Thank you for your support during Early Access Development.
This update contains a prototype temple that is one of many planned mysterious structures or locations intended for inspiring open world visuals and emergent gameplay opportunity beyond simple exploration and linear story development.
Please note! The ancient structure in this update is a prototype point of interest and is very much a work in progress without collision or refined gameplay. A variety of game mechanics and core story elements are being considered for development, but the only thing written in stone at this time is that mysterious or ancient structures do and will exist in some form in Medusa Frontier.
In addition to the large structure reveal, this update features revised terrain scale, improved object shaders, revised basic build pieces and more. --------------------- Additions and Changes --------------------- Game Revisions *Added: Temple Structure Added: Work in Progress; *Added: A few Camp Generators for recharging battery. *Revision: New Game revised for temple scenario. *Revision: Suit battery depletes 50% faster. *Revision: Base Floor converted to base platform. *Revision: Base Roof now set to build piece 4. *Revision: Collision box for Base Foundation revised.
Rendering Revisions *Revision: Objects now have PBR like GGX specular / roughness. *Revision: Terrain data reset to 1:1 world units. *Revision: Base Foundations bake shadows on terrain.
*Known Issue: Temple Structure has no collision. WIP *Known Issue: Baked blob shadows on terrain remain after vehicles are moved or resources harvested.
Changed a part of the VFX for the ice bullet so it won't block the view if you walk forward while using it, also changed the VFX for destroying the ice ham or the fire ham ( when you shoot them with the ice bullet )
Welcome to Sunday evening, mercs and heisters! Let's do Update #215! With this update, we've pushed Stress Limit Breaks into the light so you can't miss them anymore, we've increased the variation of what you can get in a Stress LImit Break including some new temporary negative Traits, added a new negative Trait ability to cause ripples of Stress through your team, fixed a longstanding bug with how Passive Talents could double-activate and waste charges, and improved 2 Talents at the start of a larger Talent polishing project.
If you're enjoying the game or the relentless pace of progress, please take a moment to share Cyber Knights: Flashpoint with a friend or leave a review!
Merc Stress Limit Breaks Visible
With Update #215, we've pushed the previously quiet and easy-to-miss Stress Limit Breaks for your mercs into a pop-up window just like Hype Limit Breaks. You don't have any options here other than to acknowledge the unfortunate change in your merc's status. As always the result is written to the timeline event log as well, but this helps promote these important moments in your merc's career with more visibility.
We've got some nice changes coming to the Limit Break windows in a near-term release, but they are pending testing and merging, so the window is not the cleanest-looking thing right now, but that's where we are right now. Iterate, improve, go fast!
Updated Stress Limit Break Options
Along with making the Stress Limit Breaks visible, we've improved the list of options that could apply here. First, we've expanded the conditions under which results like increasing Pay Rate or Reducing Loyalty can occur. But we've also added temporary negative Traits to match those temporary positive Traits you can get in Hype Limit Breaks.
The new Traits - Disgruntled and Checked Out are options at any point you get a Stress Limit Break while Malcontent and Run Empty are much nastier but will only appear at 6 or more Discontent.
Both Disgruntled and Malcontent have a new possible effect on Traits which is to cause Stress ripples within your team. If a merc with these Traits suffers a +10% Stress, they have a % chance to cause another merc in the safehouse to suffer a similar Stress rise.
Fixed Passive Talent Double Up Bug
We've fixed an old bug with how Passive Talents worked. For those Passive Talents with common conditions to activate (Critical Hit, killing a target, etc) they might activate once in a Turn and then later activate again. This lead to the "re-buffing" ruleset which states that if you have a buff and the same buff is used on you again, the duration is extended as if you were just buffed the first time now.
For Passive Talents, this is a bad rule set - so we've enforced a check with all Passive Talents. If you have the buff (if you have the Savagery buff up) and you activate the Passive Talent (you kill an enemy which would usually fire Savagery's charge) then the buff doesn't fire. That's nice.
Talent Rebalance - More Coming
As we sprint like a wild band of jackals toward our release date, we're polishing every aspect of that game. A huge shout and thanks to @Phreak who has provided some very useful analysis today about the 145 Talents that are in the game. It is a great prompt to do a full scrub down of the list, improve where we can, focus where we can, and make sure everything is delivering fully.
So - more Talent changes, rebalance, buffs and nerfs are going to be coming in the next months. Hold onto your favorites!
With Update #215, we've improved the level point costs for Agent EX's Talent, Armor EX. The ending nodes on this Talent were both 2 point cost which was not intentional. And second, we've helped focus the Cyber Knight's Lookahead Talent solely on predicting enemy movement and then slowing down their Move Speed, so the -Initiative debuff that was there has been removed and the Move Speed debuffs have been punched up to -15%.
v1.9.121 - #215: Stress Below the Street - 2/16/2025
- Merc Stress Limit Breaks now pop a confirmation window to show the timing and result of the LB - Stress Limit Breaks can now add 30 day negative Traits: Disgruntled and Checked out (or 6+ Discontent), Malcontent and Run Empty - New negative Traits can "ripple" Stress to other mercs - when a Malcontent Stresses, they make others Stress - Increased conditions in which a merc can Stress Limit Break for Less Loyalty or Pay Raise - Added Trait description to all temporary Traits (negative and positive) - Fixed issue with Passive Buff Talents firing when they are already active on your character (Recoup, Savagery) and wasting charges - Improved Cyber Knight's Lookahead Talent to focus on -Move Speed (max -30%) and not -Initiative (now removed) - Reduced level point cost of Agent EX's Armor EX upgrades 3 and 4 (-1 AP, +1 Charge) to 1 pt instead of 2 - Fixed reported map bugs
In hopes of reviving the game, it has now been released as free to play. While doing this, we also migrated the servers that's being used, which are at a later software version. This game with some bugs, but hopefully we've found them all and the game should be fully playable.
Hana and Nihara both have relationship upgrade expansions out today, plus Drifa's starting to get some of (but not yet all!) of her post-knot-cave expansion. Pregnancy and marriage are still to come for her! But the generic corrupted lupines, and their packleader, are here with their interactable content in full.
Plus, if you let the centaur village get corrupted, you can finally find Ahmri again... in a bit of a corrupted state herself, to put it mildly.
0.7.36 Patch Notes:
Hana, Amhri, and Nihara Expansions:
Hana has a new set of dates at the Kitsune Den, accessible from her main menu after having gone hunting with her 3+ times.
You can take Hana to visit her friend Rindo's garden, which has some nice secluded spots to get dirty (or clean).
You can take Hana to visit the shrine to get in some prayer -- just remember, trickster gods tend to prank the selfish!
If you've grown close with Hana, there's a third special Den date that can lead to her proposing to you -- now you can get engaged to the dick-vixen without having to talk about kids first.
A recently-corrupted Ahmri can now be found by those who corrupted the centaur village. Rescue her from Tollus’ clutches and take her home! Show off your newly corrupted pone to some of your friends! She promises she’ll behave.
Nihara has gotten herself a chunky 180 page expansion! About 120 pages of it are just raw, gooey elemental sex, with a lot of focus paid to her boobs, your boobs, and the fluids therein. (By TheObserver).
Post-Knot-Cave Expansions:
Corrupt Drifa has a new first-time approach scene.
Corrupt Drifa has a new doggystyle sex scene.
If Drifa is wearing the Collar of Submission, there's a new sex scene outtro for it.
Drifa's Appearance screen has been updated.
If you accepted the submission of Asgeir and the Corrupted Lupines after clearing their dungeon, you can now find them in your Wayfort (regardless of whether you genderbent them or not).
The Corrupted Lupine pack has 4 new repeatable sex scenes for both male and female packs, plus a great big orgy for the female pack.
Asgeir (or his feminized form) is a new Wayfort NPC separate from the pack, with the expected host of sex and talk scenes.
Other Characters & Misc. Scenes:
There’s a new foreign visitor at the passion pasture! Partake in the delights of Yashiko, the foreign minotauress with a foxy secret.
Merielle of the Wyld Elf Band encounter has a new Mating Press victory scene.
The Undermountain Miners have a new bad end, if you submit to them 4+ times.
The scene for turning Kiyoko's amulet over to Keros has been rewritten to be kinder to you, and now gives you the Control Rod.
You can now help Atugia’s body provide a sexy show for her head.
Thrud can now give you a titjob.
You can now help a heavily pregnant Yolihuali lay her egg.
Eira has a new zero gravity sex scene.
New Items, Upgrades, Art, and Game Fixes:
There's a new pawprint womb tattoo option at the Hawkethorne stylists once you finish Knot Cave.
Vivane now sells a new item, the Circlet of Clarity. It's got great stats on it for spellcasters, if you don't mind occasionally being turned into a bimbo.
You can now [Wait] up to 12 hours at a time.
Sun Dancer Cait's weapon has been adjusted to sync better with her kit.
Kalysea has new Tease text.
Combat text coloring should work after an enemy is defeated or despawns.
Enemy lettering now loops back to “A” after running out of characters in infinite-wave fights…. Remember to hit [Defend] or [Flee] before that point!
Innumerable bug and typo corrections, courtesy of Teawolf, Spotty, and Zag.