Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #70: New Heist + Mac OS Support

Version
Update #70: New Heist + Mac OS Support
Version Date
April 6, 2024
Links

Patch Notes

Update #70: New Heist + Mac OS Support


Update #70 hits another major roadmap item by adding Mac OS support, adds a new and exciting heist in the TRUCK JOB, and adds the first mission with other linked missions attached to it. We've got a killer calendar of updates laid out for April, and all roads are now leading toward the next major roadmap milestone - base building.

Thanks to everyone playing, posting and supporting our ongoing efforts by leaving a review 👍


Mac OS Support


With Update #70, we've smashed another major roadmap item by adding Mac OS support to the game. This one has been a long journey but we made a commitment as far back as the Kickstarter to deliver to all 3 platforms on Steam. The lighting engine was the last domino in a long line of dominos to fall that were blocking Mac OS support, so here we are!

The only requirements are a Silicon chip (M1 or higher) and recent version of Mac OS (12 / Monterey or higher). The game runs buttery smooth on the Apple hardware and chips, so enjoy that!

Thanks to everyone on Mac who wishlisted and is now checking out the game - welcome to New Boston. We hope you'll share a review once you've had a chance to play.

New Heist: Start of the Boost


With Update #70, we've added a new heist from a corporate contact who approaches your Face with a plan. We'll skip on the spoilers but the heist leads to a set of linked missions (see below) and foot-race with a transport truck. Your squad needs to be at least Power Level 3 before the TRUCK JOB will proc.

During Early Access, we're working a host of storylines and this is another one that is a good opener with more coming soon. After the TRUCK JOB, the on-going storyline will wait paused on your timeline for the next content release to extend the storyline.


Linked Missions


The TRUCK JOB includes the first example of links missions. It's exciting to roll out the first linked missions as this is a key construct in building multi-part and complicated heists that let you approach them in many different ways.

Linked missions are shown with the chain icon in the mission, with the parent mission always listing first in the list and its children appearing below it with a yellow arrow in their names. Linked missions can have different effects, such as making certain paths through the parent mission available, or in this case, completing the linked mission unlocks an advantageous Leverage in the parent.

In future cases, the linked mission(s) will unlock options that are required to start the parent mission at all, where one or more stages of the parent might be locked until some of the linked missions are completed.

Better Currency Formatter


The successful heisters in New Boston are racking up the cash and the formatter was getting hard to read as you hit multi-million dollar stacks. With the updated formatter, we've kept the same precision ($1.11M) but flipped from $10K to $100K to $1M to $1.11M to $10.25M.


Randomize Codename


We've added a handy Randomize button to the renaming pop-up. In the case that you've earned a codename (getting your first level from a successful mission) you can now randomize to your hearts content and try out the hundreds of codenames the game can make up for you. I've always loved this kind of exploration and taking inspiration from the random ones, so I hope you enjoy it too.

Loophole Heist Extraction Bug


We've fixed a bug at the end of the Loophole Heist where the extraction points would not allow individual extraction and only 1 of the 2 would allow team extraction. This went out as a hotfix yesterday, but we're mentioning it here in case anyone was stuck with that. It was a result of a mistake in merging the big lighting upgrade branch that wasn't caught. Our apologies for any hiccups, extra Damage or dead mercs this may have caused.

Fixed F10s!


We've fixed a big bundle of your F10s with this update, ranging from ensuring that all parts of the movement path and destination appear through geometry to the hover over a corpse not disappearing sometimes when you dissolve it.

We fixed a really popular F10 where the story event for the Gun Runner's E-Rifle didn't immediately disappear when you purchased the weapon. Also, Traits granted by Hype Limit Breaks will display that they are "Expiring Soon" instead of showing a negative number of Turns.

We fixed the tutorial issue with the door right at the start that has a misleading hover that through some players. and generally cleaned up issues with the major new lighting upgrade. There are a few places left with odd textures or bakes (paper on the ground with an all white background) that we're working through.

v1.5.5 - 4/5/2024


- Added support for Mac OS with Silicon chips (M1 and higher)
- All new storyline and Truck Job heist with second pre-heist mission to prepare for the main one
- Updated currency format for the ballers with lots of U-Dahs - $10K, $100K, $1M, $10.52M
- Added Randomize codename button to Rename pop-up for name cycling fun
- Moved destination circle now appears through geometry like the rest of the movement line
- Fixed bug where certain story offers (like Gun Runner's offer for E-Rifle) stick around in timeline incorrectly
- Temporary Traits that are expiring soon now state "Expiring Soon" instead of "-1 day"
- Fixed issue with ESC screen and matrix sometimes causing a lock up
- Fixed issue preventing individual extraction from the second stage of Loophole Heist
- Fixed issue where dead body hover could stay on screen immediately after dissolve
- Fixed misleading hover on door in the tutorial that claims it will open if you approach (it will not)
- Fixed minor lighting and shading bugs