Cyber Knights: Flashpoint
Cyber Knights: Flashpoint Update #101: Dial It In
Version
Update #101: Dial It In
Version Date
June 29, 2024
Patch Notes
Update #101: Dial It In
We've got Update #101 tonight landing in the New Boston zone, following up on the GENESIS update. We're soaking up community feedback through the forums, Discord and F10s and excited to keep updating and improving rapidly through Early Access. Please keep sharing with us - you're the engine that drives us to improve and improve again.
As usual, after a big roadmap update, we need a few polish updates, so tonight Update #101 improves the Legwork system, some minor tweaks to Haven Smokeout, fixes New Game V2 bugs and a ton of fixes to issues and feedback posted by the community.
If you're enjoying the pace of updates, the 5 major milestones we hit in June and playing the game, please remember to post up a review.
Haven Smokeout Adjustments
Thanks to all the players posting up feedback on Haven Smokeout mission, we've made adjustments to the map and reinforcement rules. In addition, we've adjusted the secondary objective for the mission to be within 15 Turns instead of 12 Turns, giving everyone a little more breathing room. Let us know how your heists go and how the adjustments play out.
Legwork Team Visibility
With Update #101, we've improved the Legwork system to be much clearer about what mercs are eligible for the legwork based on their backstory, traits, and skills. The upgrade shows all mercs who are eligible for the legwork but then disables them if they are Injured, just a Recruit, in the Simstream Detox or Trainer, getting Medical Treatment, committed to another Legwork or Injured. All of these mercs are now shown but unavailable for selection, which takes a lot of the mystery about why you may have less mercs ready for the Legwork than you expected.
Better Cold Storage Tabs
With Update #101, we've redone the icons for the digital good types in Cold Storage and re-ordered them as well - now Accounts, Blueprints, Files and File Sets. This helps to move sets out to the end, get the icons to be far more visually readable and distinct.
Cybersword Adaptive Restruct
We've fixed a minor issue with Cybersword's Adaptive Restruct Talent not costing 1 AP to use. Now, bringing your Armor back up a Protection Point will cost you 1 AP, unless you further upgrade the Talent.
New Game Talents Tab
We fixed a bug with the new game Talents tab - once you opened the Face's page, all of the other characters had their Talents tab locked. Fixed.
Fixed Other Bugs
Thanks to everyone posting F10s, we've fixed a ton of typos, small issues and other small bugs.
v1.7.13 - 6/29/2024
- Haven Smokeout, secondary objective extended to 15 Turns (from 12)
- Improved Legwork offering to show all eligible characters, even if they can't (cyber surgery, detox, treatment, etc)
- New icons and new order for the tabs in Cold Storage (Accounts, Blueprints, Files, File Sets)
- Fixed Cybersword Talent Adaptive Restruct to cost 1 AP to use by default
- Fixed bug with Ex-Detective Backstory for your Knight causing them to be invisible, speak as "Unknown"
- Fixed bug in new game that made the View Talents tab disabled after viewing the Face
- Fixed issue with Battle Strike missions ending early if you killed all enemies very quickly
- Fixed reported typos in dialog and new game
- Fixed some odd floating objects in safehouse rooms 3D
- Fixed odd bug with non-existent Contact in the list