Update log
Full Cyber Knights: Flashpoint update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
- Security
Knights and mercs, this time when the hover truck comes down to drop off the update, it has a big F10 fixer, quality of lifer, translation prepper. The last few updates added story expansion with each one, and we've circled back now to clean up some of the issues being reported by the community and also to wrap up some text improvements for the next big phase of this thing called Cyber Knights!
We've made controller improvements, clarified rules for Leverages, added mission detail hover to Field Ops and Hacking Station, fixed bugs with Matrix Nuke, Full Auto with 2 AP and made a sweeping set of improvements to mission descriptions. And more - lots of F10s, thank you!
Our small team of 3 working who are in the gamedev seats wanted to say thank you for playing, posting and hanging out with us! If you are enjoying the game and the steady stream of updates, we hope you'll take a minute to return the favor by a review.
Our Save Game Policy and Updates
Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.
Steam Deck / Controller Improvement
With Update #71, we've improved the consistency of the control scheme for controllers, Steam Deck and keyboards alike. Thanks to feedback from Zoarster on Discord, we have a new set of improvements we can work on in this is the first of a couple coming down the pipe.
On controller and keyboard, there was some confusion about which was the priority action if you had both a movement destination set and a Talent selected. This is a common situation because you want to be previewing the Talent range from your new location. The common pattern of play is to pick a movement destination, preview the Talents to ensure that they will work from your location and then to cancel (B) or execute (A) the move. However, if a Talent was selected, (A) would execute the Talent instead of moving the character. And if you hit (B), it would cancel the movement, not the Talent (until you hit (B) again).
This left the execute (A) and cancel (B) basically considering different actions the priority and makes the game harder to play. We have now straightened this out - if a movement destination is set and a Talent is selected, hitting (A) will execute the move and (B) will cancel the move. If a movement destination is not set, then hitting (A) will execute a Talent and (B) will cancel the Talent.
Hopefully you find this improvement helpful! Excited to hear from the community on it.
Clarified: Leverages can't stop Hunters/Bodyguards
We've had some questions recently about the Leverage that blocks Reinforcements. We've added some clarifying rules text to the Leverage to make it more clear - this Leverage can block Reinforcements sent by Security Escalations only - it is not enough to block Head Hunters, VIP Hunters or Bodyguards who are arriving to help a beleaguered VIP.
Source
