. Plus, we've fixed a giant pile of community F10s to polish and smooth out different parts of the game.[/p][p][/p][p]If you're enjoying the continued support for the game with new content, improvements and more, please take a minute to leave a review. A special thanks goes out to everyone who reviewed this week![/p][p][/p][p]Now - it's a big one, so let's dive into the details![/p][p][/p][h2]Power Play: Jupiter Decks[/h2][p][/p][p]First up, there was a mistake made in the 4th Power Play to gain access to Jupiter Decks. This is now resolved and the Casting Director can correctly connect a Contact on Power Play who is having a Limit Break with the storyline offer. You'll see it start appearing and access can open up to Power Level 7 to 10 Decks![/p][p]This Power Play storyline features a highly compressed series of missions that cannot be delayed, so it is cool to see another type of challenge coming online.[/p][p][/p][h2]Power Play: Upgraded FSC Armor[/h2][p][/p][p]The Power Play to get connected with FSC armor offers 10 new options of high-level Armor to purchase from your Contact. Based on the player feedback we've received, we've completed a round of up-balancing to improve them, making them more exciting and rename them. Overall - give these another look![/p][p]Also, very importantly, we fixed a bug that was hiding the intrinsic effects of Armor in the market. So these looked really bad, because they didn't have their special effects visible until you bought them![/p][p]Here is a summary of the up-balance:[/p]
  • [p]The names are now more evocative of where they came from and feel less like the names of corporate armor you can get through other sources.[/p]
  • [p]All of the armors now have interesting Intrinsic effects to show off - Move Points, Action Points, Reduction in Movement Noise, HP, Wound Res, Recoil Reduction and more.[/p]
  • [p]Many stats like protection, Initiative and Movement Penalties have been improved across the set.[/p]
  • [p]All Armors sold by the FSC Armor service have been upgraded to Rare Rarity.[/p]
[h2]New Weapon Special Rules[/h2][p][/p][p]With Update #23, we've started a new run of introducing special rules to weapons. There are a set of tried and true and very powerful special rules already - such as Rapid Fire, Heavy Hit, Double Armor Shred and Precision Burst.[/p][p]Following that model, we've added the new set of special rules for weapons:[/p]
  • [p]Full Auto: Max 5 Targets - while this has been available to Gun Kata Gunslingers for a bit, certian special Full Auto weapons can now hit more than 4 targets.[/p]
  • [p]Powerful Glance - this special rule means that the damage reduction from Glancing Hits is 50% less than it normally would. This means your Glancing Hits can still pack a more solid punch and be better finishers, and it pairs well with Precision Burst ... or even better, for a melee weapon.[/p]
  • [p]Overwatch Lockdown - this weapon gains 1 free extra reaction shot whenever being used for Overwatch. So, even when invoking Overwatch with 0 AP, you'd get 2 Reaction shots.[/p]
  • [p]Splinter Strike - If this weapon scores a Critical Hit, the attack immediately rolls a second Armor Shred %, which may Shred up to 2 Protection Points.[/p]
[p]More special rules for weapons will be coming that help to further push weapons into cooler and different corners and use cases, differentiating them on more than just stats and breaking up the "sameness" that can occur within a single run of Assault Rifles (etc).[/p][p]This special rules are primarily deployed along the Fadelight and Rook Prototype weapons today - which is our next topic![/p][p][/p][h2]Power Play: Fadelight and Rook Prototype[/h2][p][/p][p]We've continued to hear from players that the weapons offered from Fadelight and Rook Prototype Power Play services are okay, but that depending on when you get access to them they don't stick out enough versus what you can craft and loot at that point int he game. So, we've went back into the balancing shop and completed some up-balance to help these special weapons out. [/p][p]Overall - give these another look![/p][p][/p][h2]Upgraded Burnermouth E-Rifle[/h2][p]In the slew of upgrades on weapons, we've also come back around the early story reward weapon, the Burnermouth E-Rifle. With the growing availability of E-Rifles through contact sales, Blueprints and looting, this weapon had lost its cool. We have refreshed it with upgraded stats and a special rule that allows it to hit +1 extra targets during Full Auto (now max 5) as well as increasing its Full Auto shots to be higher than usual at that level for an E-Rifle. [/p][p]Overall - give this one another look![/p][p]Here is a summary of the up-balance:[/p]
  • [p]Increased some stats (Dmg, Recoil, Accuracy) in a few places.[/p]
  • [p]Added thematic special rules to every weapon in the sets to help them really pop. Of course, every Rook Tech UAR offers Full Auto: Max 5 Targets special rule, because Rook is a heavy weapon's division and it just feels good. Go boom, go bang![/p]
[p][/p][h2]Better Stage Navigation[/h2][p]With Update #23, we've added clearer navigation hotkeys to explore multi-stage missions. That is all![/p][p][/p][h2]Bug and F10 Crush![/h2][p]We fixed a ton of your F10s with this update, thanks for posting them![/p]
  • [p]The right Hacker now talks in victory screens ːsteamhappyː[/p]
  • [p]The new Delta Clinic map had some odd areas where sight lines were totally broken, now resolved.[/p]
  • [p]Mr. Freeze achievement was not working, it will now work the next time you achieve it (sorry we can't backport it).[/p]
  • [p]Mass Trauma Kit can now be used on the carrying character[/p]
  • [p]Empty Lootboxes correctly outline in gray through walls[/p]
[p]And more and more - check the full release notes for everything![/p][p][/p][h2] v2.1.33 - #23: Rarity on the Rocks - 7/31/2025[/h2][p] - Fixed Casting Director issue that was preventing Jupiter Decks Power Play from being offered[/p][p] - Upgraded / fixed issues with FSC Armor offerings (rename, rebalance, fixed intrinsic effects)[/p][p] - Upgraded / fixed previous weapons from Power Plays: Fadelight Blades and Rook Prototypes - more power, special rules, all Rare+[/p][p] - Added first wave of new weapon special rules to game (FA max 5 targets, Powerful Glance, Overwatch Lockdown, Splinter Strike)[/p][p] - Upgraded Burnermouth storyline E-Rifle to PL 4 plus extra damage, +1 Full Auto shots making it stand out again among Energy Rifle options[/p][p] - Fixed bug where the wrong hacker (who was not on the mission) would talk or get credit in victory screen[/p][p] - Fixed issues with new map "Delta Clinic" - areas with blocked sight lines and terminals not being highlighted by objectives[/p][p] - Fixed bug where empty lootbox was showing as gold when seen through a wall[/p][p] - Fixed bugs with Achievement Mr. Freeze not firing correctly[/p][p] - Fixed Mass Trauma Kit item unable to heal the character who used it[/p][p] - Fixed possible camera lock up when exiting matrix after having preview security devices[/p][p] - Improved mission planning & victory screen with better navigation prompt and next/previous hotkeys to swaps stages[/p][p] - Fixed bugs with using Body Bag Talent on drones or other enemies with backpacks[/p][p] - Fixed issue with sorting items by price not being 100% correct all the time[/p][p] - Fixed bug where armor intrinsic properties were not shown in the market[/p][p] - Fixed issue with odd blinking red square around Hacker's attributes sometimes in New Game[/p][p][/p][h2] v2.1.35 - Quality Patch[/h2]
  • [p]Fixed places where there was a second door overlapping gold key door[/p]
  • [p]Fixed over 50 dialog typos or name/character mismatches, or duplicate dialog[/p]
  • [p]Fixed over 50 map tickets with a focus on starting spotted, bad exits or lack of auto-extraction[/p]

Update #22: Power Play storylines expansion

[p][/p][p]Knights, we've got a huge update for you this week with 4 new Power Play storylines -- mission chains you can unlock from the contacts you've invested most into, helping them make moves in the New Boston underworld. They'll hire you to complete crucial bits of mayhem and espionage to solidify their position, giving you a powerful ally with access to upgraded, exclusive services. Each of the 4 Power Play storylines unlocks a new type of high-tier gear - Cybernetics, Armor, Matrix Programs, and Cyberdecks. [/p][p]We're excited to keep expanding the game as we work on our ambitious post-launch roadmap. Update #22 fulfills off one of the items from the "Currently Working On" section and also hits a few high-points in the Ongoing Content Updates section by adding 4 new storylines, and 41 new types of equipment, cybernetics and programs. If you'd like to see what else we're cooking up - check out the full roadmap we recently shared![/p][p][dynamiclink][/dynamiclink]If you are enjoying the continued addition of new, free content and expansions we hope you'll take a moment to leave a review![/p][p][/p][h2]Reminder: Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]High-Challenge Missions[/h2][p][/p][p]These heists are a notch above the challenge level of your usual jobs, with at least one two-stage mission in each, optional routes to plan through different stages in some, and our first ever three-stage mission, testing your squad's efficiency and survivability and encouraging the use of strategic heist Leverages in your planning. Most of the storylines feature Legwork offering, multiple missions to complete and there is always some complication just around the next corner.[/p][p]The missions also feature new or rare types of objectives - like rescuing prisoners and needing traverse a map to visit different control terminals and stations.[/p][p][/p][h2]Rewards: New Services[/h2][p][/p][p]If you are able to help your Contact complete the high-risk Power Play storyline, the rewards are big - your Contact gets a new and upgradeable service entirely which can provide access to a pile of new high-level purchases.[/p][p]Rewards will include access to powerful new +15 Project Battletank cybernetics, +10 FSC Armor fabrications, +6 enhanced cyberdecks from Jupiter Group, and +10 new advanced Matrix programs. A new storyline recruit possibility also awaits you within one of these Power Plays, and several new Contacts for your network.[/p][p][/p][h2]Scoring a Power Play[/h2][p][/p][p]To get a Power Play, you need to push your Contact's Influence to 80% or higher (pushing them all to 100% can speed this up too). Much like your Mercs, your Contacts can have Influence Limit Breaks that enhance their Traits, Services, and more. One option in a Limit Break is for your Contact to start a Power Play - a period of elevated risk and reward. During this time, their Limit Breaks become additionally potent, with new options only available for Power Plays including storylines to unlock new services.[/p][p]So, to score a Power Play storyline:[/p]
  • [p]Raise your Contact's Influence to 80%+ (by selling high rarity Blueprints and Accounts, minted Files and completing missions and their secondary objectives. Be sure to use your Face's Co-Conspire Talent to help specific Contacts gain missions)[/p]
  • [p]Choose Power Play from the Limit Break options (and to help be sure you get this an option, stock up on some Favors with your Contact, allowing you to add new options to their list).[/p]
  • [p]Once they are on a Power Play, force another Limit Break and pick the Power Play Storyline.[/p]
[p][/p][h2]v2.1.31 - #22: Power Players - 7/29/2025[/h2][p] - Added 4 new Power Play Storylines - Prague Connection, Project Battletank Cybernetics, FSC Armor Fabricator, Jupiter Decks[/p][p] - Includes 4 new multi-stage missions including the first-ever 3 stage mission, and a mission with 2 choices for how to complete the first stage[/p][p] - Added +10 new high-level Matrix Programs through Prague Connection[/p][p] - Added +10 new high-level Armor through FSC Armor Fabricator[/p][p] - Added +15 high-level cybernetic implants through Project Battletank Cybernetics (previously available by V-Chip File Set)[/p][p] - Added +6 new high-level Cyberdecks through Jupiter Decks[/p][p] - Meet a new possible Warmachine recruit and new Contacts[/p][p] - Rebalanced Scan III and Scan IV to have 8 max uses[/p][p][/p]

Update #21: Crackjaw

[p][/p][p]Knights and mercs, we've got a bug-smashing Update #21 to catch up on the recent F10s incoming tonight. We've hit the hottest set of F10s in our pile at the moment - resolving the missing details in the top right of the market and inventory screen, adding a class filter to the Roster, improving how outline overlapping works, fixing a series of issues with reloading security events and and overwatch, moving and the hovers disappearing in the map.[/p][p]It's nice to drop a solid bug fix and quality of life update here between the new map just dropped on Thursday and the next rounds of story content.[/p][p]If you're enjoying the pace of improvement, please do leave a review![/p][p][/p][h2]Missing Details - Top Right[/h2][p][/p][p]We've restored the critical missing details from the top right in the market! I can take credit for missing that one in the final QA round in Update #20. We're glad to have this resolved plus the nice scrolling functionality if your equipment comparison goes off screen.[/p][p][/p][h2]Improved Outlines [/h2][p]We've made a series of improvements to the outlining (hit "H" by default in game) to ensure that they work well when they are overlapping. This can help point out enemies and characters standing in pressure plates, and just looks and reads visually better when your characters overlap with doors, terminals, etc.[/p][p]We also fixed some hair models having an odd "halo" effect around them.[/p][p][/p][h2]Class Filter[/h2][p][/p][p]You can find a nice and quick to use class filter in the roster now. It works well with multi-class so it can help you narrow down the team you're working with, and can be especially nice if you are swapping around some EQ between all your Soldiers, etc.[/p][p][/p][h2]Reload Security Events and Hover Disappear[/h2][p]We a huge number of F10s with 2 big bug fixes in Update #21. The first is resolving an issue when reloading saves that would fail to restore all security events - like cameras spotting dead bodies that could cause odd results and missing tally. The second was an entire class of bugs that could result in the mission map UI and hovers not re-appearing after a player or merc's turn was interrupted for any reason (Overwatch, Venom Trap, Shock Mine, etc).[/p][p][/p][p]There are even more F10 fixes - but check the full changelog below for them![/p][p][/p][h2]v2.1.29 - #21: Crackjaw - 7/26/2025[/h2][p] - Fixed issue where inventory/market top right details were simply missing (name, type, subtype, power level, rarity)[/p][p] - Added class Filter to Roster[/p][p] - Improved outline again to be better when overlapping other outlined objects[/p][p] - Fixed loading issues with cameras dropping spotting of enemy corpse when reloaded[/p][p] - Fixed issues with moving, Overwatch and occasional disappearing HUD / hovers during missions[/p][p] - Fixed some issues with Terminals that didn't have outlines on all their parts[/p][p] - Fixed issues with some hair having a "halo" outline effect[/p][p] - Victory screen now correctly shows "MAX LVL!" for characters who are maxed instead of showing "LVL UP!"[/p][p] - Fixed bug with Contact Limit Break having wrong picture for contact in hover[/p][p] - Fixed sort ordering for weapon by noise value when Blueprints were included[/p][p] - Fixed issue where saved game's Power Level could be incorrect momentarily when completing a mission[/p]

Update #20: New Map "Delta Clinic"

[p][/p][p]Knights and Mercs, it is Thursday! We like updates on Thursdays, it is a good day for Update #20! With this update we've added a new map to the game - the underground, secured Delta Clinic - which drops immediately into the proc-gen rotation with +11 proc-gen combos, fixed some important bugs with Scanning and Utility programs for the Matrix, improved the display for loot details in mission and victory, fixed issues with enemy agents being tilted by Crimson Vector or Slashslide and more. Let's get into the details![/p][p]But first - if you are enjoying the ride in the New Boston Zone and the pace of new content being added to the game, we hope you'll take a minute to leave a review.[/p][p]Finally, we posted our Post-Launch Roadmap this week, so take a look![/p][p][dynamiclink][/dynamiclink][/p][h2]New Map: Delta Clinic and +11 Proc-Gen Combos[/h2][p]We're excited to resume to the work to expand the physical space of play in New Boston again - the mission maps! The new Delta Clinic map is the 3rd map we've added to the game post-launch and it is also the marker at which we are re-warming up the new map pipeline. There will be proc-gen maps and objectives both to come in the following weeks![/p][p]Delta Clinic is a black site buried deep beneath the New Boston Zone, it might be used for all manner of biomedical procedures, storage, or research that can't be on under the artificial light of the dome. The map is separated out into major areas - the front entry hall and cargo storage built around 2 massive pits, the inner research and bioetch area and a vault in the far back. It has a mix of both open areas and closed in interiors, and a cool multi-lane flow.[/p][p]This week's new map brings the proc-gen map total up to 35 and the additional +11 proc-gen combos raise the total combinations of map X objective to 304. Delta Clinic only appears at Power Level 3 or higher.[/p][p]Having just completed a 3rd new objective type (Exfiltrate, Infiltrate and Download, and Hardened Target), we are turning our attention back to the weekly map releases as well as how these new objective types can be looped into the Power Play and Compromised system for Contacts. Then we'll be switching back for a few final objective types before release to round out the set and really blow up the numbers![/p][p][/p][h2]Matrix Utility and Scan Fixes[/h2][p][/p][p]We've fixed two key bugs for the Matrix in Update #20. The first was about Scanning - where a node might be scanned up to 2/2, but then if you scanned it again from an adjacent node, it would be reset to 1/2. This was a simple mistake in some refactoring we did and has been resolved now. A node, once reaching 2/2 Scan will not be reduced to a lower Scan by the act of Scanning. Scan. Scan Scanning![/p][p]Second, there was an odd issue with all Utility and Hybrid-Utility programs. These types of programs add a buff for as long as they are loaded. For pure Utility programs, this can be the entire duration of the Hack, but for Hybrid-Utility Programs, it is likely to be a shorter duration while you use up the charges. Still, the bug was that some of these programs had a hidden built-in duration - usually 1 or 3 Turns, and the buff was canceling unexpectedly.[/p][p][/p][h2]Loot Detail Update[/h2][p][/p][p]With Update #20, we've improved the display for all types of loot in both the victory and during the mission. We've ensured that there are always correct icons shown for all of the types and that the subtype is always listed. Where the type was sometimes the only thing given (Blueprint) we now ensure subtype is there so you can get hype about your new loot (Weapon Blueprint, etc). This has helped us synchronize our watches between mission looting and victory screen loot display so everything is nice and clean.[/p][p][/p][p][/p][h2]No More Tilting those Enemies[/h2][p][/p][p]We fixed a set of bugs across a series of melee Talents - Slashslide, Crimson Vector and the melee Overwatch Talents of Preempt and Predator Reflex - that could all result in your merc and the enemies ending in some odd states, if the elevation wasn't simple.[/p]
  • [p]Enemy agents will no longer end up tilted crazy if the start and end locations of your moving attack Talents like Slashslide were on different elevations.[/p]
  • [p]Your merc will no longer end up "in" the stairs if the destination of your Slashslide or Crimson Vector was higher than your starting point.[/p]
  • [p]Predator Reflex and Preempt will no longer end with the Overwatching character "in" the floor if th elevations were different.[/p]
  • [p]Fixed one other case where enemy movements between elevations could result in a tilt as well.[/p]
[p][/p][h2]Quit to Desktop[/h2][p]We've made a minor text swap on the main menu to be sure that whenever you're going to Quit to Desktop we say that, and whenever you are going Return to Menu, we say that instead. Minor polish, but every bit counts ːsteamhappyː[/p][p][/p][h2]v2.1.27 - #20: - 7/24/2025[/h2][p] - Added new proc-gen map "Delta Clinic": a secured underground black site that supports +11 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download) for Power Level 3+ teams[/p][p] - Fixed issue with Matrix Nodes reverting to 1/2 Scan when being scanned from adjacent node[/p][p] - Fixed bug with Utility and Hybrid-Utility Programs where buff might go away after 1 or 3 Turns unexpectedly[/p][p] - Improved display of all equipment / comparison to allow for scrolling if content exceeded window[/p][p] - Improved display of loot in missions and in victory, always including icon and subtype (Weapon Mod Blueprint, etc)[/p][p] - Fixed bug with cyberdeck repair where you were not actually charged $$$ for the repair[/p][p] - Fixed issue with Slashslide, Crimson Vector and melee Overwatch Talents sometimes tilting enemies in odd ways, ending movement "in" stairs[/p][p] - Fixed bug that could lock the camera after disconnecting from the matrix on a second mission[/p][p]- Fixed bug where Keys like Blue Key could appear twice in objective list [/p][p] - Fixed Roll With It recharge rate adjustment costing 2 training points [/p][p] - Adjusted armor setup for MATS Silk Snipers[/p][p] - Updated quit button to "Quit to Desktop" on main menu[/p][p][/p]