Cyber Knights: Flashpoint cover
Cyber Knights: Flashpoint screenshot
PC Android iOS Steam
Genre: Indie

Cyber Knights: Flashpoint

Major Milestone: GROK-KIT (new Tutorial)


The GROK-KIT major milestone releases an all new combat and stealth tutorial and a host of improvements, rule changes and fixes to support it being successful and awesome. The new tutorial boasts 2 characters, covers all the major combat and stealth mechanics and uses tips that highlight and call-out the HUD and UI to demonstrate, highlight and point out details and actions.

We're excited for the tutorial to help welcome new Knights into New Boston and, perhaps teach a thing or two to the veteran players.

If you like the improvements and the pace of improvement overall, we hope you'll take a moment to share the game with a friend or leave a review.


With the first major milestone wrapped up for Q1 2024, we still have an ambitious schedule ahead of us with big features, upgrades, new platforms and more. The public roadmap is a fluid document, and we're updating it as we go to track progress and noting changes in the Roadmap Announcement so you can always check there for the latest detais.


All New, Expanded Tutorial!


Cyber Knights' in-depth combat mechanics give you lots of options. We want to make sure new players understand the mechanics, while at the same time not annoying experienced players with lengthy explanations always showing up in the interface. Short tooltips can only do so much (though we're continuing to improve these too); a good tutorial is key for giving an overview and explaining how things like initiative, chance-to-hit, stealth, etc. work in Cyber Knights specifically.

This update brings a brand new, expanded tutorial that covers all of our essential combat & stealth mechanics. Movement and sightlines, manipulating the initiative order, accuracy and glancing hits, weapon noise, guard alert states, and more. Matrix hacking will get its own tutorial a bit later, but this one aims to cover everything you need to know to about Cyber Knights' tactical gameplay.

We'd love your feedback on it! Even if you've been playing for a while, you might find some details you didn't know in here. Try it out and help us make sure it's in great shape for new players, so that down the line we all have a great community to share builds and talk tactics with as we continue to add to the equipment, classes, and challenges in the game.

The Matrix tutorial script has been drafted now and we're starting to work through the exact particulars of what needs to be covered and in what order - so stay tuned for that exciting addition as well.


Rules Updates and More


As we wrapped up the tutorial, it felt like we had something really good on our hands because it demanded that we improve the game, UI and rules in a number of ways. So, thanks to the tutorial, we've got some new rule changes, balance changes, HUD updates, bug fixes and more to discuss!


Rule Change: Armor Shredding


The rules for how Armor Protection is reduced by Armor Shred has been updated with this milestone release. Here is a summary of the changes:

  1. Armor had 3 stats for protection - a Full Protection value (such as 60%), a Degraded Protection (20%) and Protection Points (2). Note - due to the conflict with AP we renamed Armor Points to Protection Points.
  2. Each time an attack Shreds Armor, the Protection Points are reduced by 1.
  3. In the old rules, if and only if your Protection Points were reduced to 0, your Armor switched to the Degraded Protection value. Using the example above (60%/20%/2 PP) you were (previously) at 60% until your Protection Points reached 0.
  4. In the new rules, as your Protection Points are reduced, your Armor Protection is reduced proportional to the number of Protection Points and the difference between Full and Degraded Protection. Using the example above, (60%/20%/2 PP) you'd be at 60% until an Armor Shred reduces you to 1 PP, at which point you're at 40% Protection, and a second Armor Shred would reduce you to 20%.

This is to the disadvantage of armor wearers. However, it is good for all Talents and Items that recover Protection Points as they are far more valuable. It is also better for Armor Shredders like Shotguns, E-Rifles and the right Blades which can see immediate results from any Armor Shred hit. It is also great for our ability to design and add different types of interesting armors for you to buy and especially for enemies to wear.


Rule Change: Enemy and Merc Alert Status


First, with the help of our awesome Discord (and big shout out to @DoomFluffy), we've simplified the overly complicated 5 Alert Statuses the game kept for enemies and mercs down to 3 Alert Statuses each. Your mercs are Hidden (never been seen or tripped any security devices), Hunted (someone is looking for these droids) or Spotted (seen by the enemy and probably in a firefight). Enemies are Unaware (bored), Suspicious (looking around) or Alerted (aware of intruders, trying to start a firefight). While this change is really in the display, labels used and the iconography in the merc / enemy hovers, it greatly simplifies the tasks of explaining how Alert Statuses work to not have 5 and 5!

To help make this as clear as possible, your mercs Alert Status are now visible in their hover at all times like an enemy.

The rule change comes down to when you can qualify for a Surprise bonus. Previously, the enemy had to be Unaware. But this mean if your Soldier starts a firefight, anyone who becomes aware of the Soldier can no longer be Surprised by the Vanguard who has taken all that time to hide behind those crates! Therefore, the Surprise rule now states you get +25% Accuracy bonus against an Unaware target OR if you are in Alert Status Hidden.

This is a big boost for sneaky characters, snipers, patient killers (as your Alert Status drops every Turn if there are no living, Alerted enemies), and your team in general as there are more changes for Surprise attacks.


Accuracy Breakdown Improved


A number of new additions have popped up in the accuracy breakdown in the top right, thanks to the tutorial work.

If you're guaranteed a Glancing Hit due to weapon type (melee), your Glancing Threshold (80% usually, 60% for Precise Burst) or just being really close (proximity) then this is noted in the Accuracy Breakdown. Also, your Armor Shred % are included there as well, including any buffs or bonuses.

Finally, we fixed a bug in the Accuracy Breakdown that wasn't showing the weapon's name in the weapon accuracy row.


Full Auto Targeting


There was an issue introduced with Full Auto targeting that prevented you from effectively moving the cone of fire between different targets. The cone stayed kind of stuck on the highest Accuracy target in your shot. This is now fixed, switching to a new target will shift the center of the Full Auto cone.

Also, we've made sure the keybinding to increase and decrease targets (default, Pg Up/Down) is noted in the Ui circle. This is a powerful tool if you want really precise control over your Full Auto or perhaps want to just use its burst damage ability against a more limited number of targets or even a single target. We fixed the bug where sometimes you'd have to hit Pg Up / Pg Down multiple times to see a change as well.

Floppy, Flop Ragdolls


During this work, while we were shooting lots of guards to test the tutorial we noticed some odd extra floppy ragdoll behavior. A little investigation found that when an enemy was shot but didn't die, they stashed the physics forces from those shots until later, when they did die! Then they applied all the physics forces at once and FLOPPY FLOPPED around the place. Lol ... well, we've fixed this bug so the ragdolls should have less extreme moments at least!

This is most noticeable and funny when 2 mercs are shooting the same enemy target from different angles. I had Aitana lay into a guard with Full Auto and then the Vanguard Razza kill the guard from a 90 degree angle from Aitana. Then the guard went [i[flying in the wrong direction ... as if Aitana had made the kill. Cartwheels of joy!?


Update #45: Long Arm of Syndicate Law


Update #45 brings a new story event, improvements to cyber surgery replacement, class tree improvements and new upgrade nodes, some key UI tweaks requested in your F10s and more.

We had a few days break from updates because back at Trese Brothers HQ, we're hard at work on the next major roadmap milestones. Coming up will be a complete Tutorial refresh for stealth and combat (and Matrix to follow after) as well as an improved lighting engine, Mac OS support, and safehouse base building. We've got an ambitious schedule for Q1 2024 but are excited that we'll start really checking some of these big boxes soon.

If you're liking the progress and think we're heading in the right direction, please leave a review to help us continue! You can always edit it later to add more details or thoughts.


New Story, Growing Depth


With Update #45, we've added a new echo story event that can come after your Syndicates Debts origin storyline. The long-arm of the D-Cartel law is not easily avoided, so you'll find yourself scrapping to avoid consequences. As always, this will appear in new and existing games.

We're continue to work on growing the depth of the story simulation to the point where the Casting Director and the contact simulation can really start swimming. Without enough options in the hopper, the paths that Director can pick are limited. In addition, new key factors are coming into play from more angles -- Obligations and Head Hunters are all burgeoning on the horizon. With the latest storyline, you may find yourself with a few more of both burdens, and soon these will be joining the game both as a sudden and demanding story mission and as a dangerous and surprising threat mid-mission.

With Update #45, we also fixed an odd little story "miss" where your Knight wasn't being healed along with the story event where the Face and Knight discuss it.


Cyber Surgery with 6 Implants


We've fixed a common issue players were having where once you reached 6 implants on a character, you could no longer replace them. Now, while the other limitations are still in place, you have the option to try out new builds, swaps and upgrades for your heavily cybered mercs.


Class Tree Improvements


With Update #45, we've completed another big quality sweep on the class trees. There are so many small details, and we appreciate players who are pointing them out, discussing Talent and upgrade balance and helping us tune and tweak the trees.

  • We've improved the Knight's Interference Spike Talent to allow a second charge if trained to its max
  • The final upgrade for Soldier's Savagery that increases the duration to 2 now costs 2 leveling points
  • We've fixed a ton of formatting issues where you'd get a sudden negative stat (such as -10% Evasion) instead of the expected positive (+10% Evasion) if a Talent didn't include that stat (Evasion) in its original bonus set. This affected Aegis, JTAC, Entrench and more.
  • We fixed the upgrade node to the Hacker's Overclock that stated it was reducing the AP cost by -5 when Overclock already costs 0 AP.

UI Tweaks


With this update, we've improved the dialog interaction to allow you to click anywhere on screen (not only some central, unexplained hitboxes). We've also fixed the Contact screens to show a reasonable number of decimal places (unless you need to know that Origami's Power Level isn't 7.00 its ... 6.998888854).

Finally, we fixed the Delay button being enabled if you had 0 AP but still had MP. In order to Delay you must have Action Points left.

Map and Pathing Improvements


In some levels where lootboxes were optionally added, they could "ghost" and still cause pathing issues around them. This is now resolved for lootboxes, terminals and other objects that had the same issue.

Under the hood, we've expanded the optional system to now include Terminals, which is going to make for some exciting new arrangements of levels and challenges possible.

We've also resolved a number of odd corkscrewing actions that re-appeared on stairs after we improved their colliders and mesh rules.

v1.2.45 - 1/26/2024


- Added new story event: the Long Arm of D-Cartel Syndicate
- Raised the level point cost of Savagery's duration booster to 2
- Added 6th training upgrade for Knight's Interference Spike to add a second charge
- Fixed formatting issues for many Talents including Aegis, JTAC, Entrench turning a potential buff shown in yellow into a debuff
- Fixed issue with Overclock upgrade giving -5 AP cost when AP cost was already 0
- Fixed issue with Replace in cyber surgery not working once you had 6 implants
- Fixed issue in some levels where inactive lootboxes or terminals could cause pathing issues
- Improved dialog interaction - click anywhere to advance dialog
- Fixed bug allowing Delay option with 0 AP when you have unused Move Points
- Fixed extreme decimal places shown in Contact Power level
- Fixed small miss with timing of Cyber Knight healing at start of game
- Fixed some issues with corkscrew pathing on stairs

Update #44: Cyber-Splice


Hello weekend! Update #43 is here with new cybernetic implants, a new stand-alone inventory screen, improved cyber surgery tags and rules, improved enemy thinking for Carnivore mission (no more standing around!) and other cases and some great improvements to the Matrix to help avoid mistakes while hacking.

If you're enjoying the steady stream of updates and seeing improvements, we hope you'll leave a review to encourage more, more more!


New Cybernetics


With Update #43, we've added 3 new cybernetics, both offering an improved version for your Bone Grafts and all new types: the Display-Link and Neural Accelerator.

The upgrade to Di-Aluminum Bone Grafts adds extra Strength, Hit Points and Wound Resistance at the cost of a little Move Speed.

Display-Link implants integrate into the optic nerve, transforming the function of the eye to include real-time data streams superimposed onto the natural sight, including instantaneous trajectory calculations and tactical analysis. These types of implants grant bonuses to ranged Accuracy, Critical %, Crit Dmg Bonus and are very common among Soldiers and Snipers.

For the Hacker, Neural Toner implants fine-tune neural pathways and intensify synaptic responses to create a high-velocity synergy between the brain and a Matrix-Link, Now we've added the other option, the Neural Accelerator implants optimize pathways in the amygdala and brainstem to supercharging physical reaction speed. Neural Accelerators add to stats like Evasion, Initiative, Tech and Reaction and are great for anyone constantly on the move and in the heat of combat.
 

Cyber Surgery Improvements


As new cybernetics and new types of cybernetics are rolled into the game, we've made a much needed first round of upgrades to the cyber surgery screen.

First, you can now replace a cybernetic implant with another one. By going into cyber surgery, picking an implant and picking Replace, you're able to swap it out with another. This is a more restrictive process because if it is a class-specific implant like the Chameleon Skin it cannot be replaced except with another Chameleon Skin. This enables things like replacing the Cyber Knight's Dermal Plating with Chameleon Skin to allow for a Cyber Knight + Vanguard multiclass.


In addition, when browsing to add new implants, we've fixed all the conflict cases to be more clear - if you're installing a new implant, you can't install Dermal Plating for example because you have a Chameleon Skin already in the Skin Slot and you can't install a Chameleon Skin because you already have that exact implant.


New Inventory Screen


The investigation as to why there was never a stand-alone Inventory screen in the first place has conclude. All fingers point back to an UltraTek design team claiming that "Inventories aren't cool anymore" back in 2227. From there, multiple SVPs signed off on the change and the megacorp resolved to usher in a brighter future. Now, in 2231, that design team and all those SVPs have had their citizenship revoked and were recently unceremoniously dropped off on a street corner in the worst part of Ward 4. And now, we have an inventory screen lol.


From the top header, your Inventory can be easily accessed to browse and sell all your gear. You can still see notation of how many you own (let's say 3) and how many are carried (let's say 2) shown as 2/3, but none of this is mixed in with what is for sale.

We've swapped up some filters - the Market now offers only an "Already Owned" filter so you can consider repeat purchases. And the inventory offers a "Can Sell" which lets you find things you own that you want to sell quickly.

If you go from the Market to Inventory or Inventory to Market, your category is remembered, so you can quickly drop between shopping and checking what you have.

In addition, we've toned down the ability of the market to remember filters, as it was a little over-aggressive. Now, when you leave the screen the filter is forgotten. We'll continue to work on this, but for now a temporary memory (as you swap between types) is helpful enough.


Carnivore Improvements + Enemies Standing Still


We've fixed a big issue that could occur near the end of the Carnivore mission. What should have been a highly challenging arrival of some late joiners turns out to be a non-issue as they just ... stood around ... for Turn after Turn ... doing nothing! This didn't always happen but when it did it was very non-climactic in a story moment that should have been very climactic :D

Now this is fixed, so watch out - they are coming in hot.

The fix has also addressed a number of other edge cases where enemy might end up standing around all silly like.

Matrix Unload Confirmation


There is a rare case where you might want to unload a program in the Matrix. But clicking to unload is a bit too easy and usually would be a mistake for a player. We've added a confirmation pop-up to unload a program to help you avoid misclicks.

We've also fixed a little visual glitch in Matrix hacking on the second Turn where loaded programs are shown just offscreen a bit.

v1.2.43 - 1/20/2024


- Added 3 new Power Level 2 cybernetic implants: Di-Aluminum Bone Grafts, Display-Link, Neural Accelerator
- Improved cyberware clinic display, tags and conflict text
- Fixed rules for upgrading and replacing cyberware
- Fixed issues with stacking cyberware in the same slot
- Added stand-alone inventory screen matching market
- Browse and sell your owned equipment from inventory screen
- Adjusted filters - Inventory has "Can Sell" to quickly find items you can sell
- Adjusted filters - Market has "Already Owned" to items for sale you already have in your inventory for repeat purchases
- Fixed issue with Market filters being remembered too aggressively, now forgotten on closing screen
- Fixed issue with some buttons along top of Market were not clickable in their upper half
- Fixed issue in Carnivore where some enemies were staying in their starting positions
- Fixed a number of other situations in which enemies could not move / skip their turn
- Improved appearance tab to avoid flashing of colors while mousing over color palette
- Added matrix confirmation dialog if you click to unload a program - are you sure?
- Fixed matrix bug where loaded programs were shown off screen at start of second hacking turn
- Fixed issue with Legwork where all character levels were shown as 0

Update #43: Chatter-Chatter


Welcome to all the new Knights who joined this week during the sale - the New Boston Zone is here to chew you up and spit you out if you don't keep your cards right. Exciting to see so many new players piling in, posting, and hitting F10 for everything you'd like to see in the game. To that end, we've got a big update here with #43 - a rewrite and clarification about the rules for CPU and APU Spiking in the matrix, now allowing duplicate program builds for your Cyberdeck, new proc-gen matrix host templates, improved safehouse UI for story conversations, timeline event icons to help read the timeline better and more.

Thanks to everyone leaving a review! Remember you can always edit your review, so if you feel like we're heading the right direction (and at the right pace!) with 43 updates, please drop a review to let us know!


Spiking CPU and APU


Update #43 improves and clarifies the rules around spiking CPUs and APUs.

  • Every Matrix Host has a CPU, the heart of the system. Spiking it can complete mission objectives, will result in a reduction of the Q-Sec Level by 50% (Q-Sec Level 4 becomes 2) and a zeroing out of all current Q-Sec Tally. This reduction likely takes the Q-Sec Tally below an Escalation that has already happened (you Escalated at Q-Sec Level 4, spiking the CPU takes you back to Sec Level 2, Tally 0) then the Escalation will not be repeated (to your advantage).
  • Matrix Hosts that have APUs are directly tied into the Sec AI's brain. Spiking an APU will reduce the Sec Tally by 10 points immediately. If this reduction takes the Sec Tally below an Escalation that has already happened (you Escalated at Sec Level 2, spiking the APU takes you back to Sec Level 1, Tally 5) then the Escalation will not be repeated (to your advantage).


Duplicated Program Builds


With Update #43, we've fixed the limitation (and bug) that prevented you from installing exact duplicates of the same program on a matrix cyberdeck. Previously, installing Attack I twice over would make the second one impossible to use during a hack. This issue has been unwound and now your hacker builds have more freedom than before to develop new strategies.

More Proc-Gen Matrix Hosts


We've completed the design and testing for another 2 matrix host templates for proc-gen hacking missions, continuing to expand the digital catalog of missions you can end up on. The meatspace proc-gen mission catalog is next up for an expansion.


Safehouse Story Conversations


With Update #43, we've updated the result when clicking directly on a character in the safehouse. If there are story conversations available, they now display immediately in a pop-up window for easy access to chatting. The window has a hotkey and clickable option to proceed to their Roster entry. If there are no story conversations to be had, then we skip you into the Roster immediately.

We've been holding off a bit on safehouse story conversations with characters until we could get this update done, as the click > roster > find conversations list was not the most comfortable flow. We've also improved that flow a bit, adding a matching icon and story conversation count to this area in the roster so that you can visually match it to the conversation icons in the safehouse and timeline to help reinforce the connection.


Timeline Event Icons


It may look minor at a distance, but updating all the timeline icons to a specific type icon - healing, cyberware, mission, legwork, etc - is a very nice change for the safehouse timeline. When checking out a larger list of icons - especially once the details are "below the fold" - its nice to have some instant visibility into what type of events we're talking about here.

F10 Round up


We also completed a big round-up of your F10s -

  • Vanguard's Refract was too short to block a lot of Security Cameras, now taller!
  • Sometimes dead mercs persisted in the Mission assignment screen. Zombie sighting confirmed!
  • Weapon mods were not clear enough (using + and -) whether adjustments to Reload AP cost were good or bad
  • Sometimes we used Armor Crit % and sometimes we used Armor Shred %, now clearer
  • Added a missing combat log when we are fired on by enemy overwatch

And certainly more! Check the full change log for everything.

v1.2.41 - 1/17/2024


- Revised Matrix Hacking's APU and CPU Spike Routines
- CPU Spike reduces reduces Q-Sec Level for matrix host by half and zeroes out the Tally
- APU Spike reduces Sec Tally in real world by -10
- Hacker Cyberdeck can now use duplicate programs (Attack I and Attack I) without issue
- Added 2 more Matrix proc-gen host templates
- Added additional Combat Log entry for hostile overwatch attacks
- Added timeline event type icons to the timeline bar
- Increased height of Refract wall to better block cameras
- Upgraded story pop-up when directly clicking on a character (instead of defaulting to Roster)
- Upgraded roster's notation of story conversations to match icon and count from safehouse
- Fixed very short Legwork in new Southie Strut storyline
- Fixed Matrix Host attempting to unload unloaded programs
- Fixed "Armor Crit" vs. Armor Shred confusion
- Fixed issue always showing all characters as Level 0 in Legwork selection
- Fixed save slots bug when using default faces without customizing character
- Improved display of Reload AP to reduce confusion
- Fixed bug allowing hacking of some security devices even if not enough AP
- Fixed issue where recently dead mercs could show up in mission planning lists

Update #42: Street Code


Update #42 follows in the footsteps of #41: Kickbacks with a whole lot of F10s fixed, improvements, closing a final memory leak in appearance and more. Your Knights are descending on New Boston and playing a lot right now, so we're taking extra time to cater to your F10s right now.

If you like updates and you know it, leave a review!

Go Loud! Community Challenge


Also - we are excited that @Liviana has just share the latest community challenge for Cyber Knights: Flashpoint. The previous challenge was swords-only and was a real exciting affair, a while ride of blood and keen edges. This one is a bit louder, boom, boom, go go go! Hope you'll join in the fun and share your team and after-action-reports!
https://store.steampowered.com/news/app/1021210/view/6770665671988890022


Appearance Updates / Close Memory Leak


For a while, we have had reports of a memory leak in the appearance tab if a player worked in there for 10-15 minutes. It has finally bubbled up to priority and we found he offending textures that were being created and then leaked. This is now fully closed up and the memory bucket is no longer leaking! A big thanks for players hitting F10 on this one!

As part of the work here, we've improved the quality of the headshots for new game characters even if you are using lower Texture Quality. Unfortunately, before the face shots were getting pretty munged until you customized. Now, they're nice and clear.

Extra bonus, we fixed some lighting conditions between the New Game and Safehouse so that the headshots created in either screen will be consistently lit and presented. Finally, we've updated some of the lighting to get a better and cleaner look for all the portraits.

This feels like an eternal quest - we're just going to keep improving the character visuals and portrait captures. Some of the next items include a rim light shader tweak that will help punch them up more and better texturing for skin.


Proc-Gen Adds


With Update #42, we've added another 2 hosts to the Hacking-only proc-gen missions. As the pool grows, your chances of encountering the same host multiple times is starting to slip into the shadow. We'll keep improving here until its a long forgotten memory.

For raid proc-gen missions, we've updated the objective to be more clear with its language between Lockbox (as seen in the hover) and lootbox (a meta hallucination). When raiding, you want to "Loot the
lockboxes" and "Extract your team" before it gets too hot.


Matrix Locker IC


The Locker IC lost its powers after the big SCU update allowing you to re-up the security device disables. Now, its back with full force! If a Locker IC is present and enabled in a node, you will be unable to disable any devices until you've dealt with the troublesome little pest.


Weapon Mod Adjustments


We're catching up on a few fixes from Update #40's new weapon mods. The Rostock Suppressor will now correctly slot into the barrel of your Sniper Rifle. The MaxCap Magazine mod is now correctly priced - it was so cheap!

While talking pricing, we've adjusted a few more cyberdeck prices to get everything where it needs to be.

Legwork 0%


We've fixed a bug that was keeping Legwork chance shown at 0% when the merc was able to do the Legwork due to certain types of faction relationship or backstory tag.

v1.2.39 - 1/16/2024


- Fixed memory leak in Appearance customization
- Improved quality and lighting of headshots during Appearance customization
- Improved quality of default headshots for new game characters if your settings are lower, not using Best Texture Quality
- Improved clarity of raid proc-gen mission Objectives, fixed language around Lockbox vs. Lootbox
- Added 2 more Matrix proc-gen host templates
- Fixed bug with Locker IC not preventing security device disabling
- Fixed odd visual overflow of Matrix AP near the Connect/Scan button
- Added Message Icon / Count in the Roster screen to help highlight character messages there
- Fixed bug causing Rostock Suppressor to attach to scope mod slot
- Fixed pricing for MaxCap Magazine Mod
- Fixed Legwork success chance displayed as 0% when using a faction background/relationship
- Fixed cyberdeck pricing oddity that made Nikklon Cylor 11.0 the cheapest of all

"Go Loud" Community Challenge



Hello, Knights! It's time for another CKF Community Challenge. Last time we challenged you to go quiet using only Swords to get through your heists. This time we are going the other way and want you to go in guns blazing in our "Go Loud" challenge.



There are two requirements for this challenge:

- Complete a mission (or missions) going loud by turn 2 (going loud means using guns, grenades, anything that makes noise).
- No silencers or suppressors are permitted.

You can use swords and any other weapons, but you must make noise with a loud weapon by turn 2 at the latest.



As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what we’d love to see:

- Screenshots of squad during the mission, the guards after you are done with them
- After Action Reports of your missions, challenges you faced
- Your strategies for telling with going loud immediately in a mission
- Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only your sword: memes, interpretive dance, gifs, etc



No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!

We’ve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #go_loud_challenge to join in on the conversation!

Update #41: Kickbacks


After a big story Update like #40, it always feels best to kickback a major quality and F10 fixer like Update #41: Kickbacks. This one fixes stats on the Sniper rifle mods -- including improving the default suppressor noise reduction (cheers!) -- remembering filters in the market, adding Heat and Headhunter display to mission planning, fixing Ironman issues with Restart Mission and Retry Turn, fixing the defective Take All button, and melee-says-one-target bug (again!) and more. It's a huge pile of F10 fixes straight for your posts, roundtripped through our team and kicked back to you in the form of glorious fixes and improvements. So, let's take a look!

If the rapid pace of development feels good, if having your F10s directly addressed is nice -- it makes us warm and fuzzy inside to get reviews! If we're doing Early Access right, consider 👍 - you can always edit it later and add more as the game continues to develop.

No More Slidey-Slide


We've applied another round of fixes to the enemy's decision making and movement rules. This set should completely eradicate all cases where the enemy or character doesn't move correctly but instead of just "slides" across the floor.


Heat and Headhunters


While the significant impact of both Heat and Headhunters are still pending, they're importance will be growing over the following weeks as we keep improving on the strategy layer. They are now visible from within the Mission planning screens, as that is one of the times they will be most important once they start kicking.
 

Outline, HUD and Hover Updates


With Update #41, we've ensured that the distance to an enemy target in their hover is updated as you try different movement positions.

We've improved the rendering of character and enemy outlines to be smoother and cleaner which is a nice boost. We've also fixed some issues where sometimes an outline would get stuck on someone, like on a weapon and just hang around for a long time.

Finally, after 3 attempts at fixing it (and fixing some part of it), we believe we've put the bug where your melee weapon in the corner says you can attack 1 enemy but when you click on them it says they are Out of Range. These are now better synchronized to use the exact same set of checks.


Market Filter Memory


We've improved the market to remember basic filter types like Rarity when swapping between types of equipment that are sold -- weapons to weapon mods, for example. Now if you pick things you Can Sell or exclude Common goods, that will be remember whenever you return to the market and swapping between equipment types.

[h2[Neural Toner +10 Matrix Action Points
To all the excited mercs who laid on the cyber surgery table and had the Neural Toner installed for the extra +10 AP.... we are truly sorry. This one may not be for you. Neural Toners are a Hacker's implant and grant +10 Matrix AP...


Buttons: Restart Mission and Take All Fix


We had to fix or remove a few buttons in Update #41. If you're playing on Ironman difficulty, we've now correctly removed your option to Restart Mission. And, while the Take All button appeared in Lootboxes even with 1 item left a few updates ago, it is now correctly functioning.

v1.2.37 - 1/14/2023


- Improved / fixed stats for Sniper mods: XCAN Suppressor, Rostock Suppressor, Vector R-Driver
- When switching categories in the market, filters like Rarity are kept
- Heat and Headhunter Threat/% now displayed in all mission planning screens
- Fixed bug allowing Retry Turn and Restart Mission even in Ironman difficulty
- Fixed "Take All" button to work at Lootbox with only 1 item
- Distance to enemy is updated in hover when checking different movement locations
- Fixed matrix bug where repeating scan on an already scanned 2/2 node would still increase Q-Sec Tally
- Fixed (again!) bug causing melee range mismatch when trying to attack versus count you can attack in bottom left
- Fixed bugs where some movement warnings (pressure plates, laser fences, motion detectors) could be left on screen incorrectly
- Fixed odd appearance of movement warnings sometimes near a rotated laser fence or pressure plate
- Fixed bug allowing you to attempt to yield if next merc only has 1 Initiative
- Fixed typos in difficulty descriptions, new story dialog
- Fixed bug where sometimes the red or green outline would stay incorrectly on player or enemy weapons when outlines disabled
- Fixed Neural Toner displaying +10 Action Points when it is +10 Matrix Action Points
- Fixed issue where some parts of red/green outline would stick around incorrectly
- Fixed monsters sliding around the place at start of move or randomly when surprised by something
- Improved text overflow display in mission victory screen for payments
- Improved text overflow display in timeline events

Update #40: New Story / Missions


Tonight with Update #40, we're excited to be dropping a new storyline, with an optional new mission type the Live-Wire Negotiation, and a bunch of cool rewards that can expand your options in buying weapons and weapon mods. We've also rebalanced the Matrix missions for proc-gen (last update, they got a little ... out of hand), repriced cyberdecks and a number of weapon mods, fixed Secondary Objectives that were related to Sec Level to be clearer, plus we fixed a nice sized pile of your F10s.

If you're enjoying the pace of updates and new content added, please leave a review! Remember you can always update a review, so if we're headed in the right direction, please drop a 👍is highly appreciated now.


New Story / 2 Possible Jobs


With Update #40, we're excited to roll out another storyline, this one continuing to fill in the Treat of '31 story era with additional storylines rising from the arrival of the Warner-Braun megacorp in New Boston. I won't go into much detail about the story - but you need to be above Power Level 2, the Treaty of '31 Era must have started and you'll get word from a Gun Runner contact. This is a story that will get cooler and deeper as more character and recruit options open up to players, so looking forward to how you are able to see it from different angles even now.

The results of the story are pretty variable based on your choices, who might be in your crew, and how the job goes. One possibility runs through a new type of mission, a Live-Wire Negotiation that sees your meeting face to face with a powerful underworld contact to cut a deal on the fly or decide to try to fight your way out.

If you play your cards right, you can gain access to multiple new Power Level 3 Weapons and Weapon Mods, including new types of SMGs and Shotguns with new special rules. Scrapfor it, Knight!


Matrix Revamp v2


With Update #39, we released a revamp of how proc-gen hacking only missions were generated. Pretty quickly, we heard a lot from players that this hadn't hit the mark and it lacked progression and felt like too much RNG. With Update #40, we've fixed a lot of the RNG elements and pushed the proc-gen mission creator to create a more smooth (but still surprising at times) progression of challenge in the hosts that your hacking. This also has resulted in some increases in the Turn Limits for the hacking missions, where a regular hack only mission might have stipulated 2 Turns only, against a Red Sec Level with Wild Response Level, you could see 4 Turn maximum, etc.


Update Cleanup


We've fixed a number of misses from Update #39 as well -

  • While Neural Toner did in fact add the bonuses, they were not showing correctly. Now they do.
  • The new cyberdecks were insanely expensive! Now fixed.
  • Security Devices disabling from the matrix wasn't reliably allowing you to re-disable. It also wasn't disabling the number of turns the device was disabled in the matrix which was making the whole situation more opaque. Now the Turns remaining are displayed right with the Security system's title so it is nice and clear.

Backstories and Relationships and Missions


With Update #40, we've added the first set of rules -- which will continue to expand -- as to how your backstory and relationships affect missions. The first set of improvements here are to block mercs from going on certain missions given their backstory and relationships.

  • Mercs who hate a certain faction will refuse to go on a mission for that faction. In future updates, they will get angry if you work for that faction and happier if you snub them.
  • Mercs who are strongly loyal to a certain faction will refuse to work against that faction. In future updates, they will get angry if you work against the faction and happy if you support it.
  • Mercs who are deserters from a faction and are in hiding will refuse to go on a mission against that faction in order to avoid revealing they are still alive.


There is so much exciting ground here to work with between faction and personal relationships, so this is an area to watch develop! Stress, Hype, Loyalty and more will start to build up from tags, relationships and backstories.

And of course more as well - check the full changelog below!

Thanks for your support and reviews :D

v1.2.33 - 1/12/2024


- Added new Treaty '31 Era storyline "Southie Strut" with 2 possible missions, new allies/enemies
- New mission type Live-Wire Negotiation sees you cutting a deal on the fly or fighting your way out
- Storyline can unlock new Power Level 3 Weapons and Weapon Mods
- New types of SMGs available, new shotgun special rules available
- Character faction relationships (Loves/Hates/Deserter) may now block mission deployment (Emille Hates Matsumoto and won't work for them)
- Rebuilt Matrix proc-gen difficulty - better progression of Sec Level and Response Level
- Higher Sec Level and Response Level in proc-gen Matrix missions increase Turn Limit for hack
- Number of turns a Security Device is disabled is shown in matrix SCU clearly
- Increased Recoil on E-Rifles, Increased Full Auto Arc for SMGs across Power Levels
- Repriced all weapon mods, some increases
- Repriced all cyberdecks, fixed extremely high prices
- Fixed bugs mission final XP did not always match the displayed XP + bonuses
- Fixed issue where secondary objectives with Sec Level used large numbers like 36 instead of Sec Level 3
- Fixed issue with Neural Toner not displaying its stats correctly
- Fixed brother/sister confusion in some cases in Sibling Breakout storyline
- Fixed report typos and map bugs

Update #39: Dancing in the Datastreams


Update #39 comes roaring in with major matrix improvements, important shifts to the enemy agent thought process while pursuing suspicious events (and fixes!), updates to proc-gen for hacking only missions, updated Cybernetics, 2 new cyberdecks for sale, better save slot read out and an improved roster UI for Stress and Hype (renamed from Edge). Obviously that's a lot but there is even more, so let's get looking!

If you're enjoying the pace of improvements, the style of the game or how we do Early Access - please take a moment to leave a review to help our efforts continue!


Enemy Improvements


We've fixed a number of issues with the enemy agents - such as stopping the random case where an enemy who heard your gunfire would teleport right next to you. We've also fixed a number of cases that could cause enemy agents to just stand around and do nothing for a few turns after starting to investigate some event.

Overall, enemies are better at prioritizing what events they know about which are most important for them to investigate. They are willing to hunt longer near an event if it is higher priority and won't give up looking so quickly. Overall, their reaction to suspicious events is improved and smoothed out and you will hopefully see less questionable behavior.
 

New Cyberdecks and Neural Toner Cybernetic Update


Two new Cyberdecks have gone up for sale with this update, expanding your options for Hacker's build and programs. Along with the boosted I/O Speeds, Active Memory and Storage, these two beastly new decks offer Cyberdeck Rating 5 and 6.

The Neural Toner -- sold by a street doc after the Clinic Investment story has been completed - has received an upgrade that helps focus it more squarely on Hackers. The Toner now adds +10 Matrix AP boost and +100 I/O Speed. Ask your Cyber Knight for their credit card, Hackers!


Matrix Updates: Q-Sec AI Tuning, Proc-Gen Variations, New AP Rules


Just like the meatspace Sec AI, each Matrix host has its own Q-Sec AI that determines what reactions it can take to Security Escalations. With Update #39, we've started the process of improving these Q-Sec AI's to have more variation from each other. The first step is to remove some of the higher powered responses from lower powered Q-Sec AI like those in Green and Blue hosts - which can no longer teleport your hacker or slash your Connection % with a massive Degrade action.

We've also majorly expanded the options for proc-gen hacking missions. Be careful, all proc-gen hacking missions before featured Blue hosts with Mild Response. The proc-gen system can now generate from Blue to Red and from Mild to Wild response systems. The pricing and XP of the missions follows the risk that you're being asked to take but know that you may find some of these missions suddenly a bit more stiff of a challenge than they were before Update #39.

Finally, we've added pop-ups to warn you and about the actions the Q-Sec AI is taking against you like relocating your avatar, re-activating all IC in the host and more. These should help demystify the Q-Sec AI's actions and make Hacking less opaque as we work toward an improved UI to show the back-and-forth battle in the digital streams.

We've tightened up the rules about connecting to the matrix, matrix AP boost and the cost of exiting the matrix with Update #39. This helps avoid a few exploits and oddities about the matrix cycle:

  • You can only connect to the Matrix if you have at least 1 AP.
  • You only gain the Matrix AP boosts from your deck, Traits and other sources once per Turn. Disconnecting and reconnecting no longer grants these bonuses again.
  • When disconnecting from the Matrix, you are guaranteed to exit with at least 1 AP less than you connected. Previously, it was possible - with enough boost - to hit a matrix host, hack your boost AP and exit without any real-world cost which just isn't right.


Hacking Security


If you've reached an SCU (Security Control Unit) with your Hacker's avatar and are ready to smash some security devices, you've got even more options and power after Update #39. You can now target disabled devices and kick them back to the full disabled duration. This lets your Hacker backfill for other characters - if a Vanguard hit the camera for 2 Turns disabled, your Hacker can still come by and knock it out to 5. And also it gives the Hacker a potential play of hanging near the SCU to re-up their security smashing -- hit all the devices out to 5 Turns, go to loot some data warehouses and then stop back by the SCU before leaving two Turns later to knock the devices back from 3 Turns to 5 Turns again.

You've invested a lot to be in there at that SCU, and this gives the Hacker the right level of power for that.

Talent / Item Blockers


There were a number of minor issues hampering certain Talents from working as expected:

  • The Vanguard's Projection can now be used even if you have less than 3 AP. This Talent allows you to move up to that amount of AP, but you can make shorter moves too.
  • The Cyber Knight's Unflinching Stare now works correctly even if during enemy Overwatch or their Turn.
  • Medi-Cloud items are working correctly again after a short outage. They display the correct grenade toss arc, can be bounced like grenades. Like a grenade's damage, the healing nano is not intelligent and will heal friend or foe within the radius.

Map Tweaks


A big thanks to everyone posting minor issues they've found with different mission maps. We've fixed some sight line blockers around the pit in the Carnivore Chem-Factory Front and some barricades that couldn't be jumped over in the Sibling Breakout Cargo Field.

v1.2.31 - 1/10/2024


- Improved Stress/Hype (was Edge) display in Roster with hover and display of Loyalty as well
- Improved Neural Toner cybernetic implant, adds focus on Hacker stats
- Improved enemy hunting behavior around suspicious events, fixed multiple cases that could lead to standing around doing nothing
- Proc-gen hack only missions now feature variety of Sec Level (Blue to Red) and Response Rate (Mild to Wild) with price impacts
- Fixed bug causing Leverages like Suppress Reinforcements to never end
- Added new matrix hosts to proc-gen generation capabilities
- Reduced appearance of "Relocate" and "Degrade" Host response on Blue Hosts
- Improved warning pop-ups for major Matrix events like Teleport
- Starting to hack a matrix terminal requires at least 1 AP
- Hacker only gets bonus Matrix AP from buffs and deck once per turn (avoids repeat connection loop)
- Added two new Cyberdecks for sale
- Hacking can now target disabled security devices to increase their disabled duration
- Revised "Attack III" and reduced Program Rating to 6
- Fixed misnamed Matrix Program AOE Attack 2 to Nuke II
- Improved sound processing for AI that are fully alerted, less meaningless alerts
- Loot All option now always appears in Loot Boxes
- Highest and Lowest Game Turn Save Slots are labeled to make picking your slot easier
- Reversed order of timeline event log so newest events appear at the top
- Fixed bug preventing Medi-Cloud items from healing at range
- Fixed bug preventing use of Vanguard's Projection Talent with less than 3 AP
- Fixed bug preventing Cyber Knight's Unflinching Stare passive Talent to activate
- Fixed bug where enemy might suddenly teleport upon hearing gunfire
- Fixed sight line issues in Chem-Factory Front in Carnivore job
- Fixed non-jumpable concrete barricades outside of prison in Sibling Breakout job

Update #38: Quality Forges


Welcome to 2024! We're still trying to catch up and getting all the engines firing at full pace. Update #38 is a culmination of some F10 hunting, crushing bugs and hitting on pain points and feedback posted up by the community. We're excited for 2024, we'll be adding and fixing thousands of your suggestions and issues - so let's get going!

If you're enjoying the pace of updates, don't forget to leave a review to help us keep moving forward. Remember, you can always update your review, so if we're heading in the right direction, let us know now!


Vanguard's Overdrive


There have been questions about how to use the Vanguard's Overdrive Talent, which is a really clutch Talent. We've done a round of improvements on the description in game that will hopefully help. Basically, Overdrive has a chance to interrupt the action of an enemy who spots, usually because they are patrolling or moving around. If your Vanguard is spotted and the enemy hasn't previously spotted a team member (i.e. in combat mode) your Vanguard gets a big +Initiative boost. If this Initiative boost puts you as the top Initiative in the Turn, then you get an interruption and now it's your Vanguard's turn!

Echo-Jammer is Back!


For a moment, the Echo-Jammer accidentally fell out of sale on the markets. but it is now back.

Corporate Enemy Balance


We've smoothed out the balance for a number of corporate enemy types. The entire set of KEMCO and Warner-Braun enemies have gained more distinction between Power Levels of enemy guards, In addition, enemies with heavy armor in the corporate set like Shotgunners and Blades have all had their HP modified and reduced by a solid chunk. Their armor is giving them high effective HP and they don't need so much raw HP in addition to that.


Smoother Hack Only Jobs


With this update, we've removed some extraneous information shown during Hack only jobs. There was a red Sec AI phase being displayed between Turns as if you were breaking into some enemy facility and the physical Sec AI was ticking up. Neither of these systems are in play during a hack only mission so both have been suppressed, matching the style of pure combat missions.

Blueprint Prices


While Blueprints can't be sold today (on the list!) some of their prices have been raising eyebrows. Exactly how much is $2400K again? A lot! We've adjusted the Blueprint prices toward a more realistic spot, though they will likely be adjusted against as they need to each take into account the exact price of the item they are able to produce and how many productions they can support before they are exhausted for their pricing to really stick.

Fixing Skips and Locks


As the game has continued to stabilized, we're putting extra emphasis in 2024 in squeezing out the odd edge cases that can cause locks, skips or odd AI teleports. With this update we fixed a bug where Stunned enemy might teleport on their patrol path, where a character killed by Overwatch while trying to throw a grenade could cause a lock and one situation where killing an enemy who is in Overwatch could lock the game too.

v1.2.29 - 1/7/2024


- Improved description of Vanguard's Overdrive Talent
- Restored sales of Echo-Jammer for those selling basic military and tech gear
- Improved Contact client/target display for jobs, sometimes missing name or fully empty
- Reduced HP values for corporate shotgunner and blade
- Improved enemy scaling for Warner-Braun and KEMCO Salvage corps
- Fixed extreme high prices in some Power Level 4 and 5 Blueprints
- Improved Hack Only missions to hide the physical Sec AI and null out the physical Sec Tally
- Fixed bug where Stunned enemies could teleport suddenly along their patrol route in rare cases
- Clarified tutorial from new game is a Stealth focused tutorial