Cyber Knights: Flashpoint
Cyber Knights: Flashpoint Update #92: Pylon
Version
Update #92: Pylon
Version Date
June 6, 2024
Patch Notes
Update #92: Pylon
Welcome to June! The sweltering heat out in the Wards outside of the dome hasn't set in completely yet but it won't be long. Things are about to get hot for our roadmap and for major game feature completion. Usually, we tend to avoid posting specific goals, so don't think of this as a promise but as a fun challenge for the team here. We've got a major traffic jam at the launch pad for features and content - so many things that are 80-90% done are piling up that need that last test, polish and content/feature push to be done.
So, let's see how many of these we can drop in June! New evolving Contacts with Influence/Exposure Limit Breaks, the fast, deadly and chaotic Agent EX class[/]b, the New Game V2 experience with the Knight character creator, major increase of speed of play with Fast-Forward Enemy Turns, huge content explosion with Crafting Blueprints in your Safehouse NanoFab and the Matrix Tutorial. ːsteamsadːːsteamhappyːːsteammockingːːsteamfacepalmːːsteamboredː
Is it possible? Let's go June!
For tonight, we have a big bug fix update to catch up with the week's F10s, prep for the upcoming roadmap items and help improve the in-game instruction for Safehouse rooms like the Simstream Trainer and Detox.
If you're looking forward to seeing what we can get done in June, like the pace of updates or are just enjoying the game - please take a moment to leave a review!
Further Enemy Upgrades
As we keep improving the starting base of enemies in the game, we're now rolling new weapons, some new armors and a few Talent variations for enemies. You'll see most higher level enemies start to hit a little harder, some will have higher Crit % and others will have weapons that boast better Shred %.
Once we've got the basic set all tuned up and corrected, with everyone scaling nicely in power levels, weapons, armor and Talents the next step is to start adding new types and variations altogether – so, enemy variety is finally on the horizon.
Knight Attribute Boost - Prepping for New Game V2
As we prep for the Knight Character Creator, we're rolling out some balance changes. All of the Knights in your existing games just gained +8 Attribute points total across their starting set, all granted by the Backstory Trait. We refuse to allow saved games to be left behind, so we're smoothing out the path in advance of New Game V2 to make sure that old Knights aren't left out in the cold with an unfairly low number of Attribute points. In the Knight Creator, you'll be able to spend 12 Attribute points and gain 8 points in bonuses from picking your Backstory and Traits.
Contact Traits Affect Prices!
We've fixed an issue with Contact Traits that prevented them from having any meaningful impact on prices of buying and selling goods. Now you'll see these coming into play, so enjoy the new price variations across the board. We're working on new Traits and new options within Traits that will help make this even more interesting.
Simstream Trainer and Detox
With this update, we've put some helper text into both the Simstream Trainer and Detox benches when they are unoccupied to help explain the expected flow. These will probably get a bit more detailed over the next few releases, but this is a good starting point.
We've also updated a game rule that prevents the Cyber Knight from going into the Simstream Trainer.
Matrix HUD Updates
The matrix Talents in the HUD now correctly display AP cost even if it is 0 and also include the details about their recharging turns.
We've improved how Matrix previewing of Security Devices works on a host. The eye button in the top left is now always enabled if there are Security Devices enabled and you can use it at any time to preview those devices in the real world. Once you reach a SCU, you can use the "Show" button on a specific device to see the short list and pick which device you want to disable.
We fixed a reported bug in some sequences of play where the Leverages list would refuse to open with the Matrix.
UI Polish
We've improved how scrolling panels react to mouse entering and exiting the panel throughout the game. This stops a whole class of odd scrolling that was occurring where the panel would (to help controllers) want to auto-scroll to the selected element and ensure it is in view. This wasn't great UI feature to include for mouse play, so we've disabled it for that type of input.
If you add a multi-class, you'll immediately return to the class tree of your new class, not the original one.
The Notes, Pay Rate and Dismiss areas of the roster were hidden accidentally a few updates ago, they are now back.
v1.6.35 - 6/6/2024
- Enemies upgrade with new weapons, armor, Talent variations
- Added +8 Attributes total to all Cyber Knight backstories in prep for New Game V2 attribute spend
- Contact Traits now properly affect all prices including offers to purchase used goods
- Added helper text into screens for Simstream Trainer and Detox to be more clear what
- Improved rules - Cyber Knight can never go into the Simstream Trainer
- Improved all scrolling views in game for mouse users, no more auto-scroll or odd scroll up/down
- Added enemy animated reaction when taking a debuff
- Matrix Talents improved to show AP cost even if it is 0 AP and show recharge turns in hover correctly
- UI polish: after training multi-class, training screen opens that class tree
- Safehouse camera is more active, willing to zoom to locations for Barracks and Cold Storage
- Fixed Rarity on NX-Longsight AR - it is Rare, not Legendary
- Fixed bug causing Roster Notes, Pay Rate and Dismiss to be hidden
- Fixed bug in Matrix that could prevent the Leverage list from opening
- Fixed bug with Yield Turn preview if the merc wasn't the highest Initiative
- Fixed overlaps in some base building UIs and Simstream benches