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KickStarter Cyber Knights: Flashpoint - the latest tactical RPG from Trese Brothers

Shaki

Arcane
Joined
Dec 22, 2018
Messages
2,064
Location
Hyperborea
They've surpassed peak player count of TROUBLESHOOTER: Abandoned Children.
1,064 all-time peak 2 hours ago
Damn, Troubleshooter really had that low peak? That's sad, I never checked it but I expected something like 5k at least.
Low peak (1,012 all-time peak 5.1 years ago), but I think it had long tail with 200 000- 400 000 buyers depending on source.
Makes sense, I myself only learned about it from Codex GOTY vote, months after release, since it was hiding in the jRPG subforum :negative:

Still, it's a shame that plenty of shit slop games get tens of thousands of players, but a masterpiece like Troubleshooter peaks at 1000. Hope the sequel hits it big, these devs deserve it.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,436
Update #4: Steady Rock + Steam Deck Improvements
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Welcome to all of the new Knights and mercs flooding the New Boston Zone! We've got the 4th post-launch update tonight with all sorts of improvements, bug fixes, and tweaks based on your community requests and F10s! With Update #4, we've improved support for Steam Deck and controllers - especially the deck's handling of trackpad and touch, and the ability to disable controllers like HOTAs and driving wheels easily. We've also refreshed the main menu to add a continue button, enabled hovering to see your cyberdeck details mid-mission, better starting defaults to ultrawide displays, fixed Remi's Trait Zeroprint level 2, improved the display if you have too many Talents to see on screen and more. Let's dig in to it!

A huge thanks to everyone in our community coming out to give good advice and friendly help to all the new players. We have the best community here, and it is showing. So thank you all for the support
:steamhappy:


Our Save Game Policy and Updates
First, since you're going to be seeing a lot of updates around here - we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.



Steam Deck and Controller Improvements
With Update #4, we've worked hard to improve Steam Deck and controller support across the board. So many of you are playing on the Deck especially, it is awesome to get so much feedback, posts, and F10s about how we can improve where you need us to focus.

Here are the big areas of improvement:

  • Steam Deck touch screen is now fully supported very nicely. You can drop in and out of using touch and the Deck's controller at any time.
  • Steam Deck track pad can now be configured to work as a mouse and smooth switch back and forth between the controller, touch and track pad.
  • We have improved Steam Deck's handling of connecting and disconnecting to Remote Play to broadcast to other devices.
  • Improved controller focus and button display throughout the game, no longer have a chance to drop back to desktop button display when swapping scenes.
  • Fixed cases where oddly the (Y) button would not let you move even if that was what was configured.
Desktop Players with Other Controllers (Driving Wheels, HOTAs)
If you are a desktop player who has a more complicated set of controllers, this can make Cyber Knights: Flashpoint unhappy. Constant input from a driving wheel for example, can make the camera zoom all the way in, or half the buttons in the UI non-responsive because it thinks you're constantly holding down (X) etc.

We've improved the Disable All Controllers feature in Options > Controllers that lets you turn off controllers like this so that they don't negatively impact the game.

There was previously a bug with this feature that the controllers would come back on after you Alt-Tab'd out of the game, which was very problematic. This is now fixed as well!



Update Main Menu and Origins List
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The refreshed main menu now features a quick "Continue" button to jump into the last game you were playing, as well as a re-ordering that puts Load Game above New Game. Of course, if you are a new player, the top two will be disabled and you'll start on New Game - so we've tried to hit the best of all worlds for everyone.

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We've also improved the Origin Story pick list to make it easier to read and ensure you can see all the text regardless of screen size and font scaling. It also organizes the choices a bit more clearly and helps you see what you are picking on this screen.



Cyberdeck Hover Details
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We've improved the Matrix HUD and the character status pop up during missions to include the full details about your current Cyberdeck. This can e helpful to see all the labels along with their values, the current health and programs loaded even when not in the matrix. Thanks for the F10s telling us you needed this intel - F10s granted!



Ultrawide Detection and Defaults
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The game was previously not doing a great job of detecting ultrawide displays (32:9, etc) and setting up good defaults so that they would be immediately nice to play on. We've improved that with this update, now setting the Screen Mode in Options > Quality to Ultrawide if we detect that you monitor is such.



Remi's Zeroprint
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Perhaps one of the top 10 most popular F10s this week - Remi's Zeroprint Trait did not have any bonus for Level 2. We've improved the progression flow for the Trait from Level 1 to 4, so thank you for reporting it!



Improved Display of Too Many Talents
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If you have too many Talents, Programs, Cyberware or Items to fit all on one screen in the matrix or main mission, we've improved the display. This creates a horizontal scrolling list which you can scroll by D-pad, mousewheel or click and drag, but the visual style indicating it was there was not loud enough.



We've now improved the fade effect on either end of the list and added blue arrows letting you know you've got partial list "that way" if you want it.



Other F10s
We've fixed so many F10s it would be silly to try to recount them all here, and many were small little detail oriented tweaks. We've made a ton of minor map changes to improve maps, we've fixed a bug with starting Soldiers having spent 8/7 of their Training Points (where one of Marker Sights first nodes accidentally cost 2), fixed some primary and secondary objective mix ups, made Origami Joe's mustache come down out of his face, fixed places where Heat was discussed as a % in correctly, and improved the rejection message if you try to send a merc to cyber surgery but they are on Legwork already.



We've been busy, so thank you for sending in your F10s to help us have so much to polish and improve.



v2.0.13 - Update #4: Steady Rock - 6/6/2025
- Improved Steam Deck handling for trackpad and touch screen

- Improved handling of Disable All Controllers options (HOTAs, driving wheels, etc) - controllers don't resume after Alt-Tab

- Improved main menu with Continue button, re-order buttons for faster drop-in-to-heist!

- Improved New Game Origin Story selection screen

- Added hover in Matrix HUD and character status to see cyberdeck full stats

- Improve Matrix program and Talent list to be more clear when there are horizontal scrolling options if you have too many to show at once

- Fixed bug with Remi's Trait Zeroprint not having any upgrade between Level 1 and 2

- Fixed bug with HOVERDROP WIPE starting the mission without any enemies (get update, restart mission)

- Fixed issue where Soldier's Marker Sights Talent had a first Range node that cost 2 instead of 1 Level Point

- Fixed bug where Aaron and Aitana started with 8/7 Level Points spent

- Improved sightline rules for firing at a target who is above you, more realistic firing lines

- Improved detection of ultrawide monitors and set the Screen Mode "Ultrawide / TV / Retina" automatically

- Fixed issue with "Loot X/Y Lootboxes" sometimes being shown as a primary objective (it is always secondary)

- Fixed issue with save slots sometimes being unable to save

- Fixed issues with certain contacts loading oddly (Origami Joe, mustache IN nose)

- Fixed issues with scrollbars sometimes getting stuck

- Fixed bugs with hovering on recently revealed or spawned enemy or character

- Fixed places where sometimes Heat was referred to with a % accidentally

- Improved cyber surgery rejection message if character is on Legwork
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,895
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Man, I was so happy to see that this thread moved 4 pages since I last checked. Imagine my disappointment it was just standart RPG Codex dick measurement contest. So, are you winning lads, are y'all happy with yourselves?

ee0f7cf745aea722029abf420a79f868-696x487.png
 

kangaxx

Prophet
Joined
Jan 26, 2020
Messages
1,904
Location
Dargaard's Tomb
Well that sucks balls then. I didn't know these guys don't finish their games. Not sure I'll ever play this if it means any given quest may suddenly end in "hey, fuck you, sincerely the developers" at any time.
People are hysterical over this, it'd be silly to miss out on a good game because of it.
 

damager

Arcane
Joined
Jan 19, 2016
Messages
4,003
Please don't continue the cycle of violence the hateboners over this have just shrunken a bit
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,927
They've surpassed peak player count of TROUBLESHOOTER: Abandoned Children.
1,064 all-time peak 2 hours ago
Damn, Troubleshooter really had that low peak? That's sad, I never checked it but I expected something like 5k at least.
Low peak (1,012 all-time peak 5.1 years ago), but I think it had long tail with 200 000- 400 000 buyers depending on source.
Makes sense, I myself only learned about it from Codex GOTY vote, months after release, since it was hiding in the jRPG subforum :negative:

Still, it's a shame that plenty of shit slop games get tens of thousands of players, but a masterpiece like Troubleshooter peaks at 1000. Hope the sequel hits it big, these devs deserve it.
Same for this game — if Alienman hadn't pointed it out to me, I would have completely skipped it. There’s far too much early access content in various half-finished states. It’s better to ignore it all and come back at full release, problem is you completely forget it by then . And even at version 1.0, after years of development, from what I’ve read, it's still unfinished. That early access system isn’t helping them at all in the end. So a peak of 1,000 players? It’s bleak, but completely expected even for something good.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
22,284
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/516337874624317862
Update #5: New Map "Militarized Hoverport"
Added new militarized hoverport map for +12 proc-gen combos, buffed Improved Power Slice, fixed Armor Move Speed bug
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A big hearty welcome to all of the new Knights flooding the New Boston Zone! The heisting has never been better! Thank you for playing the game, sharing it with a friend, and considering leaving a review. If you see any problems in the game, just hit F10 to send us a nice bug report with screenshot, log and context so we can resolve the issue quickly. We are also constantly hanging on the Steam forums and the community here is the very best, so post up any questions you have.
Now about Update #5! With Update #5, we've added a new Militarized Hoverport map to the proc-gen map system which connects with 12 possible objective types, we've fixed an issue with Move Speed penalty from Heavy Armor, improved the Cybersword's Improved Power Slice Talent and hardened the medical stretcher against damage and death. Of course, we've fixed a metric ton of other small issues, with a focus on minor map problems (open field spawns, weak loot boxes, odd places that look like you could walk but can't) and a ton of small typos and clarifications.
A big thanks to everyone leaving a review - if you are enjoying the game, please do so! Our small team thanks you for sharing our game.

Our Save Game Policy and Updates​

First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.

New Map: Militarized Hoverport​

With Update #5, we've added another new map to the proc-gen map lists which can match with 12 of the objective types (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Boosted VIP). This extra hard map is there for the pro heisting teams and will only appear once you reach Team Power Level 6+.
A militarized corporate hoverport has been retrofitted onto the top of a New Boston corporate tower and now bristles with landing pads, defenses and checkpoints. Up here, at a dizzying height, the only transport in or out is by hovercraft or high speed lift. The Hoverport is a large map with multiple paths across its multi-level structure between the hovertruck landing pads dotting the rooftop. From some high points in the level, you can gain commanding sightlines over a lot of the rooftop, but if you have to cross it, it can mean diving through dangerous low zones, exposed bridges and other risky moves.
In Cyber Knights: Flashpoint, the proc-gen system picks from a (growing) list of 12 mission objective types and then attaches a map from a (growing) list of 34 maps, selects a start and extraction point, along with the variation of lootboxes, terminals and enemies, and their patrols. So, each new map adds new "combos" which are the matching of the map to an objective. The new Militraized Hoverport map adds +12 proc-gen combos and brings the combo total to just under 300.

Armor Move Speed Penalty​

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It turns out Armor Move Speed penalty was taking an odd route through the buff/debuff stack and was getting missed by Move Speed Penalty Mitigation. There was a display error about it and in some cases, depending on some specifics in your build, the Move Speed reduction based on Armor might not be Mitigated at al.
That is all fixed now - Move Speed Mitigation is fully applied to your armor, giving your Cyber Lungs and Thunders-X Legs even more room to flex their highly useful Move Speed Mitigation buff! Heavy Armor, Dermal Plating, Mecha Arms - let's go fast!

Improved ... Improved Power Slice​

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Cyberswords have a Talent called Improved Power Slice that buffs the regular Power Slice Talent that all swords provide to whoever carries them. Improved Power Slice can be upgraded to give extra charges, recharge faster, increase the duration of any debuff your melee weapon imparts and increase the extra special damage of your melee weapon. With this update we've further buffed the Damage bonus - going from 2 nodes that buffed at +10% to a +15% and +25% node for a whopping total of 40%. When the blade hits them, they're going to \know\ if its regular ol' Power Slice or this is Improved. Then they're going to be on the floor, thump.
Matrix Tutorial Starter Fix
We'll be working on tuning and improving the Matrix tutorial over the next few weeks, but we've started with a fix to the Sec Tally levels set in one of the steps in the middle. Due to some Matrix balancing changes before release (that raised the Escalation threshold from 50 to 60), the Tally was being set to 49/60 and warning that a Q-Sec Escalation is imminent. We have fixed this to go to 59/60 correctly.

Tougher Medical Stretcher​

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I won't go into details for spoiler reasons, but we've buffed the medical stretcher with extra HP and Pure Armor bonuses. If you were having any issues with this special unit getting shot up too easily, this should help a lot.

v2.0.17 - Update #5 - 6/8/2025​

- Added new proc-gen map "Militarized Hoverport": a sprawling rooftop complex supporting multiple safe landing zones that supports +12 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Boosted VIP) for Power Level 6+ teams
- Improved Power Slice upgrade nodes increased to +15% and +25% Damage (from +10% each), helping Cybersword Improved Power Slice stand out
- Fixed issue with Move Speed Penalty Mitigation was not correctly displaying versus Armor Move Speed penalty
- Fixed issue with matrix tutorial forcing Escalation for demonstration raising to 49/60 instead of 59/60
- Improved toughness of medical stretchers with +200 HP and +20% Pure Armor
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
9,010
They've surpassed peak player count of TROUBLESHOOTER: Abandoned Children.
1,064 all-time peak 2 hours ago
Man that's depressing. For both games but especially for something like this.
Deep tactical turn-based + relatively small developer = not great sales.

It should tell you something that whenever the mainstream discusses this niche, they compare it to nu-XCOM. And maybe now BG3.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
22,284
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
It's depressing that people are only aware of nuXCOM when the original, and the genre in general, is so much better.
It's no wonder that nuXCOM is the one discussed considering that massive drought between it and Silent Storm.

edit.
By the way: Cyber Knights: Flashpoint just surpassed peak player count of their previous game Star Traders: Frontiers. (1141 vs 1111.)
 
Last edited:

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,927
It's depressing that people are only aware of nuXCOM when the original, and the genre in general, is so much better.
The original XCOM was the most revolutionary and greatest of its kind. The only game before it that showed something similar was Laser Squad on 8 bit machines. But that takes us back to a time when we were young, and now I’m old enough to be a grandfather. It’s been so long that most people never played those games, and they've largely been forgotten.
 

Serious_Business

Best Poster on the Codex
Joined
Aug 21, 2007
Messages
3,984
Location
Frown Town
They've surpassed peak player count of TROUBLESHOOTER: Abandoned Children.
1,064 all-time peak 2 hours ago
Man that's depressing. For both games but especially for something like this.
Nah. That's a huge sucess for them. These guys run a low-key operation, it's a small business. It's not like they've thrown themselves into debt doing this, as far as I can tell. They built up progressively over the years. CK is their first 3D game. They didn't go high budget, but obviously there's a shitton of work that went into it - most of it in what matters. It looks like shit, but it plays great. Made by about 5 guys as I understand it.

I for once think this is too much of a success. I don't want to see this game tainted by the masses. So far it's doing okay, everyone in the community is invested, smart and polite, but I can feel the idiots barging in and saying that there's just too much options, too much difficulty, oh no I have a full time job, I have a family, I have to have sex, help me please I can't do it, my child needs to be fed, will you feed my child so I can play this game, please Trese Brothers why aren't you feeding my child
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,436
Update #6: Patchmax
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Knights and mercs, we're back with Update #6: Patchmax. We're excited to welcome thousands of new Knights to the zone and what better way to do it than with another update? Update #6 focuses on balance, new game and polish before we get into the blast of new stuff coming later this week. Yes, more updates are coming
:steamhappy:
don't worry about your save games (see below).

With Update #6, we've made some big improvements to slowing down the pace of the origin story content in new games, improved mission tagging for Pure Combat missions to give players better warning, added missing items to the Anti-Security service, fixed mixed up glyphs for Playstation controllers and more.

Thanks to everyone playing, posting on the boards and putting up a review to help us spread the word and keep New Boston heisting. Let's get busy with the update!



Our Save Game Policy and Updates
First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.



Improved New Game Pacing
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With Update #6, we've been listening closely to the community about the pace of the early game. We've been experimenting with different adjustments to the pacing and finally found what feels best here, so we're excited to hear how new players are finding it.

In short - while there are variations in the timeline shifts - all missions and story events in both Syndicate Debts and Null Deal have been pushed back by 4 to 10 days. This gives a much wider window for you to execute on these storylines, giving players some grace to recover from injuries and mistakes, and the option to do some other more self-directed activities in between the story missions (Co-Conspire, other story events or proc-gen missions).

We've also adjusted the new game team selection so that Dade and Remi have a chance to randomize. Your new groups may be a little more lively by default!

Improved Pure Combat Mission Tagging
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We've added a new tag to the mission summary screen called "Pure Combat" which explains in its hover that this mission is all out battle with the enemies starting aggressive and that there is no hacking, no stealth and no Security Escalations.

This new tag stands apart from "Combat Required" tag that appear for missions like Assassination, Kill 3 Captains and Hardened Target. Those missions start as a stealthy heist but require an ending in combat. Pure Combat just means fight from start to finish and hopefully will serve as a better warning for players about what type of mission (proc-gen Siege or Alpha Striker, Slagga Smash, etc) they are heading in to.



Anti-Security Items Added
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We've linked in 2 new Anti-Security items that had been mislinked to their Anti-Security Items service. The two items are the Ping-Jammer which is a long-range security device jammer that can also be used to target already disabled devices. In addition, there is the Long-Range Dazzler, which is the most powerful of the Dazzler devices, capable of stunning target at over 20 meters.



Armor Move Speed
With Update #5, we fixed an issue with the common heavy armor effect of negative Move Speed not working well with Move Speed Penalty Mitigation from cyberlungs (etc). Well, silly me caused a bug for the rarer light armor that adds to Move Speed at the same time as fixing heavy armor. We've resolved the follow-on error with Update #6.



Slower VIPs
We have adjusted the balance on the protective vest that the VIPs you are sometimes called in to escort are wearing. The armor values have stays the same, but they now have a -15% Move Speed penalty. VIPs are now just a little bit harder to hustle across a map but you can still use the buffs, items and their buff to help quickly compensate for the fact that the VIP isn't used to wearing such a weighted vest.



Map Fixes and Improvements
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We've fixed a number of places where you might get spotted by a patroller quickly on the same turn you spawn. We've also addressed some old performance issues with the Trucker HQ level, clearing up a huge amount of unused and unseen geometry. That included fixing the issue with the wall that was covering the door the big truck comes through on the story mission. That now looks much less like a truck driving through a wall
:steamhappy:




Playstation Keybinding Glyphs
We have fixed the issues with Playstation controllers not showing the right keybindings. Hopefully this helps you all out!



Son/Daughter Storyline
There was a specific storyline where one of the characters changed their son/daughter designation a number of times. This is now fixed!



v2.0.19 - Update #6: Patchmax - 6/10/2025
- Improved pacing of all origin story missions, slowing each event by 4-10 days

- Improved Liat's starting equipment to be a Sniper Rifle + Silenced Pistol

- Upgraded some mission tags to "Full Combat" if the mission starts with all enemies combat-engaged (no stealth or hacking)

- Added new item for sale under Anti-Security Item service Lvl 2 and 3: Ping-Jammer (can target disabled devices), Long-Range Dazzler

- Adjusted balance on VIP's protective vest armor now granting -15% Move Speed debuff

- Fixed issues that Update #5 caused with Armors that have Move Speed buffs

- Simstream Detox room level 4 upgrade no longer requires Cold Storage Level 8

- Improved Trucker HQ level performance and issue where wall existed over top of the door the objective truck drives through

- Choice of Remi and Dade now randomized for new groups

- Improved text in Co-Conspire Face Talent to be more clear about +10% Influence bonus

- Fixed dialog issues with son/daughter mix up, with Vix or other characters appearing oddly

- Fixed some issues with Playstation controllers showing up incorrectly in key binding

- Renamed "Withdraw" in pause menu to "Surrender" to be clear that is Defeat
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,384
https://store.steampowered.com/news/app/1021210/view/580514905803719452

Update #7: The Rip
Improved Steam Deck dock/mouse/keyboard, universal difficulty, set EQ from mission deploy, +10 new icons, better looting

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Welcome to all the new Knights and mercs who have joined us in the 2 days since last update! We are back with Update #7, which is a ripper - improving and fixing dock support as well as mouse and keyboard support for Steam Deck, improving the deploy screen so you can click to directly swap a merc's equipment, adding 10 new icons for items so they are more clearly differentiated, improving the loot tables with Blueprint loot drops, rebuilding the class import/export UI and a ton of smaller bugs and polish from the community's F10s. More updates are coming
steamhappy
but null sweat on your save games (see below).
Thanks to everyone playing, posting on the boards and putting up a review to help us spread the word and keep New Boston heisting. Let's get busy with the update!

Our Save Game Policy and Updates​

First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.

Steam Deck Docking and Mouse & Keyboard​

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With Update #7, we've fixed the issues plaguing Steam Deck + mouse and keyboard as well as a few other minor issues around Dock Support. Your Steam Deck will now auto-detect the keyboard when a key is pressed and switch your hotkey glyphs over to keyboard mode. If you return to the controller, it will swap back nicely. This took longer than we wanted to get right after Update #4, but it was worth the extra time as we've reached the point of auto-detection through and through with
Now, in the Steam Controller settings, you can find your Steam Deck extra buttons to mouse buttons (mouse 4, etc) to issue commands into the game without swapping the glyphs.
We are working on publishing a new official Steam Deck configuration this week for the game.

Fast Equip Swap from Mission Deploy​

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You can now hop directly into swapping a merc's weapon, armor or items from the mission deploy screen. This removes the need to hop into the Roster and lets you make little switches to their equipment faster right before dropping in to a mission. Thanks to the players requesting this one!
New Icons for Items

Universal Difficulty​

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With Update #7, we've improved the flexible difficulty system to feature universal difficulty within a save game. A single saved game - and all of its slots, auto-saves including Retry Turn, etc - now all share a single difficulty setting. You can change this universal difficulty at any time from the pause menu > Change Difficulty, including enable or disabling manual or autosaves or changing the team's death mode.
This set of improvements in Update #7 have also addressed a nagging issue with saving difficulty changes, where depending on how/when you saved it and how/when you loaded another auto-save slot or manual slot, players were finding that "my difficulty change did not save." This is now fixed, as the commit to the save game is immediately and apply universally.
In the push to update the flexible difficulty UI - there is now a separate Save and Cancel button which you can use to decide you do or don't actually want to change the difficulty setting.
The distinction between a mode like Normal, Challenging or Custom (which is set at the start of the game and never changed) and Flexible (changed one or more times during play) is still maintained throughout.

Improved Loot Tables for Blueprints​

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With Update #7, we're following up some player feedback about the loot tables and percentages of drops for certain classes of loot over the progression of the game. With this update, we've adjusted the loot table weights for Blueprints in general, being sure that Weapons have a strong percentage to drop - as they are often the vehicle from which other crafting is started - and we've also just improved the richness of looting at higher Mission Power Level with additional chances for Blueprint drops.

We appreciate everyone sharing their experiences and feedback. Let's keep working to improve this!

Improved Item Icons​

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We've taken some time to further differentiate the icons used for different items you might carry. This can help them stand out on your Talent bar so its clear what options you have. We hope you like the new ones!

Rebuilt Class Training Import / Export​

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With Update #7, we've rebuilt the UI for the class training import and export. This feature allows you to save and share a class build with all of the nodes you trained in their exact order. You can quickly save this build into your library (to use in another game) or get a text string of it to post and share with other players.

Once you import or load a class build, a nice "Autotrain" button appears on your main class screen, and you can use it at any time to follow the class build. So, if you have a Knight build you love, you don't have to do the clicking to retrain it in your new game, just export it from your preview game!

The previous UI was shoved into the left hand column and just cramped. It made it hard to use. Now we've popped it out into a window that is similar to the Appearance library (same idea, save to library or share!) and that makes it easy to save, import/export and delete class builds you don't want to use anymore.

We're so glad so many players are using this and excited to deliver a better UI for it to make it easier to use.

Improved Filters UI​

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With Update #7, we've made one nice visual improvement to filters and a number of invisible UI improvements to get them to act more correctly

The visual improvement is simply to remove vertical padding. The items were all spread out and they took up way too much space and then the filter went way off the bottom of the screen. The longer filter sets still do, but with the reduced vertical padding everything is much more useable and closer to where you want it to .

We've also fixed the state of the rest of the screen behind the filter. There were some issues where some buttons were left selectable or visually looked interactable even though they weren't. This update has wrapped up all of those issues and the filter should no longer have odd mysteries around selection, open and close.

Career Scores Now Visible​

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There was a bug that once you opened the Record tab on any regular merc, it would permanently hide the Career Record which is shown on the Knight and Face Record tab. This is now fixed and you can view your team's record at will.

Fixed Tons of F10s​

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With all the F10s coming in from thousands of new players, we've had our hands full. We are working as hard as we can to resolve the most pressing issues. Please know that we never throw out an F10 and that even if your issue didn't make it into today's patch, we're hard at work on the list in big priority order!
  • We have removed a confusing + that was in front of Max Range for weapons (now 32m instead of +32m).
  • We improved the Hacker's class tree, fixing the top right 3 upgrade nodes.
  • We fixed 2 hacking bugs that could trip you up, including a SCU that had devices you couldn't disable and invisible IC.
  • We fixed an issue where all game missions were being counted as victory without being seen for your mercs (they'd be listed as having run 50 missions and not be seen on 50 missions). We can't fix the historical data (it's still 50/50) but all future missions will be correct.
  • Finally, it turns out the son/daughter mix up in that storyline was stronger than we knew. We fixed about 50% of the issue but there were 2 dialog lines left where it still swapped, but for a different reason. Those are now fixed as well.

v2.0.21 - Update #7: The Rip - 6/12/2025​

- Fixed issues with Steam Deck mouse and keyboard support
- Mission deploy screen improvement - can now click on mercs' Weapon/Armor/Items to rapidly swap without going to roster first
- Improved Difficulty system to universal difficulty within a save (all slots, auto-saves) and fixed bugs with saving flexible changes
- Added 10 new icons to improve Talent icons for healing, anti-security, and other items
- Adjusted loot tables for all missions to improve drop rates of Blueprints to be more fun, better chances for Weapon BPs
- Fixed a bug with mercenary records, which was counting 100% of their completed missions as "completed in stealth."
- Fixed issue where team scores were being hidden in roster under Knight or Face > Record tab
- Improved Class import/export, upgraded into pop-up window with space to show everything, and delete is now easy
- Improved Filter UI with less vertical spacing - more on screen at the same time, fixed issues with other buttons on screen
- Improved confirmation pop up before deleting saved game that this action will delete the game, all slots and all autosaves
- Fixed overly difficult and large Matrix host in post-Carnivore hacking mission
- Fixed bugs with Hacker class tree top right 3 nodes - now granting +AP and +Dmg %
- Removed misleading "+" in front of weapon's max range
- Fixed missing dialog if you start/ignore first Legwork in Null Deal after delay
- Fixed issue in Hacking SCU that might cause the IC not to show up
- Fixed dialog issues with son/daughter mix up (again)
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,384
I finally got around to playing the first couple of missions and the game has really come along nicely.

Now that I've got my bearings again, I think it would be fun to explore the 1.0 version in a Codex LP. I will post a thread on the Playground and link back here once ready (probably later today).
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
8,435
Location
London, UK
Strap Yourselves In
Why is this game so ugly ? :negative:

I honestly think that colours is where the game falls down a bit (I mean, in the context of thinking about something with bang for buck that they could change without putting too many resources into it). The colouration of things (the characters/npcs, the environments and the UI) is not very aesthetic, not very arty (to my eye, apologies if there's a real artist involved), it leans a bit more towards the cartoonish-looking side of things than I'd prefer. That said, it's functional, and even the variation you can get in your characters is enough to get you hooked into them and caring about them. You can do your own colouring for all the characters too, so you can get either toned-down, muted cyberpunk or garish punk-aesthetic cyberpunk. Meanwhile the environments, while they could be improved colouration-wise, are again servicable, as is the UI, which has that antient aesthetic of art-design-by-nerds.

This is one of those games that makes me bitter about how so much money is wasted on shitty slop-producing developers when good developers like these guys have to scrabble along. If this game had the budget for aesthetics and the talented artistic staff of AAA games, it would be a stonking hit because the gameplay's a cut above (and ongoingly being massaged and refined).
 
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Trithne

Magister
Joined
Dec 3, 2008
Messages
1,299
Colours is absolutely it, combined with programmer UI. The character models are alright if you customise them into more muted colors, but the UI is a garish mass of stark blues and yellows and modal dialogs.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
9,010
Why is this game so ugly ? :negative:
The character models at least you can massage on your own and aren't that bad (outside of the weird proportions). I can live with it even if it looks a little cartoonish. It grows on you.

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POOPERSCOOPER

Magister
Joined
Mar 6, 2003
Messages
2,997
Location
California
Should I jump in and give this a real shot or wait awhile for them to polish it up some?
 

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