Cyber Knights: Flashpoint
Cyber Knights: Flashpoint Update #145: Melt, Stall and Boom!
Version
Update #145: Melt, Stall and Boom!
Version Date
Sept. 20, 2024
Patch Notes
Update #145: Melt, Stall and Boom!
Let's kick the weekend off with another update to Cyber Knights - more enemy types, more maps, better loot distribution and more! This time the 3 gangs have come to play, each demanding their specialize type of grenadier. The Los Zagales Slaggas are melting down armor, the Blue Ox Brutewain are stalling you out and the Fenian Detonators are throwing the boom!. And we've added Wreckspire to its 4th proc-gen combo
It's going to be another busy month with new content, features and fixes coming non-stop. We hope you're enjoying Early Access and we are here constantly to take feedback and work on improving the game. We hope you'll take a minute to leave a review - remember you can always edit it later.
3 New Gang-Specific Enemies
Following up on the megacorporate Suppressants and Syndicate Blooders, the street gangs are each heading their own separate ways with their specialized grenadiers.
The previously released Los Zagales Patchmax threw grenades to hype up and speed up their gang soldiers and they are now joined by the Slagga a grenadier carrying an explosive mixture that temporarily deactivates the reactive materials of modern armor. Not only will you suffer some nasty Pure Damage but you'll lose 1 Protection Point immediately if a Slagga's Armor Melter hits you.
The previously released Fenain F-Dusters threw grenades to buff Damage and Accuracy with their fabled Redmist, making their soldiers extra deadly in a red berserk haze. They are now joined by the most deadly of street grenadiers - the Detonators. These maniacs hack together explosive devices that pack a massive Pure Damage punch, but cannot be thrown very far and have the smallest blast radius of all. Still - don't let one get you in their throwing arc, its going to hurt!
These streets grenadiers are less worried about friendly fire as well, so don't think standing next to one of their pals is any form of protection!
The previously released Blue Ox Bulwark threw grenades to make their paramilitary ranks soak up hits and gunfire like it didn't matter and just keep punching. They are now joined by the Brutewain who hurl stall grenades, packs with a sticky, movement resistant substances that reduces Move Speed and Initiative, helping pin their targets into place for the rest of their unit to close in on.
With these 6 gang-specific types of friendly and aggressive grenadiers now live, the 3 gang factions have each split their separate way and are really starting to stand out as separate forces to be reckoned with, each with their own concerns. We're excited to keep pushing variation along faction lines with more faction-specific enemies, and the big megacorps will each be receiving their first corp-specific special forces enemy.
Also, now that we do have a lot more enemy types in the game, we're going to come back to work a bit on the progression of their appearance. Right now, they're all piling in pretty early and you can find yourself facing nasty combos at too low of Power Levels (2 X Wildfire and a Slagga is … bad news).
The aftermath of a melter grenade is not pretty - our Soldier is now wearing fully degraded armor and vulnerable.
We've also completed a pass on the VFX used for all of the grenade types for enemies, tweaking and improving as we can.
New Proc-Gen Combo: Wreckspire X Kill 3
We've added the 4th proc-gen objective combo now with Wreckspire. You can now drop onto this map and try to Kill 3 Captains. Based on the maps design around the central highground, this one leans more toward a fast and furious fight than a stealth escapade like Forward Op or other maps. Be wary of the captains getting the high ground or backing up their Sniper from the surrounding ruins. Then scramble for your exit - each merc to their own escape!
We've also improved and fixed a few things in Wreckspire for all of the different proc-gen combos it appears in, tweaking issues with extraction points, where reinforcements can come from (more places now!) and connecting security devices to Terminals when they are there.
Better Blueprint Loot Distribution
A huge thanks to everyone commenting on Darial's helpful threads about Blueprints and loot distribution this week. The feedback is always supremely helpful and we're happy to be able to move on it quickly. We've improved the loot distribution system with today's update, first targeting the mistakes in the math that were causing Armor and Melee Weapon Blueprints to be wildly over-represented in the loot tables. A much more exciting curve should now be present with weapons and weapon mods far more prevalent. We've also done some work to work on the progression of Exotic and Legendary Blueprints not showing up too early in the game just by pure lucky rolls.
In loot fixes, we also resolved a bug where the objective Files - the entire Substrate Stabilizer set - could appear in random loot boxes. Cool concept but those files aren't ready for it, now fixed.
v1.8.101 - #145: Melt, Stall and Boom! - 9/20/2024
- Added new 3 aggressive grenade enemy abilities - heavy damage, armor melta, stalling!
- Added Slagga (Los Zagales) enemies who throw armor melting explosives that automatically Shred 1 Armor
- Added Detonator (Fenian) enemies who hurl street-cooked explosives to cause maximum Pure Dmg (120)
- Added Brutewain (Blue Ox) enemies who throw stalling grenades (debuff Move Speed and Initiative) to let their paramil forces close in
- Added new proc-gen map and objective combo: Wreckspire X Kill 3 Captains
- Improved extraction options and security devices connection to terminals in Wreckspire proc-gen missions
- Improved Blueprint loot distribution so that Armor and Melee weapons aren't majorly ahead of the rest
- Fixed issues with characters stuck unable to go on a mission, stuck in treatment, stuck tagged as Injured
- Fixed bugs with Substrate Stabilizers appearing in regular loot
- Fixed bugs with logs in enemy grenade tosses