Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #147: PatchMAX

Version
Update #147: PatchMAX
Version Date
Sept. 23, 2024
Links

Patch Notes

Update #147: PatchMAX


Monday is a good day for a major clean-up patch! We're just crushing a ton of F10s into a single big quality of life and well, … quality … patch here. We're constantly adding new things, so there is always a trail of cleanup, polish and finishing to apply. This update fixes the Chameleon S-Mesh added last update, fixes Cameras seeing bodies that were Bodybagged, adds more Filters for Files, improves how NanoScrub value is shown in the HUD when there are work in process builds or upgrades, fixes a bug preventing E-Rifles from getting more ammo and lots and lots of other things! It's a busy one.

If you are enjoying the game and like the way that we're running our Early Access - not waiting a month for a new patch - please take a moment to share in a review. Remember, you can always edit later.


Chameleon S-Mesh


If you've got a Vanguard who has earned their scars and their stripes, then its time for the S-Mesh upgrade. It isn't cheap but it comes with a powerful boost to Evasion and even more Stealth kill power. This is fixed from last update where the S-Mesh was just an expensive copy of the Chameleon Sheathe ːsteamfacepalmː

Bodybag on Camera


We've fixed a mean bug that hurt your stealth styles - Cameras and Radar Arrays could spot bodies that were hidden by your Vanguard's Bodybag. This could cause a real unexpected and unfair mess. Now resolved!


Primary Weapon Reset


Up until this update, the weapon your character was holding in the safehouse and the weapon they would start the next job holding was simply the weapon they were holding at the end of the last mission. Now to give proper preference to your first slot weapon, you'll always be seen holding that primary weapon slot and start all missions with that weapon as the active weapon.

So, order your weapons accordingly so you can start with your starter weapon to help avoid needing to swap early on. During a job, including a multi-Stage job, the active weapon is maintained, but it is reset each time a mission ends.

This also gives you more control over screenshots and what weapon a character (like a Sniper) is shown holding in the pre-mission screens and appearance tab.


File Filters


We've needed a few more options for how to slice and dice your Files for a while and this update brings 2 new filters - No Use Action and Not Created by Set. In addition, we've broken the 6 filters now into 3 separate groups to allow for clearer logic in how they apply.

This helps the File filters stick to the rules we've established elsewhere for filters - within a grouping, you are using OR logic and across groupings, you are using AND logic. A nice example is filtering weapons - you have the Weapon Type filter and can easily get Sniper Rifles OR Assault Rifles OR Pistols by selecting those three filter types. Then you can AND that with Heavy Weapons filter which will cut all the Pistols out.

So the groups are now Set Usage, Set Creation and Use Actions. Hopefully we can all find this more useful as we try to slice and dice our files for sale, minting and use. It is now easy to get filter sets that read like "Not Used by a Set" AND "Not Created by a Set" AND "No Use Action" or just "Has Use Action".


Nano-Scrub in Progress


The Safehouse HUD has not done a great job showing Nano-Scrub capacity that was committed to a project already in the works. You might see 44/52 on the top bar, but there is an upgrade going that will consume 6 additional Nano-Scrub, so you're really at 50/52.

We've upgraded the Safehouse Nano-Scrub to show the current value + work in progress value compared to the total, showing like 42+6/52 now.

We've also resolved some issues in the safehouse where the text overlaying the safehouse rooms could suddenly become oddly large.

E-Rifle Mod Advantage


We've fixed E-Rifle mods that claimed to add extra reloads but were not effectively doing it. Now you can bump your E-Rifles to have even more runs of reloading their limited ammo, effectively getting a lot more shots.


Locked Characters and Sorting


Characters like the new Cybersword recruit from the Underworld Hub could become stuck and sometimes on levels not gain XP or a code name. This is now resolved, as well as a number of issues with sorting your mercs in the Roster where the Face or a Recruit would not be given a fair sort.

Fixed Heaps of Other Bugs


This is a hefty bug fix, so check out the full length change log below for all the updates. We owe a big update to everyone putting in F10s! We've got a lot, so clearly we can't get to every one today or tomorrow but we're dedicated to polishing and perfecting - so no F10 is thrown out or ignored. But each in their own good time ;)

v1.8.105 - #147: PatchMAX - 9/23/2024


- Fixed incorrect effects for new Chameleon S-Mesh implant (now +25% Stealth Crit Dmg, +8% Evasion)
- Fixed bug where bodies hidden by Bodybag could still be seen by Cameras and Radar Arrays
- Reset primary weapon after mission victory and defeat
- Improved filters for Files with 2 new options (Not Use Action, Not Created by Set)
- When an upgrade or install is building in the safehouse, the NanoScrub value in top HUD shows the additional points
- Fixed bugs with E-Rifle mods not correctly giving extra ammo
- Fixed bugs with removing and then re-adding mods to weapons in certain click orders
- Fixed issues with "Highest Turn" displayed on the wrong save slot in some screens
- Fixed bug preventing sale of cyberdeck
- Fixed scaling oddities in Safehouse where text overlaying rooms could suddenly become too large
- Fixed bugs with hovers in Blueprint display, sometimes the hovers did not match the stat
- Fixed comparing Blueprints output quantity
- Fixed bug where certain treatment options could be grayed out on the Turn you recovered from injury
- Fixed issues with some recruit characters ("Sven") not gaining codename or XP
- Fixed safehouse room build panel always being full height even if there were only a few options
- Added additional checks in New Game to prevent possible start of game with Attributes at 0
- Fixed issues with Recruits in certain Roster sorting routines
- Fixed issues with Face in certain Roster sorting routines
- Improved mission offer display, hiding "Against" header if there is no target contact