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Update #41: New Power Play: Cascade Precision Small Arms

[p][/p][p]Knights and mercs, we're following up last weeks big story release of the Truck Job Part 2 with another story release - the Cascade Precision Power Play. This new Power Play will proc on smugglers, gun runners and anyone invested or obsessed with weaponry and unlocks 15 new high-level Pistols, Revolvers and SMGs. We've also added a number of new weapon special rules to help buff these offerings, improved teh XP and price offering for pure combat missions, now show the approximate XP reward on the mission planning screen, added new hovers to the HUD for your weapons, and fixed the Grayline and K-Pump cybernetics that were non-functional.[/p][p]We're busy busy loading you up with new free content this October ... we hope you'll consider leaving a review! Did you know its free to hit the review button too ?[/p][p][/p][h2]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]Cascade Precision Power Play[/h2][p]As power shifts in the underworld, your Contacts have chances to make risky Power Plays to open up new opportunities, change their place in the world, or crush a rival. A new opportunity has opened up for your smugglers, gun runners or any contact obsessed with or having a hand in moving smuggled weapons. This Cascade Precision Power Play focuses on top-tier nanofacturer of small arms - Pistols, Revolvers and SMGs and how you might help your contact secure a new smuggling connection with them.[/p][p]Complete this series of high-challenge missions to lock in new Contact service to unlock up to 15 new high-level weapons (PL 4 - 8).[/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]
[h2]Weapon Special Rules[/h2][p][/p][p]As we keep adding new and higher power weapons, their stat line will not be their only differentiation. With Update #41, we've added 3 new weapon special rules to the set - first and last shot precision which guarantees at least a Glancing Hit and Rapid Retarget which gives a 25% chance to recoup AP on any missed (single target) shots for the weapon.[/p][p][/p][h2]Mission Planning XP Preview[/h2][p][/p][p]With Update #41, we've expanded the rewards section in mission planning to include the job's approximate XP (including difficulty modifier but before bonuses). The types of bonuses that will further change this XP value are your Face's Handling Attribute, gains from Secondary Objectives, etc.[/p][p]This little text blip also includes an indication that the XP is per merc, not a pool that is divided among mercs who go on a mission, as there is no XP benefit for sending less mercs at this time.[/p][p][/p][h2]Pure Combat Rewards Buffed[/h2][p][/p][p]With Update #41, we've completed a round of tune ups for the rewards for Pure Combat missions. As these missions carry higher built-in risk of getting shot, don't have loot and don't feature matrix terminals - we've increased the price offered for all of these missions to be above standard as well as granting an extra +25% XP for the missions. [/p][p]With the new visibility of XP in the mission planning screen, you should now be able to get a good look at the differences vs. a standard heist.[/p][p][/p][h2]HUD Hovers[/h2][p][/p][p]We've added 3 missing hovers to the main mission HUD over the weapon buttons - covering Attack Targets, Targets that will Hear and Limited Reloads. We hope this helps you and all players with these critical icons![/p][p][/p][h2]Grayline and K-Pump Cybernetics[/h2][p]The issues with these automated healing cybernetics have now been resolved. Compared to some of the other auto-healing cybernetics available through Warner-Braun which deliver a small amount of HP over more turns, this set focuses on high HP values delivered over shorter number of turns.[/p][p][/p][h2]Wireghost Ghost DIstortion and Domeshot[/h2][p]We've made some fixes to 2 Talents with this update - [/p]
  • [p]Wireghost Ghost Distortion was failing to hide the "You will be heard" movement warning - now fixed![/p]
  • [p]Vanguard's Domeshot was failing to enforce the rule that it can't be used against armored targets. Now fixed! But now that the rule is in, this feels really restrictive and we might end up losening it a bit. The current conversation is around "cannot target enemies with more than 1 Protection Point" which would prevent heavily armored targets from being hit but still let you hit a wider variety of enemies.[/p]
[h2]
v2.2.45 - #41: New Power Play - 10/15/2025[/h2][p] - Added new Power Play Storyline - Cascade Precision for small arms[/p][p] - Includes new multi-stage mission, first Entrenched Target mission objective, multiple Pure Combat missions[/p][p] - Gain access to 15 new high-level Pistols, Revolvers and SMGs PL 4-8 with special rules and stats[/p][p] - New weapon special rules: precision first/last shots, chance to recoup AP on misses[/p][p] - Pure Combat missions (Alpha Strike, Siege) give +25% XP as elevated reward for risks[/p][p] - Mission planning now shows approximate XP reward per deployed merc (before any bonuses) during mission planning[/p][p] - Repriced and increased payment for pure combat missions (Alpha Strike, Siege)[/p][p] - Added tooltip hovers for Attack Targets, Targets Will Hear and Limited Reloads icons in weapon buttons in bottom left of HUD[/p][p] - Fixed issues with Grayline Adrenal Pump and Elite, K-Pump 2230 not functioning[/p][p] - Fixed issue with Wireghost Ghost Distortion showing the movement warning for being heard[/p][p] - Fixed issue with Vanguard Domeshot allowing you to target armored enemies[/p][p] - Fixed mismatched exit objectives in Battletank mission 2 stage 2[/p][p] - Fixed bugs with certain desk props that had a hairline gap between them and motion detectors were seeing through[/p]

Update #40: Cosine

[p][/p][p]Knights and mercs, we're wrapping up a busy weekend with another update to quickly respond to some of the most recent player requests and F10 submissions! We've rebuild the XP rewards for multi-stage missions to be significantly more rewarding, added more freedom of choice in the custom difficulty options for mission rewards and enemy HP, fixed a (recently appearing) bug with Overwatch + Killing an Enemy going over a barricade, made a bevy of small balance and bug fixes for Truck Job Part 2 and fixed a number of other reported map bugs in the game.[/p][p]In the meantime, we've been working on the next storyline which should drop soon sooooo ... we hope you'll consider leaving a review! Free updates, free maps, free new storylines, free free free. It is free to hit the review button too! [/p][p] [/p][h2]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]Improved Multi-Stage XP Curves[/h2][p][/p][p]With Update #40, we've revisited the bonus to XP rewards for missions that are longer than one stage. These missions provided nearly the same XP as 1-stagers which isn't giving your survivors the credit they deserve for powering through multiple challenging stages. The bonus has now been cranked up to a compounding +50% XP per stage. Therefore, if your XP for a single stage mission was 100 XP, a 2-stager is 150 and a 3-stager is 225. [/p][p]Combined with XP for missions being linked to the their Power Level, you can now hit some pretty major numbers when taking on the most challenging runs in the game, the rare and risky 3-stagers like the one available in the new Truck Job Part 2.[/p][p][/p][h2]Custom Difficulty Maxes[/h2][p][/p][p]We offer a deep custom difficulty system to let you play how you want to play with over 40 tweakable values. With Update #40, we've pushed 3 of the options to have higher maximums, allowing you to play more maximally (both easier or harder) if you please.[/p]
  • [p]We have increased the Experience Rate from missions from its old max of 150% to 200%. If this another run and you'd like to level faster or you just don't have as many hours and want to crank it out, this can help increase the pace.[/p]
  • [p]Mission payments has gained the same expansion, going from max 150% to 200%. Get rich quick, try not to die doing it![/p]
  • [p]Enemy HP max has also been expanded from 150% to 200%. Not recommended, but for those players who have asked for it - why not!?[/p][p][/p]
[h2]Overwatch Kill + Mantle = Freeze[/h2][p]Back in Update #37, we fixed a number of cases that could cause the controls of the game to freeze but accidentally added a new case back into the game. This one was related to an Overwatch attack hitting and killing an enemy while they were trying to mantle over a fence or wall. A rare case but it started immediately popping up in our F10 and we've been hunting it ever since.[/p][p]So a huge thanks to everyone hitting F10 on this, we finally got enough context to easily reproduce it and then ... game over buggie![/p][p][/p][h2]Truck Job Part 2 Continued[/h2][p]Over the weekend, we made some improvements and fixed reported bugs and typos in the Truck Job Part 2 mission. With this update we've made a few adjustments as well. We have pushed the minimum Team Power Level for the Truck Job Part 2 up to TPL 6. This forces a bit more of a gap between the first and the second time that you'll work with Taylor Strizek but gives a team a lot more time to mature in prep for the high challenge ECHELON BOOST mission.[/p][p]We have also corrected the math for how the special secondary objective is calculated (+20% Payment and +5% Trust). The +20% payment was using the wrong number in its calculation and coming in really small. This is now resolved and you can completely double the payment of the mission if you hit all 5 goals.[/p][p]We fixed a number of typos and a few places in the dialog where one character would accidentally name the wrong target in the line.[/p][p][/p][h2]Downer Turn Restriction[/h2][p]With Update #40, we've made a tweak to the Cyber Knight's Downer Talent. Like most other passive Talents, Downer will now only activate once per Turn. The cases where you were getting back to back Downers on back to back shots and effecting the same 3 enemies was really suboptimal waste of charges. [/p][p][/p][p]Map AdjustmentsAs always, thanks to everyone reporting map issues big and small. We've cleaned up a few minor geometry bugs, a few miss tagged props and one spot in the latest map the Q-Compute Core where there was a lingering sight issue on 33% of a bridge doorway. Odd but resolved at last![/p][p][/p][h2]v2.2.43 - #40: Cosine - 10/12/2025[/h2][p] - Added XP bonus for all multi-stage missions (+50% per stage, if 1 Stage = 100, then 2 Stage = 150 and 3 Stage = 225)[/p][p] - Increased difficulty maximum for XP and Mission Payment sliders from 150% to 200%[/p][p] - Increased difficulty maximum for Enemy HP from 150% to 200%[/p][p] - Fixed timing bug in Overwatch that could cause controls lock up when enemy target was shot and killed while mantling or near end of move[/p][p] - Adjusted Truck Job Part 2 to require Team Power Level 6[/p][p] - Corrected scaling of secondary objective reward (20% Pay + 5 Trust) in Truck Job Part 2 to include all other bonuses/difficulty[/p][p] - Fixed Truck Job Part 2 typos and name mismatches[/p][p] - Adjusted Cyber Knight's Downer Talent to correctly only activate once per Turn (more is usually a waste)[/p][p] - Fixed one lingering sightline issue at a bridge in Q-Compute Core[/p][p] - Fixed other minor map and geometry issues[/p]

Update #39: Truck Job Returns!

[p][/p][p]Knights and mercs, we're dropping another hot update onto the streets of New Boston, calling all heisters. Following up on the 2 new maps (Harbor Prison, Q-Compute Core), Update #39 drops the second half of the Taylor Strizek saga (TRUCK JOB is the first part), as well as a bunch of other exciting stuff. The new heist comes with 2 missions, one of which is an extremely challenging 3-stage heist. We've also added a new system for friendly "ally" units that are controlled by the game but fight on your side, the new Omicron Rook Implants service can offer 8 high-powered cybernetics, 4 new temp Trait options for Face's during Limit Breaks, and fixed a pile of F10s reported by the community (as always, thank you!)[/p][p]As we get going on this content rip, we hope you'll consider leaving a review! Free updates, free maps, free new storylines, free free free. It is free to hit the review button too! [/p][p][/p][h2]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]Strizek Returns with Truck Job Part 2[/h2][p][/p][p]While there are no more trucks to chase in the second half of the Taylor Strizek storyline, this extension of the story wraps up her arc and the boosting of this genius-level scientist from Matsumoto. You're sure to make some new friends, enemies, witness some crazy tech, and hopefully (fingers crossed!) complete the pre-arranged boosting to Rook Tech.[/p][p][/p][p]The second half of the storyline features a new, extremely hard 3-stage mission. In addition, the new arc includes a new structure where another linked mission can change the options you have in pathing through the 3-stage mission.[/p][p][/p][p]If you can pull it off, a new unique cybernetics service - the Omicron Rook Implants - is one of your many rewards, offering 8 new cybernetics from Power Level 4 to 7.[/p][p][/p][h2]Face Limit Break Temp Traits[/h2][p][/p][p]We've now added 2 options to both Hype and Stress Limit Breaks for Face that will allow them to pick temp Traits. These Traits are either temporarily buff or debuff to team XP and Stress or a temp buff or debuff to the Face's negotiation prowess and ability to pull in big paydays on missions.[/p][p]This also helps any really late game squads where your Face has run out of options to pick as they are 100% leveled to the gills.[/p][h2]Ally Unit System[/h2][p]Cyber Knights has already supported some pretty exciting variation within the game-controlled characters - the local security, the ability to drop in aggressive enemies who fight you and the security, brain-wormed maniacs fighting everyone, Head Hunters chasing you and fighting local security, VIPs who want no part in the fighting ... [/p][p]And now, we've added friendly ally units that are under the game's control. These units will fight with opposing faction forces (often local security) and will take friendly actions (buffing, healing) toward your mercs if there is a chance to do so. These allies are not under your command and so will follow their own orders and tactical decisions.[/p][p][/p][p]You'll spot them by their sea green outline and "Ally" shown in their overhead.[/p][p]While this new angle for deploying friendly allies was not simple to add, it is exciting in the ways it opens up more scenarios (friendly faction coming to back you up) in missions and stories as well as the option to expand the Leverage system (pay gangers to arrive and cause hell, but if they see you the gangers don't shoot you). More on that Leverage option soon![/p][p][/p][h2]Jupiter Advanced Decks vs. Cascade Arms[/h2][p][/p][p]The next to-be-released Power Play slipped out of the lab in yesterday's hotfix, kind of stealing the Advanced Jupiter Decks spot. You may have seen an offer for Cascade Precision Arms OR your currently on-going Advanced Jupiter Decks Power Play events might have sudden disappeared. This should all be resolved in this update.[/p][p][/p][p]However, if you have any issue with this Power Play after yesterday's bug, please email me at [email protected] and we can assist.[/p][p][/p][h2]v2.2.37 - #39: Truck Job Returns! - 10/9/2025[/h2][p] - Added second part of Taylor Strizek's Truck Job - get heisting! Restricted to PL 5+[/p][p] - High difficulty 3 stage mission to boost Strizek from MATS to Rook - boooooooooooooost![/p][p] - Added new Rook cybernetics service and 8 new cybernetic implants (PL 4-7)[/p][p] - Added new Limit Break options for Face - temp Traits High Baller, Low Baller, Leadership Surge and Leadership Slump[/p][p] - Added new system for friendly allies who can come to your aid in missions (but are controlled by game)[/p][p] - Fixed bug with Truck Job part 1's pre-hack mission where Head Hunters might pretend to arrive[/p][p] - Fixed bug in Nanofacture Hub where an enemy could be stuck in a set of lockers[/p][p] - Fixed bug with offset UI from map elements in "Decommissioned Core" map[/p][p] - Added missing enemy description for Syndicate Shocktop enemy type[/p][p] - Fixed bug with (not ready) Cascade Arms Power Play appearing and Jupiter Advanced Decks Power Play disappearing[/p][p] - Fixed sudden bad stats for Ex-Los Z Recon Vanguard's backstory Trait[/p][p] - Fixed bug where a Head Hunter who is killed by your team really quickly might still pop up the next turn for trash talk[/p]

Update 38: New Map "Q-Compute Core"

[p][/p][p]Knights and mercs, we've been hinting at going on a big content rip, which we got started with a new map "Harbor Prison" last week and now we're dropping a second new map, the Q-Compute Core. More content in the rip is just a day or two away! With Update #38, we've also added new proc-gen combos for Hardened Target, 2 new cybernetic implants, improved a number of nodes in the Agent EX and Wireghost class tree, reduced cooldown on Face's Opposition Research, fixed a bug with Burnt Contact's disappearing, fixed multiple causes that might lock the game up (Warmachine Pain Editor being one), and a ton of other community reported F10s. This one really smashes a set of key bugs that were generating a ton of F10s, so we're excited to see these put to rest and let the heists run smoother![/p][p]A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week [/p][p][/p][h2]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]New Map: Q-Compute Core and +11 Proc-Gen Combos[/h2][p]Hot on the heels of last week's new map, we're excited to roll out another new map: the Q-Compute Core! The Q-Computer Core is build around a central quantum core, with four wings of the lab all giving access to the main chamber across bridges. It is an exciting map with a lot of potential ways to flow through it and plays awesome across the different objective types. The new Q-Compute Core map is the 6th new map we've released since launch and is connected to 10 proc-gen objectives, and it is especially on point for the Infiltrate and Download and Heist CPU objective types.[/p][p]A dedicated quantum core facility built around a central restricted platform accessible only by bridge where the primary quantum host is housed. The map features a wide circular ring that allows access to the main compute platform across one of four bridges, it offers many ways to plan the optimal heist route through its twisting rooms and open halls.[/p][p][/p][h2]New Hardened Target Proc-Gen Combos[/h2][p][/p][p]With Update #38, we've kept the pressure on wiring up more map options that can link with the Hardened Target objective. These two new proc-gen combos (map X objective) both help increase the variety of Hardened Target objective (now linking to 31 maps) and ensure that some maps that don't appear often enough are more present in the general circulation. [/p][p]Between the new Hardened Target combos and the new map and all of its combos, this brings the total number of proc-gen combos in the system to 355! From our humble beginnings of going for 80 combos in Early Access, it is exciting to be here where its basically inconceivable that you'd see anywhere near every map in every objective during a Knight's career.[/p][p][/p][h2]Imported Cybernetics - Service Level 6[/h2][p][/p][p]WIth Update #386, we've further expanded the offerings with the cybernetics service, Imported Cybernetics, to have a 6th service level. This now includes 2 new high-level implant options - Brau ADX Filter and the Trache-Dualflow). [/p][p]While the Trache-Dualflow offers multiple healing charges in its Talent, the Brau ADX Filter offers top of the line buffs to HP and Move Speed for its slot. Both cybernetics offer different ways to sustain your health and cope with damage throughout challenging heists, fitting right into the Warner-Braun's envelope as the highest tier provider of biomedical cybernetic implants and can be nice additions to your existing teams.[/p][p][/p][h2]Class Tree & Talent Tweaks[/h2][p][/p][p]With Update #38, we've fixed a few icon mismatches in the Wireghost class tree and fixed an Agent EX node in the top left that was very weak for its position - now it gives +1 Reaction and +2% Move Speed.[/p][p]In addition, we've pushed the recharge timer on the Face's Opposition Research Talent down by another 10 days, making it more possible to upgrade this to the max and keep it running hot across series of missions.[/p][p][/p][h2]VIP Debuffs[/h2][p]A few releases back, we introduced an additional set of debuffs to VIPs who you are bodyguarding or escorting. This included an additional -25% Move Speed penalty that was unfortunately not visible on their status pop up. Combined with their -15% from Armor, this contributed to a whopping -40% Move Speed which did make them hard to buff into extreme speeds but also made them a pain and a liability.[/p][p]With this update, we've consolidated all of their Move Speed debuff into their armor and the total is now -25%. The Armor has also gained a +5% Built-In Armor help soak a little damage and they have gained on average +25 HP in addition, making them slow but a bit tougher than they have been.[/p][p][/p][h2]Hiding "Burnt" Contacts[/h2][p][/p][p]A bug had crept in with the latest round of filtering adjustments for Contacts where Contacts who were in the Burnt Status (equivalent to Enemy, but specifically due to some action you took during play) were being hidden.[/p][p][/p][h2]Bugs and Control Locks[/h2][p]In addition, we've cleaned up about 50 F10s in different areas, but our focus now is on ironing out any final places where control schemes, timing or map oddities can cause the game to get into locked state with the controls unresponsive. While these are rare events and at worst, you lose a single turn worth of play, they should never happen at all![/p]
  • [p]With this update, we've resolved one issue with selecting and then canceling Grenade Talents really fast - this could cause you to teleport and potentially lock your controls.[/p]
  • [p]We've fixed an issue with Warmachine's Pain Editor if the buff causes you to "steal" the turn from the enemy[/p]
  • [p]We've fixed some issues where players are on the very edge of extraction zones that can either lock up controls or leave the extract button incorrectly enabled.[/p]
  • [p]We fixed a lock up and animation oddities if a hacker dies mid-hack.[/p]
  • [p]We've fixed some timing issues around enemies throwing grenades or stop their movement suddenly and then immediately ending their turn that could causes control freezes.[/p]
[p][/p][h2]v2.2.27 - #38: New Map "Q-Compute Core"[/h2][p] - Added new proc-gen map "Q-Compute Core": a dedicated quantum core facility built around a central restricted plaform accessible only by bridge where the primary quantum host is housed that supports +10 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 1+ teams[/p][p] - Added +2 new Hardened Target proc-gen combos (map X objective) bringing Hardened Target combos to 31 maps[/p][p] - Added new service level for Imported Cybernetics (6) with +2 new implants (Brau ADX Filter, Trache-Dualflow)[/p][p] - Fixed 2 upgrade nodes in Wireghost tree with the wrong attribute icon[/p][p] - Fixed bug with Warmachine's Overheat Talent lasting too long when disabling devices[/p][p] - Filled in Agent EX top left upgrade node in class tree, now adding +1 Reaction and +2% Move Speed[/p][p] - Reduce Face's Opposition Research Talent's starting recharge time by 10 days[/p][p] - Fixed bug where Contacts with Burnt relationships could disappear temporarily[/p][p] - Fixed issue where Warmachine's Pain Editor Talent might activate and steal the turn but unfortunately lock up controls[/p][p] - Fixed rare issues where enemy agent might lock up at end of turn, throwing grenade or moving [/p][p] - Fixed issues in extraction zones when reloading or moving very close to the edge leaving button enabled[/p][p] - Adjusted buff/debuff on VIPs you are escort/bodyguard - gain a small +25 HP bonus, 5% Built-In Armor, Move Speed debuff total -25% on Armor[/p][p] - Fixed issue where enemy agent attacking in Full Auto mode could target mercs that are Hidden[/p][p] - Fixed cases where an AI might hang during their turn and be unable to complete action[/p][p] - Improved animation/ragdoll when hackers dies while hacking[/p][p] - Fixed issue where grenades could fall forever off the edge of buildings[/p][p] - Fixed issues that could occur during rapid play with input on selecting and canceling Talents (hard locks, teleporting to grenade location)[/p][p] - Improved consistent updating of "Under Equipped" tab in roster under all circumstances[/p][p] - Fixed issue with Prox Mines being converted to attack enemy AI by Wireghost Kill Switch Talent[/p][p] - Fixed more map issues and starting points that were unfairly seen[/p][p] - Fixed a metric ton of typos[/p]

Save 25% and Update #37: Networker Reshuffle

[p][/p][p]Knights and mercs, Update #37 is landing on the streets of New Boston while the marketing pods at the megacorps are all blaring the same tune: 25% off this week! Get this puppy while its hot. It's a lot of megacorp nonsense, so let's get into the real stuff on the street, the update. #37 arrives with a few tailored fixes for smoke rules, new rules for Face respec to make it fair for everyone, fixing a bug that was hiding the -25% and -50 Cover penalty from the accuracy breakdown (since Update #35 ːsteamfacepalmː ), fixed bugs with Agent EX Line Crawler when it hit 100% activation, enabled an option to disable the mouse-focused support that made map action buttons clickable, improved enemy usage of Talents, fixed a huge host of map issues.[/p][p]To all of those playing, posting and especially everyone leaving a review this week - thank you! Your support makes what we do as a small, indie studio possible.[/p][p][/p][h2]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]Face Respec[/h2][p][/p][p]For a long time, respec'ing the Face has been an interesting topic. If you did it correctly, especially when combined with the Face's Efficiency Grind Talent, this could create an endless supply of Talent charges. Anyway, those days are over and fair Face respec has arrived.[/p][p]We've implemented the respec-and-retraining cycle as fairly as we could with the Face. Now, when you respec your Face, we just store all the details about all of your Talents - their ready charges, any cooldown time waiting. Then as you retrain these Talents, we just re-apply those values. This includes Talent upgrades - so you have 2 charges of Care and Feeding ready and then respec, you'll have 1 charge when you retrain the Talent (as, it has 1 charge max) but then if you upgrade it to the second charge, you'll get that charge for free.[/p][p]If you have a Talent trained, respec and then do not retrain that Talent and let time pass, the values that you had the last time it was trained are maintained, including any cooldowns.[/p][p][/p][p][/p][h2]Restored Cover in Accuracy Calculations[/h2][p][/p][p]Since Update #35 (blame smoke!) the Cover penalties were hidden in the accuracy breakdown in the top right corner. This mistake on our part has created a lot of confusion with the accuracy system, sniper rifles, smoke and just about everything. We are very glad to have your cover penalties back![/p][p][/p][h2]Option to Enable Clickable Action Buttons on Map[/h2][p][/p][p]With Update #36, we enabled the action buttons hovering over the map to be clickable for those mouse-only players in our player base. However, this new feature was not great for players who do like keyboards, so now we have added it as an option. If you want the action buttons to be clickable, go into Options > Controls > Mouse Controls and turn on the option. It is disabled by default.[/p][p][/p][h2]Smoke Tweaks vs. Suspicious Enemies[/h2][p][/p][p]With Update #37, we've fixed a few minor issues with the smoke rules that went out in Update #35. The main issue that was resolved was about how enemy agents acted once your characters had been Spotted. If a character was in a smoke cloud but had Spotted status, then it did not mattter what the status of the enemy agent was - Unaware, Suspicious, or Alerted - they would see and attack your character.[/p][p]The fix to this issue is to ensure that each enemy agent needs their own event to rise up to the Alerted status - perhaps told by another enemy agent with local alert, or seeing a merc who is not hidden by smoke. Once the player is Spotted and the enemy agent is Alerted, then the enemy agent will correctly see and attack the merc through smoke.[/p][p][/p][h2]Many Map Fixes![/h2][p][/p][p]With this update, we've closed about 50 F10s from the community about small bugs with maps. This includes cases where your mercs might start in an enemy sight line, or a lootbox was positioned slightly inside another prop, or a lamp post could be walked through or an exposed VIP started in sight of enemies. This was a really big sweep of small but important map cleanup changes, so thank you for reporting on such details - large and small - to help us improve the game![/p][p][/p][h2]v2.2.25 - #37: Networker Reshuffle - 10/2/2025[/h2][p] - Fixed issue with Suspicious enemies seeing Spotted mercs through Smoke - enemy needs a spotting event to be able to target through smoke[/p][p] - Improved Face Respec rules - all Talents restore their charges and recharge rate from last time they were trained[/p][p] - Fixed value shown for "time to recharge" in Face Talent hover off main Safehouse screen (showed 88 turns means 22 days)[/p][p] - Fixed issue with Cover penalties (-25% / -50%) not appearing in Accuracy log in the top right[/p][p] - Fixed bug with Agent EX Line Crawler not triggering at 100%, improved combat log to reference disabled security device type[/p][p] - Added new option to enable mouse-only style of play for clickable key glyphs in mission map[/p][p] - Fixed bug that could cause a game freeze when a merc was shot to Bleeding Out while hacking[/p][p] - Fixed bug with Matsumoto enemies using H-Series Injector item when not injured[/p][p] - Fixed bug where connecting to a Matrix node the second time could reset its scan level to 1/2[/p][p] - Fixed many map issues where you might have started level with enemies spotting mercs or exposed VIP at start[/p][p] - Fixed issues with some props not correctly tagged for cover / blocking movement[/p]