Update #152: Patch Power + Legwork

Cyber Knights: Flashpoint

Cyberpunk mercenaries RPG! Turn-based squad tactics with unique heist-planning strategy. Build your crew wisely; their stories will become interwoven with your own. Pull off heists with powerful cyberware, faction connections, multiclassing, weapon modding, stealth, hacking, and more!

[img]{STEAM_CLAN_IMAGE}/36740530/ab7f196a78bf0228d7a03d1faa9b33bd85842abf.jpg[/img] As Steam's Turn-Based RPG Fest rolls on this week, we're back with another update to fix some of the issues that snuck out the door with Monday's ERA storyline update, add a new proc-gen legwork option, improve legwork results and fix other minor bugs. Hopefully this will clear the deck from story bugs and we'll be back to adding new new new. As always - thank you for playing our game or wishlisting if you're waiting. If you have given the game a try and like the way we are conducting Early Access (152 updates!?!?) and are enjoying the game, please leave a review. The small team here thanks you! [img]{STEAM_CLAN_IMAGE}/36740530/9ca0ad1864ceea10bb919f1b0f06a5a75afe20d8.png[/img] [h2]ERA Story Fixes[/h2] We've turned around two important fixes for the ERA content with Update #152. The first was that during one of the stories, two mercs could end up becoming friends but ... each is friend only with [i]themself[/i]. How funny yet lonely :D This is now resolved in all games old and new, they are friends with each other! The second major issues was - depending on a few factors - the recruitable characters could have some key implants switched. The Hacker had the Scourges special implant ... thievery! Give that back! And ... fixed in all games, old and new.   Third, there were some points in the story where a character's Loyalty was boosted but a code bug prevented it from happening. This will have positive affect with a few other storylines in the game as well as this Loyalty bump was globally being skipped in certain storyline paths. Fourth, we fixed a heaping pile of small dialog mistakes, flubs and name switches. Thanks for the F10s to help us clean up and improve here. [img]{STEAM_CLAN_IMAGE}/36740530/d33e050a0b550fcebf99c5d4b7171876cf047380.png[/img] [h2]Proc-Legwork[/h2] In Update #151, we added a system for proc-gen [url=https://cyberknightswiki.tresebrothers.com/Missions_and_Legwork#Legwork]Legwork[/url], allowing contacts who are less likely to offer r regular missions another way to offer you work that benefits them, offers Favor and Influence and tells more of a story about how the New Boston Underworld works. With Update #152, we've added a second proc-gen legwork option with some different twists in it, new options and a new premise around a megacorporate employee who is illegally supplying your Contact who is involved in medical, drugs, crafting or hovertruck transport with stolen goods and data. [img]{STEAM_CLAN_IMAGE}/36740530/039098df1839323d671ecda593843773c531cb34.png[/img] In addition, we've pushed proc-gen Legwork (which we see as something that has a very healthy road for expansion) to be on its own "story schedule." In Update #150, it shared the schedule with regular story Vignettes, so drawing a proc-gen legwork would bump a story vignette back a bit and proc-gen legworks (few in number) were competing with the larger pool of vignettes and not appearing enough. So, we've pushed them to their own throttled story schedule and you should see them more regularly. [img]{STEAM_CLAN_IMAGE}/36740530/d5e13e30972733d4a6b2c857a6566b7b00bfd181.png[/img] [h2]Legwork Results / Favors[/h2] In addition, we've done more work to improve event logs around Legwork to capture all the changes in world / contact / character state in the log event. And, finally we've bumped the [i]standard[/i] Legwork result of gaining +1 Favor up to +2 Favors which feels a lot more valuable and makes it worth the time for your merc and your risk. In addition, we've reinforced the negative result of taking Injury Time as a result of Legwork. If you end up with Injury, you always make a Stress roll as well (resisted by Stress Res) to suffer an extra +10% Stress. [h2]v1.8.115 - 10/2/2024[/h2] - Fixed issue with mercs becoming friends with themselves in latest Era storyline - Fixed issue with Scourge and Hacker recruit sometimes having swapped implants (!?!?) - Fixed issue with some moments in the story failing to grant Loyalty bonus as described - Adjusted proc-gen Legwork schedule so that it doesn't compete with story vignettes - Added second proc-gen Legwork offered by Doctors/Splicers/Dopers/Crafters/Hovertruck Operators - Standard legwork bonus for Favors has been raised from +1 Favor to +2 Favors - When failing legwork and taking Injury time, make +10% Stress roll - Improved logging of Legwork success / failure and results - Fixed rare bug that could cause a reinforcement squad not to appear at all for megacorporate enemy - Fixed a heaping pile of typos and minor text mistakes