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KickStarter Cyber Knights: Flashpoint - the latest tactical RPG from Trese Brothers - now available on Early Access

cyborgboy95

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Joined
Aug 24, 2019
Messages
3,069
Update #136: Major Bug, Lt. Squash Redux
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It's a holiday weekend and with such so many new players in the game, we've just got another nice bug fix and quality of life patching coming out tonight. This one hits on the latest F10s, improves grenade throwing animation and VFX for enemies, re-adds the warning confirm to deploy with less than max mercs, and tweaks and improves the balance of Siege (easier, higher Power Level requirements).

Without further chatter - let's dig in.

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Confirmation for Deploy
In the transition to the new Matrix Tutorial, we had lost the confirmation required to deploy to a mission with less than maximum mercs. This can be a big mistake if you don't intend to do it, so the confirmation can help avoid that. It's back!

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Siege Balance
We've started with Siege balance tonight. These can be pretty hard levels, especially depending on the faction. The balance we applied here is threefold - first, we have made Siege's have a higher Power Level minimum before they begin to appear (PL 3) and an even higher minimum to allow them to proc against milsec factions (PL 5, definitely the hardest form). Second, we have reduced the starting enemy head count from 11 to 10. Minor but its 10% reduction. Third, we have reduced the size of the subsequent wants that are sent from anywhere to 18% to 40% depending on some (per wave) RNG and placement of enemies.

Altogether, hopefully this can help prevent the siege proc-gen missions from being a deadly, early, surprise.

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Team Power Level on Pause Menu
Your Team Power level is now available while in mission on the pause menu. This one just helps make key information more readily available, if you're asking for help at a certain point in the game, knowing your Team PL is often one of the early questions.

Enemies Throw Better
There were a few mistakes with the visual elements on enemy grenade throwing. First, the throwing timing was off for when the grenade left the hand, making for a low arc and just feeling ... bad. Now it feels way better as we've aligned it like your mercs.

Second, the VFX for the result were accidentally switched in the game's data set. Now targets who are buffed will get a very clear buffing VFX played on them, as the colorful cloud of hype-dust spreads out.

Third, we fixed a possible case where the throw could lock the game up. This was pretty rare but could happen if the timing was right (or ... not right!)

v1.8.77 - #136: - 9/2/2024
- Re-added missing warning when deploying with less than full merc team
- Tweaked enemy and wave counts in Siege: reduced starting enemy count by 1, reduced wave size by up to 25%
- Improved Team Power Level minimums for Siege proc-gen missions, especially for those vs. milsec
- Added Team Power Level stat to pause menu in missions
- Fixed issues with enemies throwing buff cloud grenades - VFX were flipped, animation timing was off
- Fixed Sec Level hover sometimes showing rules for Q-Sec Level instead (matrix vs. physical)
- Fixed button label in Contact Limit Breaks not changing by selection (Confirm Favor / Confirm Upgrade)
- Contact Faces correctly shown in Counter-Intel Token-for-Favor offer
- Fixed issue with mercs sometimes starting floating in Corner Holdout X Siege Objective
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #137: Stylish Backpack
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Day time, night time, the heisting must continue. And where do we put all of our loot? In our fancy new backpacks! With Update #137, we've taken a quick moment to add some cool new visual appearance options - the first 2 backpacks - fix an important map issue with hovertrucks pinning characters on rooftops, resolved issues with high level HTE/XTE grenades, fixed hotkey issues in the Talent bar, fixed E-Rifle bugs and more.

Thanks to everyone playing, posting and sharing feedback as we keep working on expanding Cyber Knights: Flashpoint. Hit us up with a review if you like the pace of our unique Early Access style!
No Soldier Community Challenge!
We're excited to share another community challenge, cooked up by the heisters over on Discord on @Liviana. The rules are simple and have a huge impact on the strategies you might employ in the game. It feels very different and it's a fun way to force yourself to push other classes into your main combat roles (if you were relying a lot on Soldier)!

We hope you'll check it out and join in on the fun.

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Tactical Backpacks Deployed!
You can now pick from one of two optional backpacks to help give your heister that tactical feeling when they deploy to a heist. More outlandish and interesting options will be coming, and this will be a useful way for us to further visually differentiate enemy types from each other - but for the first dip, we've got 2 military style backpacks ready for your use.

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And as one would want to do, you can even customize their primary and secondary colors to match your outfit all your other cool accessories. I'm loving the look and the weight it adds to the character models.

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District HQ x Assassinate VP: Rooftop Fix!
A few players were finding their rooftop sniper character getting pinned on the rooftop in the District HQ level when the hover truck dropped. We've made some fixes to expand the size of the rooftop to help ensure that characters can't get stuck up there, boxed in by the hover truck. Thanks to everyone sending in F10s!

HTE vs XTE Grenades
These grenades were mixed up, basically both sharing the same effect from the HTE Grenade. We've resolved the bug, now pushing the Power Level XTE Grenade in a new direction. Its massive damage is balanced out by the size of the payload and how much less of a distance you can hurl it.

E-Rifle Ammo Stats
E-Rifles limited reload capacity was only being shown when it was the active weapon, otherwise it would be shown as 0/0. We've resolved that with this update, the 4/4 reloads per mission is now shown regardless of which weapon is selected.

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Fighting Freezes
We're hot on the trail of 2 cases that can mysteriously cause the game to lock up. One persists that when an enemy starts to move, they may stop, revert to idle animation and the game locks up as it is sure they are still moving. The second is an enemy starts to throw a grenade it and it lands but nothing happens and the game locks.

Each update, we are adding more debug details to your F10s to help track these issues down. They are pretty rare, but if you do see them please F10 them right away! We are excited to crush out these last 2 cases and put this behind us :D

v1.8.83 - #137: Stylish Backpack - 9/5/2024
- Added new appearance option: Backpacks! Pick from 2 military feeling styles with more coming
- Fixed map issue on District HQ where your mercs could get pinned on the rooftop by VIP arrival
- Fixed issue with Item XTE Grenade using the ability from HTE Grenade, now its own grenade!
- Fixed issue with Talent hotkeys in the Talent bar sometimes going 0, 1, 3 and skipping a number
- Fixed issue with E-Rifle sometimes showing 0/0 for its limited reload stats
- Fixed issue with enemy grenade tosses sometimes locking up the game
- Improved text for confirmation dialogs on load/save
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #138: Dusted CPU Spike
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Down below the level, the Knights and their teams are planning their next heist. Maybe Update #138 has your new heist in it! We've added a new proc-gen combo of an existing map and objective (Dusted Hover-Evac X Q-Gap Spike), improved the Sec Escalation rules for HI-POWER devices, buffed Prox Mines again, improved the visibility and consistency of HI-POWER Radar Arrays and Camers generating Heat, fixed a ton of small appearance clipping and positioning issues, improved performance on Trucker HQ and fixed 2 cases causing possible freezes on map (now, extremely rare).

We are hard at work expanding the game with both front-line releases (as seen here, new stuff today!) and bigger projects in the background (new shader for sight cones, translation project, a big story/mission dump for Treaty '31 Era) - so if you like what we're working on, our pace of updates, or just how we are running Early Access, we hope you will help us today by leaving a review.

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Dusted Hover-Evac X Q-Gap Spike
With Update #138, we're following up on the good work of the major MAGNITUDE v2 milestone, and adding another proc-gen map and objective combination. Some of the maps, like Dusted Hover-Evac, Wreckspire, Urban HQ and Interchange H are all used in woefully few objectives (Siege, Assassin VIP) and so some of our next improvements to the variety in the system are to pull these maps into more objective offerings.

With Update #138, we've crossed Dusted Hover-Evac's exciting rooftop design with the Q-Gap Spike mission objective where you need to reach a protected CPU, spike it and escape. Once this is released, it looks like we will add Dusted Hover-Evac to 3 or 4 more proc-gen objectives quickly and then do the same for Wreckspire next. At that point, we'll start looking again at adding new maps.

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Sec Escalations and HI-POWER
We've made a big rules change to how the Sec Escalation that upgrades devices to HI-POWER works. Previously, when the Escalation ran, it would upgrade 3-5 devices to HI-POWER, but it was a random set of devices, often this Radar Array, that Prox Mine and this Laser Fence. It made it hard to track what had really happened, where and why you should care.

The new HI-POWER Escalation simply upgrades all devices of a single type to HI-POWER. So, every laser fence in the facility suddenly jumps up to HI-POWER mode and does 80 Pure Dmg instead of 20. This can especially dangerous with Prox Mine fields, which (as discussed below) are also upgraded in damage. But the entire field (any that are currently active, not jammed) will upgrade to HI-POWER and cause a lot more damage.

To be clear, as stated above, jammed devices do not get upgraded. So, if you've got a Laser Wire knocked out and the Escalations sweeps through on Laser Wires, that jammed one is not affected. It is possible another Escalation will target it later.

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Prox Mines (Dmg!) and Cameras (Heat!)
With this change to HI-POWER mode we've also upgraded Prox Mines damage to be higher. They are still causing Ballistic Damage which is blocked by your armor, so your tanks can soak it up and keep moving. They are a bigger threat to lighter armored targets. The upgrade is from 80 Ballistic to 100 Ballistic and when in HI-POWER mode, from 160 Ballistic to 200 Ballistic.

Previously, Cameras Radar Arrays could be upgraded to HI-POWER mode and once HI-POWER, any time they spotted a merc they would grant +1 Heat. This was poorly communicated, not shown correct in hovers and cameras were only rarely picked for upgrade to HI-POWER. With this update, they can accrue an extra +10 Heat for the level, so keep an eye out for HI-POWER Radar Arrays and Cameras even after things have gone loud.

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Coming Soon: HI-POWER Visualization
With the new and dangerous affects of HI-POWER mode and the increased option for the Sec AI to amp up devices, we know the very next thing we need is a visual indicator of what devices are extra dangerous (extra crackling, hissing and spitting on the Laser Fence, changing in color or VFX) to help you spot them so you can make quick decisions about when to route around them, spend a charge to disable or just take the hit and run through them.

Era '31 Legwork
We've adjusted the dialog choices and chain at the introduction to the Treaty '31 Era to ensure that you can no longer exit the conversation until you've at least been offered the options to run the legwork there.

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Appearance Improvements
We've developed a new authoring tool to help speed up the process of tweaking and improving how appearance options fit together. This has let us make some sweeping fixes to reduce clipping or misplaced accessories - fixing a ton of things from glasses to hair styles to the cybernetic forehead jack. Thanks to everyone posting F10s and with this new tool in hand, we're in a better position to add more appearance options to the game as they are easier to setup with all the different characters now.

Part of the changes to the appearance was to standardize the side of the head the cybernetic forehead jack is on - now it is on the left. It was previously not always on the same side, based on the individual head. If this new side doesn't fit your character design as well, please be patient with us as we will be rolling out the option to have it on the right soon along with some other face cybernetics.

Trucker HQ Performance
If you ever had performance issues on the Trucker HQ level or felt like it was running a bit slower than others, you were right! We've found and fixed a big bug in that level where a second, unauthorized game camera was rendering all the time, causing a major reduction in FPS. It runs much better right now!

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Counter-Intel Hacking Missions
If you're getting missions from the Counter-Intel Pods, you'll notice a nice change - we've got icons now :D

v1.8.87 - #138: Dusted CPU Spike - 9/7/2024
- Added new proc-gen map and objective combo: Dusted Hover-Evac and Q-Gap Spike
- Sec Escalation HI-PWER Surge now upgrades all security devices of a specific type to HI-POWER (All laser meshes)
- Proximity Mines upgraded to 100 Ballistic Dmg and 200 Ballistic Dmg when HI-POWER
- Cameras and Radar Arrays correctly upgrade to HI-POWER and add +1 Heat when spotting from this state (max 8)
- Improved start of Treaty '31 Era to be clear that a legwork is an option
- Added missing icons to Counter-Intel pod token offer to start hacking mission
- Significant performance boost to Trucker HQ level which had mistakes which caused it to be slowest level in game
- Improved positioning of 40+ of appearance elements - hair, glasses, forehead plug cybernetic
- Fixed rare-but-possible freeze during enemy movement or enemy grenade throws
- Fixed strings that were broken in a push to prep for translation (Training, Wait for Recovery)
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #139: Rapid Fire
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This is a quick Sunday night update - rapid fire from yesterday's to address a few hot button F10s and a real ugly missing string that cropped up in Hacking. We've also included some rebalance to yesterday's update for HI-POWER Escalation to ensure it is feeling right.

Thanks for your support during Early Access, helping us improve the game with your feedback and F10s and for leaving a review to help spread the word and bring more heisters to New Boston!

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Scan Label Restored, other Labels Fixed too
First off, the Scan label in the Matrix was broken as of last release, making the matrix really hard to play! We've now resolved this, restoiring the "Scan 1/2" (etc) label in.

There have been a lot of labels broken and then rapidly fixed across the game in the last two weeks. We are quietly working on a bunch of upgrades, fixes and tweaks to get the game's codebase and string base ready to officially start translation. We are doing as much QA as we can, but a few minor breaks are slipping through. Thanks to everyone for F10'ing anything you see and helping us fix it quickly.

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HI-POWER Escalation Rebalance
Last update was exciting for pushing the HI-POWER Escalation more into the Sec AI's meta (it has a meta! so meta!) but we received some F10s over the weekend showing cases where if it really upgraded all the devices of a single type to HI-POWER ... it was drunk on power. Suddenly 15 Prox-Mines were HI-POWER. Too much!

So, last update we made a change to force HI-POWER to only upgrade a single type and to upgrade all the devices of that type. With Update #139, we've rolled back half of that. HI-POWER now always targets a single type of device (Laser Mesh, for example) and then upgrades a specific number of them, depending on the Sec AI type.

For the Sigma 5, 6, 7 and 9 Sec AI types - the count of HI-POWER devices goes 3, 4, 4, and then 5 at Sigma 9.

Currently, it is important to note (and not highlighted in the last update) that Gang and Syndicate Sec AI don't have the option to HI-POWER their devices. So, only a Milsec or Corp camera has the power to increase your Heat. We'll be working on further refining this, as it seems likely that we want Gangs and Syndicates to HI-POWER mines but not other devices types.

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Wounded Status in Victory
We're now correctly showing Wounded status in the victory and defeat screens, so you don't have to check the roster afterwards. If a character is heavily injured, keep an eye out for the Wounded tag as well.

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Wounded in Legwork
When consider which mercs to send on Legwork, who is Wounded is relevant. If a merc has a Wound, they get a warning on the right side of their Legwork entry now.

v1.8.89 - #139: Rapid Fire - 9/8/2024
- Victory summary screen correctly shows Wounded status as well as Injury time
- When considering mercs for legwork, their wounded status is also shown
- Adjusted rules of HI-POWER, not all devices but X of same type (4 Prox-Mines)
- Sec AI SIGMA 5, 6, 7 and 9 increasingly HI-POWER larger numbers (3, 4, 4, 5) of devices
- Reminder: only Sigma Sec AI can use HI-POWER Escalation, not gangs or syndicates
- Fixed "Matrix.Scan" bug in Matrix hiding the scan level
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #140: Crumbling Parapets
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Knights and mercs - gather round. There is a new hotspot for looting in town at the old clinic. You know the one with the crumbling rooftop and the sniper hideout? Well, they've been stashing things there and we're about to get paid to hit it hard.

With Update #140, we've added 2 new proc-gen combos where you can run Scav or Lootbox Hunt missions on the Dusted Hover-Evac level, hit 40 proc-gen combos total now, better displayed consquences for skipping missions, sorted Legwork to the top fo dialog choices and improved Sniper's Strike Zone Talent to give more long-range Overwatch canceling options.

When we started Early Access, our intention was to provide continuous, nonstop improvement to the game without delays or long waits. If you think we're hitting the mark and like the direction the game is heading, remember to drop a review and tell a friend! Remember, you can always edit it later.

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Dusted Hover-Evac gains 2 new Objectives
With Update #140, we've improved the map options for proc-gen objectives Scav and Lootbox Hunt to include the Dusted Hover-Evac level. Reaching the true tipping point for proc-gen map X objective saturation is still a long way off, but every addition to this helps push the game farther, reducing repetition in your proc-gen game play. We'll be adding one more objective type to the Dusted Hover-Evac map and then moving on to fill out some other maps that don't appear in enough objectives (Wreckspire followed by Interchange H).

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The bug looked like this ^^ Now fixed!
We also fixed a bug with the Dusted Hover-Evac level wh1ere certain stretches along the rooftop had a invisible barrier that blocked sight and grenades. Now fixed!

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Hitting 40 Proc-Gen Combos (Map X Objective)
With the 2 new proc-gen combos and adding Dusted Hover-Evac to the options for Scav and Lootbox Hunt missions objectives, we've now brought the total proc-gen combinations to 40. It's an exciting base camp 2 (post MAGNITUDE v2), but we're looking on to base camp 3, 4 and then the peak.

To break down the current combo allocation today -
  • There are 11 maps are used by proc-gen (Req Site, Trucker HQ, One-Ladder Sewer, Street Palisade, Corner Holdout, Slumroad Junction, Lockdown Station, Interchange H, Urban HQ, Wreckspire, Dusted Hover-Evac)
  • There are 10 objective types (Hack, File Hunt, Scav, Lootbox Hunt, Kill 3 Captains, Q-Gap Spike, Escort VIP, Assassinate VIP, Battle Striker and Siege)
  • The highest map variety is in Q-Gap Spike (8 maps) and Kill 3 Captains (7 maps)
  • Scav and Lootbox Hunt each have 5 maps
  • The September proc-gen goals look something like this: (1) to integrate Wreckspire, Urban HQ and Interchange H into 5 objective types each (total +11 new proc-gen combos, top 50 combos), then (2) add +2 new maps and (3) add +1 new objective

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Mission Expiration Consequence Warning
We've added a clear warning to the mission expiration pop up about the consequences of such a choice. Your Contacts come to you with work they think only you and your team can complete, and if you can't step in and make it happen, thy have to go to their B-choice. If you ignore or refuse to work for a Contact, they will accumulate Exposure and negative Limit Breaks are coming there way. This can be one way to weaken a Contact, but if you're trying to build up a friend, it is important to help them out when they coming knocking at your door.

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Sniper's Strike Zone Breaks Overwatch
Sniper's persistent map area debuff Strike Zone has been upgraded now to cancel enemy Overwatch when it is activated, giving the Sniper a powerful tool to help teammates at long distance for 0 AP without having to fire their rifle (3 AP). Alongside its powerful debuff, an enemy who has Overwatch up when the Talent is used will be knocked out of Overwatch stance. Notably, its rule states: "Cancels enemy Overwatch when first activated" which indicates that it doesn't prevent enemies in that area from re-activating Overwatch on a later turn.

If you haven't run one yet, check out all of the Sniper's powerful abilities on the wiki[cyberknightswiki.tresebrothers.com].

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Legwork Always On Top of Dialog Options
To help ensure it is always most visible as an option, Legwork offers are now the top sorted response in any set of dialog choices. They used to fall at the bottom, below Accept / Delay / Reject but now are #1 always. It's a nice, minor change. Yay for polish!

Calibration Capture Leverage Duration
This leverage misstated its duration as 3 Turns when it was actually 2 - now corrected in text!

v1.8.91 - #140: Crumbling Parapets - 9/10/2024
- Added new proc-gen map and objective combo: Dusted Hover-Evac and Scav (loot everything!)
- Added new proc-gen map and objective combo: Dusted Hover-Evac and Lootbox Hunt (find 3 specific files!)
- Added warning to mission expiration confirmation that a Contact will gain +10% Exposure
- Sniper's Strike Zone Talent cancels enemy Overwatch when it is first activated (but does not prevent future OW)
- Corrected display of duration for Calibration Capture Leverage - first 2 Turns
- Legwork offers are always sorted to the top of dialog options
- Fixed issues along balcony in Dusted Hover-Evac map that blocked sight or grenade throw
- Fixed reported typos, thank you!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069

Update #141: Head Hunters Ride!

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This morning's update landing in the New Boston zone includes a pack of new appearance options - hairs and one mustache - and a big set of fixes that hit every F10 we've had reported about Head Hunters all in one go. We also fixed bugs with Cyberdecks needing repeat repairs, improved the rules around certain items (Patch X-Kit) to fix targeting bugs and improved issues in the Dusted Hover-Evac (which is now getting a lot of play)!

If you like how we run our Early Access - 3 days, 3 updates! - please take a moment to leave a review. We can't jam new proc-gen map combos every day, but we've got a constant drip of new for you. Let's dig in!

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3 and 3 New Hairstyles + 1 Mean Mustache
We're excited to roll out some new hairstyle looks tonight with 6 new hairstyles in total. We've got one matching hairstyle (long dreads) and multiple hairstyles that allow for two color modifiers. It is always exciting to see the stack of possible visual appearances increase and these will be trickling into Contacts as well in future weeks.

We've got more coming this month with both facial piercings (lip, eye, nose) and more facial cybernetic enhancements.
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Some of these larger / longer hair styles can clip with some of the outfits. While we've completed major upgrades on the lighting engine and character facial textures, we are excited someday to complete a big update on hair texturing. But today isn't that day :D
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Finally, we've added a mustache and flat top haircut that can give some new cool looks, especially for military or milsec minded characters.

Also, among the set are the first dual color hairstyles that could be combined with beards, so we had to tweak a few things to make sure you're still controlling the beard and hair color through the primary hair color or by changing the beard. We may get to a point where we split beard off as truly a separate color control in the future.

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Head Hunter Bug Smash!
Since their debut in July, we've been tracking a number of Head Hunter issues for resolution. Some of them have escalated recently with the big influx of new players and with the new spawning system changes. These infamous legendary Head Hunters[cyberknightswiki.tresebrothers.com] will come after you when sent by a Contact who is seeking revenge for an unpaid debt or a wrong perpetrated by your team or Knight.

So, we've tackled them all at once and repaired any saved games automatically that had data issues. Here is the list of things we fixed for Head Hunters:
  • Sometimes there would be Head Hunter dialog and then no one would appear
  • Sometimes there would be Head Hunter dialog and then the Head Hunter would appear by themself
  • Sometimes there would be Head Hunter dialog that just said "ERROR MISSING QUIP"
  • Sometimes there would be Head Hunter dialog and the wrong Head Hunter would be talking
  • Sometimes a dead Head Hunter would talk or even appear on the map to take another swipe at you
  • Sometimes a Head Hunter would mock you with "Running worked last time" but this was the first time you ran into them

That was a big pile of interconnected little bugs. We had to do write some saved game cleanup (all automatic, no saved game very invalidated!) and fix some sloppy wiring with a few of the Head Hunter cases (specifically, Henninger) - but now it should all be working after Update #141.

Thanks to everyone for putting in the F10s! We couldn't do it without you.

Cyberdeck Repeat Repairs
We fixed a set of minor display issues around cyberdecks needing repeat repairs. This was a caching bug and generally going out to the main menu would fix it but now we are correctly purging the cache to make a deck repaired is always shown as repaired, even if held by a cached character.

Healing and Repairing Talents / Items
We've fixed a targeting limitation bug with repairing items or talents (like Patch X-Kit) or healing items (like medkits) that could sometimes refuse to operate if the current character's armor was undamaged or the current character did not need healing. All of these cases have been corrected to focus the check on the target of the ability, not the owner.

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Dusted Hover-Evac Sewer
We've fixed an issue that was preventing sight lines and firing lines from crossing over the big central sewer depression in the Dusted Hover-Evac map. This had a big impact - sometimes to your benefit - but it was a major mistake on our part. Now fixed!

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v1.8.93 - #141: Head Hunters Ride! - 9/12/2024
- Added 6 new hair options, 1 new mustache
- Fixed issues with Head Hunters including (1) dead Head Hunter appears (2) Head Hunter appears alone (3) no Head Hunters appear
- Fixed "ERROR MISSING QUIP" bug with some Head Hunters sent after you by Syndicate boss
- Fixed issues with Cyberdecks not always repairing correctly or Damaged tags hanging around
- Fixed issues with items healing or repairing armor's Protection Points rejecting use ("not needed")
- Fixed map issue in Dusted Hover-Evac where sewer pit was blocking lines of sight
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Oh good, headhunter fixes. Was getting bored wiping out the same loser again and again.
 

cyborgboy95

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3,069

Update #142: Rooftop Hunt
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Update #142 wraps up this cycle of additions with the Dusted Hover-Evac mission map and will open the chapter on the next map getting a lot more play and objective options. While we're adding new proc-gen playable combos rapidly these weeks, we've also got a lot cooking at Trese Brothers HQ with a big content bundle (what is Warner-Braun up to?), a major feature set upgrade (sight cones and security visualization) and more.

With Update #142, we've added the Kill 3 Captains objective for Dusted Hover-Evac, fixed a mission victory bug with the Southie Strut story mission, fixed additional problems for older missions (created pre-Update #141) for Head Hunters, fixed a bug with Heat from HI-POWER Cameras, and fixed 2 more rare cases that could cause freezes in the game.

If you like the way we are conducting CKF's Early Access period and like how the game is shaping up, please take a moment to leave a review and help our small indie studio continue the work!

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Theka awaits...
Kill 3 Captains at Dusted Rooftop
The Dusted Hover-Evac is everywhere! Three enemy captains may now have taken command of the rooftop and dug in. Maybe they know you're coming, they have arrayed their forces in a pretty defensive stance against an attack. Good luck, Knight. This is how you earn those U-Dahs.

With the team's big emphasis on content this season, we're continuing to push on proc-gen map X objective combinations, bringing the total now to 41. This pushes Dusted Hover-Evac to actually be the most used map, with 8 objectives that it can appear on.

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The next step is to circle back to some of the really awesome maps (Wreckspire, Interchange H and Urban HQ) that only appear in 1 or 2 Objective types and bring them up to par. Bringing this set of 4 missions maps into the fold in a big way will drastically help reduce how many times you end up in the Sewer or the double bridge Trucker HQ. We're excited that we are on a path and moving forward consistently that will put the days of seeing the same map on repeat into distant memory.

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Head Hunter Fixes
We fixed Head Hunters in Update #141, but it turns out our fix didn't cover all the cases of missions that were created before Update #141 went live. We've now further adjusted the code to better cover this out-of-date missions and to help you get the right Head Hunter talking and appear.

If you do have an old mission or a mission where the Head Hunters are already loaded in ... you can Restore Before Mission back to the safehouse and rerun the whole mission or you can just play forward. This is resolve for future missions, if you've already got a borked or zombie HH on the ground, we can't save them.

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Fixed HI-Heat from HI-POWER
A bug snuck through where you could earn more than +8 Heat from HI-POWER Cameras. This is now fixed with the maximum correctly applied. Apologies for anyone who got burned.

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Fixed Southie Strut Victory
There was a bug with the Southie Strut path through the Herr Schweinchenn missions that could result in the team being trapped in the mission level and unable to go home to the safehouse even after all the enemeis were dead. "I just want to gooo hoooooome," wail the mercs.

Lol - we fixed it. Reload the game and you'll get victory and we cleaned it up for future games so that victory will appear immediately after killing the last enemy, nice like a Battle Striker.

Another Grenade Freeze
We found and fixed another freeze that could occur in the game when an enemy would try to throw a grenade. They'd stop their movement, not actually switch their weapons and then freeze. This has accounted for 50% of the 9 game freezes that have been reported since #138. Bugs that can cause the game to freeze are now very rare so we're continuing to isolate the few last causes and crushing them out.

Another one - if you were changing weapons and you started an attack in the middle of that animation, you could get a freeze. This is now fixed as well.

v1.8.95 - #142: Rooftop Hunt - 9/13/2024
- Added new proc-gen map and objective combo: Dusted Hover-Evac X Kill 3 Captains
- Fixed lingering Head Hunter issues for missions created before Update #141 (not appearing, wrong HH)
- Fixed mission bug with Southie Strut storyline, mission not always completing when all enemies dead
- Fixed bug that allowed Heat from HI-POWER cameras to exceed 8 (max)
- Fixed bug that could cause enemy turn to hang after movement before Bulwark, Patchmax or F-Duster tossed a grenade
- Fixed bug that could cause player turn to hang if started an attack in middle of switching weapon animation
- Fixed one hairstyle where you couldn't set secondary color
 

cyborgboy95

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Update #143: Besieged Advantage
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Update #143 opens a new weeks with a solid patch, balance improvements, better Haven Smokeout, better Siege proc-gen objective and more. Thanks to everyone playing, posting and firing off the F10s that are helping us to continually improve the game. We're looking forward to another great week of updates and this is a nice way to kick the week off.

If you like the way we are running the Cyber Knight's Early Access - please take a moment to share that or how you're enjoying the game in a review. We are a tiny team, and we need your support. Thank you!

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Four Mercs on the Smokeout
Octane's first mission is Haven Smokeout - which is of an older mission, designed as far back as late 2022. The decision to limit it to 3 mercs was made in mid 2023 and never re-reviewed. We continue to hear from players how this mission is challenge, a sudden spike in difficulty or that the secondary objective is so hard to hit. We've adjusted the mission a ton of times but always missedt he glaring odditi - Cyber Knight's missions are for 4 mercs (with the future option of more) but sending 3 is an oddity and an unfair additional challenge for your first real mission in the gam.e

Now, 4 mercs go ono the Smokeout!

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Siege Objective gains Hot Intercept
The proc-gen Siege objective has always felt a little wrong at just how much your team has to scramble to try to advantageous positions before the wave of enemies crashes against your defenses. The storyline does justify and discuss this - that it isn't clear exactly where the enemy assault squad will make their strike and that you'll need to deploy rapidly to meet the threat. However, with Update #143, we've adjusted the rules to give all merc teams deploying into a Siege mission an automatic Hot Intercept Leverage. This is always applied and without any cost or need for you to do anything.

The result is that on the first turn of the Siege, your entire team gains +3 MP. We tried giving you a full turn before the enemy arrives but it turned out to be too odd and too OP. The +3 MP bonus feels good - you've got a little more room to get where you need to be and preserve your AP for Overwatch, hurling the Shock Mine field or buffing or whatever crazy plan you've cooked up.

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Hover Dusted-Evac Fixes
Hover Dusted-Evac is now popping up everywhere and its great to see so many players enjoying the new level. The feedback has been great and we're excited to increase the footprint of the other newly added levels to keep up with Dusted. As we make those strides to get the new maps into more rotations, it will be a great moment where the game's map set expands and we see less and less chances for repetition as you run multiple missions.

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Getting the map out there in a big way has also exposed a number of other bugs that the map had, so we've resolved everything reported with this update. There was a bug with the Kill 3 Captains objective where you could win the mission immediately and a second bug where some of the fences on the far end of the map could only be jumped in very specific places. Resolved!

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Respec Cyber Classes
With this update, we've also improved the rules shared in the respec confirmation pop-up. If you opted into a multi-class by installing a cybernetic implant (i.e. Hacker, Agent EX, Scourge or Vanguard) then this is a cyber class. Respec'ing will not remove the class because it would have to remove the cybernetic implant. Respec'ing will unspend all the points on that class tree and leave you only the root of the tree.

However, if you want to remove the cyber class then you want to uninstall the cybernetic implant. The text is now clearer about that, stating: "f you have multi-class into a cyber class by installing an implant, you must remove that implant in the Cyber Surgery screen in order to remove that class."

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Hacking Zone
We fixed a minor (but annoying) bug where you could feasibly move the camera outside of the play zone within the hacking map and then ... the camera would get stuck outside and not come back inside. The bounds were reversed, keeping you out instead of keeping you in. Now fixed!

Bug and Typo Fixes!
No F10 is ignored, so thank you to everyone who is posting them up even if they are small, minor, little typos or mistakes. We keep fixing, fixing, fixing! We fixed some issues with Injured or Legwork tag in barracks sticking around too long. We fixed some dialog typos and 2 places where the Contact and Knight's name could be flipped.

Thanks to everyone playing, posting F10s, posting on the boards or typing up a review.

v1.8.97 - #143: Besieged Advantage - 9/16/2024
- Adjusted Octane's first mission, Haven Smokeout, to allow 4 mercs instead of 3
- Added automatic Leverage to all Siege proc-gen missions, Hot Intercept, adds +3 MP for first Turn
- Fixed bug in Dusted Hover-Evac Kill 3 Captains objective combo where you could instantly win
- Fixed bug in Dusted Hover-Evac where certain fence lines could not be crossed
- Clarified rules in Respec pop up: if you multi-class into a cyber class by installing an implant, remove implant to remove class
- Fixed camera bug with Hacking mission where the camera could get stuck outside of the map
- Fixed some caching bugs that could cause "Injured" or "Legwork" tag to stick around on barracks
- Fixed typos and dialogs where names were flipped
 

cyborgboy95

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Update #144: Suppressants Rain Down
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Knights and mercs, we've got another update coming in hot. We're back on the drum beat of enemy variety but now we've moved on from enemies throwing buffing and healing grenades into the other type - nasty debuffing and damaging grenades hurled straight at you! We've also added the Wreckspire map to the Q-Gap Spike proc-gen objective, marking a new combo and a first step (at 41 combos) toward the goal of 50 proc-gen combos. A new backpack and some fixes to hair, bug fixes and more, round out the update.

We've got a lot more coming this month as we're working on some major content dumps, improvements to the sightline and security UIs and more, more. So, if you're enjoying the progress on the game or just keeping an eye on us, be sure to leave a review to help us keep up this pace!

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New Enemies: Suppressants and Blooders
Megacorporate forces operating within their own facilities choose to use Suppressants when crowd control or tactical suppression is needed. Hurling semi-non-lethal Stunbombs, a Suppressant can really mess you up, reducing your AP and your Move Speed while dealing a modest dose of Pure Damage. And, if the target isn't dropped by their grenade, Suppressants have full authorization to resort to their tactical shotgun - "Get down and stay down."

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In addition to the new Suppressants, all of the Syndicates have gained Blooders, a particularly nasty enemy type known to litter battlefields with shrapnel grenades. Combined with Shocktops and Whistlers, the trio is really putting some backing behind the claim that Syndicates are to be feared and not crossed. The Blooder's hurled munition will explode with deadly force, dealing up to 60 Pure Damage and then causing a 3 Turn bleeding wound at 20 Dmg / Turn. Find some Bandages and don't let a Whistler see or shoot you during this time. Double bleeds are never good!

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New Proc-Gen Map Combo
The new objective type for Wreckspire is Q-Gap Spike, putting you on a mission to hack a buried terminal that has been hidden on this rooftop battleground. We have really enjoyed testing this one here, as Wreckspire is a great map for Snipers - yours and theirs! - and can lead to some really intense gunfights over control of the central high point. It is excited to see Wreckspire coming to play in its 3rd objective and now that we've got this one locked in, we'll be pushing up to get Bodyguard, Kill 3 Captains and Battle Striker objectives added without much delay.

We also are continuing to make minor improvements to Dusted Hover-Evac, as it is getting so much more play we're taking that feedback as we go to make each pass better and better. What a great map!

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New Medic's Backpack + 2 Hair Fixes
While the Combat Medic class hasn't been released yet, the enemy still has the E-Medics and you might designate someone on your team to carry all the medkits. If you do, this new backpack is just for them!

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We've also resolved issues with these two hair styles that were massively over shiny and looked metallic or ... something bad. And they both had the same issue where the "short shave" part of the hairstyle was included as part of the mesh. The option to have short shave under your hairstyle is coming soon, so we needed to separate those.

Fixed Merc Limit Breaks + Traits
We've fixed an issues that allow mercs with Loyalty below 60% to still have the option to raise their Traits to level 3. Increasing your Traits to level 3 and 4 is locked by 60% Loyalty, so this fix has corrected the rules for locking them up. Get that Loyalty up for the best Trait gains, temp Traits and Attribute increases.

Fixes for Mass Trauma Kit and Nuke I (FAS)
We've made some fixes to some files and items with this update. The File Set for Nuke I (FAS) was still misrepresenting itself and in some places claiming you were working on Nuke II (FAS).

Also, the item Mass Trauma Kit was disconnected from its ability and so showed an empty description for what it could do.

v1.8.99 - #144: Suppressants Rain Down - 9/18/2024
- Added new aggressive grenade enemy abilities - boom-boom, debuffing, concussion!
- Added Suppressants (corporate) enemies who use non-lethal concussion grenades to reduce Move Speed and AP
- Added Blooders (Syndicate) enemies who use shrapnel grenades to cause Pure Dmg and Damage over Time
- Added new proc-gen map and objective combo: Wreckspire X Q-Gap Spike
- Added new combat medic's backpack option
- Fixed bug allowing Limit Break to raise a Trait to level 3 with Loyalty below 60%
- Fixed bug with item Mass Trauma Kit not having any effect
- Fixed name mismatch for File Set to compile Nuke I (FAS)
- Improved 2 female hair that were overly shiny/metallic and had short shave built into the hair mesh
- Tweaking and balancing Dusted Hover-Evac level and different possible start / exits / enemy configuration
- Fixed typos and dialog mistakes
 

cyborgboy95

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Update #145: Melt, Stall and Boom!
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Let's kick the weekend off with another update to Cyber Knights - more enemy types, more maps, better loot distribution and more! This time the 3 gangs have come to play, each demanding their specialize type of grenadier. The Los Zagales Slaggas are melting down armor, the Blue Ox Brutewain are stalling you out and the Fenian Detonators are throwing the boom!. And we've added Wreckspire to its 4th proc-gen combo

It's going to be another busy month with new content, features and fixes coming non-stop. We hope you're enjoying Early Access and we are here constantly to take feedback and work on improving the game. We hope you'll take a minute to leave a review - remember you can always edit it later.

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3 New Gang-Specific Enemies
Following up on the megacorporate Suppressants and Syndicate Blooders, the street gangs are each heading their own separate ways with their specialized grenadiers.

The previously released Los Zagales Patchmax threw grenades to hype up and speed up their gang soldiers and they are now joined by the Slagga a grenadier carrying an explosive mixture that temporarily deactivates the reactive materials of modern armor. Not only will you suffer some nasty Pure Damage but you'll lose 1 Protection Point immediately if a Slagga's Armor Melter hits you.

The previously released Fenain F-Dusters threw grenades to buff Damage and Accuracy with their fabled Redmist, making their soldiers extra deadly in a red berserk haze. They are now joined by the most deadly of street grenadiers - the Detonators. These maniacs hack together explosive devices that pack a massive Pure Damage punch, but cannot be thrown very far and have the smallest blast radius of all. Still - don't let one get you in their throwing arc, its going to hurt!

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These streets grenadiers are less worried about friendly fire as well, so don't think standing next to one of their pals is any form of protection!

The previously released Blue Ox Bulwark threw grenades to make their paramilitary ranks soak up hits and gunfire like it didn't matter and just keep punching. They are now joined by the Brutewain who hurl stall grenades, packs with a sticky, movement resistant substances that reduces Move Speed and Initiative, helping pin their targets into place for the rest of their unit to close in on.

With these 6 gang-specific types of friendly and aggressive grenadiers now live, the 3 gang factions have each split their separate way and are really starting to stand out as separate forces to be reckoned with, each with their own concerns. We're excited to keep pushing variation along faction lines with more faction-specific enemies, and the big megacorps will each be receiving their first corp-specific special forces enemy.

Also, now that we do have a lot more enemy types in the game, we're going to come back to work a bit on the progression of their appearance. Right now, they're all piling in pretty early and you can find yourself facing nasty combos at too low of Power Levels (2 X Wildfire and a Slagga is ... bad news).

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The aftermath of a melter grenade is not pretty - our Soldier is now wearing fully degraded armor and vulnerable.

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We've also completed a pass on the VFX used for all of the grenade types for enemies, tweaking and improving as we can.

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New Proc-Gen Combo: Wreckspire X Kill 3
We've added the 4th proc-gen objective combo now with Wreckspire. You can now drop onto this map and try to Kill 3 Captains. Based on the maps design around the central highground, this one leans more toward a fast and furious fight than a stealth escapade like Forward Op or other maps. Be wary of the captains getting the high ground or backing up their Sniper from the surrounding ruins. Then scramble for your exit - each merc to their own escape!

We've also improved and fixed a few things in Wreckspire for all of the different proc-gen combos it appears in, tweaking issues with extraction points, where reinforcements can come from (more places now!) and connecting security devices to Terminals when they are there.

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Better Blueprint Loot Distribution
A huge thanks to everyone commenting on Darial's helpful threads about Blueprints and loot distribution this week. The feedback is always supremely helpful and we're happy to be able to move on it quickly. We've improved the loot distribution system with today's update, first targeting the mistakes in the math that were causing Armor and Melee Weapon Blueprints to be wildly over-represented in the loot tables. A much more exciting curve should now be present with weapons and weapon mods far more prevalent. We've also done some work to work on the progression of Exotic and Legendary Blueprints not showing up too early in the game just by pure lucky rolls.

In loot fixes, we also resolved a bug where the objective Files - the entire Substrate Stabilizer set - could appear in random loot boxes. Cool concept but those files aren't ready for it, now fixed.

v1.8.101 - #145: Melt, Stall and Boom! - 9/20/2024
- Added new 3 aggressive grenade enemy abilities - heavy damage, armor melta, stalling!
- Added Slagga (Los Zagales) enemies who throw armor melting explosives that automatically Shred 1 Armor
- Added Detonator (Fenian) enemies who hurl street-cooked explosives to cause maximum Pure Dmg (120)
- Added Brutewain (Blue Ox) enemies who throw stalling grenades (debuff Move Speed and Initiative) to let their paramil forces close in
- Added new proc-gen map and objective combo: Wreckspire X Kill 3 Captains
- Improved extraction options and security devices connection to terminals in Wreckspire proc-gen missions
- Improved Blueprint loot distribution so that Armor and Melee weapons aren't majorly ahead of the rest
- Fixed issues with characters stuck unable to go on a mission, stuck in treatment, stuck tagged as Injured
- Fixed bugs with Substrate Stabilizers appearing in regular loot
- Fixed bugs with logs in enemy grenade tosses
 

cyborgboy95

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Update #146: Free Streets Strike Back
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Knights and cybered mercs, we've got a new blast of cybernetics for you with today's update and some challenging new developments out of one of the fiercest fighting forces on the streets - the FSC. We've also fixed some bugs with enemy scaling in the new grenadier enemies, completed a second round of tweaking on loot Blueprint distribution and fixed some missing text when installing cybernetic implants.

Another day, another update. Our Early Access pledge is not to go slow or let the game sit but to be working constantly to improve and expand. If you like the way we are going about it, please take a moment to leave us review - nothing could be more helpful!

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Cybernetics Tier 4
With Update #146, we've expanded the standard service for implanting cybernetics from Power Level 3 to Power Level 4. This can be achieved by helping your Street Docs and Splicers score an Influence Limit Break and building up a few Favors to make sure you can steer them to the latest and greatest.

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The new service level unlocks new offerings - which include 4 new implants: Synth Muscle 2, the TitanHeart, RegenCore and an upgrade for your Vanguards, the Chameleon S-Mesh. Notably, the TitanHeart and RegenCore are the first released implants in the cyberheart slot, so it is time to go shopping! There are so many more implants to come, so keep an eye on this space as the services keep growing and other new service ladders come online soon.

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The RegenCore brings unique bonuses not previously available to implants, reducing overall Injury Time which will be key for heavy combat characters or teams that like to go loud, especially when combined with a Triage Clinic.

We've also fixed a very old bug with missing text in the offer screen from a contact when implanting a cybernetic.

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Free Streets Compact - Going their own way
For a while we've been working on friendly and aggressive grenadier classes, covering both corporate, milsec, syndicate and the gang factions. This has left the Free Streets Compact (FSC) out in the cold with the new enhancements. They have jealously been watching the street gangs each receive 2 faction-unique enemies.

With Update #146, we've addressed some major shortcomings in their overall enemy scaling. As a faction, they had a very limited range to scale their soldiery, so Update #146 makes them a full-blown enemy capable of fielding more powerful and tough enemies like you'll find in other factions.

In addition to that, the FSC is also heading its own way with enemy variety. They've resolved not to copy those measly street gangs and pack on the matched grenadiers. Instead they'll be adding their own completely different flavor for street-tier enemies. With this update, they now have Po-Bots (the stolen and refurbished mecha infantry) appearing in their different reinforcement groups. This puts them a major step up in terms of difficulty as a faction, as even one Po-Bot on the field can provide a very challenging target to take down.

We're excited to see where the anti-corporate FSC takes their enemy variety next!

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Further Improved Loot Distribution
After the patch 2 days ago, we've been watching the Blueprint loot drop analytics feed very closely and have made some additional adjustments. Thanks to feedback from players (hat tip, @flashbackflip) and the data that has been gathered for the weekend play sessions, we've further improved how weapon type is picked for the drop, further pushed weapon mod Blueprints up in chance to drop and reduced some of the changes we made to reduce the rolls for Epic and Legendary rarities in low Power Levels (now, unlikely but not impossible).

v1.8.103 - #146: Free Streets Strike Back - 9/21/2024
- Cybernetic services for Street Doc and Splicers can now extend to Power Level 4, granting new implants in Heart slot
- +4 new implants: SynthMuscle 2, TitanHeart Sys 2.0, RegenCore Sys 1.0 and upgrade Chameleon S-Mesh
- Improved scaling that was lacking the Free Streets Compact (FSC) enemies
- Po-Bot stolen and refurbished infantry drones now appear regularly in FSC reinforcement units
- Fixed bugs with scaling for Gangs and Syndicates, sometimes low Power Level (2) would accidentally roll high Power Level enemy (8)
- Further improved scaling and variation in Blueprint looting distribution
- Fixed missing text in offer to install implants
 

cyborgboy95

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Update #147: PatchMAX
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Monday is a good day for a major clean-up patch! We're just crushing a ton of F10s into a single big quality of life and well, ... quality ... patch here. We're constantly adding new things, so there is always a trail of cleanup, polish and finishing to apply. This update fixes the Chameleon S-Mesh added last update, fixes Cameras seeing bodies that were Bodybagged, adds more Filters for Files, improves how NanoScrub value is shown in the HUD when there are work in process builds or upgrades, fixes a bug preventing E-Rifles from getting more ammo and lots and lots of other things! It's a busy one.

If you are enjoying the game and like the way that we're running our Early Access - not waiting a month for a new patch - please take a moment to share in a review. Remember, you can always edit later.

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Chameleon S-Mesh
If you've got a Vanguard who has earned their scars and their stripes, then its time for the S-Mesh upgrade. It isn't cheap but it comes with a powerful boost to Evasion and even more Stealth kill power. This is fixed from last update where the S-Mesh was just an expensive copy of the Chameleon Sheathe
:steamfacepalm:


Bodybag on Camera
We've fixed a mean bug that hurt your stealth styles - Cameras and Radar Arrays could spot bodies that were hidden by your Vanguard's Bodybag. This could cause a real unexpected and unfair mess. Now resolved!

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Primary Weapon Reset
Up until this update, the weapon your character was holding in the safehouse and the weapon they would start the next job holding was simply the weapon they were holding at the end of the last mission. Now to give proper preference to your first slot weapon, you'll always be seen holding that primary weapon slot and start all missions with that weapon as the active weapon.

So, order your weapons accordingly so you can start with your starter weapon to help avoid needing to swap early on. During a job, including a multi-Stage job, the active weapon is maintained, but it is reset each time a mission ends.

This also gives you more control over screenshots and what weapon a character (like a Sniper) is shown holding in the pre-mission screens and appearance tab.

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File Filters
We've needed a few more options for how to slice and dice your Files for a while and this update brings 2 new filters - No Use Action and Not Created by Set. In addition, we've broken the 6 filters now into 3 separate groups to allow for clearer logic in how they apply.

This helps the File filters stick to the rules we've established elsewhere for filters - within a grouping, you are using OR logic and across groupings, you are using AND logic. A nice example is filtering weapons - you have the Weapon Type filter and can easily get Sniper Rifles OR Assault Rifles OR Pistols by selecting those three filter types. Then you can AND that with Heavy Weapons filter which will cut all the Pistols out.

So the groups are now Set Usage, Set Creation and Use Actions. Hopefully we can all find this more useful as we try to slice and dice our files for sale, minting and use. It is now easy to get filter sets that read like "Not Used by a Set" AND "Not Created by a Set" AND "No Use Action" or just "Has Use Action".

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Nano-Scrub in Progress
The Safehouse HUD has not done a great job showing Nano-Scrub capacity that was committed to a project already in the works. You might see 44/52 on the top bar, but there is an upgrade going that will consume 6 additional Nano-Scrub, so you're really at 50/52.

We've upgraded the Safehouse Nano-Scrub to show the current value + work in progress value compared to the total, showing like 42+6/52 now.

We've also resolved some issues in the safehouse where the text overlaying the safehouse rooms could suddenly become oddly large.

E-Rifle Mod Advantage
We've fixed E-Rifle mods that claimed to add extra reloads but were not effectively doing it. Now you can bump your E-Rifles to have even more runs of reloading their limited ammo, effectively getting a lot more shots.

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Locked Characters and Sorting
Characters like the new Cybersword recruit from the Underworld Hub could become stuck and sometimes on levels not gain XP or a code name. This is now resolved, as well as a number of issues with sorting your mercs in the Roster where the Face or a Recruit would not be given a fair sort.

Fixed Heaps of Other Bugs
This is a hefty bug fix, so check out the full length change log below for all the updates. We owe a big update to everyone putting in F10s! We've got a lot, so clearly we can't get to every one today or tomorrow but we're dedicated to polishing and perfecting - so no F10 is thrown out or ignored. But each in their own good time ;)

v1.8.105 - #147: PatchMAX - 9/23/2024
- Fixed incorrect effects for new Chameleon S-Mesh implant (now +25% Stealth Crit Dmg, +8% Evasion)
- Fixed bug where bodies hidden by Bodybag could still be seen by Cameras and Radar Arrays
- Reset primary weapon after mission victory and defeat
- Improved filters for Files with 2 new options (Not Use Action, Not Created by Set)
- When an upgrade or install is building in the safehouse, the NanoScrub value in top HUD shows the additional points
- Fixed bugs with E-Rifle mods not correctly giving extra ammo
- Fixed bugs with removing and then re-adding mods to weapons in certain click orders
- Fixed issues with "Highest Turn" displayed on the wrong save slot in some screens
- Fixed bug preventing sale of cyberdeck
- Fixed scaling oddities in Safehouse where text overlaying rooms could suddenly become too large
- Fixed bugs with hovers in Blueprint display, sometimes the hovers did not match the stat
- Fixed comparing Blueprints output quantity
- Fixed bug where certain treatment options could be grayed out on the Turn you recovered from injury
- Fixed issues with some recruit characters ("Sven") not gaining codename or XP
- Fixed safehouse room build panel always being full height even if there were only a few options
- Added additional checks in New Game to prevent possible start of game with Attributes at 0
- Fixed issues with Recruits in certain Roster sorting routines
- Fixed issues with Face in certain Roster sorting routines
- Improved mission offer display, hiding "Against" header if there is no target contact
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #148: Behind the NanoFab Curtain
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Update #148 comes ripping out of the gate with a key UI change that helps demystify some of the results of weapon crafting, a nice change to the Roster UI, removes the Sec Tally penalty for using Vanguard's Lure, adds a new proc-gen map and objective combo, improves ability for controller players to see hovers, adds a nice matrix log when you scan the CPU and more!

It is Early Access - and all we know how to do is keep moving forward, fast. We're building, testing and pushing content at a pretty good pace (daily??) and we hope you'll take a moment to consider giving the game a review. Remember, you can always edit it later!

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Crafted Weapon Mod Visibility
Update #148 finally reveals all game details about all weapon mods that are added by crafting, of any type, even in the high order slots (4-6). This update eliminates the mystery about any bonus Intrinsic mod that is rolled for the weapon, as well as making it easy to remember the stats of any Intrinsic Blueprint you crafted onto the weapon itself.

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Up to a maximum of 6 mods are now shown for each weapon, if they exist. We hope this will answer so many of your questions about what booster Intrinsic mods do and more. The next major step is to add a crafting results pop-up for those complicated crafts that include booster Intrinsic rolls so that the results can be shown directly without having to go diggin in your inventory.

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In order to make space for this larger loadout, we've moved the messages panel (which was kind of hard to find in the bottom right) into the top spot at the start of the Main Info tab, making it as front and center as we can.

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Vanguard's Lure + Agent EX Shadow = 0 Tally
We've made a big balance changes to Vanguard's Lure and Agent EX's Shadow Talents, further allowing them to maintain their silent and stealthy approach even while working directly against the enemy patrollers and security. Vanguard's Lure Talent and EX's Shadow Talent always caused +1 Tally when used, which could be canceled by killing the guard or by K-Protocol, but it was a small, challenging cost to tamp down when you want to use Lure repeatedly to manipulate and soften enemy positions.

This moves empowers the stealthy aspects of these two classes for the better, especially when stacking up on multiple charges.

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New Proc-Gen Battle Striker Map
We're now switching our attention to the 2 maps in the proc-gen rotation that appear the most rarely of all - Interchange H and Urban HQ. Before Update #148, these two maps only appeared for Assassinate VIP objectives, basically making them invisible in the larger rotation.

With Update #148, we've started assaulting their isolated position with new proc-gen combos - bringing Interchange H into the Battle Strike objective group.

This latest drive of proc-gen combos is also focusing on the two most under-served objective types - Bodyguard and Battle Strike - each of which had 2 maps each before. We won't rest until they're buried in maps - so let's go!

Gamepad Hover
With Update #148, we've added a global hover assist for controller players. If you leave an item selected for half a second that has a hover, then the hover will appear. This is a big help in areas like the character load outs in the roster that really need hover data to be truly functional.

Let us know how it feels! If it is too heavy for some players, we could add an option to disable the feature but it does show some critical information.

CPU Scanning Log
When you scan a CPU from a nearby node, the matrix UI gives basically no indication that you did something special. There is only one type of node that can resist a remote scan, so you don't have a bug, you have an obvious tell - that's a CPU. The important thing is that you have to go into the CPU blind (Scan 0/2) but it is intended to be a clear indicator that you've got a CPU on your hands. We're going to be working on the visual and UI feedback around this point, but we've completed the first step with this update - to add a Matrix log entry stating that you've hit the CPU and that it resists remove Scans.

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Wreckspire Fixes
We've fixed a few issues with Wreckspire patrols, security devices and one important bug with the terminals appearing during the Kill 3 Captains objective sometimes not allowing a hack but instead freezing the hacker's turn.

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T-Pose Blade
We fixed a very old bug with this update where a character wielding a melee weapon would go into a T-Pose instead of making an attack animation if the enemy was higher or lower elevation (on stairs, etc). This issue is related to aiming code and animation that helps those with guns point their weapon up or down but was causing a real mess with swords.

v1.8.107 - 9/24/2024
- Adjusted roster display - moved character messages to the top of Main Info tab
- Improved weapon display in load out to show all weapon mods (up to 6) including all types added by crafting
- Vanguard's Lure Talent and Agent EX Shadow Talent no longer cause +1 Tally when used
- Added new proc-gen map and objective combo: Interchange H and Battle Strike objective
- Adjusted UI to show hover for elements when using keyboard or gamepad after 1/2 second delay
- Added a matrix log entry when attempting to scan CPU remotely "CPU located but resisted remote Scan"
- Fixed broken terminals in some Wreckspire in Kill 3 Captains objective
- Fixed animation bug where sword attack would not swing if target was above or below
- Fixed mismatch in program name in warning when unloading a required program
- Fixed error entering cyberdeck screen for the first time
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #149: TitanHeart
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Update #149 comes as another step forward in working on balancing out the game's overall progression. We've switched momentarily from loot to contact Limit Break rules to boost how you can get Influence from Accounts to do, to open up more pathways on existing Contact types and to prep for some new pathways coming. We've also added easy access to Armor Blueprint sales from the start of the game so you can cash in on these and 2 lower Power Level Cyber Heart implants that are easy to access without needing to grind a splicer to Level 4 service.

A huge thanks to everyone taking the time to share feedback with us during these critical months of Early Access. We're continuing to improve, grinding and polish the game every day. If you're enjoying the game, please take a minute to leave a review to help us continue our work. Remember, you can always edit it later.

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Legendary Accounts Boost 20%
With Update #149, we've kicked in a differentiator between Epic and Legendary Accounts. While the recipient Contact will gain Influence, we've now stepped Legendary Accounts up to a +20% Influence boost while Epic is staying at +10%.

We are hard at work preparing the other paths that are needed to ensure that all Contacts have multiple way to assist and back them up to gain Limit Breaks, so some new and exciting pathways are coming, but we wanted to get Accounts straightened out first.

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Service Upgrades for Many Contacts
With this update, we've gone back through the contact catalog and looked for those types that were just missing something - Blueprints, File or Accounts or whatever type of service was needed. We've upgraded 7 contact types, which will become immediately available in all existing and new games.
  • Street Doc and Splicer both now have more interest in Files and Accounts. Splicer's like the corporate versions and Doctors are interested in Files as well, a great way to generate Favors if you can find the right files
  • Gang Bosses are now interested in buying Armor Blueprints, giving everyone an easy channel to sell these immediately in the game
  • Overboss, Underworld Fixer, Night Club Owner all have gained interest in different Accounts and Files
  • Dockmaster contact now is a veritable hub of different types of trade - selling items, buying Blueprints, Files and Accounts.

Again, as always these changes will snap into effect as soon as you load your game, so check out what new options you have to pile up Favors and increase influence where it is needed most.

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New Lower Level Cyber Hearts
In Update #146, we added a 4th service level to the Street Doc and Splicer cybernetic catalog including implants in the cybernetic heart slot for the first time. We're working to improve ways to help your splicers Limit Break to climb this cybernetic services ladder but we also don't want to miss the opportunity to fill in and expand the earlier service levels.

With Update #149, we've added a Sys 1.0 version of both the TitanHeart and the RegenCore that provide their unique effects (HP and Wound Res boost for the TitanHeart and Injury reduction for the RegenCore) at more moderate Power Level 2 stats. These become available one each at the service levels 2 and 3, so most players should be able to get access to them readily and expand your overall cybernetic bristle.

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Fixed Dusted Hover-Evac Kill 3 Bug
We fixed an issue with the matrix terminal that could appear on the rooftop in some of the variations of the Kill 3 objective for Dusted Hover-Evac level. Previously this terminal would freeze up the game and require a force quit. Now it pops a nice message stating that it is broken (BUG) and lets you get back to playing immediately.

The terminal is fixed for future iterations of the mission, but if you have a mission where it is bugged it cannot be fixed but it is optional, so just skip it and move on.

v1.8.109 - #149: TitanHeart - 9/26/2024
- Added 2 new cybernetics to lower service tiers: TitanHeart Sys 1.0, RegenCore Sys 1.0
- Selling high Rarity accounts to Contacts has more impact, +10% for Epic Account, +20% for Legendary
- Improved existing routes to help Contacts achieve limit breaks in all new and existing games
- Improved Contact purchase services for Street Doc, Splicer - easier to sell Accounts and Files
- Improved Contact purchase services for Gang Boss, now interested in Armor Blueprints
- Improved Contact purchase services for Overboss, Underworld Fixer, Dockmaster, Night Club Owner
- Fixed issue in Dusted Hover-Evac where terminal could lock-up on Kill 3 Captains - if you hit it, skip terminal
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,069
Update #150: Second Pass Objectives
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Sunday is a nice lazy day for an update! We're excited to be hitting a point in the balancing cycle to be coming back to some systems and giving them a second pass of improvements. Probably all of these major areas will get a few more passes before they've really settled, but this is great time to be really tweaking and tuning. In the last few updates, we've been hammering on loot and Blueprint distribution and Account selling for Influence and today it is time for Secondary Objective rewards. We've rebalanced the requirements (Sec Level or Turn count atm) and increased the rewards (more Favors, more Influence, more XP, etc) and tweaked the weighting for all the reward types (better Blueprint distribution, Influence more likely). It should be a nice upgrade to help make these stick out and be very attractive to work harder to get.

Thanks to everyone stepping up to post an F10, post a thread on the Steam forums, join our Discord[discord.gg] and especially for posting a review. We are a tiny indie studio, so your energy, your shares, and just talking to you goes a long way to keep us moving forward at this pace!

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Secondary Objectives: Extended, Boosted, Re-weighted
We've hit a number of big points within the secondary objectives system. These are to help balance out the options, rewards and limits that are in place today but also to prep the system for new types of secondary objectives and rewards that will be coming online in the following month.

First, we've increased the top range of all of the rewards. Where you could only get 10% extra payment or XP before, it can swing as high as 20% now. You can get +2 Favors instead of just +1, and the Influence Bonus can go as high as +30%. The variation in rewards is nice to see but when they hit high, it is great to put extra spotlight on the value of that objective.

We've also adjusted the weighting when picking what reward should be paired with which objective. For Blueprint rewards, we've cut Item Blueprints completely out of the rollers (they were rare, but did exist) and put the priority on Weapons and Weapon Mods with Armor being a bit rarer now.

Also, we've pushed the chances that Favor and Influence are picked as secondary objective rewards over Contact Trust. This dovetails nicely with other work to provide more paths to additional Influence - when you see a +30% extra Influence bonus on a secondary objective to stay under Sec Level 2 ... and the mission comes with a standard +10% Influence ... if you can pull this mission off in a stealthy style, you'll net basically half a Limit Break in one swing! Get the Vanguards!
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We've also addressed a number of places where the map wasn't providing enough detail to the secondary objective system to help it adjust limits - like how many Turns you need to CPU Spike a matrix host in the Trucker HQ ... you need more Turns! Hopefully the adjustment will make these challenging but always within the envelope of possible.

As mentioned above, the next time we return to secondary objectives will be to add more variation in the objective types which will be exciting to see other types of demands that can be side-loaded into mission for that extra spice and challenge.

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Fixing Account Issues
There were a number of different issues with selling Accounts that could cause the Influence gains of +20% not to work. In Update #149, the full +20% only applied if you traded the Account for Favors and also if you sold repeatedly to the same Contact, the Influence boost could be erased.

We've resolved all of these issues with #150 for a much smoother Account handling experience and also improved the UI so that the type of account you're selling is front and center on the sale window.

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Better Job Expiration Logs
The event log for an expiring job now includes the Contact who offered it along with the name, making the log significantly more useful in tracking the action.

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Looting Hack Missions
Some looting hack missions continued to reference CPU Spiking in their dialog even though there was no need to spike any CPUs. This is now resolved in Update #150.

v1.8.111 - 9/28/2024
- Improved secondary objective mission rewards - larger rewards, better variation, improved max Turn limits
- Rewards for secondary objectives have more variation and can go higher (+10-20% XP/Profit, +10-30% Influence, or +1-2 Favors)
- Chances of rolling bonus Favors or Influence for secondary objective reward higher than bonus Trust
- Adjusted weighting for secondary objective mission reward Blueprints - Weapons and Weapon Mods most likely, Armors more rare, never Items
- Improved/fixed some cases where Secondary Objective for Turn Limit was basically impossible on some maps
- Sale offer for Epic/Legendary Account states which one it is, fixed bug where Influence boost might not be granted
- Expired mission log event now includes name of the job and the contact, if there was one
- Fixed dialog at end of Hacking for Loot mission that said you Spiked the CPU
 

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