Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #172: Objective Overhauls

Version
Update #172: Objective Overhauls
Version Date
Nov. 10, 2024
Links

Patch Notes

Update #172: Objective Overhauls


Welcome all the new Knights in New Boston! With Update #172, we're hitting a very specific feature set - the secondary objective system as we are preparing to add new types of secondaries to the game and need everything in tip-top shape. We've made sure that you can always see what reward hangs in the balance now, upgraded the looting objective to count lockboxes, ensured that you cant get duplicate objective requirements, allowed mission maps to have more influence over the Turn and Sec Level limits (bigger maps increase it) and clarified the text in a ton of objectives as well. And more - now that we have a rapidly growing number of maps in proc-gen, we've added the system to avoid allowing them to repeat.

Let's dig in! If you're enjoying the game or our update cycle, please be sure to leave a review!

Secondary Objective Rewards Visible



Previously, only the goal was visible and so you could forget esaily what you were working to achieve. Now the exact specifics of every reward is included in the objective displayed mid-mission. It's far easier now to make that snap decision about your Turn limit for the $50K or that extra lootbox.

Looting Objectives



We've updated all the missions in the game (story and the proc-gen Lootbox Hunt where you have to steal 3 files and the Scavenger missions) to use a new objective system for looting. Now you'll see a much more helpful "Looted 3/9 Lockboxes" objective in your list and it will tick up as each lockbox is hit and mark as complete when you've looted everything that can be looted.

Improved Objective Generation and LImits



We've made some rule changes to how secondary objectives are calculated. First, we've updated the rules to ensure that two objectives will never appear with the exact same requirements ("Complete before the end of Turn 7") as that is a no-choice option for you as a leader of your team.

Second, we've also updated the map metadata for every mission map so that it can better inform the decisions being made about what secondary objectives to offer and if they should have adjusted ranges and limits. Larger maps are able to increase their goals while smaller maps can keep them exciting and challenging.

Avoiding Repeated Maps



As the map catalog for proc-gen missions has grown out to 15 now, we have enough in circulation to add a limit to prevent repeated maps. Now, a map that is selected (such as the Trucker HQ) for one proc-gen mission will not appear again for at least the next 2 proc-gen missions unless some scenario occurs in which there is no other choice.

Also, currently as some proc-gen missions and story missions share maps, it is possible that your story missions and proc-gen missions could create these back to back scenarios still, but they will be rare enough it is not currently a priority to untangle the difficult not of avoiding that.

Fixed Stuck Item Equipping



From Update #171 and v1.9.5, there was a linger case where equipping items could get stuck and no matter what you seemed to do, an item was always popping out of your inventory. Maddening!

This is now fixed, sorry for the bug.

v1.9.7 - #172: Objective Overhauls - 11/10/2024


- Added secondary objective rewards into the display mid-mission so you know what you're working for
- Updated all Scav and Lootbox Hunt objectives (and story levels too) that include looting objectives - "Looted 3/9 lockboxes"
- Added system to proc-gen map selection that prevents the same map from being picked for the next 2 picks (if possible)
- Improved wording in secondary objectives for Turn limit - "if complete before end of Turn 7"
- Standardized the Matrix-only mission objectives to complete in a turn limit to use the same language
- Improved secondary objectives in all proc-gen levels by giving mission map more control over Sec Level and Turn values
- Secondary objectives can no longer ever produce duplicate conditions (two objectives at "complete before end of Turn 7")
- Prevented Siege proc-gen missions from rolling up incompatible Turn Limit secondary objectives
- Fixed issues with some item slots seeming to bump other items of when being equipped