[REQUEST] Cyber Knights: Flashpoint

Ask about cheats/tables for single player games here
tako_muro
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by tako_muro »

Gee thanks.

MrReny
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by MrReny »

tako_muro wrote:
Tue Feb 04, 2025 7:17 am
Gee thanks.
Updated instructions. You not quoted my message, so i did not see it until now

scarlettranglunar
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by scarlettranglunar »

MrReny wrote:
Mon Mar 03, 2025 6:54 pm
tako_muro wrote:
Tue Feb 04, 2025 7:17 am
Gee thanks.
Updated instructions. You not quoted my message, so i did not see it until now
is it possible to change lvl exp skill bc im so dump i can figure it out
i change it in current lvl and it not working

MrReny
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by MrReny »

scarlettranglunar wrote:
Sat Mar 08, 2025 1:12 am
MrReny wrote:
Mon Mar 03, 2025 6:54 pm
tako_muro wrote:
Tue Feb 04, 2025 7:17 am
Gee thanks.
Updated instructions. You not quoted my message, so i did not see it until now
is it possible to change lvl exp skill bc im so dump i can figure it out
i change it in current lvl and it not working
As far as i know, you cant. I didnt try to do this, so cant say. But u dont need really.
There is a way to change stats:
1)+ <CharacterModel>k__BackingField - do not freeze (do not put x in box);
2) Find things starting with Attr - there are 6 of them, only 4 are real, but i dont remember wich ones :) :
- <AttDexterity>k__BackingField
- <AttStrength>k__BackingField
- <AttIntelligence>k__BackingField
3) Set them to some value like 200 and u are god;
4) Save to backup slot;
5) Reload;
6) If values stick, you are golden. Stats will carry to base and will be persistent on every mission;
7) If not, try repeating. They will stick eventually;

Also u can advance character traits by changing <PositiveTraitValue>k__BackingField to 10. After mission you will have advance dialog. But only 1 advance level per char per mission, so setting this value to 100 will have no effects.

There are <Experience>k__BackingField to, try chaging it, maybe it will advance your level after mission end.

You can become god hacker, do not persist betwen missions:
1) +<Cyberdeck>k__BackingField - do not freeze (do not put x in box);
2) Set <ProgramsLoaded>k__BackingField to 0 - freeze;
3) Set <ActiveMemoryUsed>k__BackingField to 0 - freeze;
4) Health you can set to some value u like;

scarlettranglunar
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by scarlettranglunar »

MrReny wrote:
Sat Mar 08, 2025 6:00 am
scarlettranglunar wrote:
Sat Mar 08, 2025 1:12 am
MrReny wrote:
Mon Mar 03, 2025 6:54 pm

Updated instructions. You not quoted my message, so i did not see it until now
is it possible to change lvl exp skill bc im so dump i can figure it out
i change it in current lvl and it not working
As far as i know, you cant. I didnt try to do this, so cant say. But u dont need really.
There is a way to change stats:
1)+ <CharacterModel>k__BackingField - do not freeze (do not put x in box);
2) Find things starting with Attr - there are 6 of them, only 4 are real, but i dont remember wich ones :) :
- <AttDexterity>k__BackingField
- <AttStrength>k__BackingField
- <AttIntelligence>k__BackingField
3) Set them to some value like 200 and u are god;
4) Save to backup slot;
5) Reload;
6) If values stick, you are golden. Stats will carry to base and will be persistent on every mission;
7) If not, try repeating. They will stick eventually;

Also u can advance character traits by changing <PositiveTraitValue>k__BackingField to 10. After mission you will have advance dialog. But only 1 advance level per char per mission, so setting this value to 100 will have no effects.

There are <Experience>k__BackingField to, try chaging it, maybe it will advance your level after mission end.

You can become god hacker, do not persist betwen missions:
1) +<Cyberdeck>k__BackingField - do not freeze (do not put x in box);
2) Set <ProgramsLoaded>k__BackingField to 0 - freeze;
3) Set <ActiveMemoryUsed>k__BackingField to 0 - freeze;
4) Health you can set to some value u like;
Thank you so much

TheRedFear
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by TheRedFear »

Can Strength, Reflexes, etc be edited the same way as action points? And have those edits be permanent?

MrReny
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by MrReny »

TheRedFear wrote:
Tue Mar 11, 2025 3:46 am
Can Strength, Reflexes, etc be edited the same way as action points? And have those edits be permanent?
Yes. Literally instruction is just above a message of yours.

MrReny
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by MrReny »

MrReny wrote:
Wed Dec 25, 2024 5:31 pm
UPD: Moved some instuctions here. Put them in to the spoilers
Moved isntructions in to the message with table attached to remove need of reading whole topic

Dudejmac
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by Dudejmac »

Can confirm the table still works on v1.10.17 [Build 18139182].

Instructions could be clearer. Took me about 2 hours of trial and error to figure out how to get the table to work.

1. It only works when you're on a mission. You cannot do it at the safehouse.

2. Do not save or reload a save after making changes via the cheat table. It resets the turn and erases your changes. (For example, I edited my character to have 22 on all stats and 5000 Action points. It showed up on my character's stat page. However, after saving and reloading as per the instructions, I found that it reset all of the stats and Action points back to normal. Completing the mission after making the stat change edits permanently changed them.)

3. When editing the Actions points you need to change the values of BaseActionPoints, actionPoints, and <MaxActionPointsThisTurn>k_BackingField.

4. You can only edit the character whose turn you are on. If you are trying to edit the Cyber Knight (your main character)'s stats, but are on a crewmember's turn, it will not edit the Cyber Knight's stats/action points.

The instructions provided by Mr.Reny on the first page are mostly correct. Just keep the above information in mind.

AmyD
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by AmyD »

Dudejmac wrote:
Fri Apr 18, 2025 8:41 am

2. Do not save or reload a save after making changes via the cheat table. It resets the turn and erases your changes. (For example, I edited my character to have 22 on all stats and 5000 Action points. It showed up on my character's stat page. However, after saving and reloading as per the instructions, I found that it reset all of the stats and Action points back to normal. Completing the mission after making the stat change edits permanently changed them.)
Unfortunately this doesn't appear to be the case with the current version (as of April 22). The changes work in mission (and like you said, they reset if you try saving / reloading). Unfortunately the changes also now seem to reset the moment you return to base as well. Meaning you have to make the changes every single mission... Unless I'm doing something wrong that is.. but I made my stat changes (i.e. set all stats to 10) in mission (didn't save or load at all), finished the mission and when I looked at my characters in safehouse, they were all reset back to original stats.

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eggs
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by eggs »

Image

Game version 1.9.141 IGG (will prolly buy the game and come with a more complete table once the game releases on 2nd June)
Most of the features should work with the current update, if it doesn't do tell or share/gift me the game.

Actual table: viewtopic.php?f=4&t=35254
Attachments
CyberKnights.CT
v2 added fast crafting, added massive resources on cancelling craft
(423.43 KiB) Downloaded 175 times
CyberKnights.CT
v1
(418.18 KiB) Downloaded 24 times
Last edited by eggs on Tue Jun 03, 2025 11:08 pm, edited 1 time in total.

TheRedFear
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by TheRedFear »

I was starting to think this was impossible to crack. lolThanks

Right now the only ones working are the Safehouse ones for fast building, crafting, and getting big crafting supplies if you cancel a craft

The Inf Action actually makes you lose all your AP even if you make one move.

And how does the Debug options work? There's no explanation for most of them. The Skill Point one still won't allow you to spend more points that your level allows. And nothing happens when you Toggle the Dev Console.

TheRedFear
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by TheRedFear »

I'm not 100% sure but I think this might have permanently broken my Save file somehow. Maybe broken is too strong a word. Damaged? For the most part everything is playing fine.

But ever since I used the Instant construction/Crafting mods, the Counter-Intel Room option that normally would allow me to push missions back by a few days only pushes them back 0hrs.

It could be a bug of some sort related to the Face class being rolled out but nobody else on the steam forums has indicated a similar issue that I can see.

FelixGold
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by FelixGold »

Seems like an update broke the table, using infinite action points reduces them to 0 actions after each action

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eggs
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Re: [REQUEST] Cyber Knights: Flashpoint

Post by eggs »

Image
I updated the table: viewtopic.php?f=4&t=35254

Hoping the new offsets/code will survive the official release tomorrow :)

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