Update log
Full Cyber Knights: Flashpoint update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Fixes
- Balance
Knights and mercs - let's take a look at this weekend update which has a new community requested feature - Uninstall All Programs for a Deck, 6 new matrix host templates that add more Sluices and Access Gates, reformatted the main safehouse HUD, improvements around Shock Mine edge cases, a mountain of F10 bugfixes and a ton of small but important updates to the translation text and how the UI responds to longer translated content.
Our small team of 3 game devs is hard at work bringing you the latest and great updates constantly. 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.
Uninstall All Programs
If you want to rapidly swap programs without as much clicking, you can now use the Uninstall All Programs option from the Roster > Manage Deck > Change Deck screen. This button does what it promises - it removes all the programs from a deck, which makes it unusable until someone reloads programs, but if you are moving a lot of programs around, this might be much more efficient.
6 New Matrix Templates
We've followed up on last update's +4 matrix templates with additional +6 new very cool host templates that will do even more to bring the once rare Sluice node more into circulation.
When you encounter a Sluice Node, you'll find that all of its connections are one way - either IN or OUT but never both. This forces special routing in and around the node, forcing you to often take "one-way doors" through the Matrix. So, be sure to scan ahead of yourself to see a Sluice node's connection set.
We also fixed a number of other small bugs with Sluices in host templates that might deny access to certain parts of a host.
Reformatted Safehouse HUD
As a way to improve the safehouse HUD, ensure that all fields (Team Power Level, etc) are always in the same place between different screens to make room for longer translated room titles, we completed some work to reformat the main HUD. This pushes all of the values into the right hand stack, makes their padding more consistent, breaks them into groups with small vertical lines and also allows the left hand side room title to wrap if it becomes to large.
Thanks for all the F10s!
Shock Mines and Step Out
We fixed a rare situation with this update where an enemy might attempt to step out to make an attack (stepping around a corner) and by doing so, step into your Shock Mine area. This was causing a game freeze and is now correctly handled - the enemy is stunned, the attack is canceled and the game resumes with the next character or enemy on the Initiative track.
A huge thanks goes out to everyone sending in F10s to help us catch cases like
Source
