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Update #54: Turret Rising

[p][/p][p]Knights, we are back with a follow up to the H4RDPOINTS update. After a few days of gathering feedback, talking to players about their brushes, near death experience and all out battles with Turrets, we've made some balance chances, some improvements and made everything just look and sound better! We've also fixed reported F10 bugs and issues, so thank you, as always, for sending those in.[/p][p]We're excited to keep expanding the game as we work on our ambitious post-launch roadmap. With Turrets now joining the heist-scape, we are excited to have other new types of drones just around the corner to swing in and once again change the tactical playing field. Stay tuned![/p][p]If you want to see what else we've got cooking - check out the full Post-Launch Roadmap![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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.[/p][p][/p][h2]More Turrets, More Maps[/h2][p]What we've heard from our heisters is that they want to see more Turrets. This is natural for a new feature, so we haven't cranked this up to 11 but we have expanded the maps on which Turrets can appear by about 33% and also increased their general rate of appearance in maps across the Power Level spectrum.[/p][p][/p][h2]E-Turrets by Faction[/h2][previewyoutube][/previewyoutube][p]The dreaded E-Turret ...[/p][p]We've improved the deployment rules and faction matching for the direction energy weapon Turrets. These beasts will melt armor like butter on a hot day and can raise their own energy shields to make them temporarily invulnerable to attack. They are now most commonly appearing with Jupiter, UltraTek and Rook factions.[/p][p][/p][h2]Railgun and E-Rifle Attack VFX[/h2][p][/p][p]With Update #54, we've come back to the attack animation and VFX for E-Rifles and Railguns to make them look even cooler and fill in some missing pieces. Your railgun's barrel will now smoke dramatically after firing a shot and the flare of the muzzle is cooler, correctly pointed directly at the target and more on point for style.[/p][p]In addition, we've improved the E-Rifle firing VFX to include a gathering charge of plasma that crackles into life at the end of the barrel before spewing forth its directed energy attack.[/p][p]We're just excited to have these two powerful and unique weapon types looking even cooler![/p][p][/p][h2]Turret SFX/VFX and Animation[/h2][p][/p][p]In addition, we've done a full pass on all of the animation, VFX and SFX for Turrets. [/p][p]There were places where we were missing SFX, like that threatening moment when the Turret spins up through the floor from its encasement to join the battle. Also, if you are able to destroy a turret, it would explode and possibly cause deadly damage without the SFX running correctly. Now its a nice loud BOOM.[/p][p]The barrels of both types of turrets now correctly kick as they fire and especially the machine gun Turret has a much cooler look as we've made the muzzle flares dramatically bigger, better timed and ensure that they appear on both sides of the Turret.[/p][p][/p][p]Finally, we fixed some ugly rotation skips that a Turret might make. Like after firing its final Overwatch shot, it used to skip back to an ugly rotation off into nowhere. Now, it keeps itself rotated toward its last target nicely.[/p][p][/p][h2]Moving Near or Onto Turrets[/h2][p]We've fixed a bevy of issues around moving near, through or onto turrets. Now they nicely carve out a space all the time around themselves, forcing everyone to move around them and keep enough distance that clipping is avoided or at least greatly reduced.[/p][p][/p][h2]Double-Up Turret Bug[/h2][p][/p][p]We fixed a bug that could allow one Turret to activate on the same hardpoint that another turret had previously activated on. Whether the first Turret was alive or dead, if a Sec AI activates the turret in the underground encasement, then that hardpoint is used and cannot activate another Turret.[/p][p][/p][h2]More Drones Coming Soon[/h2][p]We're excited to be expanding the scope of drones within the game with the release of Turrets. As we've worked on these, we simultaneously completed the recent major rebuild of the game's unit-navigation layers across all levels, in preparation for further new enemy drone types with different movement capabilities. Get ready, these are coming soon.[/p][p][/p][h2]v2.3.3 - #54: Turret Rising - 11/29/2025[/h2][p] - Improved weighting for Activating Turrets by Sec AI Escalation (significantly more likely to be picked when available now)[/p][p] - Improved faction and Power Level thresholds for Energy Turrets (Jupiter, UltraTek, Rook)[/p][p] - Fixed bug where Sec AI Escalation could activate a second Turret right on top of another Turret[/p][p] - Added explosion SFX for turrets when they are destroyed[/p][p] - Added mechanical SFX for turrets rising out of their encasements[/p][p] - Improved animation for turret hit and dodge reactions[/p][p] - Improved Turret rotation during and after use of Overwatch, improved Turret up/down rotation when aiming[/p][p] - Fixed issue where you might move too close to a Turret and start to clip into it, or run straight through a Turret while moving[/p][p] - Fixed bugs with enemies sometimes starting inside barricades and therefore being stuck[/p][p] - Fixed bugs with some VIP not moving when they should get scooting[/p][p][/p]