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

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,185

Update #203: Lt. Bug, Major Smash Part 3


Contacts now Limit Break in order, fixed Red Mist Event, fixed K-Protocol, fixed broken weapon SFX, improved 3 Pistols
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Hello Monday, hello Knights, hello mercs! It is another big F10 smash update, grinding for that polish every day while the team keeps working hard on bigger chunks of content and features back at HQ. With Update #203, we've fixed an issue that was preventing Red Mist Event mission from working, forcing Contacts to Limit Break in a fair order instead of RNG order, fixing issues with K-Protocol not always applying correctly, fixing all the gun SFX sounding so silly (oops!), rebalancing a few Pistols, improving Leverage and ... well, a lot of things. Check the full release notes for all the details!

If you enjoy our relentless pace of updates and our dedication to keeping this Early Access moving forward and getting better constantly, please share it in a review! Remember you can always edit your review later.

Red Mist Assassination Fix​

With Update #202 we fixed a bug preventing proc-gen assassination missions from starting and deploying their VIP. Unfortunately, the same bug had wormed its way into some of the story assassination missions. We have now fixed that in Update #203 and you can just play forward, the mission will jump-start into action.

Contacts Learn to Queue Properly​

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For a long time, there has been a lot of unfair jostling and cutting the line in the Contact Limit Break rules. Contacts might get to 80%+ Influence and be ready to Limit Break but someone else keeps going first if they have bad RNG. With this update, we've corrected the rules to ensure that the queue stays relatively orderly. There can still be a little jostling at the front of the line, but Contacts are now going to reliably Limit Break in a fair order and not get frozen out for extended periods of time.

However, there is a transition period that will now occur between the old rules and the new rules. All Contacts who were over 80% Influence/Exposure before Update #203 are just at the front of the line. They need to all clear their Limit Breaks before anyone who gains 80%+ Influence/Exposure after Update #203 will gain a Limit Break. It is as fair as we could make it.

K-Protocol​

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For those highly skilled stealth teams or teams trying to use K-Protocol on the first Turn, it was not working as expected. Due to an order of operations bug, K-Protocol was limited in reducing Tally by how many blue tallies you had ... so for the Turn 24 game with 1 blue tally that we checked during testing - we salute you. You're a ninja! And now, K-Protocol will work for you correctly, late or early in the mission.

Finally, we've adjusted K-Protocol's rules to allow it to be used against sleeping devices that haven't been woken up by the Sec AI yet. This is a nice change, as those sleeping cameras and laser wires are still attack surfaces for your pro Vanguard and now you can take advantage of them.

Check out the full rules for K-Protocol and other Vanguard Talents you can use to go full stealth on the wiki.

Laser Guns SFX!​

For a bit there, all of the guns were making strange laser-blaster sounds. That was a mistake on our part and is now fixed - all guns SFX are restored.

Sprint for Siege and Battle Striker​

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Since sneaking is pointless in Siege and Battle Striker missions, we've ensured that all mercs start in the sprint stance for these missions to avoid the need for any extra keystrokes and to reduce mistake potential.

Pistol Rebalance​

We've fixed a broken modifier in the pistol table that has adjusted the balance for Detective Special, Executive, and Heavy Raptor Pistols. The Executive and Heavy Pistols now cause a small amount of Pure Dmg (20 and 40 respectively) making them stand-outs in the Pistol class.

Leverage Improvements Round-up​

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With this update, we're prepping for a new wave of Leverages that can be obtained by converting certain special items like the Sigma 6 Sploitkit items. In prep for this, we've drastically raised the prices on the Sigma 6 Sploitkit items up to over $100K each.

We have also fixed the descriptions and rules for Suppress Alarm and Alarm Malfunction to make them work clearly and consistently. These Leverages prevent the Sec AI from Escalating, which means that the Tally and Sec Level are increasing but the Sec AI simply does not get to take a special action when it passes the Escalation threshold. This ensure there are no reinforcements, devices re-enabled or any kind of powerful Sec AI reaction.

In the next few updates, we're working on getting the Leverage results all added to the combat log, as these are too "quiet" today.

And More!​

And we fixed a lot of other things too :D Check the release notes for the full list.

v1.9.91 - Update #203 - 1/20/2025​

- Fixed "Red Mist Event" assassination Power Play mission that could be stuck - job will jump into motion again
- Contact Limit Breaks are now ordered by when they are eligible, removing chance Contact will get stuck waiting and passed by others
- Fixed issue with K-Protocol Talent not always applying fully when the Sec Tally was low / first Turn
- K-Protocol now fixed to correctly target any security device, even sleeping ones not turned on by Sec AI
- Fixed bug with all guns sounding like silly laser weapons
- Adjusted balance for Pistols: Detective Special, Executive, Heavy Raptor
- All Siege, Alpha Striker and other full combat missions start with team standing and in Sprint mode
- Corrected/clarified the Suppress Alarm and Alarm Malfunction Leverage descriptions
- Raised price for Sigma 6 Sploitkit item to over $100K each
- Adjusted coloring of Matrix Finance nodes (now Accounts=Green, Files=Purple, Blueprints=Blue)
- Fixed bug with Radar Array term appearing in Matrix SCU instead of Long-Range Camera
- Fixed cover display on large rising floor lamp
- Fixed missing names and fields in journal entries
- Renamed a few more Files for clear name to set consistency
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,185
Update #204: Hovertruck Bounce
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Knights and mercs, we've got another update hovertruck coming in hot! The pilot says he can bounce this one right across the deck and into your Steam library, so let's see what we've got! Update #204 breaks out the save and load menus into dedicated sub-menus, visually differentiates the higher level data nodes (Fortress and Vaults), adds Contact Trust % as a bonus to all mission pay, fixes issues where Contact Traits around mission pay and deadline were not always being applied, improves some long-range weapon Traits, fixed bugs with Prox-Mines and well ... we fixed a lot of F10s, so check the full changelog for all the details!

If you're enjoying the relentless (and sometimes daily) updates for Early Access, please take a minute to leave a review! We're working hard on some big content additions for the game next, and while we're grinding on that, we've got steady pace of polish and improvement updates coming out!

Save and Load Separated
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To help generally reduce the potential for costly misclicks and hotkey pushes, we have completed the work to separate out the Load Game and Save Game menus. These are now both buttons on the main pause menu and each one opens up a dedicated sub-menu that allows only loading or only saving. Nothing revolutionary, but it is a cleaner and more classic UI
:steamhappy:

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Matrix Data Fortress & Vault - New Looks
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To continue to differentiate matrix nodes by sight further, we have followed up on Update #203's change to make Finance Nodes styled green (like U-Dahs!). Update #204 now adds small glowing and rotating satellites to all of the second level data nodes - the Data Fortress, Manufacturing Vault and Financial Fortress. These more dangerous data nodes will disconnect you if your end your Turn there but also have the best loot concentrations in the host, so it is nice to be able to spot them quickly.

We have heard from a lot of players the desire to have data nodes give a visual cue if they have been fully looted. We'll be working on that soon!

Contact Mission Pay & Deadlines
With Update #204, we've fixed some bugs with Contact Traits that were not always ensuring that their bonuses or penalties to mission pay and mission deadlines were being applied correctly. This should help Greedy, Impatient and Generous Contacts stand out more.

In addition, we have added a new effect of Contact Trust - that their Trust value is added as a % on top of any mission payment. This will help reinforce the value of working with Contacts repeatedly throughout a career and puts some more bite into that key Contact status, beyond denying services and preventing Favors from being spent in Limit Breaks.

Anti-Alias = None
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If your screen or setup is such that you don't want the game to apply AA, you can now disable it in options.

Syndicate Debts Rumblings
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We are working hard on Syndicate Debts! It is our first Origin story and one of the first stories we coded into the game's story system, so it has some rough spots that we are buffing right out before we expand and wrap the storyline. Here is the punch list for #204, and we expect to be making some other changes (like allowing delayed Legworks and not mutually exclusive Legworks) very shortly as well.
  • We have shortened the timeline on the Legworks related to the Snitch after the events at the hospital to help ensure you're not committing too many mercs to long Legwork right out of the gate
  • We have fixed the terminal hover in Loophole Heist so that it is clear that this is a Knight-only terminal. We've also fixed the terminal in Ricksham Drips so that it indicates it is VIP-only.
  • We have improved all loot tables and matrix terminals for all missions in the Syndicate Debt's storyline.

Tag and Traits Improvements
With Update #204, we've improved the stat lines for Marksman and Longshot Traits, adding and increasing their Attribute bonuses. We have also tightened up the language used in Faction Tags for characters like "Faction Barred" (which only prevents Legwork) and "Hates Faction" (which prevents taking a job for that faction) and others as well to make the lines clearer. Some of these were criminally vague!

Sleeping Prox Mines
After Update #203, you could use your Knight's Talent to target sleeping Prox-Mines. Oops, that was not expected, but it is now fixed.

v1.9.93 - Update #204: Hovertruck Bounce - 1/21/2025
- Added dedicated Save Game and Load Game menus to avoid mistakes with hotkeys and save slots
- Differentiated Data Fortress, Manufacturing Vault and Financial Fortress matrix nodes from their lesser counterparts
- Contact Trust is added as a % bonus directly to the $$ reward offered for any job
- Fixed issue preventing Contact Trait bonuses/penalties to Mission Pay and Deadline from correctly applying
- Added graphic option to turn off Anti-Aliasing entirely (AA = None)
- Shortened timelines for early game Legworks: Clinic Snitch and Thumb on Snitch
- Improved hovers over terminals in Loophole Heist (Knight-only) and Ricksham Power Play (VIP-only)
- Improved all loot tables and matrix host creation for Syndicate Debts mission chain
- Improved Traits Marksman and Longshot with Attributes, better progression
- Fixed bug where Faction for Hack 3 Files proc-gen missions was always Warner-Braun incorrectly
- Clarified rules for Faction Insider and Faction Barred - these do not prevent missions, only Legwork
- Clarified rules for Loves, Hates, Deserted Faction and what jobs they interfere with
- Fixing bug allowing K-Protocol and other Security Talents to target hidden Prox-Mines
 

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