Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #68: Compromised and Imprisoned

Version
Update #68: Compromised and Imprisoned
Version Date
Feb. 11, 2026
Links

Patch Notes

Update #68: Compromised and Imprisoned

[p][/p][p]Knight and mercs, we're excited to be rolling out a new Contact-driven story that can come from a Compromised Contact, better Contact job targeting based on their faction and contact relationships, improvements to the Exposure flow for Contacts, fixes for AI allies, improvements to how passive Talents that work on Sec Level rise activate, and a big pile of other F10s submitted by you![/p][p align="start"]If you are enjoying the constant flow of new updates, content and improvements, please take a moment to thank our small team by leaving a review, nothing else could be more helpful [/p][p][/p]

Our Save Game Policy and Updates

[p align="start"]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]

Compromised and Imprisoned

[p][/p][p]We have now added a new and awful result for Contacts who become Compromised. This state may happen as the result of a Exposure Limit Break and once Compromised a Contact opens up a set of additionally bad possible results already - going into hiding for twice as long, gaining worse negative temp Traits, suffering Influence wipes.[/p][p]But with Update #68, we've enabled the first storyline that can spin out of a Compromised Contact, much like a Contact on a Power Play can start a storyline to gain a new service. Well … the Compromised storyline can get your Contact killed, dead, permanently. They need your help - its now or never, do you like them enough to risk saving their lives from prison and death?[/p][p]If its your Gun Runner with the 3 extra upgraded services you helped her achieve with Power Plays, you'd better jump! [/p][p]These new multi-stage missions help build up relationships and hatred between Contacts and within Factions as well, strengthening the web of the underworld. [/p][p][/p]

Mission Expiration Exposure 20%

[p][/p][p]If you allow a Contact's mission to expire without helping them, the penalty has been hiked from 10% to 20%. This matches the baseline Influence gain they can get if you do complete the mission and increases risk that ignored Contacts will end up Compromised and possibly dead.[/p][p][/p]

Contact Job Targeting

[p]We have also improved the decision matrix that helps Contacts generate jobs so that the target faction of the job is the most appropriate option. If a Contact has a relationship with a Faction (Hates, Loves) or a Contact (Ex-Lover, Rival) then these tags now have a much larger influence on the factions your Contact will be aggressive against with jobs. [/p][p]This upgrade help better reinforce the flow of power, revenge and pay back in the underworld and we're excited to be making other improvements (such as the Compromised stories) that will further reinforce it.[/p][p][/p]

Steam Deck Improvements

[p][/p][p]With Update #68, we've fixed a number of places where on Steam Deck you could accidentally enter a new screen and immediately activate (as if you had hit (A)) the default selected element. In market, this could result in trying to sell the first item. In Safehouse Manage Rooms, this was resulting in building the first room.[/p][p]Glad to see these resolved![/p][p][/p]

Passive Talents on Sec Level Rise

[p][/p][p]We've changed the rules for passive Talents that active when the Sec Level rises. At the moment, there are 2 types of Talents like this in the game, so the change is very specific to these Talents but also functions under a clear set of rules.[/p][p]These new rules are a clear improvement over the previous rule, in which only one passive talent could activate when the Sec Level rose, regardless of type or target. The old rules could result in training multiple passive Talents of this specific type to feel basically like a trap.[/p]
  • [p]If a Talent has an AOE effect (such as Vanguard's Glasswalker) only one of these Talents (if your team has multiple) will be randomly selected to activate.[/p]
  • [p]If a Talent is self buff (such as Agent EX Supremacy), it will activate for everyone who has the buff and charges to activate it.[/p]
  • [p]The Talent activations in the log now include the Talent name and the character name, so it is clear who did what. The character name was previously missing from these.[/p][p][/p]

Allies Controlled by AI

[p][/p][p]With Update #68, we've made a host of clean ups on enemy allies that are controlled by the AI. These allies want to be helpful but are not under your direct control, usually they are coming from another faction. While they were trying to be helpful, there were lots of issues with how they interacted with the Sec AI, movement alerts and attacking HUD that didn't make sense.[/p]
  • [p]Movement Alerts are all corrected around allies[/p]
  • [p]You can no longer target or shoot allies directly[/p]
  • [p]Allies no longer report corpses of enemy faction[/p]
[p][/p]

Major Engine Update Tweaks

[p]With Update #67, we finished the official roll out of the new engine upgrade (to Unity 6.3). There were a string of hotfixes immediately following over the next 2 days, but since then the issues have been minor enough to bundle them up for this next content release.[/p][p]With Update #68, we fixed issues where sometimes ragdolls would go flying into the air, especially around Talents that leave an AOE zone on the map like Tox-Cloud or JTAC. We also resolved some issues that could - depending on what type of the enemy made - results in your sight lines shooting off into the sky at seemingly random angles. [/p][p]We also fixed an issue that could create extremely long movement paths, if you requested paths near doors or lootboxes sometimes.[/p][p]We're happy to say that 6.3 has been very stable, so a huge thanks to all of the players who joined the public_beta and submitted F10s to get us there.[/p][p][/p]

v2.5.25 - #68 - 2/10/2026

[p] - New Compromised Story: Contacts who are Compromised may be captured and imprisoned by enemies and put to death if not rescued[/p][p] - Contacts more likely to target missions against contacts and factions they dislike[/p][p] - Failing to complete a proc-gen mission for a Contact now causes a 20% Exposure gain[/p][p] - Fixed issue with Sell and Bulk Sell not working when you filter or sell down to 1 or 0 items[/p][p] - Fixed issue with Steam Deck immediately buying first item when entering market[/p][p] - Improved support for friendly allies controlled by AI - no sight lines, can't attack, don't report any security events[/p][p] - Improved rules for passive Talents activating on Sec Level rise (Glasswalker, Supremacy) (single AOE/rise, all self buffs/rise)[/p][p] - Fixed bug where enemy status said "Suspicious" instead of "Alerted" in 1 case[/p][p] - Fixed missing string for set bookmark[/p][p] - Fixed Vanguard and Hacker class nodes that showed broken strings for upgrades[/p][p] - Fixed some missing icons in the appearance tab[/p][p] - Fixed bug that could cause attack sightline to veer off into the sky sometimes (rare)[/p][p] - Fixed bug that could cause ragdolls to go flying into the sky when killed by damage over time[/p][p] - Fixed bug that could cause Talent bar to become non-navigable after Full Auto attack with 2 AP afterwards[/p][p] - Fixed movement bug that could result in really long paths to things like doors[/p][p] - Fixed bugs that could prevent Slashslide or Crimson Vector from correctly targeting[/p][p] - Fixed bad movement in maps around stairs and certain desks you could walk into[/p][p] - Fixed bug that could lock up tabbing through enemies sometimes freeze[/p][p] - Fixed bug with Medical Stretcher sometimes spamming barks [/p]