Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #166: New Weekly Map "Logistics Hub"

Version
Update #166: New Weekly Map "Logistics Hub"
Version Date
Nov. 1, 2024
Links

Patch Notes

Update #166: New Weekly Map "Logistics Hub"


Back in Update #164, we promised a new weekly map release schedule and Update #166 has arrived to delivery on that promise. This update includes a new mission map - Logistics Hub - that is playable on 7 proc-gen objectives, a big UI improvement with a Font Scale option, fixes for Biomimic movement warnings, more obvious Free Respec period and a ton of really important F10 fixes from the community.

We're excited to start this new map release schedule and to try to march it all the way to launch, ensuring the game has a huge pool of content for every heist team to hit. So thank you for your reviews to help us keep going!

New Map + 7 Proc-Gen Combos



It is week one of our new "Map a Week Until Launch!" challenge and we are here to deliver. The Logistics Hub is an exciting new map. Build straddling a key road between two transport interchanges, the hub features both an interior building area and exterior power field. It has great pathing challenges, very different spaces and tons and tons of way to play it. This new map dropping into the proc-gen set pushes up to 57 total proc-gen combos and represents a 14% increase in map variety.

You will find the new Logistics Hub appearing in (1) Scavenger (2) Lootbox Hunt (steal 3 files), (3) Q-Gap Spike (spike a CPU), (4) Kill 3 Captains, (5) Bodyguard (6) Battle Striker and (7) Siege!

And, to follow up on our Weekly New Map release schedule, the next m1ap is in testing and polish phase to drop next week with a similar amount of proc-gen objective varieties!

Finally, in proc-gen land, we fixed a bug with Wreckspire where Kill 3 Captains objective had a broken terminal.


You won't see this ^^ anymore

And also we fixed a bug in Lootbox Hunt where multiple objective files could appear in the same lootbox, making this level type too easy.

Font Scale Option - up to +25%



We have added a major UI option with Update #166 - a simple Font Scale slider in your options menu. This lets you slide the font size from -25% (why!?!) to +25%. We are starting with this range of font scale adjustments and getting live testing before we look at possibly expanding the limits further.

This is a HUGE update to the game's UI that touched every single screen and widget and UI blippy. So, if you see issues at 0% or 25% please report them.


You'll see with the Font Scaling that the UIs mostly hold to their shape except when they are built to dynamically scale (usually vertically, scrollbars, etc). By increasing font size, screen elements may be a bit more cramped feeling but that is a natural result of making the text bigger without making the screen bigger :D

And for Steam Deck we now default to +25% Font Scale!

More Obvious Free Respec



In the cases when your Respec is free (at the beginning of the game or just after a recruit joins the team) the UI is now much louder to call attention to the Respec button and to make it clear it is FREE.

Biomimic + Prox-Mines and Pressure Plates


Both Prox-Mines and Pressure Plates were incorrectly showing movement warnings if you had Biomimic running. This is now resolved, both will go quiet in that case, as your buffs let you skip over them safely without detection.

No More Tilting!



There were some issues with stairs, depending on the way the merc or enemy wanted to face at the end of their movement could result in odd tilts. This is now fixed, we stand up straight around here!

Weapon Unequip / Mod Equip



We fixed two really important bugs in the stack of weapons and weapon mods with Update #166. Previously, there was no real weapon ordering - if you unequipped your primary weapon then the secondary would slide forward and take the primary slot. It wasn't great and makes it hard to really control what happens next or to really equip a weapon as primary without unequipping both. This is now fixed, you have 2 slots and they are maintained separately.


If you unequip primary weapon, then you'll be standing around without a weapon ^^

Also, we fixed some bugs that could result in some really odd weapon mod attachment situations. Some faulty code allowed a weapon mod to be attached to two weapons or attached twice to the same weapon accidentally. That's a mess obviously. It only happened rarely but we've fixed the bug and expect that this will address a number of issues that have been being reported in F10s that were just really confusing!

Fixed Unknown Relationships



If a merc went into the Simstream Detox, Trainer, Treatment or Cyber Surgery, suddenly all of the relationship tags that link to them would start reporting them "Unknown". Like, haven't seen them in a few days maybe they are dead!?!? This is now fixed - the answer is "member of the team".

v1.8.45 - Update #166 - 11/1/2024


- Added new proc-gen map "Logistics Hub": transportation connector that supports +7 new proc-gen combos (Siege, Battle Striker, Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard!)
- Added Font Size control to game Options - up to 25% larger or smaller
- Steam Deck defaults to +25% font size for much more readable text!
- Improved Respec button in training screen - says "Free Respec" in bold color when you can get a free Respec
- Improved clarity of weapon class specific Accuracy to read like +5% Pistol/SMG/Revolver Accuracy
- Fixed issue with Accuracy Log (top right) not ever showing weapon class specific bonuses (like +5% Pistols/SMG/Revolver)
- Fixed issue where 1+ objective file could end up in the same Lootbox in Steal 3 Files objective
- Fixed issue with Relationship Tags showing "status unknown" if other character was in Cyber Surgery or Treatment
- Fixed issue where warnings for Prox-Mines and Pressure Plates would incorrectly show while Scourge BioMimic is on
- Fixed issues with Slashslide meta-visual on raised areas or first time used could be invisible
- Fixed equipment issue where attempting to equip a secondary weapon if you have no primary would just equip your primary
- Fixed issue where a weapon mod equipment could result in odd attachments
- Fixed issue where characters or enemies could end up leaning at an impossible angle after moving
- Fixed broken terminal in Wreckspire in Kill 3 Captains objective for future missions
- Fixed widespread text formatting mistake where percentages (10%) were showing with a + sign (+10%) or (+-10%)
- Improved colliders with Truck to resolve issues with Slashslide and melee attacks near it