Update #193: Holiday Bug Smash

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/bf23134b9bed14ed39c94d8c6c3e26ae2562d2a0.jpg[/img] Tonight, it is a Winter Sale Bug Smash! With 34% off, we should kill 34 bugs, right? Well, we focused on some of the most popular F10s in the last month and went on a bug smashing spree! It's not quite 34, but we're hard at work polishing up the game and cleaning up small bugs so your play is smoother, faster and always fun. A huge welcome to all the new Cyber Knights pouring into New Boston during this Winter Sale! Thanks for checking out the game, for your support, for your posts and for your reviews! [h2]Hit F10 for Bugs or Feedback![/h2] We have a wonderful in-game bug and feedback reporting tool, just hit F10 (or left stick click on controller) to send in your reports. These come with so much context, log data and an immediate screenshot that it greatly reduces the time we need to spend to resolve the issue and get it back to you in update. So, thank you - especially during Early Access - for helping feed our fire of improvements. You'll see we are a constant update machine here, always improving. So help us do that with an F10 today! So - what big bugs got smashed? [h2]Reloading Games with Map Area of Effects[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/b57b9a2972d494441081ef778dad6aa28202243b.png[/img]  There was a bug that the movement of map areas of effect like Tox-Cloud, White Noise, Line Crawler and more was lost if you exited the game and reloaded it. Sometimes the areas wouldn't move or sometimes they would move but not like they did before you left the game. This is now all resolved, with the movement being made at the [i]end[/i] of a Turn and being committed to the saved game at that time. Now, reloading the game will restore these flawlessly. [h2]Leverage Duration, Clarification, Bugs[/h2] We've fixed a highly reported bug that Leverages were widely misreporting their duration. Leverages would claim to do something until the end of next Turn and then expire promptly at the end of the current Turn. We've resolved this with all of the Leverages correctly adjusting their duration to run for the right amount of time - now, if it says until the end of next Turn, that's what you'll get! We've also cleaned up a ton of non-standardized language in the Leverage descriptions and ensured that the descriptions shown during the mission and in the Field Ops Center are always synchronized and don't have the opportunity to drift apart. [h2]Camera Range Discrepancy[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/305fadaaf56d27112796c9aaa4711e9e19b40bfd.png[/img] We fixed a bug that was causing some cameras to actually have range to spot your mercs that exceeded the visual meta display. Just in that last meter beyond their red display, you'd still get spotted. Now fixed! [h2]Secondary Kills Counting to Objectives[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/6725b5442e3127f6b82dd62be2f2e5d9286c4855.png[/img] There was a class of issues for the kill count goal where "secondary" kills were not counted toward the goal. Secondary kills could be caused by Poison, any damage-over-time, corpse Detonation, Grenades, and anything else that wasn't a direct attack. These all now count toward kill goals. [h2]Color Picking[/h2] We've compressed the color picker and fixed issues within it for controllers scrolling through the picks. This reduces all the scrolling that was needed to use this UI and helps ensure controllers can use the picker correctly. [h2]Proc-Gen Legworks Prompt[/h2] We've improved the dialog prompt on the timeline for the proc-gen Legwork storylines, which were saying "I need a Favor" but now will say "I need a merc on a Legwork" to be really clear what they are asking about. [h2]Wounded Tags on Skipped Recruits[/h2] If you decided not to take on a recruit - such as someone rescued from a prison break - and they had a Wound, this Wound would show forever on your Barracks as a red tag. Now fixed! [h2]Map Fixes[/h2] [img]{STEAM_CLAN_IMAGE}/36740530/3a16435240c1bef349d69386f5c9de8ccf576ddf.png[/img] We also fixed a huge host of map issues. The door that was stuck in Gated Enclave with "move closer" can now be reached. We fixed a ton of spawn locations, VIP locations, starting rotations, and issues to see over doorways from rooftops on Interchange H. [h2]v1.9.67 - Update #193: Holiday Bug Smash - 12/26/2024[/h2] - Fixed issues with Tox-Cloud, White Noise, Line Crawler not correctly restoring their movement from last Turn when game is reloaded - Fixed all Leverage duration mismatches - where buggy, the Leverage lasted 1 Turn too short, now fixed to last correct number of Turns - Improved consistency of terms and rule descriptions in all Leverages - Leverages offered in Field Ops center area now sorted by Power Level - Fixed issues with secondary kills (poison, damage over time, Detonation, etc) not being counted toward final kill secondary objectives - Fixed bugs with some Camera and Long-Range Camera overlays on map being shorter than the actual range of the camera's detection - Shrunk size of color box for appearance color customization, more colors visible at once and improved controller/keyboard support - Timeline prompts for proc-gen Legwork are now clearer (stating need for Legwork, not a Favor) - Fixed issue where Wounded tag could appear on Barracks if you ignored a recruit who was wounded (usually a recruit from a rescue mission) - Fixed enemy reinforcement and VIP spawn locations, inoperable door, starting rotations and more in Gated Enclave - Fixed issues with inability to see over doors from rooftop on Interchange H mission map