Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #155: Smoke in the NanoFab

Version
Update #155: Smoke in the NanoFab
Version Date
Oct. 7, 2024
Links

Patch Notes

Update #155: Smoke in the NanoFab


There is smoke pouring out of the NanoFab, someone is in there crafting like crazy! If you aren't in there crafting like crazy, maybe this update will help you get that forge roaring. With Update #155, we're completing a series of balance improvements around Blueprints, max uses, sale prices, and crafting times that should increase the fun and progression of the NanoFab and possibly entice more mercs to give Item crafting a second look - or, if not yet, soon. We've also fixed a ton of other F10s submitted, so thank you for all your help, posts and encourgement!

If you are enjoying Cyber Knights and our special way of doing Early Access - the game is never idle! - please take a moment to leave a review and help us continue.


Tox-Cloud, White Noise Stick to the Floor


All of the moving buff and debuff zones were not playing very well with elevation changes. If a zone was created on a rooftop, it could then float out into the air instead of sliding down to the ground. Or if you created a buff zone near a building or platform it might just go into the platform instead of rising up to ride along the top of the area.

With Update #155, we've resolved both cases. In short, moving buff zones will now stick to the floor, rising and falling as needed. Thanks to everyone who put in F10s about this, it has been a hot topic for a while!


Melee Weapon Blueprints show Power Slice Rules


Melee weapon blueprints have always had an issue where they kept their Power Slice special rule hidden until the crafting was complete. This bug has now been resolved and the special rules for any and all weapons are now visible up front with your Blueprint.

Crafting Time Adjustments


Update #155 sees the completion of a number of crafting time changes, some shorter and some longer. Weapons were taking too long, armors were too quick and Rarity and Power Level were not having enough of an effect on the crafting time in many cases.
  • All weapon crafting times have been reduced, anywhere from 2 to 4 days with Blueprint Rarity having a larger impact on crafting time
  • Some weapon mod crafting times have been reduced by up to -1 day and some have been increased by +1 day, depending on the type and Rarity of the blueprint. In total, this is near neutral or overall shorter.
  • Some armor crafting times have been extended in the case of high Rarity Blueprints

Item Blueprint Improvements


Item Blueprints have been hit with a wave of improvements to make them more compelling - both to dump onto the open market or consider using.
  • The cost of crafting Item Blueprints has been reduced, depending on a number of factors anywhere from 10-40%
  • The price you can get selling Item Blueprints to your Contacts has increased by up to 5X
  • All Item Blueprints now come with 5/5 uses in your NanoFab. This allows you to build up a small stash if you find something valuable - perhaps a rare designer hacking drug you can't buy yet or ever - you can at least craft 5 doses of it. The limit before of 1 crafting run per Item Blueprint made this very impractical to imagine that we could provide very many exciting unique Items via Blueprints because you'd end up with a single (just 1!!) consumable and … probably horde it for the last boss ;)

Head Hunters and VIP Stun Break


Head Hunters and special VIP targets all have the ability to Stun Break. Every turn they are Stunned, they gain a 75% chance to skip the Stun and take their Turn. This does not remove the Stun effect, so mulit-Turn Stun debuffs can still have effect on these targets, but it is lesser and more random when it might strike.

In the case of Stun Break, we have now added a clarifying log to the combat log so it is clear what happened and what the chance is (75%).


ERA Scourge Recruit Level


For future games where you encounter the Treaty '31 Scourge recruit, we've fixed the issue where this character always landed at level 1. Now, the Scourge will follow all the regular recruit level rules, just like the Treaty '31 Hacker you could recruit.


Fixed Switched Save Slots UI


As of Update #154, the save slot options you were presented in the pause menu were flipped. If you were supposed to have Auto Saves Only then you got Free Saves Only. This is now all cleaned up in both the mission and safehouse pause menus.

v1.8.121 - #155: Smoke in the NanoFab - 10/6/2024


- Tox-Cloud, White Noise and any moving buff/debuff zone now changes elevation correctly to track "floor"
- All Blueprints for weapons and especially melee weapons show all special rules like Plas-Edge
- Reduced crafting times for Weapon, Blueprint Rarity has larger effect on craft time
- Rebalanced crafting times for Weapon Mods and Armors, ranging from -1 to +1 days based on Blueprint Rarity
- All Item Blueprints new expanded to 5/5 uses - if you find something good, you can craft a small stock
- All Item Blueprints sell for about 5X the cost (based on Blueprint uses remaining)
- Reduced cost to craft Item Blueprints by 10-40% depending on Power Level
- Fixed issue with Auto Save Slots and manual Save Slots appearing in wrong difficulties
- Added helpful log when Head Hunter or VIP breaks Stun (75%) and takes their Turn anyway
- Fixed ERA story bug where Scourge recruit oddly started at level 1
- Fixed issue with some raid proc-gen missions that played the ending dialog 3 times in a row
- Fixed possible scenario where recruiting Scourge in ERA stories could freeze