In this update6
Full notes
Full Cyber Knights: Flashpoint update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Events
- UI and audio
- Security
- Fixes
Cyber Knights: Flashpoint changes
Knights and mercs! It has ben a wild weekend with so many new players joining and so many players getting into the Ward War already! We've already prepared a patch with a lot of nice things plus the immediate Ward War fixes we could pull together. We've added a little new Ward War content, fixed ragdolls, fixed an entire category of map bug F10s, added long pressing (X) for end turn on controllers and move! So let's dig in.
But first, if you are enjoying the free updates, please take a short minute to leave a review. Our tiny studio needs every one ːsteamhappyː
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.
New Ward War Event
If you push either faction in the Ward War to over 10% (by your own actions, not by ignoring it) you will now get a new little story event - an introduction to a currently unknown Contact in that faction who wants you to work for them.
This can help expand the number of Contacts in your faction roster, helping you use more Co-Conspire and gain more options for Legwork and missions, as well as meet new friends, gain access to additional services, etc.
Ragdolls Spastic Fix!
We have finally found and resolve the root cause the ragdolls sometimes going wild, stretching beyond reasonable limits or sometimes flying 29 meters across the map. It was in the hand-off between the character being animated and the ragdoll letting physics take over. Hopefully, you will all find that this bug is gone for good.
Controllers: Hold (X) for End Turn
With this update, we're adding a new binding for controllers. Whatever button you have bound to hopping selection into the HUD (by default, that is (X)) you can now long press this button to End Turn without any other interaction or use of the D-Pad.
We hope you find this helpful! Currently, we are working on the visualization of it in the HUD, there is no indicator once you start holding.
Map Rule fixes - Spawns & Security
With this update, we've made widespread fixes to ensure the correct rules are carried out when a new mission is started. Much like removing all empty SCU nodes from the game, this is another wholesale fix that should really wipe this class of issue out in a single strike. Here are the two rules applied today -
No enemy will start in a position and rotation that allows them to see one of your mercs or a VIP on your team. This bug no longer exists.
If you are in a full combat mission, no security devices will appear. This bug no longer occurs.
v2.6.3 - #82: Ward War Follow-up - 4/20/2026
Added new minor Ward War event - reaching 10% score for either faction can gain an introduction to a previously unknown faction member
Fixed rules around ensuring that Ward War starting storylines are mutually exclusive in all scenarios
Fixed issues with dead bodies/ragdolls going spastic or flying high in the air
Fixed bug with mission deploy screen shortcuts to roster not picking the right merc
Fixed all occurrences of enemies spawning within sight of a character at the beginning of a level
Fixed all occurrences of security devices appearing in any combat-only level
Fixed bug with Scourge's Purge Talent that could use 2 charges instead of 1
Fixed bug where selection (and therefore hitting space or (A) on controller) could get stuck in Objective list if an objective was removed or changed ("every time I try to move, the camera focuses on this terminal?")
Added long press on (X) to End Turn for controllers
Fixed description of Sluice node
Fixed issue where camera could get locked if you skip action cameras and set camera transitions to none
Fixed bug on Mac OS that could result in being unable to load a game from the main menu if it Cloud Sync'd from elsewhere
Source
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