Update #91 rolls out to the streets of New Boston with improved safehouse Simstream Trainer rules, an important (if boring) tutorial update, rebalanced cybernetic bonuses, movement alerts for all types of buff/debuff zones on the map like Tox-Cloud, inventory/equpping improvements and fixes for heaps of bugs.
We are hard at work during Early Access, prioritizing constant improvement and expansion of the game. We're hitting around an average of an update every 3 days with fixes for your F10s, new features or new content and always something getting better. If you like the pace we're keeping here, think this is how Early Access should be done, and like that fact that none of these updates invalidate a saved game, please take a moment to leave a review.
Move Alerts for Poison, Morass and More
Any on-map area that will have an effect on your player like Tox-Cloud, Morass or Aero-Shrap Shell will now visually alert you at the point at which you will pass into its field of effect. While a lot of these abilities are from the Scourge branch, Sniper's JTAC Talent, Soldier's Entrench and items like Smoke Cloud and Medi-Cloud also have this helpful alert so it is clear where you are passing in and out of their boundary.
Thanks to everyone who put F10s in about this one and we are glad to see it wrapping up. The ability for the movement simulator (which plans and checks movement for interruptions or special things before it occurs) is the last piece that was blocking us from moving forward with Skip / Fast-Forward Enemy Turns, so we're going to be getting to that major milestone soon now.
Simstream Simplified
There was a rule when base building first came out that you only got Simstream Trainer XP if you ran a mission and the Cyber Knight went with you on the mission. We've removed this limit, which doesn't fit well with the rest of the design allowing for missions without the Knight. It's a helpful simplification. Sorry this wasn't clearly explained to start with and glad we could simplify here.
In the next update, we'll be working toward updating the UI in the Trainer and Detox to be more clear about the rules at the point at which you are picking a merc.
Cybernetic Improvements
We've made a few balancing tweaks to cybernetics this week - we've improved Dermal Plating 1 and 2 to increase their HP bonuses to +50 and +75 HP respectively as well as granting Dermal Plating 2 a Built-In Armor bonus that reduces all types of Damage, including Pure. Dermal Plating comes along with a hefty Move Speed debuff (which, you can make up elsewhere) but its bonuses are now more fetching to help balance that out.
The Knight's Quantum Rider also gained a +2 Initiative bonus, helping the Knight stay one step ahead and get a better chance to use their Initiative timeline manipulation Talents.
Tutorial Decoupling
Back when we added the new stealth and combat tutorial, we made the mistake of using the characters that you had picked and designed in your squad in the tutorial. This was cool - you get to work with your team right away to learn the ropes. However, this tied out hands in silly ways - making the tutorial either require updates for every new character added to the game or forcing us to vastly limit the character options for the Soldier and Vanguard slot.
With Update #91, we've removed that limitation by adding 2 new tutorial-only characters who hang with you while you learn the ropes. Aptly named Tutorial Anne and Tutorial Joe, these are temp characters for the tutorial only.
Now, we can move forward with the new upcoming Agent EX class and slot them painlessly into the Vanguard's new game column as a new options. :hype: Boring, but very important for future options in new game :D
Inventory Continued
There is a lot of work to do to keep improving inventory and equipping screens, mostly in small ways. But we're continuing to make progress, this week fixing an issue with stacking that was affecting certain characters more than others. If you change your armor and other team members are wearing the same armor, you will see what armor you have equipped instead of it being hidden. The same goes for multiple hackers on the team who share the same deck type.
We also fixed a bug that was occurring where a Hacker might end up with 2 cyberdecks and not be able to do anything about the hidden second.
Tox-Cloud Rules
We've fixed a bug in restoring Tox-Clouds and Morass areas where they could end up not where you expected on retry turn or just loading from the menu. In a few cases, this resulted in some badly poisoned mercs - sorry!
We've also clarified the description of Tox-Cloud to be clear that while it is moving, its center will not pass through a wall.
v1.6.31 - 6/4/2024
- Removed Simstream Trainer requirement that a Knight had to be on a mission to gain XP thru trainer - Solo missions (hack-only missions) do not grant Simstream Trainer XP, which is now noted on victory screen - New tutorial update: Tutorial Anne and Tutorial Joe decouple Tutorial from your squad - Improved Dermal Plating 1 and 2 with more HP (50/75), Built-In Armor buffs (5%) for DP 2 - Knight's Quantum Rider gains +2 Initiative bonus - New movement alerts for all types of on-map areas of effect like Tox-Cloud, Morass, Medi-Cloud and more - Added note to Tox-Cloud's description to be clear it will not pass through walls - Fixed bug with retry turn or reloading when Tox-Cloud or Morass areas are in mission - Fixed issue with buff/debuff data in Matrix not including all upgrades from class tree - Fixed bug in inventory where equipped shared by multiple characters (8/8 SecurTek Lightsuits) would not appear when changing armor - Fixed issues with unswitchable cyberdecks - Fixed issue with Child of the Belly not automatically starting if its timeline event ends - Improved buffs/debuffs from Leverages to correctly show in hovers / status pop up - Improved display of cybernetics to include Built-in Armor, improved hovers and Pure Dmg hover
Update #90: Deploy the Decoy!
When the IC are coming in hot, digital streams are screaming and the quantum temp is getting close to "cook your brain" levels - it's time to deploy the Decoy program! And Juice, punch some Juice. This update drops a new cyberdeck program - Decoy - to the markets as well as improves the balance of the Hacker's drug of choice, Juice. We've also improved enemy progression, re-added the missing Pistol Silencer 2, remove fraction AP in Tactical Surge (I know! ... cue screaming, ...now ːsteamsadː), fixed File filters to be always remembered and more. So, let's check out Update #90!
If you're enjoying the pace of updates and the game as we're shaping it throughout Early Access, please take a moment to share the game with a friend and leave a review. Our small studio lives on them :D
New Program: Decoy
The latest cyberdeck program to hit the digital streets is the Decoy utility program. Decoy I and Decoy II are now available. While this unassuming Utility program offers a small buff to Cyberdeck Shield (temp health) and Armor (damage resistance) its real power is in volunteering to be the first program to be unloaded. If an IC or the Matrix Q-Security Escalation results in an attempt to unload a program, Decoy always goes first, protecting your real programs from being booted out of Active Memory.
As part of the deal we even got a nice new icon for Nuke programs!
A big thanks to the crew on our Discord and other channels suggesting awesome ideas for new Programs!
Enemy Progression
We've started the official grind on enemy progression, rolling out about 40 new tiers that enemies can appear at as you grow in Team Power Level and take on harder and harder missions. Enemies of all sorts have better access to increased HP, better armor, a small set of new Talents and improved options like Critical % to hit in some cases like the Whislter Cult from the Syndicates. So - upgrade those weapons and armors, mercs!
Blue and Turqo Juice Rebalance
We fixed a few things with the initial Juice offerings. These hacker drugs are mind-expanding and powerful but expensive, so their abilities have to justify it.
For Blue Juice, we added a new charge (+1 to 3 total) and improved the buffs to have no duration, it is instant +20 Matrix AP. This makes it less valuable over multiple Turns, but allows you to use it multiple times in a Turn, so you can burn all 3 charges for +60 AP in a single blast.
For Turqo Juice we added an additional charge (+1 to 2 total) so that you can use the item in multiple hot moments. It is very powerful IC blocker, and does not trigger IC responses when taking it, so consider using it the second before you need to take some action and would be slapped by the IC. Including Traps!
Juice on, cowboys and cowgirls.
Missing Silencer 2
For a short minute the Pistol Silencer 2 (WhisperLite) disappeared from the markets. It has returned! We're hard to work on some major expansion in preparation for crafting and this one got bumped in the process.
Also, there was an issue with a similar cause where some enemies who should have had Protection Points to buff their armor suddenly didn't. This is now fixed too.
Nerf Tactical Surge
We've removed the complicated +0.5 AP you could gain from Tactical Surge. Its other buffs are more than enough to stand on their own and from a design standpoint, we've made the call that team buffs can't add fractional AP. We know it hurts, but rip the band-aid off now in EA, it's for the best of the game.
File Filters Now Remembered
They weren't getting remembered in every situation. Now fixed!
Matrix Snoop Confusion
We've improved the description of Matrix Snoop Leverage option and ensured it only appears in missions that have matrix hosts. It is a passive Leverage, so it happens automatically but only affects the first Stage of a mission.
Talent Fixes
We've patched a few issues with Talents as well:
Hacker's RIPR Compression was restoring incorrect amount of IO.
Cybersword Lightfoot was canceling itself as soon as you set a movement destination.
Fixed the first Hacker's class tree upgrade on the right side, it was missing a +3 Matrix AP buff.
v1.6.29 - 5/31/2024
- Added Decoy I and II programs for sale - Utility program volunteers to be first to be unloaded by IC / escalation - Improved ability for enemies to scale with Power Level, more enemy types scale farther with upgrades to Armor, HP, Talents - Improved balance of Blue and Turqo Juice - more charges, Blue Juice has no duration, instant AP add - Fixed Blue Juice and Turqo Juice missing details when looking at item on character roster - Knight's Tactical Surge no longer grants extra +0.5 AP in upgrade nodes - Fixed issues with Matrix Snoop Leverage, improved description to be clear it reveals hosts on the first Stage only - Fixed first small upgrade on right side of Hacker's class tree to be +1 Will and +3 Matrix AP - Fixed issues with proc-gen missions where Matrix Snoop might incorrectly appear - Fixed issue with lots of enemies armor Protection Points being stuck at 0 - Fixed issue with Cybersword's Lightfoot Talent always canceling when setting movement destination - Fixed issue with File filters not always being remembered - Fixed issue with Hacker's RIPR Compression Talent restoring wrong amount of IO - Fixed issue with safehouse timeline where paging to the right caused events to space out oddly - Fixed issue with Pistol Silencer 2 disappearing from markets
Update #89: Leg Day
It's night again on the streets of New Boston so it must be time for an update! We've got a new storyline, new minor faction, new type of Hacking combat drug, updated lore entries for the megacorps, big improvement roster combat stats display, better filters, fixed inventory ... the list is long! Let's dive in!
But first, thank you for playing, posting and leaving a review. We are a small studio and we wouldn't be here, making these games without your support, so thank you.
New Legwork-based Storyline
Not every storyline is a mission and this new storyline is based around a legwork named "Child of the Belly." You'll be approached by a contact with a favor to ask and from there, you can figure the rest out on your own! It's not a night for spoilers around here. This is why they hire you, Knight!
Megacorporate Journal Entries
We've added lore entries for the big 6 megacorporations - Jupiter Group, Matsumoto Global Technologies, McKellen Heavy Industries, UltraTek, Rook Technologies and Warner-Braun Global. We'll be working our way through editing and finalizing the entries for the rest of the mil-sec, Syndicate and gang players soon.
Roster Combat Stats and Buffs/Debuffs
With Update #89, we've added a new block of data to each character's roster entry. This includes the Initiative (full equation with bonuses), Action Points and Move Points (including any decimals you can't use) as well as a single, consolidated list of all buffs and debuffs from all sources (cyberware, class tree, Traits, Wounds, etc).
Hopefully this full stat dump will be helpful to everyone!
Pips Flashing
We have improved the animation of your Action Point (AP) and Move Point (MP) pips in attack, movement and when using a Talent. In the animation, the pips that are going to animate are also highlighted white for all frames during the animation, which is a big help when you are changing targets or destination move locations rapidly and want to be able to see the exact cost without waiting for the animation flash.
It's a minor polish but that's to all of our players helping us layer on this extra bit of good!
Ahhh simple inventory bliss LOL
Inventory Improvements
We fixed a bug in inventory that was keeping the weapon mods and weapons of the latest selected character still visible even if the filter "Ready to Equip/Sell" was checked. This means that multiple weapons and mods with 2/2 (not ready to equip!) were appearing in the list. This helps the inventory make so much more sense, truly showing only what you have on the shelf.
File Prices and Filters
File Prices are now affected by Power Level in a small fashion. Each Power Level raises the price a few percentage points. You're still going to be most interested in Rarity as the big bump in price, but you'll find a clear difference now between a 1 and 5 Power Level file.
With Update #88, we added 4 awesome File filters (Not Used by Set, Used by Set, Created by Set, Has Use Action). But, these were joined together using the AND logic, meaning to find a file with a Use Action you actually had to [X] Not Used by Set AND [X] Has Use Action.
We've improved the situation here to switch to an OR logic, so the filters are much more readily useable. And we've made the filters remembered when you change screens or tabs, helping you keep your current context if you're checking out File Sets, for example.
Improved Safehouse Tutorial
We're continue to work on all F10s we receive about the Safehouse and how to improve. We've made some nice updates to the tutorial to help cut down on repetition reminders and to make sure that the right reminders are coming at the right time.
Also, we've rewritten all the hover text, explanation and button labels for sending a merc to the detox. Hopefully this is helpful in cutting down some confusion.
There is a lot more to do here to smooth everything out after such a big update, so we're continuing to work our way through it all.
v1.6.27 - 5/292/2024
- Added new legwork-based storyline - "Child of the Belly" - Storyline introduces new Syndicate and new Hack-only combat drugs - Added journal entries for lore for the big 6 megacorporations of New Boston - Added display in roster for merc's Initiative, Action Points, Move Points and sum of all buff/debuffs from all sources - Improved highlight of AP/MP pips flashing when considering move/attack/action so they are immediately clear - Switch File Filters (Not Used by Set, Used by Set, Created by Set, Has Use Action) to OR logic instead of limiting AND - Improved File Filters to be remembered when switching tabs or screens - File prices more directly affected by Power Level - Fixed issue with inventory where weapons of last character viewed in roster would ignore filters - Improved messages about Detoxing in roster - Fixed missing Hacking tag on some proc-gen missions - Improved Safehouse Base Building tutorial, fixed repeat pop-ups, improved segment about Cryo Upgrade - Fixed issue with Tag display where there was a missing faction name - Fixed issue with ghost "Contact.Name.-1" appearing contact list sometimes
Update #88: Sorting it Out
It's late Friday night and updates are brewing in New Boston. This is when the heisters like to make their hits, so let's dive in. With Update #88, we've buffed 2 Hacker Talents focused on more stealthy style of hacking - Scapegoat and Spoof - as well as adding 4 new filters to help you sort out and manage your files and their relation to sets. We've fixed a longstanding issue about items selling for $1K and the odd price mismatches in the grid and sell UI, well as fixing issues with first turn buff Leverages and resolving any lingering bugs caused by the loadouts screen.
If you're enjoying the pace of updates and improvements, please take a minute to share the game with a review. We're working hard to keep Early Access a constant forward motion and we'll be putting up a preview thread for the next class added to the game next week.
Hacker Scapegoat and Spoof
Both Scapegoat and Spoof received starting Duration buffs. These both started with a very slim duration, making it hard to use them advance and leaving some possibility that the tokens could simply expire. An extra turn for each, and with duration boosters among their upgrades, makes them a more versatile play.
In addition, the Scapegoat passive Talent which blocks Q-Sec Tally added by destroying an IC that is not disabled (often with Nuke or Null Op) now has an addition starting token. We're testing out this balance and considering if it needs even more token buffs in the upgrades tree.
File Filters
We've added a set of 4 new filters for files to help you organize and prioritize for sale, keeping and use.
All Files that are not included in a set can be shown or hidden using the "Not used by Set" filter.
All files that are part of a set can be shown or hidden by using the "Used By Set" filter.
If a File was created by minting a set, you can now use the "Created by Set" filter to find these result Files quickly.
Finally, if a file has a Use action, like a V-Chip or a File that can create a mission, these are now easy to locate using the Has Use Action filter.
These new filters should cover the use cases we've heard from players across our channels. Thanks to everyone sharing how you're approaching files in Discord, Steam and in F10s!
Inventory Pricing, Items No Longer $1K
When you're in your inventory, you're likely checking on something to equip, sorting out weapon mods or planning to sell something. We've worked on smoothing out the selling experience and preview prices for all types of equipment and fixed the bug that was forcing all items to sell for exactly $1K.
There are 3 places prices are shown in the Inventory - a preview price in the grid, a preview price in the Sell button and a final price offered by each individual contact. For items, all 3 of these prices were different until Update #88.
Before Update #88, the grid price was showing the preview for what you'd pay to buy it, but you already own it ... so now it is nicely updated to preview the sell price as early as possible. Items were also incorrectly using the price of their bundle (Buy 5 for $15K) instead of individual prices ($3K).
Anyway, its nicer and you can make some money, if not riches, by selling items now.
We're glad to see this set of issues resolved and are working toward multi-buy and multi-sell with a quantity slider. That will be wildly helpful here.
Loadout Issues
If you were having any loadout issues - such as missing armor - making the character roster screen or inventory screens act oddly or freeze, we've fixed a set of issues that came along with the big release of the safehouse. Your games should be automagically healed, so just boot them up and play on.
First Turn Buff Leverages
A big thanks to everyone reporting specifics with your F10s about any Leverages that aren't working. It is great to see everyone using these so much. This update includes a fix to ensure that Leverage buffs aren't lost incorrectly during a retry turn or retry mission.
v1.6.21 - 5/24/2024
- Buffed Hacker's Scapegoat Talent with +1 Turn duration and +1 token, switch a duration upgrade to recharge rate - Buffed Hacker's Spoof Talent with +1 Turn duration - Added 4 new filters for Files in Cold Storage - Not Used by Set, Used by Set, Created by Set, Has Use Action - Cyber Surgery tag in roster shows time for recovery inline - Improved inventory pricing display to ensure the price shown in the grid, the Sell button and the contact list all match - Fixed issue with Items always selling for only $1K - Fixed issue with File "Use" button only appearing in "Files" tab but not "All" tab in Cold Storage - Fixed issues caused by loadout screen last week, issues with not wearing any armor - Fixed issues with first-turn buffs from Leverages - Improved matrix hover for auto-dump nodes
Update #87: At the Hack Station
Update #87 continues to press on community F10s, quality of life requests and bug reports. We've got some major things cooking back at HQ and some milestone items coming up, but for now we're making sure everything in the latest massive base building update is working as it should be. We've fixed a number of issues, improved the matrix to prep for the tutorial and made some much needed changes to the UI pattern in dialog to ensure that confirm-is-confirm.
If you're enjoying the pace of updates, please consider leaving a review. Thank you!
Hacking YouTube Tutorial
As we are still working on getting everything ready and done for the proper in-game Matrix Tutorial, we've taken a moment to record a brief and focused YouTube tutorial for anyone looking for help here.
Learn to hack to drop the alarm level, control security devices, get valuable paydata, and complete CPU spike missions.
Confirm to Advance Dialog
With Update #87, we've fixed the longstanding issue where TAB was by default used to advance dialog instead of the regular UI confirmation, spacebar. This issue stemmed from the regular concern over controller and keyboard players hitting space rapidly and accidentally selecting the first dialog option without realizing it in a rush of mashing buttons. To address this, we've moved the selection for keyboard and controllers to a prompt above the choices - so, hit (A) or (space) to advance the dialog and when a choice comes, you can't make a choice until you use your D-pad or arrow keys to navigate down.
In the same vein, there is a dead spot on the screen that refuses to accept "click to advance" clicks during dialogs. This area is the area where the choices will appear and is there to prevent you from spamming clicks into an area where dialog choices are going to be shortly, and then accidentally mashing your way through a choice. The dead zone is now highlighted in a darker color to make it clear so you can click elsewhere.
We've also added an attribution arrow to the last line of shown dialog to help it be more clear as the speaker jumps back and forth between sides.
Hacker Details in HUD
We've improved the hacker's details in the top left of the matrix HUD with Update #87. This includes breaking out Cyberdeck Shield and Cyberdeck Armor to give them their own own icons, hovers and space above the 3 health bars for your hacker (HP, Cyberdeck, Connection Health).
We've also added a set of new hovers to cover these re-organized fields.
Safehouse Leverages
If you were using the Field Ops or Hacking Station rooms in your safehouse to gain additional leverages, you might have found that a few of them were not working as advertised. In some cases, they were but were giving no indication to the player. Regardless, we've fixed the lot of them, including Pemex Doubler, RIPR DX and Bespoke Deck Armor.
We've also fixed an issue where the passive on-first-turn type of Leverages were not being shown in the Command HQ when you returned there to finish your mission planning. This was making them feel even less likely to be useful.
Please F10 any additional issues you have, but we're seeing the whole set working and displaying better now.
Underworld Hub: Legwork Hustle Up
The Legwork Hustle Up capability of the Underworld Hub in your Safehouse was not working. A math error with rounding things off to whole numbers snuck in near the end of testing and set everything back to the same duration it had before! This is now fixed.
We are working on better feedback for using tokens, but the first priority is to crush any bugs in the actual mechanical parts before getting some dialog in there from the Face.
Double IO Bug
We fixed a bug that was sometimes causing IO buffs from Programs or Talents to be counted twice or to reapply on the following turn. IO is so important and comes from many sources - your deck, your cybernetics, your Talents and your programs - so getting every point counts.
Targeting Click and Cancel Bug
We fixed an old bug that could cause the click to target an enemy to instantly cancel the attack targeting. In this case, the target circle would flash on screen and then disappear. This is now resolved, hurrah!
v1.6.19 - 5/21/2024
- Improved dialog and story choice display - confirm (spacebar by default), attribution arrow, smooth scrolling - Improved Hacker HUD in the top left corner to show Cyberdeck Shield and Armor separately - Fixed reported issues with Safehouse-driven Leverages - Improved Command HQ's mission planning by showing Passive Leverages on a mission - Fixed RIPR DX, Pemex Memory Doubler - Fixed issues with matrix Armor buffs like Bespoke Deck Armor not reducing damage correctly - Fixed issue with IO Speed buffs sometimes being double-applied - Fixed issue with Underworld Hub not correctly reducing Legwork duration - Fixed issue that could cause game to ignore clicks on enemy targets or immediately cancel targeting
Update #86: Techies - Spike On!
Down in the Belly under the New Boston Dome, Update #86 has touched down. We've got a lot of exciting new things with this one - new bonuses for the Tech attribute, improved display for APU/CPU spiking, new milsec items you can purchase, all the Hybrid-Utility programs can now be installed and used and more. Let's dig into the details!
We're busy with Early Access - lots of updates, lots of milestones coming up quick. We hope you are enjoying the pace of fixes, improvements, hotfixes and new content. If so, please take a moment to leave a review of any length - every one helps! And remember, you can always edit your review at any time.
New Hacker-Only Tech Bonuses
The Tech Attribute has gained a big (needed) boost for Hackers, now adding Matrix-specific bonuses. If you have the Hacker class (as your primary or multi-classed) you will gain +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech, which protects both the Hacker and the cyberdeck. This makes the choice to go after extra Tech points in different class trees more interesting and firmly pushes Tech into the realm of being the Hacker's key stat.
Load Up those Hybrid-Utilities!
In Update #85, we fixed all the issues that were nagging Hybrid-Utility programs and now we've rolled out a new set of Program Ratings that allow some of them to be used in existing decks. So, check the new Ratings and consider juggling some of your programs around to make space for these new biggies - they're powerful and interesting options in your digital kit.
Unique Milsec Items Return
The different MilSec and Brave Star contacts you can connect with throughout the game now (once again) have more unique offers for consumable items that they can sell, including Dazzlers and Concussion Grenades. This opens up some new angles for building out your item load out, so check out what you might want to swap around.
Clear Display of APU/CPU Spiking
While APU and CPU spiking have been working correctly for about a month, they were lacking any helpful UI support to indicate what they had done. This has been causing a ton of F10s and confusing players, as it simply seems like they don't do what they promise or what is reported in the logs.
The big Sec Level or Q-Sec Level value in the HUD will now immediately react to an APU or CPU Spike. It will gray out indicating that it is below the real level of the Sec Level and no Escalations will occur until the Sec Level exceeds the old Sec Level. For example, if your Q-Sec Level is 8 and you Spike the CPU, then the Q-Sec Level will drop to 6 and the Matrix Host can't take an Escalation action until the Q-Sec Level reaches 9.
This is also all shown in the hover over the grayed out Sec Level, so check that out too for specifics once you see it in game.
More Matrix Hovers
As we've mentioned, we're hard at work on the matrix tutorial now. In order to make it the best it can be, we're sprucing up the matrix in general. With this update, we've added and improved a number of hovers through the Matrix screen - especially around the Q-Sec Level in the top right and all the deck details in the bottom left (IO, Active Mem, Storage).
We hope it's helpful!
Armors Debuffed
As we build out the full progression of armor and weapons for the game, we've adjusted some of the early game armors to have a bit lower protection ratings. These have dropped anywhere from 2% to 5% for some armors, especially Power Level 1 armors. Take a check through your gear and see if you want to upgrade today.
We've also simplified the armor categories in this update, crushing everything down to Light, Heavy and Stealth. There will be distinct groups within those based on stats and styles, but they don't each need their own high level category in the filter.
V-Chip Contact Fixes
We resolved an issue where the Contacts you gained through a V-Chip were not appearing in the initial conversation. While everything else was functioning correctly, this made them harder to track down in your list of Contacts and to recognize them as they appear in the newly offered services.
Hid Loadout Button
v1.6.17 - 5/19/2024
- Improved Tech attribute - for hackers now grant +1 Matrix AP per 1 Tech and +1 Cyberdeck Armor per 5 Tech - Adjusted Hybrid-Utility program ratings to work with existing decks available in the underworld - Improved Sec Level UI response to spiking CPU or APU to gray out Sec Level when an escalation will be skipped - Improved Sec Level hover to include exact details of when Escalations will resume for spiked CPU or APU - Improved hovers in matrix for IO, Deck Storage, Q-Sec Level - Down balance on starting armors, dropping 2% to 5% protection - consider upgrading your armor - Simplified Armor category filters (Light, Stealth, Heavy) - Fixed issue with missing milsec items for sale from Milsec and Brave Star Contacts - Fixed bugs with V-Chips having conversations where the new contact did not show up and name was blank
Update #85: Glitch in the Datastreams
Down in the underbelly of New Boston, welcome Update #85! We've got a small bump to the level cap, new Matrix program types (Hybrid-Utilities), and tons of matrix improvements. We've also improved the display and text shown with accounts, and fixed the mostly highly reported 2 game locks that occur during missions.
One of our next major milestones is the matrix tutorial, so we're pressing hard on a few feature adds, bug fixes and improvements on the entire Matrix to make sure we're tutorializing the best foot we can put forward. Check out the latest!
If you're enjoying the pace of updates, please take a moment to leave a review!
Level Cap Bump for Extra Talent
When we raised the Level cap to 25, it was a nice +5 level points for all of our mercs and Knights out there but it fell 1 level short of the mathematically determined milestone for a new Talent limit point. That is not the most fun result - so we've bumped the max Level cap by +1 to make it 26 and let max level characters train into one more Talent or Passive.
Hybrid-Utility Programs
The newest type of program has arrived today which is a Hybrid-Utility. While these programs have Program Ratings that are too high to install on any existing deck and they have large memory footprints to boot, they are both a Utility (granting a buff as long as they stay in active memory) and regular active programs (allowing active use, like Attacking or Sleazing).
These program types can currently only be achieved by minting File Sets of code files, compiling new high-power programs like Attack III (FAS) and Nuke II (HOT). If you have previously compiled these programs, check out your Deck Mgmt, the programs will now appear as they should.
Each type of Hybrid-Utility comes in a series like FAS or HOT (with QCK, HWD and RIP to follow). FAS Programs are IO accelerators that make it easier to load other programs, at the cost of connection health. HOT Programs are damage boosting programs that make it easier to destroy, at the cost of hacker health.
We're excited to see how HOT and FAS programs play into your hacking strategies. One straightforward way to use these Hybrid-Utilities is to load-and-hold them for as long as you can, using them only as a last resort so that you can get as much benefit from the Utility side of their hybrid nature as possible.
Matrix Buff / Debuff Visibility
All Matrix buffs on your Hacker are now clearly visible in the top left corner along with the turn duration for each effect. This is a big help tracking the buffs of Utility and Hybrid-Utilities, as well as your Talents and buffs from Leverages as well.
Hacking Leaking to Meat-space
We fixed 2 big issues with Hacking and returning to meat-space. The first is that some of your Hacking AP might come with you and you could actually increase meat-space AP by hacking. This is now fixed, and your resulting Action Points after hacking are equal to whichever is lower of the two:
(AP you started the Hack with) - (Hacking AP spent / 10)
(AP you started the Hack with) - 1 AP
So, at minimum a Hack will cost you -1 AP or more if you take action in the matrix host.
Also, we fixed issues with the AP hover on the character going a big crazy after hacking where it would show very large numbers.
We also fixed a class of bugs about disconnect / reconnect in the same Turn for hackers.
Fixed Overwatch Freeze and Movement Glitch
A huge thanks to everyone reporting F10s! In Update #84, we improved the situation with Overwatch, squeezing out cases that could cause a freeze, but it's clear we didn't catch all of them. Thankfully, we also added a ton of extra checks and logging so we could get a handle on this difficult bug in production. With the newest crop of F10s that have come in since Update #84, we've found and fixed the root issue. Hopefully, #85+ will no longer see possibility of freezes during intense Overwatch gunfights.
Finally, we fixed a movement glitch that could sometimes result in a character suddenly moving a distance after targeting an enemy and canceling it to test out a move. Thanks to everyone who found and reported this odd issue with an F10!
v1.6.13 - 5/17/2024
- Increased Level cap to 26 to grant +1 Talent Limit - New type of Program - the Hybrid-Utility grants an active program ability (Attack, Nuke, Scan, etc) AND a buff as long as it stays loaded - Compile source code through File Sets to create new Hybrid-Utility programs - Hybrid-Utilities of HOT type boost damage while loaded - Hybrid-Utilities of FAS type boost IO speed while loaded - All matrix buffs are now visible in top left of the Matrix HUD with hovers and turn duration - Improved handling of Utility and Hybrid-Utility program buffs when force unloaded by IC or host - Fixed Matrix bug where possible hacking AP leaks back into meat-space or meat-space character hovers - Fixed Matrix bug where some buffs could persist and double-up during connection and disconnect cycles - Increased price penalties for Contact Traits Fast-Splice and Hack-Saw - Accounts stolen after this update will include lore name and description - Fixed issue where ignored recruits might hang around on the roster, inactive but visible - Fixed bug where movement could suddenly glitch after targeting enemy and move merc - Fixed bugs with Overwatch reaction to Full Auto attacks, bugs that can cause Overwatch to freeze game
Update #84: Cap Rising
Exciting times ahead as we come roaring out of the major safehouse base building milestone and careening back into the regular order of updates, improvements, new content and more! With Update #84, we've raised the level cap by 5 levels, added 2 new Power Level 3 armors for sale from the newest contacts, improved Soldier's Blast Radius, and fixed a huge heap of F10s from the community!
A big thanks goes out to everyone reviewing, playing and posting. Hit F10 if you see anything odd, we are hard at work improving and fixing.
Level Cap Rises
With Update #84 and the big expansion of the safehouse, it is the right time to lift the level cap to 25. You'll gain an additional +1 Level Point per level. The next cap raise will include additional Talent LImit allowance.
For those players who have been grinding past the current cap, you will find that your XP is kept and used. You may suddenly find your mercs are Level 22 or even Level 25 if you've played out enough missions. Enjoy the new points!
Blast Radius Buffs
The Soldier's Blast Radius Talent has had its upgrade tree simplified a bit to be a single row updates and gained some additional buffs. The new improvements push the max range you can gain for any type of thrown grenade, medi-cloud or shock mine to +8m up from +6m. Also, the total damage buff is increased by extra +20%.
Those who invest their Level Points in grenades ... go BOOM.
New Armors
We've added 2 new Power Level 3 options - one Heavy and one Light - for armor. These can currently be purchased from your new Fixer Contact. The heavy armor features 3 Protection Points, making it awfully hard to chip down to its low %s and the Light armor keeps the same 2 Protection Points but shifts its max and min Protection % upwards.
Check out the Underworld Hub to meet some new power players and expand your available services.
Safehouse Improvements
If a room generates Tokens and it has the maximum number on the shelf, the tag for that will go green now, making it easier to spot. This makes it easier to know where you've got room to spend.
We fixed a bug with the Simstream Trainer that was adding more than +10% Stress pre use. When a merc goes in, now they get a flat +10% Stress. They gain a percentage % of XP of all missions run while they are in the trainer, so it is to your benefit to stick them in there and then run as many missions as you can for the +10% Stress.
We simplified the filters in the Inventory / Equipping / Market screens to be more fitting to the task you are doing. We're working toward further simplification that will help focus the screens specifically on the task at hand. Previously, these screens were trying to each do everything and it was making them much harder to use. We're excited for this big step forward and to keep pushing these into better shape. Also, this resolves a number of bugs about different Programs not appearing in inventory.
APU / CPU Spike Clarity
We've improved the text around APU and CPU spiking to be more clear about which one affects which. APU affects the real-world meat-space Sec AI while CPU affects the Matrix host's Q-Sec Tally. We know we still have work to do here as the actual displayed Sec Level in the HUD in both meat-space and matrix does not reflect the drop in Tally, so this is going to keep confusing players until we improve the UI. Coming soon hopefully.
Recruit Durations
We've double the duration on all recruit offers from story and Sibling Job. You'll have more time if you need to make adjustments to your Barracks now to accommodate these new mercs. Furthermore, we've added an option to continue to delay your recruit choice after the Sibling Job if you had to delay directly after the mission was over.
Overwatch and Targeting
We're working on some of the most populous F10s in buckets. This update fixes a ton of minor issues with targeting, movement destinations and Overwatch. We have fixed some inconsistencies with targeting, the character's reaction and rotation after targeting not being consistent and the attack Talent sometimes not always being selected correctly.
Also, we've fixed issues where the direction of your Overwatch cone could shift when taking reaction shots. With this bug fixed, Overwatch correctly keeps to the exact range and direction you set and never changes during reaction shots.
Finally, we've made some progress crushing down on the bug that can cause the game to get stuck in slow motion during an Overwatch reaction shot. We've found 2 possible causes, patched them and added additional logging so that any future F10s about the issue will help us pin it to the wall.
This was actually related to the same reason that sometimes unarmed characters or prisoners would loop for a while and then suddenly go into a T-Pose. That's fixed now too!
Hates and Desertion Tags
If you were having any issues with Hates or Deserter backstory tags preventing you from going on missions that seemed to make no sense, this is resolved.
Sticky Toggle Highlights
Your choice of playing with highlights on or off, by default using the (H) key, is now remembered between levels and level retries. Thanks for the F10s!
v1.6.9 - 5/15/2024
- Increased Level cap to 25 - Added 2 new Power Level 3 armors available from new Fixer Contacts - Increasing benefits of Soldier's Blast Radius grenade buffs: extra +2m range available, extra +20% Dmg - Fixed Soldier's Blast Radius upgrades to be a single progression, last upgrade costs 2 points - Fixed/improved matrix text for APU / CPU Spiking to be clearer about each (APU=real world Sec Tally, CPU=Matrix Q-Sec Tally) - Fixed issue with Desertion or Hatred sometimes blocking a character from an inexplicable mission - Double duration on all story-based recruit offers including Sibling Job - Added continued delay option when considering recruit from Sibling Job at safehouse - Simplified/improved filters in inventory and market, removed duplicate "Can Sell" filter vs. "Ready to Equip/Sell" - Corrected icon for Reaction attribute boosts in Class skill tree to match roster Attribute - Fixed issue with Simstream Trainer adding too much stress, adds +10% Stress per use, run more missions for more XP per Stress - Fixed price displayed in file set grid to show the base price of the possible file set result - Fixed log for group buffs misreporting number of buffed by -1 - Fixed bug where Overwatch cone could change rotation after each attack - Fixed issues with prisoners or other unarmed characters randomly going into T-Pose - Fixed level issues where you might be able to see a skybox beyond edge of level
Update #83: Cleaners
Last week, we snuck Update #81 and #82 into the big safehouse update new post but now we're getting back to regular order and we're going to have a lot of patches and new things coming this week. The safehouse base building roadmap item is complete and it's time to roar the engines on to the next thing!
But for a little longer, we're hitting all the bugs and quality of life improvements we can from your Steam posts and your F10s.
If you like the latest improvements, big feature adds and pace of updates, please support our Early Access efforts by leaving a review. Remember - you can always edit it later.
Our previous RPG is featured in Steam's Endless Replayability Fest!
Cyber Knights: Flashpoint is our 9th game; we love in-depth RPGs & strategy games. Many of you may already know us from our previous game, Star Traders: Frontiers, but if you're new here, give Star Traders a look! Our sci-fi captain RPG is an open-ended space sim that's been called "Firefly meets Dune" by players and one of the best RPGs on PC by Rock Paper Shotgun.
Trade, recruit, hunt, spy, or more across the galaxy; fight in turn-based ship and crew combat; choose how you'll build your rep, skills, and fortune. Bounty hunter, merchant, carrier commander, smuggler, pirate... what kind of captain will you be?
We've hit a bit list of most popular F10 issues in the safehouse with Update #83.
If you were having screen freezing using the Inject Matrix Loot leverage option, that is now all working correctly.
The Counter-Intel Pods now show the HUD details for Heat and Head Hunters, which is pretty important info for the types of actions you can take there.
You can access the Command HQ even if there are no missions, so you can get to the build/upgrade screen. Keep mind, any time you want to jump directly to the build/upgrade screen, hold down the [R] key (or whatever you have bound) while clicking on the room in the safehouse. This jumps you straight to build/upgrade. Not well documented, but we'll work on that. Save a click, hold [R].
For token offers that have lists in a pop up like recruits and contacts, if the offering is not available it is correctly styled and darkened row.
Some old saved games showed a 3rd utility that doesn't exist. Fixed!
Custom Difficulty: Game Speed
Game Speed in your difficulty settings now correctly applies to all safehouse tasks. We've also improved the text/hover for both story and game speed to be clear that increasing the value (from 100% to 125%) makes things go faster. So, if you want shorter build times, you want to raise the value to 125%.
Lock on Level Start with T-Pose
Some players were getting games into certain states that could result in a mission being loaded with their characters in T-Pose and the game hard locked. These games will now just resume and play forward under Update #83. Apologies for the hard-lock pause, but you're back on track!
Cybernetics
We had a few issues with cybernetics, all fixed now. We've improved the implant for MatrixLink 2 and also you can now correctly upgrade any cyberware that is required for a class, such as from MatrixLink to MatrixLink 2 for the Hacker.
Also, putting mercs into the Simstream Detox was causing them to show that they had an invalid cybernetic called "Implant.Name.-1", now fixed.
File Set Minting
When you Mint a File Set, the result is always a new File. Then you can chose to Use that file to call in its special action, like creating a mission, compiling code for a Cyberdeck Program or connecting with a Contact by their V-Chip. But, this is a separate Use action because you can also chose to Sell that more expensive resulting file.
The file that is created is now marked as new with a nice yellow dot to help you find it.
Also, we've fixed issues with the Inventory back button and other parts of the Ui locking up after attempting to create a Hacking Mission from a file.
Tutorial Improvements
We've continued to make improvements to the tutorial text and how it picks when and what to offer as advice. We've improved the system never to offer advice if you're at your maximum tasks, so it won't pester you if you can't do anything. A number of prompts received additional clean-up and clarification.
Also, if you don't want the safehosue tutorial, just disable it either with a new game or through the options menu directly.
v1.6.7 - 5/13/2024
- Fixed issue using "Inject Matrix Loot Accounts" Leverage locking up screen - Improved MatrixLink 2, fixed bug preventing upgrading to this new implant - Files that are newly minted from a set get the "New" yellow dot - Counter-Intel Pods displays Heat and Head Hunters details in the HUD - Even if you have 0 missions, you can enter Command HQ in order to upgrade it - If a token offer for recruiting or contacts is not available, the row style is grayed out correctly - Fixed issue where level could lock up before HUD is loaded, mercs in T-Pose - Old saved games that were showing a 3rd type of Utility on Command HQ no longer have this bug - Fixing invalid implant ("Implant.Name.-1") appearing on characters who were in Simstream Detox - Reduced possible Safehouse HUD overlaps on certain resolutions and UI scales - Improved safehouse tutorial prompts - Fixed reported typos - thank you!
Major Milestone “SAFEHOUSE” - Base Building Unlocked!
This major milestone update unlocks safehouse base building! A huge addition to Cyber Knights: Flashpoint’s strategy layer, adding to your safehouse gives you new ways to exploit your underworld network, give your squad the edge on heists, and shape your roster to your playstyle.
With rooms like the Field Ops Center you’ll be able to arrange powerful leverage for specific jobs, route additional rewards into the target facility before your squad hits it, or orchestrate a delay to your deadline for completing it -- buying valuable time for an injured merc to recover, to bankroll better gear by completing other jobs, or to recruit a new merc whose skills you need.
Rooms like the Simstream Detox and Simstream Trainer help you keep your crew in peak condition, burning off stress accumulated from missions, or plugging them into lifelike recreations of the missions to help off-duty squad members keep up with a share of XP gained.
These and many more capabilities can be gained depending on the rooms you select and upgrade. Of course, secret underground construction and installation of advanced, sometimes illegal tech doesn’t come cheap. 😉
Building out the Safehouse
This release comes with the first set of seven new rooms to choose from, with upgrades for all of them and for the three core rooms of your safehouse: the Barracks, Command HQ, and Cold Storage. Future updates will bring more rooms including a workshop for weapons, armor, and gear crafting in the near-term, plus rooms for class-specific features still to come later down the road.
This update also rolls in the new lighting engine changes the rest of the game has enjoyed the benefits of, and we’re looking forward to bringing more cool visual perks to the safehouse as we continue down the road to full launch. We won't be adding Fallout Shelter levels of character animation, but we do intend to add more character movement and life within the safehouse. After all, when the Hunder class is added we have to make sure you can pet the dogs.
Gameplay Changes
With the new safehouse capabilities come two significant changes to the current gameplay:
Your roster size is now controlled by your barracks upgrade level. You can now seek out specific kinds of recruits through the Underworld Hub room, so you have more control over who’s in your crew -- but mercs are not an infinite resource. Be smart about when to make space for more.
Free respecs are now only available for a squad member’s first 10 days. After that, you’ll need a Simstream Trainer. The build you’ve chosen on a squad member’s talent tree defines their role within your crew. During early EA we’ve let everyone change that at will, but it’s time to settle into a more balanced system; no more changing your hacker into a Matrix god just before a hacking mission, then multiclassing them into a full auto soldier build just before a combat mission. 😂 You’ll still be able to freely respec any squad member for the first 10 days after they join or the game starts, so you’re not locked into their defaults; after that you’ll need to use a Simstream Trainer room to call in an instant respec.
Combine files into more valuable sets in your cold storage module. Some of the most valuable Files are now those that are pieces of a larger set, which you can mint in your Cold Storage module under the Sets tab. The new Files you will mint have higher sale prices than the sum of their pieces, and some can be converted into powerful new Matrix HOT or FAS Programs, others can be transformed into the coordinates of a Matrix host to hack or even used as a V-Chip to connect with new valuable contacts.
We’re very excited to see how you use the safehouse, as we continue to expand and improve it. Unlocking the safehouse is a huge milestone for Cyber Knights, adding the final core feature to the game and marking our halfway point through Early Access. We’ll share a roadmap update soon, and as always you can find us in the community Discord or Steam forums to ask questions / share feedback.
Your safehouse is the hub all of the game’s other systems tie into. It’s your crew’s base of operations and refuge in a dark future. Becoming a Cyber Knight has given you the ability to lead a crew like few others can and put you on a path through a dangerous underworld that can only end by climbing out or burning out. What will make the difference? Your skills. Your squad. Your safehouse.
Have fun.
v1.6.1 - 5/8/2024
- All new major milestone: safehouse base building - Clean out, upgrade and manage your safehouse - your base of operations and home - Install up to 7 unique rooms to create your underworld strategy, manage your team, make new connections - Cold Storage now includes "File Sets" tab allowing you to combine files you've gathered into even more valuable sets - Added new Traits, new recruits, new cyberware, new contacts - More Traits make merc qualify as eligible for Legwork - Fixed bug where Cyber Knight's Rewind Talent could refresh Item charges - Fixed issue where backstory Traits would incorrectly report level "1", as if they could level up