Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #156: Quantum Access Gate

Version
Update #156: Quantum Access Gate
Version Date
Oct. 8, 2024
Links

Patch Notes

Update #156: Quantum Access Gate


Welcome all new Knights from Steam Turn-based RPG fest! We're here working hard on Early Access with a constant stream of updates. There is a lot left to do to wrap up our Early Access roadmap but it is more content and smaller feature sets than huge milestones now. We've been excited in these last few updates to be doing "rounds" in the game, hitting a wide spectrum of areas for balance, improvement and expansion. With Update #156, we've come around to matrix hacking to add a new node type and a big blast of new matrix host templates to explore. We've also removed the clickability of characters from the safehouse, fixed a bug with the ERA Hacker recruit if you chose to Delay the recruit and more.

Thanks to everyone playing, posting and leaving a review! We're running hot with an update every 2.3 days, so send us feedback and any bugs you hit and we are working hard to improve constantly. If you like the style, please leave a review!


Matrix Access Gate


The newest node type to join matrix hosts is the Access Gate - a quantum lock structure designed to allow unauthorized users to enter it but then never to leave. Gates appear as glowing rings, knotholes that you have to pass through if you plan to further infiltrate the host. They present mini-challenges along your path, requiring you to stop and Spike the gate in order to unlock it and enable node connection again.


Once you've entered the Access Gate, you cannot leave until all IC are destroyed, the node is Scan 2/2 and you execute a Gate Spike. While Access Gates have far less IC than the CPU, this can still present a challenge, and often requires a Hacker to stop short of the Gate to reload some programs set or end their Turn to refresh the IO. Since you cannot exit a Gate without spiking it, there is a heightened risk of ending your hacking run in a Hard Disconnect here - if some IC is blocking loading programs but you didn't get enough Attack loaded to take it out, for example. There is no option to decamp from the Gate and return when you're ready, you'll have to pull the plug.

Finally, we've started work on some upgrades to the matrix visuals that will allow nodes to show differently based on their internal state (Spiked, has Files, etc). So - this is coming, Gates that are unlocked with display different, Spiked CPUs will show that visually, etc.

Added 10 new Matrix Hosts


The new matrix hosts are spread across the spectrum of different missions and sources - from those generated in your Safehouse, to CPU Spike missions to those showing up on the ground in missions holding SCU or RCU. All 10 of the new hosts feature one or more Access Gate, so you'll start to see this new node type filtering into your missions immediately now.


Treaty '31 Era Hacker: Delay Hung Recruit


We had a bug with the Treaty '31 Hacker recruit - if you chose to delay their recruit from the Safehouse, then they would end up on your Roster as a permanent possible recruit without any way to move forward. After reloading your game in Update #156, this will be resolved the Hacker will be interested in talking again about recruitment - to accept, delay or reject.

We also fixed an issue where recruits who were previously dismissed could be selected for Legwork. Through this, it is possible that you might have recruited them if you picked this option … that's one way to get on the team?


Safehouse Character Buttons


Having chatted with enough players, we understand (and feel the same way) that the character buttons over the safehouse 3D is not helping. More clicks to these buttons are misclicks that intentional far. There will be a point where the characters animate, traverse the safehouse, take the elevator, so we've left the name labels in but we've removed character's function as a button. In the (currently rare) case that the character has a speech bubble overhead, you can click directly on the speech bubble (not the larger character) in order to pop up their messages.


Alerted Reinforcements, Hidden Team


If you run into a situation where you team is fully hidden but the reinforcements who have just arrived are all Alerted and come after you, please hit F10. We found and fixed 2 of these misconfigurations thanks to some recent F10s about it. We appreciate all your hard work helping us improve the game daily!

And, as always we fixed some other smaller issues - see below -

v1.8.123 - #156: Quantum Access Gate - 10/7/2024


- New matrix node type: Access Gate, a quantum lock structure that prevents unauthorized exit until spiked (go in, must spike before you leave)
- Added 10 new matrix hosts maps to templates across entire set (Spike CPU, File Hunt, SCU and RCU hosts) featuring Gates
- Fixed bug where delaying the recruit of the ERA storyline UNA Hacker could result in a hung state - option to recruit will reappear now
- Removed clickable character button from safehouse
- Fixed bug where recruits you dismissed or skipped could appear in Legwork offers
- Fixed bug where all enemy reinforcements could be coming out as aggressive in Wreckspire
- Fixed bug where one set of enemy reinforcements could be coming out as aggressive in Sewers level
- Fixed possible legwork mismatch for "Going Offworld" proc-gen Legwork story
- Fixed issue where Recoil could go negative on some weapons with the right weapon mods attached
- Fixed typos and name switches