Update #58 introduces a number of improvements to Contacts including the Influence and Exposure tracks, offers a solution and improvements for anyone having issues with unwanted controller input (joysticks, racing wheels, HOTAs etc), rebalances when some of the latest proc-gen missions can appear, improves Medical services and goes after some of the hotter F10 community reports for quality-of-life fixes.
Thanks to everyone playing and sending in feedback during our Early Access period! What an amazing crew - New Boston is lucky to have you. We hope you'll invite your friends and share the game with a review as well.
Controller Settings
We have received some player reports about hardware support challenges when players wish to play with Mouse & Keyboard while multiple hardware controllers are attached, especially racing wheels and flight yokes.
-
We are working with our Rewired implementation in Unity to reduce controller conflicts and this update attempts to reduce the interaction between those hardware controllers and the game. The game is in Early Access and we appreciate the feedback and this support is a work in progress. Please let us know how it works for you.
-
We have added a new Option checkbox "Disable All Controllers". This option should be used if you have controllers you do not wish to remove in the control mapper and is available from the main menu > Options.
-
For players where controllers are interfering with the game, or making the main menu difficult to use we've added a new command line option -disableJoysticks that will force all hardware joysticks to be turned off at startup
-
This game is not designed for Steam Input and uses Raw Input (on Windows) or Native Input (on Linux and OSX) so please do not override the Steam Input configuration for Cyber Knights: Flashpoint. If you are having problems with an XInput device or another gamepad, make sure that your Steam Settings > Controller page is not forcing any devices to route via Steam Input. This can cause confusing bindings, so if your are having problems with odd default mappings (for example, pressing the A button Ends Turn) then you need to use Steam Settings > Controller to turn off Steam Input for your controller type
Bundle of Contact Updates
With Update #58, we're moving Contacts into a better position for their next major expansion - getting dynamic, evolving and taking more actions in the game world. We've adjusted the Contact list and detail page to be easier to read,
We've revamped the scale for Contact Trust to be from -100% to 100% with 0% being neutral. This is a sweeping set of updates across the board that give us a wider range to play with in stories, services and all the parts of the game that rely on this stat.
Next, we've simplified the structure for the rewards for the primary Contact on a mission. The Contact now always stands to gain +1 Influence, +1 Trust and some amount of Power Level, utterly dependent on their Power Level and the Power Level of the mission they are offering, so ... "some" Power Level is as specific as we can be :D Any secondary objectives that offer Influence or Trust are offering extra on top of the +1 Influence, +1% Trust and +Power Level that is core reward like payment now.
In addition, we've updated the visual for Influence and still somewhat unused Exposure stat for Contacts. Like your merc's Hype and Stress, these stats can grow independently of each other. As either exceeds 8+, a Limit Break is in the making. For now, we're rolling out the set of UI changes, adjustments to the Trust rules and the consolidate mission reward structure. Once that dust settles, the Limit Break actions with their exciting list of possible consequences be coming soon.
Improved Medical Services
Medical services are slightly more expensive (now clocking in at $5K and $10K at the two levels available) but able to now reduce the healing time of Injury by 25% and 40% respectively. This helps these services stand out a bit more compared to resting at home and rehabbing on your own.
Your F10s
We've taken a tour through the game and fixed a number of places - especially the Hype and Stress bars in roster - where the hitboxes for the hovers on these UI elements were hard to hit. We've also taken a pass through those rules to ensure they reflect the latest state of the system.
If you fail a secondary objective offering cold hard cash, it will not explain which one you failed in mission victory. We've also simplified the display in pre-mission and mission victory for the states (+1 Influence, +1% Trust, +Power Level) that the Contact always stands to gain.
v1.4.19 - 3/9/2024
- Improved controller support, new option to disable all controllers, command-line option -disableJoysticks
- Adjusted Contact display of Influence and newly revealed Exposure stat to match merc's Hype/Stress and Limit Breaks
- Improved display of contacts, main contact stats and services
- Upgraded all Contact Trust scores to be out of 100%, larger values, easier to manage incremental gains
- Simplified basic Contact gains for missions: +1 Influence, +1% Trust, +Power Level
- Improved medical treatment balances: more cost (+$1-4K) for faster healing (+5-15% recover decrease)
- Better Power Level minimums for some of the proc-gen maps and combos to avoid unfairly hard setups
- Fixed missing explanation of failed secondary mission objective if it was for $$$
- Fixed issue where contact services were repeated multiple times in contact detail
- Improved balance and consistency of Hype/Stress/Loyalty/Discontent changes via stories
- Improved hover hitbox for roster widgets like Loyalty/Hype/Discontent/Stress display
- Fixed bug that could cause freeze at extraction point in Forward Op mission
Changed files in this update