Cyber Knights: Flashpoint
Cyber Knights: Flashpoint Update #135: Black Soup Bay
Version
Update #135: Black Soup Bay
Version Date
Aug. 31, 2024
Patch Notes
Update #135: Black Soup Bay
Welcome all new Knights to New Boston - glad to have you this week.
This is an old city but let's keep plastering it with updates! It is late, so I will be brief - we've had so many new players checking out the game, and so much awesome stuff added over the last week that we're taking a pause for a moment to focus on bug fix, quality of life and F10 fix tonight before we blast on with more content.
So, this update hits on many of the hottest F10s from this weekend so far!
Thanks for submitting your F10s, posting feedback and especially for posting up reviews! Every one helps us keep trucking forward.
E-Medics and Grenade Simulation
We've fixed a bug where some E-Medics could lock up the game by throwing a grenade. Not pretty, call a medic! This is now resolved.
In addition, we've tweaked the math models for how grenade targeting is done to help the thrower hone in on their primary target and do less really odd tosses.
Finally, throwing a grenade did not always cancel your Focused Fire. Focused Fire is maintained only if you keep shooting at the same target without taking another action that requires AP or moving. So, throwing a Grenade definitely should, but there were some cases where it did not (oddly, depending on remaining charges of the grenade?)
Venom Trap AP Cost
The Scourge's Venom Trap was costing 2 AP to use and showing an odd message above the Talent bar sometimes when used. We've fixed the whole bug which was basically a double-attempt to execute the Talent.
PXE Grenades
PXE Grenades finally have corrected damage listed in their Talent, causing 320 Ballistic Damage and outclassing the old standard Frag Grenade.
Stun Tally Modification
There was a bug in the previous version where Stunning a target didn't automatically update the Sec Tally tracker, so it could look like yellow Tally did not get removed. They were removed the next time anyone asked for the Sec Tally to be updated but … we fixed it. Now it is instant.
Roster Tagging
We've fixed (again?) another set of issues with dead, dismissed and missing mercs getting counted into the Tags on the Roster.
Update Size … update
Two weeks ago we completed a couple of near max size updates to the game in order to re-organize some of our assets. So far, we're seeing really good results with all but 1 update (which actually, tweaked asset organization, so we know it would be larger) being significantly under 1 GB. This is a great trend for a game that updates a lot! We're going to keep after this so that we're only asking you to downloading MB from our near-daily update madness.
v1.8.75 - #135: Black Soup Bay - 8/31/2024
- Fixed issue with some E-Medics freezing on trying to throw N-Stim Cloud
- Improved math for grenade throw simulation to be more on target with tosses
- Fixed bug with PXE Grenade not correctly listing high Ballistic Damage output
- Fixed bug with Scourge's Venom Trap Talent causing it to consume 2 AP instead of 1 AP
- Fixed issues with Atomic Stutter and other Stun abilities not always immediately updating Sec Tally
- Fixing issue where sometimes throwing a Grenade did not cancel your Focused Fire buff
- Fixing possible double-team spawn in Corner Holdout X Kill 3 Captains Objective
- Fixed issue with Delaying Job from Field Ops Center sometimes not counting toward max 2 delays
- No longer showing outside/inside optimal range in Accuracy breakdown if accuracy effect is 0%
- Fixed more bugs where dead/dismissed/hidden mercs could still be counted in roster tags
- Fixed typos in proc-gen mission briefs, missing text strings in UI