Update #189: Under the Star

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/d6d2752927f10747e2e4214198d10ff288db2d95.jpg[/img] When we say, "constant improvement" sometimes we just mean "daily improvement!" There are quality-of-life fixes, bug fixes, progression, and balance updates in this update that didn't feel like they should wait another day. With Update #189, we've kicked Brave Star into high gear by allowing their soldiery to scale up to Power Level 10 (previously they were locked to PL 2), improved consistency and late-game scaling of equipment, armor, and stats for all enemies at PL 6+, fixed Carnivore Sewer's special benefit, prevented objective files from appearing in the same node in Matrix File Hunt, improved Scourge's Nervo-Tox Shell, fixed Gun Runners who might be stuck and refusing to join in on new storylines and fixed issues with Best in Class filter memory, default value (now false) and added it to cybernetic surgery to boot. No small update! Thanks for everyone supporting, sharing the game, hitting F10, and posting on the forums. A special thanks goes out to everyone who posted a review this week! Our small team thanks you. [h2]Brave Star Rising[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/212e143b40fdee032d6032b2be4e407964e22e90.png[/img] Brave Star has always been a tough and dangerous faction. Their starting Power Level soldiers are strong, armored, carry good equipment, and might be backed up by S-Class Brakka mecha infantry. All this combines to make them a formidable opponent ... except they stopped scaling after Power Level 2! With this update, we've fixed this progression issue for the entire faction and now their agents of all kinds - including the Brakka mecha infantry drones - scale up to Power Level 10. If you're facing off against Brave Star right after this update, check your weapons, double-check your plan, and don't take anything for granted. [h2]Carnivore Sewers[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/1ba26b0fa285c9ec25c56b6ca22b17621d4146d7.png[/img] There is a special offer for the Carnivore Sewers level to reduce the Security Level back to 1 after the stage is over. This was broken sometime a long time ago it seems but has finally been fixed. Apologies to everyone who took the special route and ended up with extra Sec Tally for it. [h2]Best in Class Filter Improvements[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/7add7e26c7230306b8bf6cd985793b3125b604ed.png[/img] First, we've added Best in Class to cybernetic surgery - another way to cut down on too many items and look at the best offerings available. Second, we've fixed a mistake on our part where Best in Class was set as on by default for some players, which caused a lot of confusion. Finally, we've added scoped filter memory so that your settings for Best in Class isn't incorrectly carried around. The six scopes are Inventory or Equipping, Market, Cyberdeck browsing, Cybernetic Surgery, Cold Storage, and the NanoFab. Each currently remembers its own setting for Best-in-Class filter. We are working to figure out how to best expand this to other filter types as well to help keep local data about what filters you're using and help you not need to reset them repeatedly. [h2]Stuck Gun Runners[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/9d8b80221de348b532909d59e55aca1bc930f224.png[/img] While investigating an F10 about boring Gun Runners doing nothing, we discovered 4 story paths through common storylines that could result in a Contact - and possibly both your Gun Runners - getting stuck in an expired storyline. In this case, these Contacts would refuse to take future roles offered by the Casting Director and just become ... stuck. This update fixes this issue for existing saved games and future games alike. Rah rah to the Gun Runners! Let's go! [h2]Scourge's Nervo-Tox Shell[/h2] When fired against a primary target, nearby targets can suffer a powerful Stunning debuff from the Scourge's Nervo-Tox Shell. This was not canceling Overwatch immediately, which was a mistake in the application of Stun. Now this is resolved and any debuffed target drops Overwatch. [h2]Siege Hot Intercept Restored[/h2] For a minute, the automatic Leverage Hot Intercept on the Siege proc-gen mission types was not applying correctly every time. This is now resolved. [h2]Objective Files on Hosts[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/d891634558f90764847e577310fd767fad74a626.png[/img] If you are searching for 3 objective files across a matrix host, they will no longer accidentally pile up in a single node due to pure RNG. Now, if possible, they will always appear on separate data nodes. [h2]v1.9.57 - Update #189: - 12/16/2024[/h2] - Added missing scaling for Brave Star faction, now scaling out to 10 Power Levels - watch out! - Improved scaling, weapons HP, and armor across all 10 Power Levels for all enemies - especially at PL 6-10 - Fixed bug with Carnivore Sewers path that was not correctly resetting the Sec Level to 1 - Fixed issue where multiple objective Files could end up in the same Data Node in Matrix File Hunt missions - Corrected display of "No Hacking" tag on specific stages while larger missions does require Hacking (such as Carnivore Sewers) - Scourge's Nervo-Tox Shell debuff to nearby enemies now cancels Overwatch - Split filter memory for Best in Class in 6 scopes (inventory, market, cybernetics, blueprints, cold storage, and cyberdecks) - Added Best in Class filter for cyber surgery (filters out Synth Muscle 1 for Synth Muscle 2 only) - Fixed issue with Best in Class filter being set on by default - Fixed multiple issues with storyline paths (such as letting DEAD DROP HIT expire) that could lock contacts into expired storylines - Fixed Siege Leverage "Hot Intercept" not triggering correctly - Fixed missing text in Matrix HUD when toggling between HUD sections