Update #50: Big QoL Catchup

Cyber Knights: Flashpoint

Squad tactics heist RPG! Clever stealth, strategic combat, unique 23rd-century cyberpunk. Build your crew of hackers, mercs and malcontents wisely; their stories will become interwoven with your own. Use powerful cyberware, faction connections, and more to outsmart the odds & determine your future.

[img]{STEAM_CLAN_IMAGE}/36740530/acc148ef7cc1a04542d52a66c7fa7fee71e63e50.png[/img] Update #50 - it's just a number but it's a nice one! We're excited how our Early Access journey has progressed so far. We've knocked down multiple major milestones from the roadmap, added content, systems and more to the game in constant stream of improvements. While we're working toward what is next, we've prepped a very nice quality of life update here that smacks down a lot of the F10s coming in, improves some UI elements, tweaks the tutorial and more. What is next is the [b]bodyguarding objective for proc-gen missions[/b] and a whole new class, currently named codenamed [b]Toxkit[/b] (the current working name), We've just [url=https://steamcommunity.com/app/1021210/discussions/0/4205868360096159008/]opened up a thread for you to share ideas and inspiration around the Toxkit class[/url], so we hope you'll join us there! If you feel like we're heading in the right direction with Early Access as we hit Update #50, please take a minute to leave a review! [h2]Secondary Rewards[/h2] We've improved the rewards for proc-gen by making XP rewards clearly a percentage (+10%) over a hard number (+7 XP). We also fixed issues where in some scenarios the Sec Level rewards were not being granted. [img]{STEAM_CLAN_IMAGE}/36740530/0549902f85e370f403dcecd6b96cf4fcb1c10cd1.jpg[/img] [h2]Injury Time / Wounds[/h2] There were a few issues and misses on balance here. One issue was that if a character had recovered from an injury in the past, they were far less likely to get injured again. We've resolved a number of issues and are in a more reliably correct place with injury time and wounding rules. [h2]Smoother Camera[/h2] We cleared up about 5 different cases that could cause the camera to hitch at the start or end of moving. Everything feels a lot smoother now! [h2]Proc-Gen Fixes[/h2] The extraction rules update did a bit of a number on the sewers proc-gen level it seems. We've fixed a slew of minor bugs from enemies spawning right next to your start location to your crew having 3 dialog lines every time they take out an enemy captain. We fixed the occurrence of a blank screen if talking to the Warner-Braun VP sometimes. [h2]ESC in Victory / Defeat[/h2] We shifted the keybinding for returning to main menu away from ESC in the mission victory and defeat screens as way too many of us are accidentally exiting from that screen. It now defaults to ENTER. And a lot more check out the full change log! [h2]v1.3.17 - 2/11/2024[/h2] - Converted secondary objective rewards for XP to +10% XP instead of +7 XP - Fixed cases in which secondary reward for low Sec Level might not be rewarded - Improved balance of Injury Time from damage - Fixed bug where Injury Time of 1-day or less was immediately healed - Improved smoothness of all camera panning, removed tiny hitch at end of some pans - Fixed case in proc-gen Sewers level where an enemy might spawn looking straight at your team - Fixed bug that could put up a blank dialog when Warner-Braun VP is offering proc-gen mission - Fixed bug with over chatty dialogs when killing enemy in Kill 3 proc-gen missions - Fixed issue with Hacker class recommending Neural Accelerator when it wanted Neural Toner - Fixed a bug with one of Soldier's Plaster-Cross upgrades actually upgrading Pop-Slot - Removed all-to-easy to hit ESC from Victory / Defeat, now defaults to ENTER to return to main menu - Improved and shortened some tutorial lines about Full Auto and Alert Status - Updated description for Chameleon Sheathe cybernetic implant