Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #84: Ward War Reverb

Version
Update #84: Ward War Reverb
Version Date
May 5, 2026
Links

Patch Notes

Update #84: Ward War Reverb

[p][/p][p]Knights and mercs! We are excited to follow up the new Ward War Era with a major patch that addresses the majority of community issues reported (there are still a few open F10s … ). But first, let us welcome the thousands of new Knights who have poured into New Boston these last weeks - thanks for playing, posting on the forums, posting up reviews and joining us on our official Trese Brothers Discord. [/p][p]With Update #84, we've addressed most of the reported issues with the wind down of the Ward War and the "echoes" that can follow after. We've also added new echo options to further increase the variability of the aftermath and some new exciting bonuses. We've also deployed an automated saved game path for those players who were stuck at the end of the Ward War with a single dialog like "The Ward War " … and nothing else. The rest of the changelog is very focused on specific Ward War situations, scenarios and arcs that we've improved or resolved bugs with - so let's dig in![/p][p align="start"]But first - if you are enjoying the free updates and free major expansion like the Ward War Era, please take a short minute to leave a review. You can always edit it later![/p][p]And of course, the all important saved game policy - [/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]

New Ward War Echoes

[p]In the aftermath of the Ward War, the results are played out in a series of positive and negative echoes for each faction. This approach let us honor the different paths you may have taken - playing both sides, running the starting mission, the final mission, keep their scores close or winning for one side or the other by a landslide - by translating that into a pool of positive and negative results after the War Ward ends.[/p][p]With Update #84, we've added 6 new results to the echo set and fixed the reported bugs for a few others. Thanks for all of the F10s![/p]
  • [p]We've increased the possible Trait additions to Contacts to include more options - now including Indebted and Generous for the positive side.[/p]
  • [p]We've added 2 new Shadow Sites that can be revealed as positive echoes by the factions (one each) - with new never before seen Blueprints, Weapons, Weapon Mods, and Matrix Programs.[/p]
  • [p]We fixed the Imprisoned Contact negative echo to have some more front-loaded dialog to explain why this happened and how. It was a bit … mysterious before. Thanks for the F10![/p]
  • [p]We fixed issues with "doubling up" for the Ward War Echoes - where the Compromised tag could get doubled or the Contacts might gain 2 Bellicose Traits as a result. Thanks for the F10![/p]
  • [p]We fixed the reported issue where the Ward War echo might hit some Contacts with major wave of Exposure, but the real value ended up being much smaller than advertised. Thanks for the F10![/p]
[p]With these updates and fixes, we are now up to 22 possible results for the echo set and still have a lot of additional ideas of things we can keep working into this set to make the Ward War ending dice roll a bit different every run.[/p][p][/p]

Fixed Ward War - Stuck at Ending

[p]For those players who might have been stuck at an unintentional Paused timeline node at the end of the Ward War, your saved game has now been automatically fixed. There was a bit of surgery to do to unwind some contacts who were picked by the Casting Director to participate in the ending that didn't actually start due to you not having enough Contacts to fill all the roles.[/p][p]If you re-open one of the games that was stuck, you'll should see a new event appear on your timeline within a few days - with a Contact reaching out directly about an opportunity to score a win for their faction to end the Ward War.[/p][p]We also fixed a bug that allowed some mission and legswork to continued to be created even after the Ward War was officially over.[/p][p][/p]

Ward War: Shadow Site Bugs

[p]While there may be other Shadow Site bugs still lingering, we fixed 2 big ones for the Ward War with this update - [/p]
  • [p]If you ignored the Shadow Site offer from a Contact and it reached the end of your timeline, it would time out quietly without any dialog. Story events usually don't do that - instead forcing you to chose - so you could feasibly accidentally have lost access to this story on this one.[/p]
  • [p]In the Los Zagales Ward War Shadow Site, if you picked up the bugged Blueprint for the Meltdown series of E-Rifles, it would cause a cascade of loot destruction, and could cause anything picked up after it to be lost into the void.[/p]

Contact Trait Improvements

[p]For all Contact Traits that affect mission prices, we've increased the bonus or penalty to ensure it is really felt. A 5% chance for Generous just doesn't make the Contact stand out, so we've double and even tripled the starting bonus at times and made sure that the high end bonus is desirable and the penalty is awful.[/p][p]The affected Traits were: Greedy, Skeptical, Generous, and Ops First.[/p][p][/p]

v2.6.17 - #84: Ward War Reverb- 5/5/2026

[p] - Fixed issues with Ward War getting stuck at a jammed paused node at the end of Era for some games[/p][p] - If you were stuck at end of Ward War, reload game to start a ending mission arc[/p][p] - Added 2 new Trait possibilities for Ward War contacts to the end-of-Era results sets[/p][p] - Added 2 new Shadow Sites to end-of-Era results sets [/p][p] - Now up to 22 end-of-Era results that echo after the Ward War is complete[/p][p] - Fixed issue in PENTHOUSE CON where matrix host could be really close to the entry point[/p][p] - Fixed bug with Compromised end-of-Era result doubling up on Compromised Tags[/p][p] - Fixed bug with Exposure for entire Faction end-of-Era result giving far less Exposure than expected[/p][p] - Fixed bug with Imprisoned end-of-Era result not having clear dialog explaining how it happened[/p][p] - Fixed bug with Ward War proc-gen missions and Legwork that could continue to appear even after War Ward ending missions[/p][p] - Fixed Ward War Era - sometimes the dialog for the Head Hunter dispatched would be shown for the flipped faction[/p][p] - Fixed bug with Ward War Era Shadow Site offer at 35% Score - if it timed out, it did not pop a dialog/choices[/p][p] - Fixed bug with Ward War Shadow Site loot - bugged Meltdown E-Rifle Blueprints could cause other loot to disappear after mission[/p][p] - Raised the mission price changes for Contact Traits Greedy & Skeptical (negative) and Generous & Ops First (positive) to matter more[/p]