Cyber Knights: Flashpoint
Cyber Knights: Flashpoint Update #92: The Final Form
Version
Update #92: The Final Form
Version Date
July 3, 2026
Patch Notes
Update #92: The Final Form
[p][/p][p]A big welcome goes out to all the new Knights and mercs who have gotten on the heist train during this year's Summer Sale! Thanks for heisting with us - here is the second of some summer-of-content new updates for you![/p][p align="start"]With Update #92, we've added a new Underworld Hub Warmachine Recruit (who offers some Traits and 3 new cybernetic reactivation storyline options), improved CombatLink cybernetics, fixed a story bug with the Ricksham Drips Power Play, fixed a heap of minor map bugs (VIP spotted, extraction being placed to close or automatic and more), and improved New Game to ensure it shows all the stats for matrix-focused cybernetics.[/p][p align="start"]As always, all updates of all kinds are safe with all of your games - just check out the save game policy below.[/p][p align="start"]If you're new to the game or a veteran heister, please take a minute to share the game with a friend and to leave a review! Every one helps us keep pushing with more content, features, and updates for you![/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]UHUB: Body Modding Warmachine
[p][/p][p]A new Warmachine recruit is now available from the Underworld Hub. We're starting on a march now to push all classes in the UHUB to having at least 2 options. The next new recruit will be a Scourge followed by a Agent EX.[/p][p][/p][p]The new Warmachine comes from a deep body modding scene in New Boston that was pushed to dip into cybernetic weapons and then ended up down the path of the Warmachine. Their recruit interview questions offer a choice of 3 different deactivated cybernetic storylines to back up their already impressive starting line up of cybernetics. What can they say, they've been moddin'![/p][p][/p]Improved CombatLink Cyber
[p]With Update #92, we've improved the Evasion ratings for all CombatLink cybernetics, making them more of a dodge play for your characters. Hopefully the improved stats can help those characters who might be playing a dodge-tank or just relying on that extra Evasion to get missed. We'll keep an eye on this class of cybernetic and if this adjustment helps push it more readily into the meta and if not, we'll adjust again.[/p][p][/p]Fixed Ricksham Drips "Spotted" Issue
[p][/p][p]With Update #92, we fixed a tricky issue that had been hanging around the Ricksham Drips Power Play for a long time. In that Power Play, you escort a friendly envoy, Dakota, on two separate missions. The bug was that she could carry her alert level (often Spotted) from the first mission to the second one, as no explicit cleanup was done.[/p][p]This is now resolved, when leaving the first mission, Dakota's alerted status will be reset to Hidden so she can properly "keep her head down" in the next mission![/p][p][/p]Fixed Map F10s by the Heap
[p][/p][p]With this update, we ransacked the F10 heap about map bugs, hitting on all the remaining most common cases. We fixed reported cases where extraction was either automatic or too easy, we fixed cases where there were multiple extraction points right next to each other or they were listed in objectives but not available in the map. We also fixed map issues with there VIP might start in sight of a security camera. And finally, we fixed a number of issues where on a Compromised VIP mission, their bodyguards might end up in a crate or wall by accident. [/p][p][/p]v2.7.23 - #92: The Final Form - 7/3/2026
[p] - Added new Underworld Hub recruit option - Warmachine from the body modding scene[/p][p] - Added 3 new chances for Deltaware Reactivation cybernetics through recruit interview (SynthBuild ROM, M-Grade CombatLink, Lumen Trident)[/p][p] - Improved balance of CombatLink cybernetic, increased Evasion %[/p][p] - Fixed issue with Mil-Grade Matrixware not being able to upgrade past Level 2[/p][p] - Fixed issue with dismissing recruits showing the choice tagged as "Reject Retirement"[/p][p] - Fixed bug where Ricksham Drips VIP Dakota would start second mission with the same Alert Level (Spotted) as end of first mission[/p][p] - Fixed bug with Custom Difficulty settings in Safehouse not always saving[/p][p] - Fixed cases where proc-gen "cross zone" mission might be super easy or auto-victory[/p][p] - Fixed cases with missing or duplicated extraction zones in proc-gen [/p][p] - Fixed cases where exposed VIP might spawn into a camera sight cone[/p][p] - Fixed issues were VIP ally VIPs might spawn into a wall[/p]