Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #153: Legwork Fix and QOL

Version
Update #153: Legwork Fix and QOL
Version Date
Oct. 2, 2024
Links

Patch Notes

Update #153: Legwork Fix and QOL


This one has come out rapidly on the heels of Update #152 because of a critical bug with legwork created in #152 getting stuck on the timeline. You could see a lot of events pile up at 0h and never complete. With this patch in place, everything will complete back-to-back without the need to really advance the turn.

In way of apologizing for the bug, we've also completed a nice big set of QoL improvements and bug fixes for other parts of the game as well.

it's late after a long day of polishing the game - so we're kicking this patch and QOL fix without too much fanfare or screenshots.


Legwork Fix


If you're seeing events pile up at 0h hours, Update #153 is for you!

Favor for Nothing?


There were some cases in Contact Limit Break where you could spend a Favor to try to "steer" there decision to something else and you would not receive an additional option. This has now been fixed with new options becoming more prevalent and also ensuring that the Favor spend is not offered if you won't gain from it.

The Contact Limit Break options to increase Power Level and Trust % are going to show up more regularly now.

Also, Contacts who are in Hiding due to an Exposure Limit break will not offer missions.


New Proc-Gen Map Combo


In the grind to expand the proc-gen content, we've enabled another map and objective cross - this time allowing the Interchange H level to play out the Siege objective. This helps the Interchange H map appear in 3 objective types and to expand the possible maps Siege can happen on to 5. The map can make for a very dynamic siege on the move, depending on which direction reinforcements are coming from, you may need to shift with the wind to find a new defensible position.

Improved Mods Display


We've expanded the capability to display extra weapon mods to just encompass all mod counts. In the rare and lucky case that you have 4 Intrinsic mods added due to crafting, we've ensured that the UI can show them all.


Auto Save Slots


There was a bug where Auto-save slots were not being displayed if the difficulty save mode was Automatic Only. This is now fixed.

v1.8.117 - 10/3/2024


- Fixed critical bug where all new Legwork hangs at 0h and won't finish (:facepalm:)
- Fixed Contact Limit Break bug that would steal your Favors and not give more options
- Contact Limit Break options to increase Trust % and Power Level now offered more readily
- Added new proc-gen map and objective combo: Interchange H and Siege Objective
- Improved support of displaying weapon mods, always show all crafted/intrinsic mods, don't stop at 3
- Fixed bug preventing auto-save slots (Restore before Mission, etc) from showing when difficult setting was "Automatic Only"
- Fixed issue with Trait Adrenaline Junkie unfairly causing Stress when the mission was Hack-only (1 Hacker)
- Fixed bug where Contacts in Hiding would continue to offer missions / storylines
- Fixed bug in Dusted Hover-Evac X Kill 3 Captains objective where you could auto-extract at start
- Fixed a heaping pile of typos and minor text mistakes