Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #113: Head Hunters Rising

Version
Update #113: Head Hunters Rising
Version Date
July 19, 2024
Links

Patch Notes

Update #113: Head Hunters Rising


Head Hunters have been unleashed on the New Boston zone and the bravest and craziest among them are hunting Cyber Knights - hunting you! The reaction from players has been so awesome to this new major milestone, we're psyched. The feeling of time-boxed pressure to deal with or escape the Head Hunters and that fact that, for a time, it makes you play the game different, use different equipment, bring a different squad, and plan for the Head Hunters to jump you at any given moment is extremely exciting.

While things have launched very successfully with Head Hunters, we wanted to make some rapid improvements in places where we missed on certain features of nice-to-haves, so this update addresses a number of those issues.

If you're liking the pace of development, please leave a review!


Fast Improvements


We've made some balance and weapon tweaks to Head Hunters based on feedback - thanks to everyone sharing their combat stories.

We've improved how the Head Hunter "Stun Break!" works so that when they roll it, they really can act for the Turn.

We've fixed Brainworm vs. Headhunters so that it will not allow you to use it against them at all, saving you the charge and the AP as they are immune.

We fixed issues where you might get a dialog about Head Hunters in victory or defeat even if they didn't show up.

Dead Head Hunters no longer have body timers and won't cost you Security Tally.


Other Improvements


Throughout the game, we've improved how we handle highlighting of names, factions, and professions so that the highlighting is more clear, consistent and shows up in more places like Timeline events.


We've also fixed the little blue man who appeared in your timeline when crafting items. RIP little blue man, we never really knew ye.

v1.8.23 - 7/19/2024


- Continued to balance and improve Head Hunters and their teams! Thanks for the early feedback
- Fixed issue with proc-gen maps that was cutting 2 maps out of rotation - Street Palisade, Holdout Corner
- Fixed issue with Head Hunter "Stun Break!" not really breaking Stun effectively
- Fixed issue with Head Hunters immune to Brainworm but Talent firing anyway
- Fixed issue with Head Hunters reporting a miss in mission victory / defeat even if they didn't show up
- Fixed issues with Head Hunter bodies having body timers
- Improved highlighting of names and factions through dialog and timeline to be more consistent and clear
- Fixed issue with little blue man in the timeline when crafting items