Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #89: Retirement and Custom DIfficulties

Version
Update #89: Retirement and Custom DIfficulties
Version Date
June 4, 2026
Links

Patch Notes

Update #89: Retirement and Custom DIfficulties

[p][/p][p]Knights and mercs! This week's update brings you awesome new Custom Difficulty options to help you play just how you want to (thanks to all the players suggesting these!) as well as a big basket of new possible Retirement matches to make your team's retirement slides even more presonalized and more reactive to each merc's Loyalty. [/p][p align="start"]We're excited to add 2 new Custom Difficulties - a limit on how often the Sec AI can summon reinforcements and a limit on how early any storyline that offers Retirement can appear. These two new options let your further tune Cyber Knights: Flashpoint to play the way you want to play! [/p][p align="start"]As always, a big thanks to everyone playing the game, posting feedback and most importantly - leaving a review If you like the constant stream of updates, please take a moment to thank our small team with a review![/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 Custom Difficulty: Reinforcements Limit

[p][/p][p]Under Speed and Timers in Custom Difficulty, you can now find the Minimum Delay between Reinforcements setting. This setting will allow you to reduce the number of reinforcements in the game by adding an addition rule to the Sec AI's Escalations. [/p][p]Every Sec AI has its own rules about how often it can call upon reinforcements but this new custom difficulty overrides that setting. You can go as high as limiting Reinforcements to once every 6 Turns.[/p][p]All existing games and standard Difficulties leave this new option at 0 Turns, which allows the Sec AI to do whatever it wants (Sigma BLACK will use 0 Turns, while most other Sec AI will use 1).[/p][p][/p]

New Custom Difficulty: Retirement Story Limit

[p][/p][p]Under Speed and Timers, you will also find the new Retirement Team Power Level setting. This setting determines the minimum Team Power Level required before the game will start offering any Retirement Storyline - specifically at the moment, the Daedelus Bloc Storyline, but this setting would apply to all future retirement expansions any any modding expansions that include Retirement offers.[/p][p]So, for those players who might feel like Power Level 6 is too early for the Retirement storyline to appear and want a longer campaign to develop your team before the offer starts, you can now tweak this with Custom Difficulty.[/p][p]If you want to create a special kind of challenge run, you can reduce the Team Power Level for Retirement to 4 and see if you can survive the Daedelus Bloc storyline at that early stage.[/p][p]All existing games and standard Difficulties start with this as a default of 6 which is what it was before this setting was introduced.[/p][p][/p]

New Retirement Matches

[p]We're excited to have finished a project to double the size of the current Retirement slide options with a new wave of 50 Retirement matches. These matches are also specially coded to take more ranges of Loyalties from 30% to 80% into account, driving good and bad results at different levels of severity. [/p][p]This wave uses the Casting Director to match to a wide variety of Traits, relationships, backstory tags, and tags you might have picked up during missions or legwork. The set of 50 is roughly broken into 3 equal sized groups that match to the primary retirement result (what happens to you?), the secondary result (relationship or interpersonal result) and the tertiary result (something personal).[/p][p]While this adds a ton of new options, it still does not mean that every character or merc will appear in the slide show (you need to match a primary result to get a mention in the slide show) but there is much better coverage in all the games that we looked at from player's F10s.[/p][p]We also fixed a bug where some Hidden characters in your roster (created or hidden by certain storylines) were claiming Retirement matches incorrectly, sometimes leading to certain retirement options that should have appeared not showing up.[/p][p]Remember that Retirement slides update every time you open the Retirement screen, so if you check some old teams, you'll see all these new fixes and new options immediately appearing.[/p][p][/p]

Tutorial Bug Fix

[p]With Update #89, we fixed an issue with the early tutorial where the first guard you were supposed to interact with was being culled by the system that removes enemies who are unfairly close to the player start position. In this case, this caused an odd bug and made the tutorial more confusing. We've resolved this one![/p][p][/p]

v2.7.7 - #89: Retirement and Custom Difficulties - 6/4/2026

[p] - New custom difficulty setting to control minimum turns between reinforcements[/p][p] - New custom difficulty setting to control minimum Team Power Level for retirement[/p][p] - Added 50 new retirement matches to help fill in your character's post-campaign story[/p][p] - More retirement matches for 30% or 40% or lower Loyalty (bad) and for 60%, 70% and 80% (good!) Loyalty[/p][p] - Fixed bug where some characters hidden by storylines could steal Retirement matches invisibly[/p][p] - Fixed issues with existing retirement matches to correct missing names, etc[/p][p] - Fixed Tutorial bug where starting guard discussed in the instructions is missing[/p][p] - Fixed typos and minor story issues[/p][p] - Fixed issues with SHOTGUN MILKSHAKE prison break mission - repeated dialog and inability to extract[/p]