Knights and mercs, ok ok - so hear me out. We know we did new fun stuff just yesterday but we were thinking ... it's time for new fun stuff again! Update #209 drops another weekly mission map, adds a new type of navigation challenge to the Matrix with the Sluice node, continues the series of fixes for the new Syndicate Debts content, and fixes a set of F10s we targeted for this week.
If you're enjoying the relentless pace of updates and improvements, please take a moment to leave a review. It is a full team effort form our small studio to keep this Early Access absolutely hopping with new new new, so please review review review ːsteamhappyː
New Weekly Map: Cyber Clinic
Another week, another map, and the game grows again. The Cyber Clinic is our 13th weekly map, pushing the total proc-gen maps up to 26 now. This smaller map is a raid on a night time corporate space and offers some cool new challenges and themes:
Area denial is big within Cyber Clinic due to the presence of multiple Bio-Scan Fields. Even if you are going loud, you're still going to want to think about these security devices as they can add a lot of Tally (+6 per trip).
Prevalent Level 2 Security devices (the Bio-Scanners) cannot be targeted by Talents but are all connected to the main matrix host.
The smaller map has a honeycomb style, allowing for many ways to pass through the same area, giving good options to dodge devices and patrols.
As a smaller map, it has high enemy and high loot density as well as featuring a Gold Key room.
The new Cyber Clinic map grand total of 26 proc-gen maps and adds an additional +8 proc-gen combos, we're now at 137 combinations of objective type and map ni the proc-gen system. Very exciting!
New Matrix Node: Sluice
The new Matrix Sluice node converts all connections in and out of ithe node nto one-way connections, indicated by the scrolling set of arrows. Sluice can appear in many configurations using up to all 4 connections with each one being individually set to only-in or only-out connections. This creates a new navigation type of challenge, where you may have to take a dive through a Sluice and be unable to return except by another path.
We've added the first 4 new matrix templates that include the Sluice and more will be coming.
Further Updates and Fixes for Syndicate Debts
We're excited at how many players could resume their pause nodes and jump into at least some of the Syndicate Debts storyline. We've also seen a big spike in new games started, so that is cool that the invitation to experience the story from another direction has many of you taking a second look at a new game.
With Update #209, we've continued to make fixes for different aspects of the new story content - from misattributed dialog lines to typos and to small mission map and dialog improvements. Thanks to everyone hitting F10!
F10 Fixes!
For map fixes, we've fixed lingering terminals that were broken in Trucker HQ and Req Site.
We've fixed your ability to easily scroll the File pick list when changing files you choose for a File Set. We've fixed issues with drone dead bodies disappearing or locking up the game and also an issue with hover outlines sometimes lingering for dead bodies.
v1.9.105 - Update #209 - 1/29/2025
- Added new proc-gen map "Cyber Clinic": a small area of denial map with high loot and enemy density and featuring Gold Key area that supports +6 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate VIP) - Added a new type of Matrix node Sluice from which all connections are one-way presenting new navigation challenges - Added 4 new large and medium matrix templates feature Sluice nodes - Fixed issue with inability to scroll while picking Files to replace in File Set - Fixed issue with drone bodies disappearing or locking game - Fixed issues with lingering outline on dead bodies - Fixed issues with broken matrix terminals in some cases in Req Site and Trucker HQ - Fixed typos, missing words and misattributed dialog lines
Update #208: Syndicate Storylines
Knights and mercs, we are here with a big story update for the Syndicate Debts origin story. To avoid spoilers, we are going to go light on descriptions for this update, so it will be short. Don't worry—you know our pace of updates—there will be more soon!
If you're excited to see us growing the story content for the game, please take a moment to leave a review and help us celebrate! You can always edit your review later if needed.
Syndicate Debts Story Branches Fleshed Out - Pause Nodes Removed!
Two branches of the Syndicate Debts storyline have long been on pause, hanging at the end of your timeline without the ability to complete them. Update #208 activates each of these timeline events and moves them forward immediately.
Depending on where you are in the timeline of your career, this may feel a little jarring or "too late". Which makes total sense, but our commitment to you is to get you the content if we can. You may find that one of the branches has passed you by due to actions you've taken but the other should always be available. It will appear soon in your timeline for any current save.
If you're new to the game and haven't seen these yet, then you'll encounter these story branches organically as you make choices and get deeper into the game.
There's still a bit more capstone content for Syndicate Debts to come later this week, and we're looking forward to adding new storylines as we approach our full launch later this spring.
And Bug Fixes!
And we've fixed a few bugs to go along with Update #208.
Fixed issue with Syndicate Debts legwork delay - if the timeline event isn't going away, try one more time!
Fixed issue where a merc's Extraction button might not light up if they were the sole merc in the zone
Fixed bug where reinforcements might get stuck and prevent the game from moving forward in some levels
- Updated Syndicate Debts storyline to complete all Syndicate Debts pause nodes - Hunt down the previous Knight's Sniper across the NBZ to get your answers - Uncover Octane's secrets and consider siding with her rival - New missions, new options, new allies, new enemies! - Fixed issue with Syndicate Debts Legwork delay never going away (start it, reject it again) - Fixed issue where the Extraction button for individual mercs might not light up - Fixed bug that might cause enemy reinforcements to lock up or freeze the game on some maps
Update #207: Springboard
Knights and mercs, it's another update your favorite fast moving Early Access cyberpunk heist game! Tonight we are rolling out a package of fixes, rebalances and tweaks before the next big thing. We've adjusted how Revolver crafting interacts with your mod limitations, allowed you to delay the Warner-Braun Era legwork (like others), added highest and lowest turn marks to the load game screen, fixed bugs preventing auto-extraction from always working, rebalanced from Grip weapons, and fixed some typos and map issues. It's a busy one, polishing up the game to be always better.
If you enjoy the relentless pace of improvements around here, please take a moment to leave a review and help us continue this Early Access journey.
Revolver Crafting Mods
Revolvers are a special weapon class of pistol that do not allow any weapon mods that reduce sound (Suppressors) or increase ammo capacity. For a long time, this limitation has been shown in the last step of weapon crafting when you were attaching secondary mod blueprints, which made it frustrating. We have adjusted the select secondary blueprint window now to be very clear when something is incompatible and prevent you from selecting it at all.
Delay Warner-Braun Era Legwork
As the game's timeline and events have filled up and become so much more busy, it is clear that Legworks always need the option to be delayed, so you can check your team status, consider some things and get your mercs (ducks?) in a row before committing. With this in mind, you can now delay the Warner-Braun Era starting Legwork like many others.
Highest and Lowest Turn Marks
To help keep screens consistent, we have now added the same Lowest and Highest turn markers to the save slots shown in the main menu load game screen that you can see once you are in game looking at the load and save menus. This helps keep everything on the same page and lets you use the markers you are used to everywhere.
Auto Extraction Improvements
We fixed a number of issues with auto-extraction where the team would not auto-extract when expected. This was caused to a few mistakes in some math and timing about when we were checking if the entire team was in the box. This is now resolved so we check at the right times and can reliably ensure extraction occurs when all the mercs are inside the glowing square.
Red Mist Event Bug
The Power Play mission Red Mist Event had an issue that would prevent it from being reloaded once the VIP had arrived on the field. This is now resolved and if you were stuck trying to get back into this game and getting a never-ending black screen - your bug is fixed!
Weapon Mod Improvements
We've improved a few more weapon mods, specifically the V-Grip, D-Grip and Vindicator Grip that were too close or exactly the same as other mods in the set. We're continuing to work across this entire set to ensure all mods at all levels are competitive and fun, so thank you for sending in the F10s that help point out where we've missed the mark.
And there is of course more - but take a look at the full changelog for everything!
v1.9.99 - Update #207: Springboard - 1/27/2025
- You can now delay of Warner-Braun Treaty '31 Legwork like other Legworks - Fixed bug that could prevent RED MIST EVENT mission from reloading once the VIP was deployed (black screen) - When crafting Revolver Blueprint, incompatible mods are now marked as such early and prevent selection - Added Highest and Lowest Turn notes to the main menu load game screen - Buffed several mods that were not in correct progression: V-Grip, Heavy D-Grip, Vindicator Grip - Fixed all MatrixLink and Matrix descriptions in Cybernetics recommendations - Fixed several props that were not showing up as granting cover - Fixed issues with auto-extraction when entire team is in extraction zone - Fixed issue with Motion Detector where movement alerts vs. real detection were different about enemies blocking sight line (they don't) - Improved display of class icons in Matrix for multi-class characters - Fixed bugs with Patch-X Kit armor repairing item
Update #206: Pinnacle
Knights and mercs, it is Sunday in the New Boston zone, and you know a heist is happening somewhere. Actually, quite a few heists ːsteamhappyː Update #206 rolls out expanded save slots (now 10 instead of 4), three big changes to how Contact Limit breaks pace, order and roll their options, really fun up-balance for E-Rifles and Shotguns and some F10 fixes to boot.
If you are enjoying the relentless pace of updates around here, and think perhaps this is how Early Access should be, please do take a minute to leave a review. We are working hard to keep this EA period a constant stream of improvements and hope you'll help us share that widely!
Expanded Manual Saves to 10
With the UI split out into dedicated save and load menus, it is a good time to follow up with some extra improvements. With Update #206, we've expanded the count of Save Slots you can save into from the starter 4 to a big set of 10. You can scroll in the UI to save wherever you like!
Looking forward from here, remaining Early Access improvements in this area will allow for rapid quick-save and quick-load hotkeys, as well as deleting and renaming slots.
Contact Limit Breaks - Logjammer
With Update #206, we've followed up on the good work from Update #203 and a lot of player feedback we've been hearing recently. This boils down into 3 important changes for Contact Limit Breaks.
We have improved the prioritization and weighting of the options rolled for the Limit Break. This vastly improves the chances of getting Service upgrades as soon as you spend any Favors to steer their decision.
We have tuned up the underworld simulator that schedules Limit Breaks for Contacts so that it will increase its pace if a logjam is detected. If there are more than half a dozen Contacts all waiting to complete their Limit Break, they're going to hit faster until it clears the jam.
In Update #203, we enforced a nearly-strict order of the queue to be first-in-first-out (FIFO). This put a priority on the timing of getting above 80% Influence or Exposure but did not differentiate between 80%, 90% and 100%. With Update #206, we've tightened up these rules so that it is FIFO within Influence or Exposure bands. Therefore, anyone at 100% queues in FIFO order, and if there is no one at 100%, then 90%, etc. So, pushing a Contact to 100% Influence is the sure way to help them get to their break fastest.
Looking forward from here, we'll continue to expand the options of choices that Contacts can tap for friendly and unfriendly Limit Breaks as well as built out more Power Play storylines and service upgrade opportunities.
E-Rifles starting ammo configuration has been 3 Ammo per Reload and 4 Reloads total. We are excited to swap these two numbers, with all E-Rifles now upgrading to 4 Ammo per Reload and 3 Reloads total. This is still 12 shots total for your E-Rifles but has major advantages to Full Auto fighters, to anyone using Ion Batteries (getting 4 instead of 3 out of each use), and for weapon mods as well that add to Reload total, getting more for each addition.
Shotgun Ranging
We've addressed some balance issues with Shotgun to help them be an overall more appealing class. They are very effective today at what they do well (Armor Shredding, some like to say melting!) and in-your-face damage. The rebalance is all to their advantage, compressing the progression of Max Range so it happens faster (adding +1m at Power Level 2 and 4) as well as tightening up the Optimal Range value for all levels of Shotguns so it simply is 3 less than Max Range.
v1.9.97 - Update #206: Pinnacle - 1/25/2025
- Expanded number of manual save slots from 4 to 10 - Fixed issue with keyboard or mouse sometimes not working when loading save slots - Improved priority weighting to highly prioritize Service upgrades for Limit Break offers granted by spending Favors - Contact Limit Breaks will occur more rapidly if a crowd is all waiting - Exact ordering for Contact Limit Break out of the queue now prioritizes 100% over 90% over 80%, then sorts by ready date - Improved E-Rifles to have 4 ammo and 3 reloads (vs. 3 ammo and 4 reloads) - still 12 shots but better for Ion Charger, Full Auto, Mods - Increased Max Range by +1m for Shotguns Power Level 2 and 4 to speed up their range progression - Increased Shotgun Optimal Range up by +1 at a number of levels so it stays consistently 3m below Max Range and keeps low Accuracy penalties at so called "long" shots - Fixed issue with Zombie Origins Legwork not applying injury if failed - Fixed report map issues
Knights and mercs, we are back with another weekly map release for Update #205 and a heap of really nice improvements to the Cold Storage File and File Sets tab, as well as 12 adjusted high-Rarity weapon mods, Steam Trading Cards releases, reworked Syndicate Debts Legwork flow, adjusted mission payments offers and more.
If you are enjoying the game and our relentless update schedule to keep this Early Access phase alive and happening, please take a moment to leave a review. We are a tiny studio and every review helps!
New Weekly Map: Hovertruck Repair Depot
At this point, we're feeling very much like clockwork. For 13 weeks with only one fail, we have delivered a new mission map! This week, the clock has completed Hovertruck Repair Depot which presents some new level design and challenges.
This industrial center is split into a three-lane design with the center lane featuring multiple smaller chokepoints at strategic bridges.
The Hovertruck repair platform gives a high point that grants a commanding view over the main lane, either for defense or in support of a push through that area.
In the variations where a Gold Key room is available, a matrix host may appear in the Gold Key area, presenting a rich looting opportunity, but tied to the challenge of hacking.
While it is a medium-sized map, the Hovertruck Repair Depot plays like a smaller map as your action is compressed into one of the lanes once you leave the open areas at either end.
The new Hovertruck Repair Depot brings us to a grand total of 25 proc-gen maps added during Early Access. This hits another major content goal on the dev Roadmap. let's see what can we do to celebrate? More objective types?
With an additional +8 proc-gen combos, we're now at 137 combinations of objective type and map ni the proc-gen system. Very exciting!
Syndicate Debts Legwork Flow
We are edging closer to completing the Syndicate Debts storyline; another precursor is fixing its early Legwork flow. With Update #205, we've wrapped up that part of the work and are releasing it today.
Improved conversation flow with Octane in the first discussion
The Legwork options after the first discussion are no longer mutually exclusive (you can do both)
You can choose to delay one or both of the Legwork options until a later date and pick them up when ready
Files that are included in a set are now highlighted with a green "In Set" tag. This helps these Files visually identifiable and perhaps even more helpful, makes those without the tags instantly visible.
In the same way, we've added a yellow tag that identifies those Files that have a Use Action. These are often the most valuable Files or Files that you are want to use for their result, so having them tagged can help you locate them or avoid accidental sales.
When considering what Files to feed into a File Set for minting, the price of each individual file is now shown in the pick lists to make it easier for you to gauge the range of values that the File Set is offering.
If a File Set cannot be Minted due to your Cold Storage level, we're now making this much more obvious early in the process by graying out the File Set's progress bar and putting a text warning at the top of the File Set's description. This can help you avoid making all the decisions about what Files to slot into your Mint only to discover (far too late) that you cannot Mint the set.
We have also fixed some crashes and Ui oddness that could occur if you Minted the same File Set twice in a row without reselecting anything in the UI. And we fixed some simple round-off errors where your % chance of getting a specific Rarity might have added up to 99% (33% x 3) instead of 100%.
Scav, Siege and Battle Striker Pay
We have fixed a bug that was causing Scav missions to be offered a hefty payment from the Contact. We have also rebalanced the mission payment for Battle Striker and Siege to be more generous, considering the danger of these missions.
Weapon Mod Fixes
We've completed a full sweep of Weapon Mods that are above Rarity Common to ensure that they are all properly differentiated. We found 10 more mods that had been missed, including the Blackout Magazine, Phaser Magazine, Excalibur Drum, Fang Heavy Magazine, Throngler Drum, Oppressor Magazine, Anvil Recap, Rapier Recap, Atlas Recap, Heavy Ion Booster, Nimbus Ion Booster, Pangolin Ion Booster.
Now we can really appreciate their Rarity ːsteamhappyː
Steam Trading Cards
We're excited today to publish the Steam Trading Cards, Emojis, Badges and Profile Backgrounds. You'll get cards automatically for playing, so start collecting today! Steam Achievements will be next on the list.
v1.9.95 - Update #205: - 1/22/2025
- Added new proc-gen map "Hovertruck Repair Depot": a three-lane zone featuring a Gold Key area, special matrix host, and one shortcut lane locked behind a Blue Key that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker) - Improved flow of Syndicate Debts Legwork - no longer mutually exclusive, allows delay - Files in Cold Storage now include tags for "In Set" and "Use Action" to help make this more clear at a glance - File Set UI that allows you to pick the Files you want to mint now shows the estimated price of each file inline - File Set list indicates which File Sets cannot be Minted due to Cold Storage limits by graying out the Set - Fixed crashes that could occur when minting two of the same File Set back to back - Fixed roundoff errors in File Set calculation (where 3/3 Epic in a File Set could result in 99% instead of 100%) - Steam Trading Cards Released! - Improved mission payment offers for Siege and Battle Striker proc-gen mission objectives - Fixed bug where Scav proc-gen missions were being offered payment - Improved high Rarity AR mods: Blackout Magazine, Phaser Magazine, Excalibur Drum, Fang Heavy Magazine, Throngler Drum, Oppressor Magazine - Improved E-Rifle mods: Anvil Recap, Rapier Recap, Atlas Recap and Melee Mods: Heavy Ion Booster, Nimbus Ion Booster, Pangolin Ion Booster - Improved balance with Doorkickers and Tremors Traits - Fixed issues with reinforcements not always appearing when called on Hospital Rooftop (first level) - Minor reducing in XP granted for Power Level 3 and 10 missions to smooth curve - Fixed status box in Safehouse pause menu showing Mission Turn instead of Game Turn
Update #204: Hovertruck Bounce
Knights and mercs, we've got another update hovertruck coming in hot! The pilot says he can bounce this one right across the deck and into your Steam library, so let's see what we've got! Update #204 breaks out the save and load menus into dedicated sub-menus, visually differentiates the higher level data nodes (Fortress and Vaults), adds Contact Trust % as a bonus to all mission pay, fixes issues where Contact Traits around mission pay and deadline were not always being applied, improves some long-range weapon Traits, fixed bugs with Prox-Mines and well ... we fixed a lot of F10s, so check the full changelog for all the details!
If you're enjoying the relentless (and sometimes daily) updates for Early Access, please take a minute to leave a review! We're working hard on some big content additions for the game next, and while we're grinding on that, we've got steady pace of polish and improvement updates coming out!
Save and Load Separated
To help generally reduce the potential for costly misclicks and hotkey pushes, we have completed the work to separate out the Load Game and Save Game menus. These are now both buttons on the main pause menu and each one opens up a dedicated sub-menu that allows only loading or only saving. Nothing revolutionary, but it is a cleaner and more classic UI ːsteamhappyː
Matrix Data Fortress & Vault - New Looks
To continue to differentiate matrix nodes by sight further, we have followed up on Update #203's change to make Finance Nodes styled green (like U-Dahs!). Update #204 now adds small glowing and rotating satellites to all of the second level data nodes - the Data Fortress, Manufacturing Vault and Financial Fortress. These more dangerous data nodes will disconnect you if your end your Turn there but also have the best loot concentrations in the host, so it is nice to be able to spot them quickly.
We have heard from a lot of players the desire to have data nodes give a visual cue if they have been fully looted. We'll be working on that soon!
Contact Mission Pay & Deadlines
With Update #204, we've fixed some bugs with Contact Traits that were not always ensuring that their bonuses or penalties to mission pay and mission deadlines were being applied correctly. This should help Greedy, Impatient and Generous Contacts stand out more.
In addition, we have added a new effect of Contact Trust - that their Trust value is added as a % on top of any mission payment. This will help reinforce the value of working with Contacts repeatedly throughout a career and puts some more bite into that key Contact status, beyond denying services and preventing Favors from being spent in Limit Breaks.
Anti-Alias = None
If your screen or setup is such that you don't want the game to apply AA, you can now disable it in options.
Syndicate Debts Rumblings
We are working hard on Syndicate Debts! It is our first Origin story and one of the first stories we coded into the game's story system, so it has some rough spots that we are buffing right out before we expand and wrap the storyline. Here is the punch list for #204, and we expect to be making some other changes (like allowing delayed Legworks and not mutually exclusive Legworks) very shortly as well.
We have shortened the timeline on the Legworks related to the Snitch after the events at the hospital to help ensure you're not committing too many mercs to long Legwork right out of the gate
We have fixed the terminal hover in Loophole Heist so that it is clear that this is a Knight-only terminal. We've also fixed the terminal in Ricksham Drips so that it indicates it is VIP-only.
We have improved all loot tables and matrix terminals for all missions in the Syndicate Debt's storyline.
Tag and Traits Improvements
With Update #204, we've improved the stat lines for Marksman and Longshot Traits, adding and increasing their Attribute bonuses. We have also tightened up the language used in Faction Tags for characters like "Faction Barred" (which only prevents Legwork) and "Hates Faction" (which prevents taking a job for that faction) and others as well to make the lines clearer. Some of these were criminally vague!
Sleeping Prox Mines
After Update #203, you could use your Knight's Talent to target sleeping Prox-Mines. Oops, that was not expected, but it is now fixed.
- Added dedicated Save Game and Load Game menus to avoid mistakes with hotkeys and save slots - Differentiated Data Fortress, Manufacturing Vault and Financial Fortress matrix nodes from their lesser counterparts - Contact Trust is added as a % bonus directly to the $$ reward offered for any job - Fixed issue preventing Contact Trait bonuses/penalties to Mission Pay and Deadline from correctly applying - Added graphic option to turn off Anti-Aliasing entirely (AA = None) - Shortened timelines for early game Legworks: Clinic Snitch and Thumb on Snitch - Improved hovers over terminals in Loophole Heist (Knight-only) and Ricksham Power Play (VIP-only) - Improved all loot tables and matrix host creation for Syndicate Debts mission chain - Improved Traits Marksman and Longshot with Attributes, better progression - Fixed bug where Faction for Hack 3 Files proc-gen missions was always Warner-Braun incorrectly - Clarified rules for Faction Insider and Faction Barred - these do not prevent missions, only Legwork - Clarified rules for Loves, Hates, Deserted Faction and what jobs they interfere with - Fixing bug allowing K-Protocol and other Security Talents to target hidden Prox-Mines
Update #203: Lt. Bug, Major Smash Part 3
Hello Monday, hello Knights, hello mercs! It is another big F10 smash update, grinding for that polish every day while the team keeps working hard on bigger chunks of content and features back at HQ. With Update #203, we've fixed an issue that was preventing Red Mist Event mission from working, forcing Contacts to Limit Break in a fair order instead of RNG order, fixing issues with K-Protocol not always applying correctly, fixing all the gun SFX sounding so silly (oops!), rebalancing a few Pistols, improving Leverage and ... well, a lot of things. Check the full release notes for all the details!
If you enjoy our relentless pace of updates and our dedication to keeping this Early Access moving forward and getting better constantly, please share it in a review! Remember you can always edit your review later.
Red Mist Assassination Fix
With Update #202 we fixed a bug preventing proc-gen assassination missions from starting and deploying their VIP. Unfortunately, the same bug had wormed its way into some of the story assassination missions. We have now fixed that in Update #203 and you can just play forward, the mission will jump-start into action.
Contacts Learn to Queue Properly
For a long time, there has been a lot of unfair jostling and cutting the line in the Contact Limit Break rules. Contacts might get to 80%+ Influence and be ready to Limit Break but someone else keeps going first if they have bad RNG. With this update, we've corrected the rules to ensure that the queue stays relatively orderly. There can still be a little jostling at the front of the line, but Contacts are now going to reliably Limit Break in a fair order and not get frozen out for extended periods of time.
However, there is a transition period that will now occur between the old rules and the new rules. All Contacts who were over 80% Influence/Exposure before Update #203 are just at the front of the line. They need to all clear their Limit Breaks before anyone who gains 80%+ Influence/Exposure after Update #203 will gain a Limit Break. It is as fair as we could make it.
K-Protocol
For those highly skilled stealth teams or teams trying to use K-Protocol on the first Turn, it was not working as expected. Due to an order of operations bug, K-Protocol was limited in reducing Tally by how many blue tallies you had ... so for the Turn 24 game with 1 blue tally that we checked during testing - we salute you. You're a ninja! And now, K-Protocol will work for you correctly, late or early in the mission.
Finally, we've adjusted K-Protocol's rules to allow it to be used against sleeping devices that haven't been woken up by the Sec AI yet. This is a nice change, as those sleeping cameras and laser wires are still attack surfaces for your pro Vanguard and now you can take advantage of them.
Check out the full rules for K-Protocol and other Vanguard Talents you can use to go full stealth on the wiki.
Laser Guns SFX!
For a bit there, all of the guns were making strange laser-blaster sounds. That was a mistake on our part and is now fixed - all guns SFX are restored.
Sprint for Siege and Battle Striker
Since sneaking is pointless in Siege and Battle Striker missions, we've ensured that all mercs start in the sprint stance for these missions to avoid the need for any extra keystrokes and to reduce mistake potential.
Pistol Rebalance
We've fixed a broken modifier in the pistol table that has adjusted the balance for Detective Special, Executive, and Heavy Raptor Pistols. The Executive and Heavy Pistols now cause a small amount of Pure Dmg (20 and 40 respectively) making them stand-outs in the Pistol class.
Leverage Improvements Round-up
With this update, we're prepping for a new wave of Leverages that can be obtained by converting certain special items like the Sigma 6 Sploitkit items. In prep for this, we've drastically raised the prices on the Sigma 6 Sploitkit items up to over $100K each.
We have also fixed the descriptions and rules for Suppress Alarm and Alarm Malfunction to make them work clearly and consistently. These Leverages prevent the Sec AI from Escalating, which means that the Tally and Sec Level are increasing but the Sec AI simply does not get to take a special action when it passes the Escalation threshold. This ensure there are no reinforcements, devices re-enabled or any kind of powerful Sec AI reaction.
In the next few updates, we're working on getting the Leverage results all added to the combat log, as these are too "quiet" today.
And More!
And we fixed a lot of other things too :D Check the release notes for the full list.
v1.9.91 - Update #203 - 1/20/2025
- Fixed "Red Mist Event" assassination Power Play mission that could be stuck - job will jump into motion again - Contact Limit Breaks are now ordered by when they are eligible, removing chance Contact will get stuck waiting and passed by others - Fixed issue with K-Protocol Talent not always applying fully when the Sec Tally was low / first Turn - K-Protocol now fixed to correctly target any security device, even sleeping ones not turned on by Sec AI - Fixed bug with all guns sounding like silly laser weapons - Adjusted balance for Pistols: Detective Special, Executive, Heavy Raptor - All Siege, Alpha Striker and other full combat missions start with team standing and in Sprint mode - Corrected/clarified the Suppress Alarm and Alarm Malfunction Leverage descriptions - Raised price for Sigma 6 Sploitkit item to over $100K each - Adjusted coloring of Matrix Finance nodes (now Accounts=Green, Files=Purple, Blueprints=Blue) - Fixed bug with Radar Array term appearing in Matrix SCU instead of Long-Range Camera - Fixed cover display on large rising floor lamp - Fixed missing names and fields in journal entries - Renamed a few more Files for clear name to set consistency
Update #202: Return of the VIP
Knights and mercs, it's another late update but some good things feel like they can't wait. Update #202 arrives just in time to fix all the issues with Assassinate VIP missions that popped up this morning (the VIP now arrives!), rebuild the outlining tool in the game to do a better job, especially with faces and complex geometry, improved how Leverage pop outs work, fixed map issues across the board and completed the rename sweep of Files so that Files that are not in sets drop the Roman numerals (I, II, etc).
Thanks to everyone supporting us with a review this week - we appreciate it. We can repay you with a relentless update schedule :D
Assassinate VIP Fixed
A bug crept as we've been quietly adding new proc-gen objectives for the dev team to play, that broke Assassinate VIP. In this case, the VIP never arrives! This is now resolved and any game that is stuck in one of these missions can just reload the level and play forward - the VIP will come in hot!
We've also fixed the issue where there were multiple dialogs played upon killing the VIP (again!) and are working on a long-term solution to this seemingly recurring issue.
New Outline Tool
We've upgraded the game's outline capability to do better with character heads (now the head is actually fully outlined ːsteamhappyː !!). The upgrade also has better more obvious line weight and does better with complicated geometry and the outline visibility as you zoom out and rotate. It is very nice to have some of these old, not fully ready for prime-time components upgrade to the shiny.
Leverage Reasons
We've improved the logic for the Leverage reason pop-outs. If they came from Tokens, we are no longer incorrectly showing a bogus pop-out. And in the case that you have no Contacts who can provide the Leverage, we've explicitly stated that in the pop-out.
Cameras + Rotation + Reload Bug
If a camera rotated at the end of a Turn and spotted a merc and then you later retried the new Turn, the spotting would be lost in the old system. With this upgrade, we've ensured that spotting is properly saved to the game database and the game log so it can't be lost or removed.
File Naming
We've adjusted all names for Files that are not in a set to stop using Roman numerals like I, II, and III. Also, we've adjusted the names of all sets to use sequential Roman numerals (I, II, III, etc.). This should help cut down some File Set confusion (as some of the files combined II, III and IV for the Set, ignoring I) as well as encoding obvious clues about each File name as to whether it is part of a set or not.
Tags to clearly denote Files that are in sets or have use actions are coming next week, so this naming step helps but is not really the full solution to this issue.
Dialog Lines
We've fixed an issue where some dialog lines were just being displayed as empty box. These were caused by the game narrator trying to explain rules about Obligations or Favors. Now fixed!
Map Bugs Fixed!
We've fixed a lot of map bugs again - new maps drive lots of little fixes. Route 5 Bypass had some issues with certain lower areas blocking sight around the edge - now fixed. The second stage of Eleventh Hour never spawned reinforcements - now fixed.
v1.9.85 - #202: - 1/17/2025
- Fixed bug with Assassin VIP where VIP does not appear - job will jump into motion again - Fixed bug with repeated 4 segments of dialog upon killing a VIP in Assassinate VIP missions - Rebuilt outline component - better outlines around character faces, better outline on complex geometry - Fixing Leverage pop out incorrectly showing when the Leverage is purchased or gained by Field Ops / Hacking Station Token - Fixed missing mission art for the new Route 5 Bypass mission - Fixed intermittent issues with empty lootboxes - Fixed issue with camera rotation and reloading a Turn sometimes losing a character being spotted event - Fixed missing reinforcements in the second stage of Eleventh Hour - Fixed certain areas blocking sight into lower areas in Route 5 Bypass - Fixed the missing dialog lines that should have been spoken by the narrator in some stories - Fix File names within sets (to be I, II, III, etc) and File names for Files not used by set (removed II, etc) - Fixed backward Terminal in Decommissioned Core
Update #201: New Weekly Map "Route 5 Bypass"
Knights and mercs, it is a bit late here in 2231, New Boston never sleeps. With Update #201, we have the new weekly map release and +8 new proc-gen combos, a big update to Leverage display to indicate its reasoning for being available (or not) and the Contacts that could qualify, adding a button to make removing mods from weapons easier anywhere, adding a hover to the Counter Intel token-for-Favors window, boosting proc-gen mission name variety by over +100 terms (combinations go boom!), improving enemy scaling for UltraTek and Warner-Braun and fixing some other key bugs.
It's a big one so let's dig in. If you like the relentless pace of updates, improvements, new maps and more - please take a quick minute to leave a review. Our small team can thank you ... with more updates :D
New Weekly Map: Route 5 Bypass
We're back on our weekly schedule now after having missed just one week over the holidays. This is the 11th weekly map release, and it is the Route 5 Bypass mission map.
This broken stretch of concrete is cut in half by a twisting and winding section of Route 5. Three small footbridges span the route, limiting access from one side to the other.
With restricted movement due to Route 5, the bridges become natural chokepoints or challenge points in a crossing.
A central lookout platform provides a possible sniper hideout, but it's exposed to fire from multiple directions.
A small to medium sized map, the Route 5 Bypass forces compressed play and challenge
As with all the new maps including Route 5 Bypass, we are dedicated to supporting every proc-gen objective (all 8) with absolute maximum variation inside each option (there are more than 32 ways to play this level!!) The new 8 proc-gen combos offered with this map brings the total to a whopping 129 proc-gen combos and represents another 6% increase in map variety. This is the 23rd proc-gen mission map to be released, edging us ever closer to the goal of 25 proc-gen maps posted in the roadmap (we won't stop there, let's exceed these goals!)
The next very exciting step we are starting to work on now is expanding the objective catalog which will further blow out the proc-gen combos and replay for the game's content.
Leverage Reasoning Display
The Leverage system has been too long a black box as to why you could or couldn't get specific Leverages. With this update, we've improved the display for Leverages offered in mission planning screen so that they have a little pop out that explains the reasoning for why they are offered. Some require High-Risk Transporters, Gang or Syndicate Contacts with command over soldiery, an Expert Wireghost or a Corrupt Corporate official.
This pop out also lists any Contacts if you know them who would be up to offer the Leverage if you had the Favor or positive Trust.
It's a big step forward and can help start steering interest to additional Contacts and will allow us to offer more intricate and cool Leverage conditions. Also, now that we've added the display, it is clear that some of the Leverages offered through proc-gen are failing to faction match correctly (you might see a lot for "Corrupt Arrowhead Insider") - so it is even helping us as we plan the next round of Leverage clean up and expansion.
Remove Mods Anywhere
We've improved the handling of weapon's Remove Mods button in your inventory. Previously, it could feel like a multi-step process to equip a weapon to remove its mods. Now the button is always available - both in your Inventory's ALL tab as well as the Weapons tab. This lets you more rapidly manage weapons before sale or when swapping up your team's gear.
Token for Favor gets Contact Hover
Thanks to all the player's requesting the hover in the Counter Intel Pod's window that lists contacts who you might trade Tokens for Favors. This simple hover provides all the needed context to help you make fast and accurate Favor decisions. Enjoy!
New Proc-Gen Mission Names
We've pulled another big tranche of mission names from the Discord thread and Steam forum thread for suggesting mission names. It's always fun to see the new names filtering into the game. Thanks to everyone posting!
Enemy Scaling
We've fixed two big scaling issues with enemies tonight:
UltraTek enemies weren't scaling at all past Power Level 1. This was a bug related to the special setup in the first rooftop level and is now resolved - watch out if you wander into their territory they are at least as dangerous as any of the Big 6.
Warner-Braun enemies were cheaping out on armor. They had oddly weak armor across the board and now we've resolved that getting them the upgrades they need.
Were excited to get back to adding new enemy variety to the game this month and seeing the megacorporations start to effectively step out from each other's shadows.
Loot Mismatch
We fixed a bug where the Power Level and Rarity of all Items looted were nonesense. At least it was just a display problem when looting, as everything got straightened out in the Victory screen and afterwards.
+10% Influence for Blueprint Sales
In some conditions the bonus to Contact Influence were not being saved correctly to the Contact. Depending on what screens you went to next and what screens you had gone to before, this Influence boost could have been lost. This is now fully resolved and the bonus is always granted, saved and maintained between reloads.
v1.9.83 - #201 - 1/16/2025
- Added new proc-gen map "Route 5 Bypass": a region split by the deep chasm of Route 5 highway with multiple smaller bridges that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker) - Mission Planning screen now shows Leverage details - what Contacts can offer Leverage and why - Counter-Intel Pod contact list to trade Tokens for Favors now includes hover over Contact - Added easy "Remove Mods" option to all places where weapons appear - main inventory and inventory weapon tab - Added over 100 new name parts to the proc-gen mission naming system - thanks posters! - Fixed missing scaling Power Levels for UltraTek enemies - now ramping from 1 to 10 correctly - Improved armor for all Warner-Braun megacorporate enemies to keep up with the other Big 6 - Fixed issue with all items in lootboxes showing odd Power Level and Rarity (and then at mission victory getting it right) - Fixed bug with Influence +10% from Blueprint sales not always sticking around after sale / reload - Fixed issue with timeline event log sometimes bugging and replacing all character names with one character's name
Update #200: F10 Smasher
Knights and mercs, welcome to Update #200! This update is dedicated to the smashing of F10 bug reports and feedback and closing over 40 groups of F10s in our system. We really appreciate every player who is posting up feedback, and bugs and helping us improve the game. Every F10 is a way for us to address issues faster and also allows us to store away feedback that we can pull on when we need something to work on. So thank you players - you are making this Early Access everything it can be :D
If you like the style of relentless updates, please take a moment to leave a review. We need everyone!
Persistent Mission/Combat Log
The meatspace mission and combat log has now joined the matrix log in being able to persist its entries between loads of the game. Now you will be able to look back on previous turns and get your bearings on a reload on any recent that happened - spotting, kills, etc.
Scourge Talent vs. Drones
While there are no rule changes here, we've updated the descriptions of a number of Talents - Venom Trap, Brainworm, and Bio-Coat Bullet - to be clearer that these Talents cannot affect or target Drones. The Scourge is a bio-weapon and one of their weak spots is versus drones - check their full Talent list on the Cyber Knights: Flashpoint wiki Scourge page.
Also, as a rule change, we have fixed Scourge's Bio-Mimic to correctly be canceled if the Scourge makes an attack, as described in its rules.
Rewind Duration
With Update #200 we've fixed the description of the Knight's Rewind Talent to correctly list its duration along with its bonuses.
Hacking Mission Dialogs
We have removed the repeated dialogs during extraction for hacking missions! Hopefully we got all the ones that are driving players crazy, please let us know if we missed something.
Map Fixes Galore
We've fixed a ton of small map issues. There was an area in Slagga Smash that should have been inaccessible that is now closed up. There was one variation (1/20) in Broken Highway where the Gold Door panel was missing. We've fixed open field spawns (not near a door or elevator) in the Decommissioned Core and Sector 01 Interchange (where some doors were added). We fixed an annoying Pressure Plate in the Dusted Hover-Evac map that was affecting a larger area than it visually covered.
We fixed the timeline event descriptions for 4 proc-gen missions that didn't clearly identify their type.
And a ton of other small issues - check the whole change log for details.
v1.9.81 - Update #200: F10 Smasher - 1/13/2024
- Regular mission and combat log persists between game loads - Improved Talent descriptions for Venom Trap, Brainworm and Bio-Coat Bullet around drone limitations - Scourge's Bio-Mimic Talent correctly clears after making an attack - Fixed Knight's Rewind Talent to include duration details for the buff to Move Speed and Initiative - Restoring fence to extra map area not supposed to be in play for Southie Strut / Slagga Smash missions - Fixed missing Gold Key panel in one variation of new Broken Highway map - Fixed issue where Power Slice was hidden on character detail pop up during mission, hiding its cooldown - Fixed 4 proc-gen mission timeline prompts that were not clear about the type of proc-gen mission they kick off - Fixed issue where Dead-Eye, Doorkicker and Longshot Traits were being mislabeled in Legwork - Fixed equip/unequip sequence that could result in 2 Heavy weapons being equipped - Prevent Face from appearing in the roster's Training Ready filter - Fixed open field spawns in Decommissioned Core and Sector 01 Interchange - Fixed pressure sensor in Dusted Hover-Evac incorrectly affecting stairs - Removed repetitive dialog from hack only missions extraction