Cyber Knights: Flashpoint
Cyber Knights: Flashpoint Update #66: Last Merc Flight
Version
Update #66: Last Merc Flight
Version Date
Jan. 27, 2026
Patch Notes
Update #66: Last Merc Flight
[p][/p][p]Knights and mercs, we are rolling out a big patch and map fix here to make a final update checkpoint before we drop the major engine upgrade. In the end, the engine upgrade should be pretty invisible to the players except some modest performance improvements, but we have set this checkpoint as a final point we can "roll back" to if there are unexpected issues in the coming days. [/p][p]Again a huge thanks to everyone how participated in the public_beta and helped us find and fix issues with F10s. [/p][p]If you're enjoying the constant focus on improvements, bug fixes and polish for the game, be sure to leave a review![/p][p][/p]
Our Save Game Policy and Updates
[p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Last Flight of Mercs
[p]With Update #66, we've pinned down a bug that had crept in with the release of flying drones … sometimes your mercs could fly too! In certain maps, around certain staircases, an issue had crept in where the movement plotter would accept a flight path of sorts instead of the long way around. We've resolved the logic error that resulted in this mistake, which will fix it on all maps where it occured.[/p][p][/p]Skyrise Balconies and Lighting
[p][/p][p]We've also improved Skyrise balconies, fixing an issue where sightlines could be blocked by them and where enemies might see through specific doorjams of the doors, and that you could throw grenades over these doors too.[/p][p]We also addressed a few places where there was really harsh (too intense) lighting or places where lighting setup created odd lines of breaks between shadow and darkness.[/p][p][/p]Map Fixes from F10s
[p][/p][p]With Update #66, we fixed over 20 reported map issues across Containment Site, One-Ladder Sewer, Militarized Hoverport and Rooftop Hoverport where your team might start in sight of enemies, could get stuck in a pit, might start too far from a door, or rotated oddly, etc. [/p][p]We have a solid pile of F10s about minor map issues and are setting a goal to get through them in the next week. Let's go F10 kill![/p][p][/p]v2.4.33 - #66: Last in Flight - 1/27/2026
[p] - Fixed cases where you could suddenly fly between elevation in certain areas of specific maps[/p][p] - Fixed issue in Carnivore where you could run through the locked doors at edge of map[/p][p] - Fixed Rooftop HQ issue where your navigation light would suddenly "jump" down a floor oddly when running along the edge of a raised platform[/p][p] - Fixed on-going sight line issues with balconies in Skyrise maps[/p][p] - Improved lighting Skyrise maps[/p][p] - Fixed issues in Containment Site, One-Ladder Sewer maps starting within view of enemies[/p][p] - Fixed issues in Militarized Hoverport, Rooftop Hoverport maps starting within view of enemies[/p][p] - Fixed bug where players might get stuck in a pit on Rooftop Hoverport[/p][p] - Fixed typos with "Terrapien and Sons"[/p][p] - Improved placement of some appearance options to reduce/avoid clipping[/p]