Update log
Full Cyber Knights: Flashpoint update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Maps
- UI and audio
Knights and mercs - we've got another update round here, coming with a bunch of fixes and improvements that have wide application. We're excited to upgrade more than 1000 proc-gen extraction points to pre-revealed, make some balance tweaks to every shotgun in the game, improve the Safehouse HUD funcitoning, improve physics handling of ragdolls and fix a heap of your F10s.
The relatively quiet update schedule and lack of content updates over the last week can only mean one thing - something big this way comes. Give us another week to keep cooking, we are excited to share!
If you are enjoying the constant, free updates, features and content - please take a moment to help our tiny indie studio and leave a review ːsteamhappyː short, long, funny - you can always edit it later.
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.
Extraction Point Planning
With Update #80, we've completed a sizeable project going through the thousands of possible exists for the now over 400 proc-gen combos (map X objective) that the game has to ensure that as many of them as possible have their objective pre-revealed even when there is a goal requirement blocking your exit. This helps your team plan their heist with the best intel you've got, knowing you've got to spike the CPU over there (etc) and then split and run for either the maintenance tunnel or access ladder.
The big change here is that the objectives now appear as "Locked" but you can click on the or select them and the camera will scroll to where they are and highlight them. Previously, in many cases they were simply invisible until you had completed the primary goal.
With this sweep we've upgraded 1142 extraction points to being pre-revealed. We have not completed 100% of the task but this covers a lot of maps and situations. Enjoy!
Shotgun Noise Balance
We've addressed an old balancing issue around Shotguns, which are one of the few weapon classes that don't have access to silencers. While they are still "loud" weapons that will be mostly reserved for combat operations, we have shaved down their firing noise by a nice % to help compensate - especially for the higher Power Level ones - for the lack of silencers in their kit.
Thanks for all the feedback on weapons on the forum - we're constantly watching, listening the looking to improve. As part of the on-going shotgun conversation, we are excited to confirm that Full Auto Shotgun variations are in the pipe and will be coming.
Safehouse HUD and Heat
After the recent rebuild of the HUD and pushing all of the global stats to the right hand side, we've had some issues with the Team Power Level, Heat and Head Hunters % disappearing during specific screen transitions. The biggest offender was story events in the Safehouse, which could cause those 3 stats in yellow to disappear until you
Source
