Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Save 33% and Update #34: Streetwalker

Version
Save 33% and Update #34: Streetwalker
Version Date
Dec. 26, 2023
Links

Patch Notes

Save 33% and Update #34: Streetwalker


Let's keep the Winter Sale cheery with another update! Update #34 hits on a ton of F10s and requests from the community – fixing a critical story issue that was reducing story content available in the game, adds dark mode to the F10 menu, improves multiple reactions and decisions from the enemy agents, correct the special rules for Revolver mods, making Matrix AP clear and always visible in hacking and more.

If you're enjoying the updates, we've got more coming! We hope you'll tell a friend and leaving a review. You're always able to update your review later but if you feel like we are on the right track a 👍 helps immensely!


Missing Story / Recruits


Some players have been reporting less-than-expected story counts and a lack of recruits. Due to holiday travel, we haven't been able to address this quickly enough but it is now fixed with Update #34. About 50% of the game's stories and all recruit options could possibly be effected, depending on the age and stage of the game when the bug was introduced. Stories like Sibling Breakout and Cube Run were on the skip list.

In all cases, all games are now fixed and regardless of age or stage, the stories/recruits will begin to appear as the timeline is run. Sorry for this ugly bug!

Enemy Agent Improvements


Update #34 includes a sweet set of changes for enemy agents. These changes always require a lot of vetting and testing, so they've been percolating here for a while as we need to make sure the decision tree changes are good for the AI in all its forms over a lot of scenarios.

This work is in preparation for allowing you to skip or fast forward enemy turns, so that is coming but not ready yet.

For Update #34, we've -
  • Resolved some issues that would cause an enemy agent to repeatedly skip turns at an investigation point once they had reached it.
  • Resolved some issues that would cause an enemy agent to suddenly teleport to an investigation point.
  • In some cases, enemy agents could end up lying down on the ground in a bugged state that made them really hard to deal with. Fixed.
  • Enemy agents were really silly when hit by a grenade and not already aggressive. Their reaction is much more reasonable now, in that they will head toward the point of grenade tossing to investigate. If you're throwing grenades from out of sight, you still have a chance to scoot and lead the guard Alerted instead of Spotting you.

F10 Dark Mode


Dark mode FTW - F10s now have a far more pleasing dark mode styling, easy on meat eyes and easy on cyber eyes too.


Matrix AP


In Update #34, we've made two changes to make your Matrix AP more clear. We've labeled in the center screen where you've got the action options like Scan and Hack. We've also added an ever-present AP bar to the top left that shows your Matrix AP at all times. These changes should help make it more clear as you're burning through your AP and your turn is starting to dwindle down to only a few last actions.


Revolver Special Mod Rules


While they are able to equip regular Pistol Mods for their scope, barrel and body mod - Revolvers still have a few special rules that limit their mod options. Specifically, they cannot attach a barrel mod suppressor that reduces the noise of their shot and they cannot attach a body mod that increases their ammo capacity. These rules are now correctly enforced during weapon modding.

Loadout Bugs


There were a few issues with loadouts when changing carried items from the roster. These could lead to have more items than you were supposed to be allowed to carry for certain characters. These issues have now been resolved - thanks to the group of players who all sent in highly detailed F10s.

v1.2.17 - 12/26/2023


- Fixed Casting Director bug blocking about 50% of stories and recruitments ːsteamfacepalmː
- Fixes issues with Revolvers equipping mods that silence/suppress or extend ammo max
- Fixes issues with loadouts, item assignment and roster
- Fixes issue where enemy agents would sometimes go to an investigation location and just skip turns there
- Fixes issue where enemy agents were clueless when investigating a grenade thrown as the opening attack
- Fixes issue where sometimes enemy agents teleport suddenly to an investigation point
- Fixes issue where sometimes enemy agents could end up lying down and bugged
- Improved Matrix hacking label of Matrix AP and added AP bat to top right
- The F10 Feedback menu converted to dark mode
- Multiple items of the same type carried by a character are grouped in backpack dropdown
- Further improvements to motion detectors and radar arrays
- Fixed issues with missing strings in movement alerts for security devices
- Fixed certain types of 4m fences that could resist being jumped in some levels (like Tutorial)
- Fixed typos in Gameplay Basics section