Cyber Knights: Flashpoint
Steam News 5 May 202615d ago

Update #84: Ward War Reverb

Knights and mercs! We are excited to follow up the new Ward War Era with a major patch that addresses the majority of community issues reported (there are still a few open F10s ... ). But first, let us welcome the thous…

Update log

Full Cyber Knights: Flashpoint update

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

Extracted changes

5 fixes3 additions1 change0 removals
  • Gameplay
  • Fixes
addedKnights and mercs! We are excited to follow up the new Ward War Era with a major patch that addresses the majority of community issues reported (there are still a few open F10s ... ). But first, let us welcome the thousands of new Knights who have poured into New Boston these last weeks - thanks for playing, posting on the forums, posting up reviews and joining us on our official Trese Brothers Discord .
fixedWith Update #84, we've addressed most of the reported issues with the wind down of the Ward War and the "echoes" that can follow after. We've also added new echo options to further increase the variability of the aftermath and some new exciting bonuses. We've also deployed an automated saved game path for those players who were stuck at the end of the Ward War with a single dialog like "The Ward War " ... and nothing else. The rest of the changelog is very focused on specific Ward War situations, scenarios and arcs that we've improved or resolved bugs with - so let's dig in!
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.
fixedNew Ward War EchoesWith Update #84, we've added 6 new results to the echo set and fixed the reported bugs for a few others. Thanks for all of the F10s!
changedNew Ward War EchoesWe've increased the possible Trait additions to Contacts to include more options - now including Indebted and Generous for the positive side.
addedNew Ward War EchoesWe've added 2 new Shadow Sites that can be revealed as positive echoes by the factions (one each) - with new never before seen Blueprints, Weapons, Weapon Mods, and Matrix Programs.

Knights and mercs! We are excited to follow up the new Ward War Era with a major patch that addresses the majority of community issues reported (there are still a few open F10s ... ). But first, let us welcome the thousands of new Knights who have poured into New Boston these last weeks - thanks for playing, posting on the forums, posting up reviews and joining us on our official Trese Brothers Discord .

With Update #84, we've addressed most of the reported issues with the wind down of the Ward War and the "echoes" that can follow after. We've also added new echo options to further increase the variability of the aftermath and some new exciting bonuses. We've also deployed an automated saved game path for those players who were stuck at the end of the Ward War with a single dialog like "The Ward War " ... and nothing else. The rest of the changelog is very focused on specific Ward War situations, scenarios and arcs that we've improved or resolved bugs with - so let's dig in!

But first - if you are enjoying the free updates and free major expansion like the Ward War Era, please take a short minute to leave a review. You can always edit it later!

And of course, the all important saved game policy -

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 Echoes

In the aftermath of the Ward War, the results are played out in a series of positive and negative echoes for each faction. This approach let us honor the different paths you may have taken - playing both sides, running the starting mission, the final mission, keep their scores close or winning for one side or the other by a landslide - by translating that into a pool of positive and negative results after the War Ward ends.

With Update #84, we've added 6 new results to the echo set and fixed the reported bugs for a few others. Thanks for all of the F10s!

  • We've increased the possible Trait additions to Contacts to include more options - now including Indebted and Generous for the positive side.

  • We've added 2 new Shadow Sites that can be revealed as positive echoes by the factions (one each) - with new never before seen Blueprints, Weapons, Weapon Mods, and Matrix Programs.

  • We fixed the Imprisoned Contact negative echo to have some more front-loaded dialog to explain why this happened and how. It was a bit ... mysterious before. Thanks for the F10!

  • We fixed issues with "doubling up" for the Ward War Echoes - where the Compromised tag could get doubled or the Contacts might gain 2 Bellicose Traits as a result. Thanks for the F10!

  • We fixed the reported issue where the Ward War echo might hit some Contacts with major wave of Exposure, but the real value ended up being much smaller than advertised.

Source

Steam News / 5 May 2026

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