Cyber Knights: Flashpoint
Steam News 6 March 20262mo ago

Update #72: Shattered Glass

Knights and mercs, tonight we have a big update setting down in New Boston. It has new bonuses wired in for the Extra Item Carry nodes, improved Blueprint selection for Secondary Objectives, some key fixes and balance a…

Update log

Full Cyber Knights: Flashpoint update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

2 fixes3 additions3 changes0 removals
  • Balance
  • Gameplay
  • Store
  • Fixes
addedKnights and mercs, tonight we have a big update setting down in New Boston. It has new bonuses wired in for the Extra Item Carry nodes, improved Blueprint selection for Secondary Objectives, some key fixes and balance around Turrets for Shadow Sites, and a massive pile of fixes for F10s reported by the player base. For your F10s and the chance to improve the game, we thank you!
addedOur Save Game Policy and UpdatesSince 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.
changedUnlock: Extra Item Carry NodesWe're excited to roll out the next steps in the plans around improving the Extra Item Carry nodes on your class trees. With this update, we've made 1 clarification, 1 simplification and 1 buff -
changedUnlock: Extra Item Carry NodesClarification : we have renamed the node "Unlock: Extra Item Carry" instead of "Passive: Extra Item Carry" as passive is a type of Talent.
changedUnlock: Extra Item Carry NodesSimplification: there was no reason to have the upgrade nodes stacked vertically instead of stacked as a usual row of upgrades. We've made this node more like other nodes.
fixedUnlock: Extra Item Carry NodesOk, another clarification: we fixed the incorrect text on the nodes claiming that they allowed only specific item types when they in fact allow "any item" to be carried.

Knights and mercs, tonight we have a big update setting down in New Boston. It has new bonuses wired in for the Extra Item Carry nodes, improved Blueprint selection for Secondary Objectives, some key fixes and balance around Turrets for Shadow Sites, and a massive pile of fixes for F10s reported by the player base. For your F10s and the chance to improve the game, we thank you!

If you're enjoying the steady pace of improvement and expansions, please consider leaving 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.

Unlock: Extra Item Carry Nodes

We're excited to roll out the next steps in the plans around improving the Extra Item Carry nodes on your class trees. With this update, we've made 1 clarification, 1 simplification and 1 buff -

  • Clarification: we have renamed the node "Unlock: Extra Item Carry" instead of "Passive: Extra Item Carry" as passive is a type of Talent.

  • Simplification: there was no reason to have the upgrade nodes stacked vertically instead of stacked as a usual row of upgrades. We've made this node more like other nodes.

  • Ok, another clarificationwe fixed the incorrect text on the nodes claiming that they allowed only specific item types when they in fact allow "any item" to be carried.
  • Finally, the buffs; with Update #72, each Unlock Extra Item Carry node has gained very nice class tree buff for your characters. Every node in all classes adds +0.1 Action Points and a powerful buff (above what you can get for 1 Level Point usually) that focuses on some of the core aspects of your class (Hacking for Wireghost/Hackers, Ballistic Damage for Soldiers, etc). These buffs are on the unlocking node, which means this node is valuable even if you decide not to purchase the upgrades and actually expand your item capacity. It also means you can get 2 of these nodes if you multi-class for a total of +0.2 AP and other excellent bonuses.

Shadow Sites Fixes + Turrets

First, if you had an issue with Shadow Site where the loot was shown in the objective llst as "ERROR" we have fixed this issue. We have both fixed it so that it cannot occur again and fixed it so that if you have a game that is currently on that mission in that state, it will resolve itself automatically when the game is opened.

Shadow Site mission description also now mentions the name of the merc who gave the tip on the site, in case you want to know exactly who it was later.

Finally, Shadow Sites are much more likely to include Turrets as a defensive mechanism. This is a great place to bump their priority, as Shadow Sites are supposed to be heavily defended. In a scavenger looting mission, you usually also can route around them if you can't straight up fight them, or it is time to invest in

Source

Steam News / 6 March 2026

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