
Knights and mercs, its Saturday and it's another big update day for Cyber Knight: Flashpoint! We've dropped another exciting type of proc-gen objective on you, rebalanced some of the Knight's signature Talents a bit, improved the animation for damage previews, made it easy to toggle on all enemy sight cones, increased the size of your merc's Edit Notes field, and completed a really nice pass of polish on the game camera behavior.
This relentless pace of update is carried by the 3 of us doing gamedev, story writing and all the rest. If you're enjoying the game and how it has grown, please take a moment to leave a review for our team!
New Proc-Gen Objective: Exfiltrate
In our press to release new maps and new objectives into the proc-gen pool, we are very excited to drop a brand new proc-gen objective, Exfiltrate! In this challenging objective type, a valuable human asset has been trapped behind enemy lines and needs you to perform a rapid extraction. Unlike a regular Escort where the VIP starts with you, this VIP is isolated and far away. You're on the clock to reach them before they're found by enemy patrols and then need to get that VIP to the extraction point.
This higher challenge type of mission is only available at Power Level 5+.
Don't let your VIP come to an end like this!
The new Exfiltrate objective is supported on 16 proc-gen maps currently, which adds a total of +16 new proc-gen combos, bringing the game's total of combos (map X objective) to 213 - vastly exceeding the original goal of 80! And while we've hit the first 16, we're excited to double this in the coming weeks.
Knight Talent Rebalance: Tact Surge, Rewind, Atomic Stutter

With Update #224, we've completed another round of Talent rebalancing for the Knight. We're continuing to work through the entire Talent set making improvements - both nerfs and buffs - to smooth out the power curves, and make sure all Talents are interesting.
With this update, we've dinged the power of Tactical Surge a bit and increased its cost to fully upgrade. The default cooldown time on Tactical Surge has stretched to 6 Turns from 5 Turns (meaning you can, at best, get it down to every 4 Turns fully upgraded) and also increased the cost of the +1 Move Point upgrade node to 2 skill points. It is still the rawest powerhouse Talent around, but it is more expensive to make it peak powerful now.
We've moved the bonuses to Initiative and Move Speed off of Rewind's starting Talent, letting it focus on its unique and ultra ability to add charges back to Talents. These bonuses have been shifted into the upgrade node.
Finally, for Atomic Stutter, we've increased the total amount of Crit Vulnerability possible to +25% and dropped the "hang on" +5% Armor debuffs that were in that upgrade node. This makes the upgrade nodes cleaner with better organization and easier for you to choose if you want each or not.
Improved Damage Preview Animation

Weapon damage in Cyber Knights is 75% guaranteed and 25% randomized - therefore if your gun does 100 Dmg, then you deal 75 + D25 Dmg before armor reduction. The animated damage preview used to just animate a preview of 87.5% Damage (the average Damage) but that was not giving you players the best information on the spot.
We've upgraded the damage preview to now show 75% of the Damage (after Armor reduction) in white and 25% of the Damage in flashing animated red, which is the variable part of the damage. This can help you spot that the enemy is guaranteed to die (all white) or might die (the end of their HP bar is flashing red).
Toggle all Sight Cones

If you use the H (or left stick click) key to toggle outlines on, you can now hit the key again to toggle on all outlines AND all sight cones. This can help you plotting moves when working around enemy patrols and make your stealth turns faster. Hit H again to cycle back to no outline and regular sight cones. Thanks for the F10s!
Larger Merc Notes Area

We've expanded the notes text box for your mercs by 400%! The max character limit and size of box have all blown up, making it far easier to use for multi-line notes and the like. Thanks for the F10s!
Game Camera Polish
We're excited to be doing some big rounds of polishing on the little tiny specifics of gameplay as we get closer and closer to release. We've improved a number of things with how shot cam and regular camera works with Update #224.
For action shot cams, we've made sure they don't repeat (which never feels great) and we've made sure that all the HUD UI elements stay hidden during the shot cam and only re-appear the right time (during a kill shot, they were showing up too early, ugly!).
Also,
after the action shot cam is done, we've adjusted the camera rules to ensure that the camera cuts back to exactly where it was before you started the attack. This prevents a lot of small panning or camera shifts that would slow you down during play.
Also, we've increased the snappiness and feel of the automated panning on the map, saving you a critical second here and there. But it makes the whole game feel more responsive!
Finally, we've fixed issues with Stun VFX and other VFX not disappearing immediately when an enemy dies.
Merc Status Paging

While you are checking out a merc's status pop up, you can now page through your entire team rapidly using hotkeys or buttons show at the bottom of the status (default to tab / shift). Thanks for the F10s!
v1.9.165 - 3/15/2025
- Added new proc-gen objective: Exfiltrate VIP from behind enemy lines - VIP starts separated from your mercs, often in danger
- Exfiltrate appears at Power Level 5+ and has 16 new maps available for Exfiltrate, +16 total proc-gen combos
- Knight's Tactical Surge cooldown bumped out 6 Turns (+1 Turn), increased +1 MP upgrade node to 2 level point cost
- Knight's Rewind moves bonuses to Init and Move Speed out of main Talent, only available through upgrades
- Improved Knight's Atomic Stutter to deal +25% Crit Vulnerability once upgraded, dropped the last -5% to armor
- Enable Highlight (H or left stick click by default) now toggles on outlines, then toggles on all sight cones, then turns off both
- Improved damage preview in target Health Bar - white for guaranteed damage, animated red slice for rolled Damage
- Merc's Record tab no longer shows achievements that have not been accomplished (don't always show that my Soldier didn't achieve Melee Kills)
- Hovering over an offered Blueprint reward in mission planning will show its details
- Prevented Recruits from showing/counting tags like "Training Ready" in the roster or barracks summary
- Fixed bug where you might be floating in the sky off a rooftop when starting Wreckspire map
- Added hotkey/button to cycle through mercs while looking at character status mid mission
- Improved rules for Cybersword's Preempt - melee Overwatch is more careful about your final destination, avoids putting you "out of bounds" or in walls
- Increased the size and max length of the merc notes text field
- Polishing: HUD hovers and other elements no longer reappear too early during an attack that kills target
- Polishing: avoid repeated action shot cams during attacks in play
- Polishing: increased automated panning speed of camera and better easy for a snappier feeling
- Polishing: improved camera behavior after attack, returns to exact location it was at before action shot cam
- Polishing: VFX of dying characters/enemies (such as floating stars of Stun) disappearing instantly on death
[ 2025-03-15 14:21:15 CET ] [ Original post ]