Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #18: Memories Long Past

Version
Update #18: Memories Long Past
Version Date
Nov. 17, 2023
Links

Patch Notes

Update #18: Memories Long Past


Update #18 rolls out some key improvements for the timeline and your ability to look back on your team's past activity as well as a ton of new improvements throughout the game. While we're waiting a few more days for the first wave of Proc-Gen Missions to hit, your F10s and suggestions on our Discord and here on the Steam forums are keeping the update pipeline firing on all jets.

If you're enjoying the pace of improvements and updates to the game please leave a review - nothing is more helpful for us to keep improving and sharing the game.
 
Also, we're excited to announce the first Community Challenge -
https://store.steampowered.com/news/app/1021210/view/5454483600070048449
We've rolled out our first community challenge for everyone to try and enjoy. Nothing strict, just a different spin on how you play the game to put some focus on a certain playstyle and get players chatting about meta and melee.

How long can you survive in the game only using blades? Sneaky, quiet, stabby? Check! Out ranged, out gunned, pinned down - hopefully not. Let's see what your sword-only team can do.


Timeline History


The small button to the left of the timeline (if you are on page 0) has now activated to show a history of timeline events. Events like cyber surgery, mission expiration, mercs recovering from injuries, and more all appear within the list. We need to keep adding more events to get full coverage but you'll be able to see a wealth of history about your activities already.

In addition, events that were previously invisible can now be checked out in the timeline history, like the specifics of a failed Legwork attempt, Trait mutations for your characters (as negative and positive Traits gain or drop in power level) and when Injury devolves into a true Wound. These events will soon have a confirmation pop up that makes such important events even more clear, but for now exposing them in the history is a big move.

As a new feature, this list will start empty for your team. Events that occurred before Update #18 will not appear here.


Quit from between Missions


If you've completed a level, won a mission or are just anywhere in between levels on a multi-stage mission, you can now choose to easily exit to the main menu.

We recognize that levels are long and so often, getting to the end of one is the full play session and maybe your mission isn't over but you'll have to pause and come back later. ESC can get you back to the main menu and when you resume play you'll drop right back into the stage or mission victory.


Cyberdeck Health


Your Cyberdeck's health % is now visible in all screen related to cyberdecks. We've fixed a few places were buttons were not clickable in the Cyberdeck management screens (specifically install and delete programs). We've fixed some issues where the storage bar for your deck wasn't always updating correctly and also now if you select an already installed program, we will highlight how much space it is taking up in the deck's storage bar in yellow.

Also, if you're out cruising the matrix you can now pan the matrix map with the same hotkeys (WASD, left stick by default) as the main mission map.

No Transitions Camera Mode


This option was rolled out a few releases ago to allow you to play in a mode where the game took as little control of the camera as possible. It has had a few issues, specifically with the Cybersword's Slashslide and with Hacking, both of which are now fixed.

Appearance Improvements


When setting up your character's looks, we've made some fixes and improvements as well. You can now rotate your character while looking at their face detail. We've also fixed an issue where switching between sliders when changing the aspects of their face would reset the previous slider.

v1.1.5 - 11/17/2023


- Added timeline event history to saved game, review details and timing of past timeline events
- Turn events like Legwork fail, Trait mutation, Wounds from injury now visible in logs
- Added option to return to the main menu from the Victory screen, allowing to resume there later
- Now pan Matrix with same keybindings (default WASD / right stick) as main mission map
- All displays of Cyberdeck in market, inventory and deck management now display health %
- When forcibly disconnected from the matrix, a popup explains reason (deck hacker, burnt out deck, cut connection)
- Fixed cybernetic implants that were showing +/- with their buff or debuffs
- Fixed issue where changing between face sliders in appearance would reset previous slider value
- Now allow rotating character in appearance while focused on face
- Fixed issue with Blueprint count sometimes being wrong in Cold Storage (missing item will appear)
- Fixed issue in Cyberdeck Mgmt where deck's storage bar was not always updating correctly
- Fixed issue in Cyberdeck Mgmt where some buttons we're clickable
- Fixed issues with No Transitions option for camera with Slashslide and Hacking
- Improved rendering performance for market and other long lists