Cyber Knights: Flashpoint

Cyber Knights: Flashpoint Update #98: Sharp Look

Version
Update #98: Sharp Look
Version Date
Aug. 14, 2026
Links

Patch Notes

Update #98: Sharp Look

[p][/p][p]Knights and mercs, we've got another content update landing today with some new appearance options, preparations underway for helmets, some additional Talent balancing and fixing, and fixing your community F10s and bug reports! A big welcome goes out to all the new Knights who dropped into New Boston during the Cyberpunk Fest - we've got an amazing community here to welcome you into the world of heisting, so post up any questions you have.[/p][p align="start"]We hope you enjoy the pretty constant stream of free updates We hope you'll consider leaving a review to help our small team keep cooking![/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]

Marker Sights Upgrade Swap

[p][/p][p]Following up from the changes to Sniper JTAC and Strike Zone, we've made a rebalance to the upgrade nodes for Marker Sights. This swaps the effect of the last two nodes in the top row - moving +1 Charge from the third upgrade into the easier to access 2nd upgrade instead. However, this pushes the change for marker sights to be AOE back to the 3rd upgrade slot. In addition, we've raised the level point cost of the 3rd upgrade to 2 points from 1.[/p][p]This is a tweak to how Marker Sights performs - making it easier to get that all important extra charge, but making it harder for it to become AOE. For some builds, this is likely a buff and others perhaps a nerf.[/p][p]As we have changed upgrade effects without forcibly untraining these nodes for you, any Soldier who has already trained these nodes will maintain the old bonuses until you respec or retrain the nodes.[/p][p][/p][p]Gunslinger Fanning and Gun Kata = 3 AP as Promised
In some cases, based on how you clicked, used the keyboard or interacted with the game - while the Gunslinger's Fanning and Gun Kata promised that they cost 3 AP, you'd only end up paying 2 AP. [/p][p]With Update #98, we've helped these talents return to the straight and narrow - now they promise 3 AP, they require 3 AP and they spend 3 AP.[/p][p][/p]

Appearance Options / Modkit Prep / Helmets Coming!

[p]With Update #98, we've released 4 new appearance options - two new types of glasses, a new type of hat and a neck protector which allows you to "armor up" a bit more in prep for helmets which are coming soon.[/p][p][/p][p][/p][p]The new hat is a stylish military officer cap which goes along well with the latest outfits released. Low and short brimmed, you can look deadly official while heisting way now.[/p][p][/p][p]The glasses include a highly reflective pair of black rimmed specs and a glowing translucent visor. [/p][p][/p][p]The fourth new addition to the appearance options is a bit of extra neck protection. Our team is in the came of not liking helmets if the neck is exposed - which halfway defeats the point - so this update includes a neck protector option in the Helmets section which allows you to cover the neck of any character. This doesn't make sense in all outfits , but works well with all types of armor, military and jacket outfits. [/p][p]We consider it one of the final prerequisites to release the first wave of helmets - so now that it is in, helmets are next![/p][p]We're excited to be motoring through the release of a big wave of cosmetics as we are rebuliding the tooling around appearance so that it will be easier for modders to use. The retooling is going well and it is changing how we are approaching our own process for loading new appearance items into the game (much improved!) so we will be able to release a lot of the things that had been kind of stuck in a limbo now that this tooling is wrapping up. So, stay tuned for exciting stuff![/p][p]As the first use cases for the modkit are getting closer to being ready to share with modders, we're repeating the call for any interested party who want to join the mod creator preview. If you've made mods for other games and would like to potentially get early access to our modding tools (and possibly get mods you create featured when we publicly launch modding), let us know you're interested here: https://forms.gle/EHHKHFFjU6Yo7G1Y6[/p][p][/p]

Anti-Security Level 3 Gains Missing Items

[p]This service offered by some milsec contacts and other specialist contacts has 3 levels but the 3rd level has always been missing items. We have fixed the broken link and added the missing items back into the game - those being the LR-Max Dazzler with extended range and the Smokebang XS which can be thrown farther and comes with 2 charges per bang.[/p][p][/p]

Achievement Fixes

[p][/p][p]We've resolved an issue where the Smash n' Grab Achievement was not completed by mission where you could steel 3 Files from Lootboxes, which was confusing. This is now resolved.[/p][p]We have (once again, hopefully the last time!) fixed the issue with Assassin's Deed not firing in the cases where you kill a Contact during a storyline. Hopefully this cursed achievement can finally get a few more completions![/p][p][/p]

And More Fixes!

[p]In other news, we also fixed other F10s![/p]
  • [p]Fixed issue with lacking KHRONOS dialog when killing the boss[/p]
  • [p]Fixed issue with lac of extraction point in the last KHRONOS mission[/p]
  • [p]Fixed rare issue with Turret not appearing in start of the Ward War missions[/p]
  • [p]Typos, misattributed dialog and other text mistakes[/p]
[p][/p]

v2.7.43 - #98: Sharp Look - 8/14/2026

[p] - Added 1 new hat option in appearance - military officer cap[/p][p] - Added 2 new eyewear options in appearance - black rimmed glasses and glowing visor[/p][p] - Added neck protectors option in helmet options in appearance - get a little more armored and prepare for helmet arrival[/p][p] - Improved placement of all hats, headphones and eyewear to better match head exactly[/p][p] - Gunslinger's Twin Iron, Gun Kata and Fanning all correctly display and charge 3 AP as promised by their Talents[/p][p] - Adjusted Soldier's Marker Sights progression - +1 max charge is 2nd upgrade, 5m AOE is 3rd upgrade and costs 2 points[/p][p] - Fixed service Anti-Security Items where level 3 was missing any items for sale - now selling LR-Max Dazzler and Smokebang XS[/p][p] - Fixed issue with missing dialog response if KHRONOS story boss is killed[/p][p] - Fixed issue with KHRONOS story boss being affected by Disorient and sometimes appearing in status Unaware[/p][p] - Fixed issue with lack of extraction point at end of THE CRADLE mission of Project KHRONOS storyline[/p][p] - Fixed issue with Turret not appearing at start of Ward War mission in extremely rare cases[/p][p] - Improved "Smash n' Grab" Achievement to include missions where you steal 3 files from lootboxes[/p][p] - (once again) Fixed issue with Assassin's Deed Achievement not firing correctly[/p]