FAQ

From Cyber Knights: Flashpoint Wiki

Bugs[edit | edit source]

How do I report an in-game bug?[edit | edit source]

To report a game bug: While still in game, press F10 to use the in-game reporting system. Please provide details of the actions/steps that led up to the bug so we can reproduce them. As soon as you press F10, it saves a screenshot. When you submit, it sends the screenshot, any details you have entered, and also a save game file.

If you are unable to report a bug immediately (such as not having an internet connection), it is okay to report the bug later through the game, setting things up to be as similar as possible and writing detailed reproduction notes!


Game Play[edit | edit source]

What does Hidden/Hunted/Spotted mean for my merc?[edit | edit source]

See Detected Status.

What does Unaware/Suspicious/Alerted mean for my enemies?[edit | edit source]

See Alert Status.

How do I get a stealth kill? Guards always notice me[edit | edit source]

It is "possible" to kill a guard while they are unaware, but not really necessary. One crucial point about this game is that a guard only gives the alert if they survive till the end of the turn. If you attack when they are unaware, there are many talents and weapons which add bonus damage. But if the first attack does not kill them, either the same merc or other mercs can gang up on the same target. If the target dies before the end of the turn, then there is no increase in the alert level. You can carefully watch the yellow tallies at the upper right of the screen. When you alert, and then kill a guard in the same turn, their yellow tallies appear, and then disappear.

How do I keep the Security Level down?[edit | edit source]

Some general tips to keep the security level from rapidly escalating are:

Dispose of dead bodies! An Body timer expiring will not only add to the security level, but a guard may come to investigate as well. Note that there are different ways of manipulating dead bodies with talens (eg, Vanguard's Bodybag will not prevent the Body timer from expiring, but will hide the body from cameras and guards). Try to kill guards away from cameras, even if this means baiting a guard with the sound of footsteps.

Avoid unnecessarily tripping security devices. While triggering a pressure plate or wandering into a camera's field of view to add +1 Security Tally may not seem like a big deal, the SecAI may send someone to investigate which could lead to discovering your team. Conversely, do not be afraid to trigger a security device if the alternative is to risk your merc being discovered by a guard. An Alerted guard is a much more dangerous threat than a tripped security device.

Check who can hear your shots. The game UI tells you before you fire a weapon how many enemies will hear the gunfire, and enemy models will have an icon above their head indicating that they will hear. If create a movement path for your merc the game UI will update to show the number of guards that would hear your gunfire if you were to move to the indicated location. Do not be afraid to move a merc away from your target if that would reduce the number of guards that would hear gunfire. A sniper in a quiet corner of the map can be an absolutely lethal stealth weapon.

Be careful not to alert guards to your presence unless you can kill them on the same turn. A guard that has seen you and survives the turn will report your presence to SecAI, and if they are given a chance to fire a weapon, may alert other guards from their gunfire.

Avoid or delay reinforcements whenever you can. The deadliest SecAI escalation is usually when it brings reinforcements into the map, often to an unpredictable location. If you have access to the Delay Reinforcements leverage, wait until the last moment to use it. If reinforcements do appear, try to avoid them by moving quickly or perhaps choosing a different exit. The SecAI will always attempt to call reinforcements if the number of mercs is higher than the number of guards.

What do I do with files, file sets and accounts?[edit | edit source]

In the safehouse, in the cold storage room, there is an inventory of all your files, file sets and accounts that you have gained through looting lootboxes in meatspace, and certain nodes in the matrix. See Electronic Loot for basic descriptions.

Files which are not part of file sets can be sold immediately; there is no reason to keep them. Accounts, which are normal, uncommon or rare (blue or green) can also be sold immediately.

Accounts which are epic or legendary (purple or orange) can be sold, but the contact to whom you sell them gets an influence increase. This is critical to "level up" the contact. As of January 2025, it is recommended to sell these to your wireghost (Potato or Dancehall) or a gun runner to get access to higher level cyberdecks and weapons. See Contact Influence for more details on leveling up contacts.

For files which are part of file sets, see the file sets tab in the safehouse. When you get all the files which are part of a fileset, you have the option to "mint" them which increases their value or adds a new mission, cyberdeck program or contact. See Cold Storage Files for more details. File sets can also be sold to contacts for a 10% influence gain.

How do I heal wounds?[edit | edit source]

There are two separate types of damage, with two separate (but similar) ways to heal. "Injuries" are general damage which go to hit points. When you return to the safehouse, injured mercs may not participate in missions until they heal, which takes a few days. You can speed this up using the "treatment" button on the merc detail page in the barracks. "Wounds" are specifically named afflictions, like "heart burn 1". Each level of wound has successively worse effects. Wounded mercs can participate in missions, but the severity of any wound may increase. You can take a merc out of action and send them for treatment using the *other* treatment button on the merc detail page. Scroll to the bottom of the page to see the second button.

How do I get better gear?[edit | edit source]

There are two main ways to get better equipment. The first way is to buy gear from contacts, and the second way is to craft gear from blueprints that you find during missions. Crafting requires a significant investment of cash into your safehouse buildings, and usually is only possible in the mid-game.

In order to buy a type of gear from a contact (eg, medical items) you first must have a contact which sells that gear type. Many contacts will sell different types of gear (eg. medical gear, military gear, street weapons, cyberdeck programs). In order to buy higher level gear you have to "level up" these contacts. Each contact has an influence level, and once this influence level is high enough your contact gets a dialog box called an "influence break" with an option to choose a contact upgrade. There is a chance that upgrading the gear the contact sells appears as one of these options. See Influence_and_Exposure for details about how to level up your contacts.

The second way to acquire gear is to craft blueprints that you find during missions. Crafting occurs at the Nanoforge, which you must first build in a Clean Room in your base. Once the Nanoforge is complete, you can choose to build a crafting bench for the type of gear you are interested in crafting. You cannot change this choice later, but you can build different benches for crafting different gear types as you upgrade the Nanoforge. Which bench to build first depends on what types of gear you need the most, either because of your playstyle or because of your access to buying other gear types through your contacts. A weapons bench is a good choice because it allows you to use both your weapon blueprints along with weapon mod blueprints, to add permanent attachments to your crafted weapon.

How do I survive a combat mission?[edit | edit source]

In the mission planning screen, some missions are listed as "combat required". For these missions, stealth is not useful, and there are many enemies with heavy weapons. This can be a shock, especially if you have not equipped for it. The following tips may help.

  • At higher difficulties you will need to make heavy use of smoke (from smoke grenades or Agent Ex mercs) to deny enemy sightlines and protect your mercs from enemy fire, and overwatch to prevent enemies from rushing into your position.
  • Don't be afraid to multi-class your mercs into Sniper or Soldier just to take an overwatch ability. Overwatch is extremely powerful ability that can be performed without any remaining action points, and will end the enemy's turn immediately if it hits. Retraining mercs later to undo the multi-class is relatively easy. Note that a Sniper-Soldier multiclass that uses a single shot weapon has access to two overwatch talents, allowing them to overwatch for many consecutive turns.
  • Remove any silencer/suppressors on your weapons. They decrease damage slightly, and noise isn't a factor for these missions.
  • Grenades are very useful; consider having every merc carry one. Shock mines have two charges and stun an enemy so that they can't move or attack until the end of the next turn. Concussion grenades have a large area of effect.
  • Use cover. There is at least one mission where you start in the middle, with no cover nearby. Get to cover! Pick one part of the map where there is cover; run there and kill the enemies nearby. This way all the other enemies will take a little more time to reach you.
  • Look out for armor. If an enemy has a high armor level they will ignore 80% of damage. Keep them locked down with overwatch, shock mines, or other talents. Try to shred the armor first with sword power slice or shotguns.
  • For cyberswords, consider Deflection Shield. For Vanguards, consider Blend, to remove yourself as a target and enable crits when you do attack.
  • For snipers, many abilities trigger on a kill, but you may not do enough damage to one-shot. Then have your other mercs attack first and wound enemies.

How do I survive enemy overwatch?[edit | edit source]

Details on the Overwatch Defense page.

Why can't I find more recruits?[edit | edit source]

There is a limited number of recruits currently available in the game. Each recruit is hand-crafted, sometimes with a selection of starting traits for you to choose from for them. More recruitable characters will be added to the game over time.

Recruits can come from 3 sources:

  • Events on the timeline--a merc recommends a former colleague.
  • Underworld Hub--you look for a merc of a particular class, in exchange for a token.
  • Reward for certain missions--the team helps someone who then wants to join.

As of March 2025, there are about a dozen potential recruits available. More recruitable characters will be coming soon. For a (hopefully) up to date list see mercenaries.

Behind-the-scenes[edit | edit source]

All or most recruits (and the initial merc members, too) are drawn from backstory submissions by Kickstarter backers. Designing recruitable characters was a kickstarter reward at the $250 level. At the $500 level, supporters could provide pictures of themselves to be used as facial models for their recruitable character submission.

Computer System and Network[edit | edit source]

Where are the saved games stored?[edit | edit source]

Windows[edit | edit source]

Both saved games and game logs are stored here (you can copy and paste this directly into your File Explorer address bar):

%USERPROFILE%\AppData\LocalLow\TreseBrothersGames\CyberKnights\

Mac OS[edit | edit source]

Saved games are stored here:

~/Library/Application Support/TreseBrothersGames/CyberKnights/

Game Logs are stored here:

~/Library/Logs/TreseBrothersGames/CyberKnights/

Linux[edit | edit source]

Both saved games and game logs are stored here:

~/.config/unity3d/TreseBrothersGames/CyberKnights/

Unity Command Line Arguments[edit | edit source]

Cyber Knights: Flashpoint is developed with Unity 2021 and therefore you can use all the standard command line arguments to control which monitor the game plays on, screen resolution and window sizing as well as a host of other options.

For example, you can use the following command line arguments to play the game in windowed mode, at 1920x1080 on your first monitor:

screen-fullscreen 0 -screen-width 1920 -screen-height 1080 -monitor 1

The full list of arguments can be found here: Unity command line arguments

Cyber Knights: Flashpoint supports an additional argument -disableJoysticks for players that wish to turn off all attached controllers, racing wheels, pedals, flight sticks and so forth.

To apply command line arguments to Steam, right click on the game and choose Properties. Then enter the desired arguments into the Launch Options field.

How to add command line launch options in Steam
How to add command line launch options in Steam

Do I need to give the game permission to communicate over my network?[edit | edit source]

It is helpful if you give Cyber Knights: Flashpoint permission to communicate over your network, so that we can collect in anonymous game analytics and automatic crash data.

Windows Security Alert for Allowing Access
Windows Security Alert for Allowing Access