Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #178: Grinding Progression

Version
Update #178: Grinding Progression
Version Date
Nov. 24, 2024
Links

Patch Notes

Update #178: Grinding Progression


Knights, we have a late Sunday night update here to get us ready for the new week. This one includes some progression adjustments on higher difficulties (Matrix challenge), clear marking when mission is from a hand-written storyline vs. proc-gen, 4 new visuals for weapon mods, improved balance of UAR, SMG and AR, fixed a ton of small mistakes in Weapon Mods and Intrinsic Mod Blueprints. We've also made a set of control scheme improvements in the Roster for Steam Deck and controllers and added a ton of new debugging to your F10s in case you hit one of the 2 rare cases that can still cause an enemy's turn to lock up in game (hit F10, we will fix!)

Thanks to everyone playing, posting, and sharing the game with a review. Our tiny team couldn't do it without your support!

Continued Progression Tuning


There has been a lot of chatter and feedback on our channels recently about progression, optimal styles of play, how to squeeze the most of our your money or base, loot tables and more – all good healthy feedback showing that the game is really delivering the experience and helping us to highlight places we can tune that experience.

With this update, we've kept pulling the thread from the last couple updates about Power Level progression and high difficulties. We found some inconsistencies in how loot tables were rolled for higher difficulties as well as a clear bug where Mission Power Level boost and then Matrix Power Level boost were both being applied to Matrix hosts. This pushed Matrix hosts upwards in difficulty rapid on higher difficulties, faster than they should have climbed.

The process is continual to improve the game's progression and to round on the key systems missing (Power Play, Compromised, more storylines, dying Contacts, etc). Thanks for joining us on this wild Early Access ride to help us tune it better and better!

Marked High-Stakes Story Missions



We've addressed a question about proc-gen vs. narrative missions we receive from some players with this update. Missions that are from one-off, non-repeating storylines are now marked in the timeline as High-Stakes with a yellow icon and a helpful hover. This can help you spot missions that are linked to a one-time storyline and spot those that lack the icon as proc-gen or repeatable elements.

New Weapon Mod Visuals



We're always excited to expand the look and feel of the game's weapons and this update drops 3 new scope graphics from our kit as well as a new high-level suppressor. We'll be working on finalizing the art processing on these elements to keep pushing more variation in the team's armaments, including new looks for weapons and all new mod visuals.

UAR and Weapon Balances



With Update #178, we've made some definitive upgrades to the class of UAR weapons to ensure they clearly fill the role of Kings and Queens of Full Auto. All UAR at Power Level 1+ have increased their Full Auto shot, making them more capable of unloading a full burst into more than one target or handing out more damage to a set of 4 targets at once.

Higher Power Level UARs have also gained 2-5m in maximum range and ticked up optimal range to reduce their range restrictions as the weapons become more powerful. On the flip side of that, Kaza Raildarts (and those that will follow in the Raildart template) have had their range trimmed by 2-3m.

We've also tweaked the angles for Overwatch and Full Auto cones for all UAR, SMG and AR to ensure you've got a nicer progression here as these weapons are capable of covering a wider arc.

Improved Weapon Mod Progressions


We've fixed a heap of weapon mod issues! A ton of these were simply higher Rarity or Power Level mods that were not connected correctly with their bonuses and so mimicked the stats of a lower level mod of the same type. We've fixed 3 Shotgun body mods, 3 Pistol body mods, multiple higher Power Level intrinsic mods and

We've also finished the rename for melee weapons from IO-Batt to Ion Batt by fixing a number of mods that still had the old name, going from IO-Booster to Ion Boosters.

Continued Steam Deck / Controller Improvements


We've been verified on the Steam Deck, but our work is not done. We've completed a round of improvements in the roster around how the game maintains your current selection when diving into a sub-screen. This is most notable around changing equipment - previously if you selected a character, and then changed their primary weapon, when you returned to the Roster your selection would be in the left hand list of mercs, not at the primary weapon. Now the game maintains that selection whenever possible.

Second, we've fixed issues with some of the floating hover elements on Steam Deck, like weapons and weapon mods, where the hover was aligned on the wrong side of the element and just dove off screen.

Final Freezes - Debugging to Isolate



There are 2 reported freezes left in the game – both are intermittent and very hard to reproduce. Either one of your mercs goes into a T-position when about to take an Overwatch reaction shot, or an enemy starts moving and then doesn't move and stays stuck in place while looping the running animation.

We're on the hunt and can't wait to fix the pair of these. With Update #178, we've added a huge heap of additional debugging information to your F10 reports that should help us track down the root causes of these two remaining freezes. If you see them, please hit F10 in the latest update!

v1.9.27 - 11/24/2024


- Marked high-stakes story missions in the timeline vs. proc-gen missions to help make the difference clear
- Added new visual variety for weapon mods: 3 new scopes and 1 new suppressor
- Reduced range of Kaza Raildarts by 2-3m, increased range of higher PL UAR by 2-5m
- Increased/Rebalanced Full Shot count for all UAR above PL 1, ensuring UAR claim best FA slot
- Tweaked and increased Overwatch cone and Full Auto cone angles for UAR, SMG and AR throughout Power Level progression
- Improved Shotgun Body Mods: Harrier Grip, Thunderbolt Grip, Nightshade Grip
- Improved Pistol Body Mods: APEX Ammo, Klinger-Floki Reloader, Malkuur Advanced Ammo
- Improved some high Power Level Intrinsic Mods: Vapor Optics and Quantum Rifled Barrel
- Reclassified Shotgun Barrel mod Showstopper D-Rail correctly as Legendary Mod
- Fixed some duplicate Weapon Mods like DesMoines Tactical and Quicksilver Mechastock for Sniper Rifles
- Fixed some weapon mods still using name IO-Booster instead of Ion Booster for melee weapons
- Fixed Matrix Power Level scaling bug where power level adjustments include Mission Power Level and Matrix Power Level (together)
- Improved controller input for Roster, now remembers last selected button when returning from subscreen (faster to change out EQ)
- Fixed bugs on different screen resolutions where larger hovers (like weapon) could end up completely off screen
- Added a heap of new debug to F10s to isolate and fix final 2 game freezes - AI stuck running in place, T-position at Overwatch attack