In this update8
Full notes
Full Cyber Knights: Flashpoint update
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What changed
- Gameplay
- UI and audio
- Fixes
- Performance
Cyber Knights: Flashpoint changes
Knights and mercs! Sunday's update goes after a set of highly requested improvements directly from our players. We're always watching the stream of F10s, Steam forums and our official Discord to help big suggestions bubble up to the top of our priority list. This update and the next one or two more will be focused on crushing through a big list of player favorites.
Tonight's update adds 2 new options - one to skip the mission expiration warning and another to show touch controls on screen for touch enabled devices. In addition, Update #86 now remembers all of your sort and filter settings in the safehouse between play sessions and visits to/from the safehouse, as well as allowing you to change keybindings during gameplay or from the safehouse (without returning to the main menu). Plus, we've dropped in a number of fixes for final Ward War issues, an old proc-gen Hacking bug and more.
Thanks to everyone supporting us, and if you enjoy the constant stream of updates and improvements, all we can ask is that you take a quick minute to leave 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.
Safehouse Remembers all Sort & Filter
For a long time, the safehouse's many inventory, market, cold storage and cybernetic screens all remembered your sort and filter choices. However, this memory lasted only as long as you stayed inside the safehouse and was lost as soon as you quit the game or went on a mission.
Update #86 makes the simple change to persist this memory between play sessions and between visits to the safehouse broken up by running missions.
You do have to set the filters and sorts one more time before they start to be remembered. Enjoy less clicks!
Adjust Keybindings on Mission or Safehouse
There was an old and arbitrary restriction before that keybindings could only be modified from the main menu. With Update #86, we've ironed out this wrinkle and you can now modify your keybinidngs anywhere. This is especially useful when on a mission and you're trying to get the right setup and you can change it and immediately try it before tweaking it again.
New Option: Skip Mission Expiration Warning
If you are feeling comfortable with the timeline system and want to skip some additional interruptions, we've added a new option that may appeal to you. We're excited to deliver this widely requested feature - the option to skip the mission expiration warning. The timeline does not stop, the mission expires, the Exposure consequences hit your Contact and you keep moving forward. With this option on, you're skipping missions because you plan to do so, so the warnings are just extra stops you don't need.
For this, check Options > Gameplay > Stop Timeline and Warn before Mission Expires.
New Option: Virtual Gamepad
Steam post imageIf you're using a device like a Windows tablet or another touch-enabled device, the new virtual gamepad controllers can help you play the game more rapidly and with fewer missing options. This option adds a new set of buttons and controls to the HUD, allowing you to pan, rotate and zoom the camera by touch, as well as execute the most important controller functions - (A) and (B) from an XBox game controller (confirm, cancel) as well as next target to speed up gameplay.
For this, check Options > Controls > Mouse and Controller Options > Touch Controls
Fixed Hack Files Missing Contact
One of the first proc-gen mission types we ever added - to hack a system and find 3 Files - had a really old bug in it, where the Contact who gave you the mission would not actually be assigned to the mission.
This has been resolved for all future missions of this type, including those created by the Face's Co-Conspire.
Continued Ward War Follow up
With Update #86, we've continued to fix a number of more minor bugs with the Ward War. Here is a run down -
For the end of the Ward War, there was a possible scenario where you had to either run a mission or exit your saved game before the official ending storyline would pop. This absolutely weird requirement is now removed. Oops!
We fixed an issue the Ward War conclusion storylines that could result in a very nonsense conversation to be started after you finished everything, stating basically that you waited to long and its all canceled.
We fixed bugs stemming for the Ward War where Contacts who hate another Contact in their faction might offer missions against their faction (as a way to spite the hated contact).
v2.6.29 - #86: Options Trader - 5/17/2026
Added option to disable Mission Expiration warning in Options > Gameplay for expert players
All filters and sorts set during a play session in safehouse are remembered next time you load/return to safehouse
Can now change mission and safehouse keybindings from the Options > Controls while on missions or in safehouse
Added option to turn on virtual gamepad for touch screens in Options > Controls
Fixed bug with hack only mission to download files where the contact was always lost
Fixed Ward War ending bug where you might need to exit to main menu to cause the final storyline to appear
Fixed Ward War conclusion issue if you delayed second Legwork, the delay could still pop up at the end
Fixed bug where Faction-Loyal Contact who hates a Contact in their Faction would offer missions against their own Faction
Fixed bug that could opt Zasha out of certain storylines - now more available
Improved core shader performance
Source
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