Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #80: Late Night Drop

Version
Update #80: Late Night Drop
Version Date
April 10, 2026
Links

Patch Notes

Update #80: Late Night Drop

[p][/p][p]Knights and mercs - we've got another update round here, coming with a bunch of fixes and improvements that have wide application. We're excited to upgrade more than 1000 proc-gen extraction points to pre-revealed, make some balance tweaks to every shotgun in the game, improve the Safehouse HUD funcitoning, improve physics handling of ragdolls and fix a heap of your F10s.[/p][p]The relatively quiet update schedule and lack of content updates over the last week can only mean one thing - something big this way comes. Give us another week to keep cooking, we are excited to share![/p][p]If you are enjoying the constant, free updates, features and content - please take a moment to help our tiny indie studio and leave a review ːsteamhappyː short, long, funny - you can always edit it later.[/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]

Extraction Point Planning

[p]With Update #80, we've completed a sizeable project going through the thousands of possible exists for the now over 400 proc-gen combos (map X objective) that the game has to ensure that as many of them as possible have their objective pre-revealed even when there is a goal requirement blocking your exit. This helps your team plan their heist with the best intel you've got, knowing you've got to spike the CPU over there (etc) and then split and run for either the maintenance tunnel or access ladder. [/p][p]The big change here is that the objectives now appear as "Locked" but you can click on the or select them and the camera will scroll to where they are and highlight them. Previously, in many cases they were simply invisible until you had completed the primary goal.[/p][p]With this sweep we've upgraded 1142 extraction points to being pre-revealed. We have not completed 100% of the task but this covers a lot of maps and situations. Enjoy![/p][p][/p]

Shotgun Noise Balance

[p]We've addressed an old balancing issue around Shotguns, which are one of the few weapon classes that don't have access to silencers. While they are still "loud" weapons that will be mostly reserved for combat operations, we have shaved down their firing noise by a nice % to help compensate - especially for the higher Power Level ones - for the lack of silencers in their kit.[/p][p]Thanks for all the feedback on weapons on the forum - we're constantly watching, listening the looking to improve. As part of the on-going shotgun conversation, we are excited to confirm that Full Auto Shotgun variations are in the pipe and will be coming.[/p][p][/p]

Safehouse HUD and Heat

[p][/p][p]After the recent rebuild of the HUD and pushing all of the global stats to the right hand side, we've had some issues with the Team Power Level, Heat and Head Hunters % disappearing during specific screen transitions. The biggest offender was story events in the Safehouse, which could cause those 3 stats in yellow to disappear until you made another screen transition, such as opening the barracks or Command HQ. Glad to say this is now resolved![/p][p][/p]

Another Round on Ragdolls

[p]^^ A good example of what we are trying to avoid![/p][p]On some OS and GPUs, ragdolls were still being very wild. Sometimes, they might decide to fly 40m into the sky or just go stretchy and bounce across half the map. This was caused by differences in how physics were being interpreted and the speed of different machines letting the physics system simulate faster or slower. We've made another round of improvements here to hopefully clamp down on issues and to ensure that the ragdolls have a better, consistent look on all platforms.[/p][p][/p]

Other F10s!

[p]We fixed a big mountain of very important F10s this week, helping to stem the flow of reports from the active community playing every day. [/p]
  • [p]Prox-mines that were switched over with Kill Switch were not applying their full damage to enemies, often doing very low values. This has been resolved and they now go BOOM correctly as well as stealing the enemy turn.[/p]
  • [p]We've improved navigation on the mission maps to make them more friendly. Previously, you could only click on the glowing shape on the map to select the node, but this led to an enormous amount of misclicks where players were clicking on the bubble but without any result. We've improved the UI here to allow clicking on the data bubble to select the node as well.[/p]
  • [p]We fixed an old issue with two crafted armors that were very similar possibly showing up as duplicates in your equipment screens.[/p]
[p][/p]

Simplified Chinese is Coming!

[p align="start"](^^ An early build, showing some text in Simplified Chinese and the game font)[/p][p align="start"]When we announced and launched our first set of languages - we always knew that if things went well, we would start to work to expand that localization footprint. Today we are excited to share that we have started the localization project for Simplified Chinese version of 《赛博骑士:闪点行动 Cyber Knight: Flashpoint》 with our translation partner.[/p][p align="start"]If you know Simplified Chinese -[/p][p align="start"]We are currently seeking players who have put in hours with Cyber Knights: Flashpoint who know Simplified Chinese and would be able to comment on and review the language's glossary and slices of translations in the game over the next couple of weeks.[/p][p align="start"]If you are already versed in Cyber Knights terminology and know Simplified Chinese, please help us get the best result by joining our Discord (http://discord.gg/tresebrothers) and pinging @Liviana about it![/p][p align="start"]For other languages -[/p][p align="start"]We are continuing to look at further translation projects based on wishlists received, so thank you all for expressing your interest, posting and sharing the game. We also plan to add support for community translations when modding support is released later this year.[/p][p][/p]

v2.5.59 - #80: Late Night Drop - 4/10/2026

[p] - Upgraded over 1000 extraction points in proc-gen missions to being pre-revealed for better early mission planning[/p][p] - Reduce firing noise radius for all Shotguns at all Power Levels by some %[/p][p] - Fixed issue with Prox-Mines converted by Kill Switch doing too little damage to enemies[/p][p] - Fixed issue with Security Camera spotting a dead body that should have been blocked by Refract when reloading a level[/p][p] - Fixed issue in safehouse where Heat and other stats disappear from HUD after running a dialog[/p][p] - Fixed issue where reloading a level could result in the loss of AP/MP granted by cybernetics[/p][p] - Improved click-ability of mission node map - clicking on the text bubble now also highlights the node[/p][p] - Fixed issue with duplicate armors appearing in equipping screen when there were very similar armors with different intrinsic properties[/p][p] - Improving ragdoll implementation, reducing crazy behaviors sometimes[/p][p] - Improved main menu language dropdown to avoid languages going "below the fold" and hard to spot[/p]