Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #129: Grid Sequence

Version
Update #129: Grid Sequence
Version Date
Aug. 22, 2024
Links

Patch Notes

Update #129: Grid Sequence


The latest update is hitting the streets of New Boston with a wave of improvements from community suggestions, your F10s and more. Thanks to everyone feeding us requests and suggestions, we're excited to roundtrip them and put them into the game fast and furious. We've improved how programs can be uninstalled and installed, we've improved the Matrix AP bar in the Matrix HUD, simplified the timeline buttons, fixed item carry nodes in the class tree, brought down some high-end cyberdeck repair costs and fixed one of the possible cases that could cause a freeze on map during a mission.

If you're enjoying our dedication to improving, taking community feedback and fixing your F10 bugs - please take a moment to drop a review for the game and help us continue to improve.


Flexible Program Uninstall


The change of rules to use maximum program limit on deck has brought a lot more importance of the decision to what programs to load on to your deck. But the previous limit that a cyberdeck must always have a Scan, Sleaze, Deception, Disarm and Attack program on it is was making upgrading a deck challenging. Once you hit 10/10 programs, you couldn't easily remove Scan I to install SCan II and had to do an annoying round-robin uninstall and reinstall.

So - you asked and we've improved rapidly! Now, if you uninstall a required program, you'll now just get a confirmation warning instead of a hardstop error -


And above your installed programs for each deck, you'll see 5 icons showing Scan, Sleaze, Deception, Disarm and Attack. If they are missing, the icon lights up red indicating you're not ready to deploy to a mission with that deck.

 
But that's fine, you probably uninstalled Scan I to install Scan II. If you didn't, you'll find a helpful error message at deploy time sending you back to sort out your programs.


Matrix AP Highlight


The Matrix AP bar has now joined the fun to keep up with IO buffer and Active Memory. If you're hovering over a Program or a Talent in your program bar, the Matrix AP that will be used by the action (either to load the program or to use the program, depending on its loaded) state is now highlighted in the bar. Now you can see how each action will affect all of your 3 action pools and the tutorial feels even nicer =D


Simplified Timeline Buttons


The buttons to control the timeline were using a Play, Play Fast and the Play button would switch to a Pause button once the timeline was started. This setup was not the best and was causing a lot of controller and keyboard input to stop or start the timeline accidentally. Plus, once you've decided a speed you want to play the timeline in the game, you probably aren't using both.

We've improved and simplified the button set to have a Pause and a Play button. Neither changes to another type of button when the timeline is running, so there is now no chance of input jamming. If you want the timeline to run fast, this is the default setting for the new Highspeed Timeline option in your Options > Gameplay menu. If you do want it to run slow, you can disable the Highspeed Timeline option.

Thanks for all the F10s and feedback about this and we'll keep polishing elements large and small to the game to feel as smooth as possible.


Item Carry Class Training


A bug snuck in at some point with the item carry upgrade nodes for your class tree. These expensive nodes - each costing a whopping 5 points - enable you to carry an additional item on every single mission. They may not feature in your early game builds but they are likely to be worth it in your mid to late game builds where that extra Ion Recharger or dose of Turqo Juice can make the difference.

Currently the nodes will allow you to carry a new item of any type while we evaluate the original design that some nodes would offer limited item carry by type (Tech only, etc). We are also working toward a point where each of these nodes will also come with Attribute and other stat bonuses to help round out their cost.

But when trained now, you'll see your equipment section upgrade immediately and be able to equip more items.

Cyberdeck Repair Costs


We've tempered the math that was used for repair costs for cyberdecks as the deck prices just keep getting more expensive. This will help decks around Power Level 4 and higher to have more reasonable repair prices and ensure that you're price tag isn't hitting $100K until you're looking at serious damage.


Overwatch / Movement Freeze


We've fixed a significant cause of freezes on the combat map where there was a one frame gap between a character starting an action (moving, shooting) where it was possible (if the timing was just right) that they could start an idle twitch animation … which would leave them hung and the game frozen.

With this new case in mind, we're looking for other possible causes of freezes on the map which are rare but still reported in F10s. Please keep reporting them and we'll keep doing our diligent detective work to figure out what is causing them. At this point, none of them are simple code errors, its all somewhere deep down in the animation controllers, blending and timing, so we need your F10s!

Update Size Update ;)


It looks like the improvements we made to the asset packaging managed to crunch what could often be a 4.6 to 4.9 GB update down to a 2.9 GB update. We're not done, we can crunch more! We'll keep you posted as we keep working these down in size. Our aim is to consistently keep the updates under 1 GB.

Battle Striker Early


We fixed a bug where Battle Striker missions often ended early before the last wave of reinforcements arrived. Thanks for the F10s!


Treatment, SImstream and Injury


We're continuing to work on improving the code and validation routines around treatment, simstream and injury. There are still issues here that can cause events to hang on the timeline, the roster counts to be wrong and more. This release fixes a few more of the issues that were reported and a few more things we found on our own.

We've also fixed a bug where you might in Treatment for a Wound like Brainburnt 1 and while trying to treat it, your Wound upgrades to Brainburnt 2. Not good! Wounds will no longer mutate while in Treatment. 

v1.8.59 - 8/22/2024


- Rebuilt the timeline buttons - just simple play and pause button, reduced issues jamming spacebar
- Added new Option to play timeline in fast or slow mode
- Improved Matrix AP bar above IO and Active Mem to highlight like the deck stats do when hovering programs/talents
- Improved program uninstall - now warns but does not prevent uninstall of required programs (Scan/Sleaze/Deception/Disarm/Attack)
- Required programs icon bar shown above deck programs to indicate which are installed
- Cannot deploy to mission unless 5 required cyberdeck programs are installed
- Added mission description to item carry rules at the top of each classes skill tree. Costs 5 points to carry +1 item, up to 4 max
- Fixed bug where training in item carry would not always immediately enable the ability to carry more items
- Improved cost curve for repairs on high-end Cyberdecks to keep cost from getting out of hand
- Fixed bug where enemy could start moving and then suddenly stop one or two steps in
- Fixed bug with contact selection by Casting Director that was reducing variety of contacts that could proc
- Fixed bug where Battle Striker missions could end before the last set of spawns
- Improved safehouse honoring and counting different status (detox, wound, injury) to prevent being sent to other detox, wound, etc
- Fixed bug about injury or medical timeline events and roster counts sticking around after completion
- Fixed bug where a Wound could mutate (from Level 1 to 2) out from under Wound Treatment