Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #52: Pathways

Version
Update #52: Pathways
Version Date
Nov. 22, 2025
Links

Patch Notes

Update #52: Pathways

[p][/p][p]Mersc and Knights! It is a quick Saturday update with a lot of improvements and fixes and some key underlying changes to the navigation system to prep for the upcoming turrets and drones releases. Thanks for posting F10s, helping us improve the game and keep moving forward. [/p][p]Check below and see the full change log for all the tweaks and bugs that were addressed, new added cosmetic items, rebuilt navigation system (shouldn't change much for walkers), character feet landing correctly on varied terrain, improved conflicting secondary objectives, fixed Skipjack Scan2/2 bug and more.[/p][p]If you are enjoying the constant stream of improvements to the game and are ready for more content and more features, please take a moment to leave a review help us keep going![/p][p][/p]

Our Save Game Policy and Updates

[p align="start"]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p]

New Appearance Category: Ears

[p][/p][p]With Update #52, we added the first options to set appearance options for your ears or ear cybernetics. This first set includes 2 comms or broadcast devices or cybernetics that you can have - one on your left, one on or your right, or both. They look very themey on your overwatch Face or can make for some cool looking operators. Now that the category is open, we're looking forward to adding some additional class options to the set as well - earings, headphones and more.[/p][p][/p][p][/p]

New Navigation Surfaces

[p][/p][p]With Update #52 we've completed a full rebuild of all of the game's 3D navigation surfaces - these determine what types of units can move where. This is all in prep for the release of different types of flying drones, and their surfaces were the main focus of the rebuild. However, the surface for bipedal walking characters was also completely rebuild during this time. We found place where it could be improved and have found and fixed a number of places where the rebuild caused something to act oddly (you could walk in some desks, certain ramps stopped functioning, sometimes you couldn't cross the threshold of a door).[/p][p]Weeks have gone into testing this across the big set of maps in the game but if we missed something, please report it with an F10 and we will get it fixed![/p][p][/p]

Legs on Stairs or Varied Terrain

[p][/p][p]With Update #52, we've addressed a visual issue where characters might not stand very accurately over anything that had varied height. Really, their feet stayed at the same height regardless of what was under them, they were just glued to the height of their center point. With Update #52, and the new navigation systems update, we now individually position their feet as they stand, crouch and run. [/p][p]This lets them stand on stairways more accurately (seen above) where the feet really hit the individual stairs. Similar to navigation surfaces, this has been weeks in testing and tweaked many times. It is still possible that (especially when crouching) that the legs can contort in ways that don't look comfortable in certain situations - as there is no grid, tons of variations in the 3D ground surface, characters can stand at any point, facing any direction – the possibilities are truly endless![/p][p][/p]

Conflicting Secondary Objectives

[p]We have removed the "hard conflict" that became possible in secondary objectives - where you might get "Kill more than 10" and "Kill less than 5" in the same set of objectives. This conflict was confusing and less fun than the type of secondary objective "soft conflict" tension we'd like to focus on. These softer conflicts - like "Kill more than 10" and "Keep Sec Level below 4" give you a puzzle and a challenge when they are combined that is difficult and exciting, as opposed to the simply impossible hard conflicts.[/p][p][/p]

Skipjack Scanning Bug

[p]We fixed an issue where you could not run Scan from inside a SCU that had been pre-Scanned before you Skipjacked in. Because the node started at Scan 2/2, it was refusing to Scan which prevented you from uncovering details about adjacent nodes. Fixed![/p][p][/p]

v2.2.81 - #52: Pathways - 11/22/2025

[p] - Added new cosmetic category for ears - starting with ear cybernetics for broadcast / comms[/p][p] - Updated all navigation mapping in game in preparation for Turrets and Drones (let us know about issues!)[/p][p] - Improved flight path planning for special Medical Stretcher drone[/p][p] - Prevented "hard conflict" in secondary objectives where a "Kill X" and "Kill less than Y" could both generate[/p][p] - Fixed bugs with office desks and chairs not providing cover or blocking sight in some configurations[/p][p] - Fixed bug with Proximity Mines sometimes not exploding when they should[/p][p] - Fixed bug with Head Hunters and VIP Hunters sometimes freezing up when the mercs left to chase got low[/p][p] - Fixed bug with Skipjack and Scan 2/2 nodes not allowing you to scan adjacent nodes[/p][p] - Fixed matrix controller bug where using a Talent might move you to an adjacent node[/p][p] - Fixed bug causing Vix & Diato Wethers to stick around or not appear at all the wrong time[/p][p] - Fixed bug with terminal in one level causing freezes when outlined[/p][p] - Fixed bug with freeze during changing difficulty [/p][p] - Fixed final possible case that could result in lock up during enemy movement (bug is DEAD)[/p]