
Knights and mercs, we are here tonight with Update #234, a patch full of improvements and fixes to your community F10s as we prepare for the next big push of features and content. We've fixed issues with confusing or missing buff/debuff text in talents, text formatting in Contact Traits, adjusted the exact specifics of Team Power Level gained per level, dropped the concept of cybernetics per class tree quadrant and fixed performance issues with the New Game Team screen (and entire main menu) as well as improved lighting, camera angle and centering.
Thanks for your support as we hurdle headlong toward the end of Early Access! The days are short but the updates are long, so please leave a review today.
Team Power Gains per Mission

We've improved the math behind the curve for your Team Power Level gains per mission with Update #234. Now it is simpler and always consistent - if a story mission grants you 100% Team Power Level, then a proc-gen mission grants your team 50% of that Team Power Level, and a hack-only mission grants 25% of that Team Power Level. This is a nicer curve, simpler math, and easier to describe and balance going forward.
Talent Fixes

We've fixed two Talent issues that came up a lot in player F10s. The first was Disoriented, which simply described its debuff as "Disoriented" ... but that's the name, not what it does! We've adjusted this to now be clearer that the enemy is "Disoriented (immediately hunting around their position)".
The second issue was with the Knight's Lookahead Talent where the debuff to Move Speed upgrades was not being correctly added into the full description for the Talent. Now fixed, and thanks for all the F10s!
Missing Contact Tag Text
There was a whole class of Contact Tags that had their second piece of text replaced with "BlockCondition.X" for the last few updates. This is due to ongoing fixes in the background to accommodate translation and is now fixed.
Dropped Cybernetic Link to Class Tree Quads

Over the years, we can say we are
extremely happy with how much of the original design of Cyber Knights: Flashpoint has made it from the design documentation paper straight into the game with minimal or balance-only changes. But we can't aim for 100%, we have to course correct when needed. In the original design, classes had required cybernetics (like Vanguard), and each class quadrant (left/center/right) might have a linked cybernetic that would prevent your character from training some Talents or upgrade nodes if you had not installed it. This was a good plan, and it might have worked too, but if we were going to add it, we needed to have completed the work more than a year ago.
We have dropped this part of the design permanently for all regular classes and removed its traces from the class tree quadrants.
The system and design may resurface for specialist classes or companion classes that come in expansions after launch, but it will never be something for all classes.
Star Traders: Frontiers had the "on station" system and Cyber Knights: Flashpoint had the "linked cybernetics system" -- RIP
Main Menu Performance and Improvements

With the release of the New Game Team screen, we made a few mistakes that really knocked the main menu performance for a loop. Issues with the baked lighting, a dead camera left hanging in the screen, and other layer issues caused the scene to be rendering upwards of 3 million polygons at any given time when it should have only been rendering a modest 300K with a much smaller batch count.
What I mean to say is - if the main menu was making your fans go brrrrrrrr we fixed it steamhappy
Also, we improved lighting, centering and some of the post processing effects in the New Game Team scene.
No More Duplicate Rhino
One of our most popular F10s this month was that during High Street mission, it was possible to see 2 copies of the Sniper Rhino on screen at some points. We've adjusted the story scripting around this story event to prevent that from happening and making a smooth set of events.
v1.10.13 - #234: Pre-Push Point - 4/10/2025
- Fixed missing strings that could appear in Contact Traits for relationships ("BlockCondition.X")
- Fixed missing Talent upgrade text for Lookahead for -15% Move Speed
- Fixed self-referencing description of Disoriented Talent/debuff
- Adjusted math for Team Power Level increases (now clean story mission 100%, proc-gen 50%, hack only 25%)
- Removed nascent system for cybernetic requirements on Class tress - that window has closed
- Fixed issue where Knight could get Limit Breaks modifying their pay rate +/-
- Fixed issue in High Street mission where a clone of Rhino could be visible
- Fixed major performance issues with New Game Team screen drawing 3m polygons (down to 300K)
- Fixed off-center issue with New Game Team screen, improved lighting, camera position on Knight's screen
[ 2025-04-11 02:44:05 CET ] [ Original post ]