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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]

H4RDP0INT - Major expansion adds Turret drones to your heists!

[p][/p][p]Knights, we have a huge update for you this week which adds a whole new class of drones to the game - Turrets! The devious Sec AI that you battle throughout your heists has a new ace up its sleeve - activating turrets from their underground encasements and bringing these powerful, stationary and hard-to-kill drones into the battle.[/p][p]We're excited to keep expanding the game as we work on our ambitious post-launch roadmap. New types of enemies and especially drones are a very exciting area of expansion to reward more varied character builds, new tactics, and put your squads up against new high-powered and late-game enemy options.[/p][p]If you want to see what else we've got cooking - check out the full Post-Launch Roadmap![/p][p][/p][previewyoutube][/previewyoutube][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]New Enemies: Turrets[/h2][p]Turrets are stationary weapon platforms that can be activated by any SIGMA series Sec AI. These new enemies are drones (a category describing all mechanized enemies) so they can be targeted by your drone Talents and instantly report their death like all drones. Further, turrets will explode when they are destroyed, causing potentially deadly damage to anyone nearby![/p][p]Turrets can appear:[/p]
  • [p]Once your team reaches Power Level 3+[/p]
  • [p]Only in certain objectives (Alpha Strike, Exfiltrate VIP etc do not include Turrets)[/p]
  • [p]On Larger maps that have space for them[/p]
  • [p]Only on 15-33% of heists - when they do, they generally force you to plan and approach the heist differently, so they are not a constant threat but a spicey spice.[/p]
[p]There are two types of turrets today - the heavy machine gun turret and the directed energy weapon turret ("E-turret"). Each have their own set of stats, weapons, armor and talents. Turrets can appear in different missions from Power Level 3+. The challenge they present will start low but scale aggressively into the end game by PL 10. Watch out, Turrets love to use Overwatch! [/p][p][/p][p]You are able to see in advance if a heist has the potential to have turrets by checking its mission flags for the highlighted "Turrets" warning. Also, once you are on the ground in the heist, the locations that Turrets might appear are shown clearly to you, each one marked by a large and threatening looking turret spawning location.[/p][p]With this pre-knowledge in hand, you'll be pushed to make new choices about how you approach a heist if turrets are present. Do you really want to go down that route to reach those lootboxes if a Turret might pop out of the floor at any Escalation?[/p][p][/p][h2]Sec AI: "Activate Turret!"[/h2][p][/p][p]The Sec AI - your overarching enemy during most heists - now has the power to activate turrets from their underground encasements. Until the Turret is activated from its underground lair, it is invulnerable and cannot be targeted. This new and dangerous type of Escalation is available to the entire SIGMA line of Sec AI - including Sigma 5, Sigma 7, Sigma 9 and Sigma BLACK. [/p][p]The more dangerous the security AI you're facing, the lower the minimum Sec Level required to activate Turrets. In a facility with a Sigma 5 Sec AI, Turrets become a risk at Sec Level 4+; whereas one with Sigma BLACK, they can be summoned as early as Sec Level 2.[/p][p]These Escalations do count as a type of reinforcement which can be blocked by some Leverages, at least until we've added more drone-and turret-specific Leverages that are competitive.[/p][p][/p][h2]How to Take on Turrets[/h2][previewyoutube][/previewyoutube][p]Turrets are heavy weapons platforms with no need to move which allows them to be built with heavy plating and stacked with massive weaponry. Armor-shredding is key for any attacks against drones; these are high HP enemies. E-rifles in particular are an excellent weapon to take them on, but other weapons with a high chance to shred armor (possibly extended by weapon mods) can be effective as well.[/p][p]The Cyber Knight and Cybersword have the most anti-drone talents, with Hacker and Agent EX characters also having several available. Check any of the character classes on the Cyber Knights Wiki to easily see a full list of their available talents and CTRL+F for "drone" to review.[/p][p]Most importantly, keep in mind that turrets are stationary. Using hard cover where you can step out, shoot them, then step back to where they can't target you is a significant advantage. Any class's talents that can cancel enemy overwatch or move through overwatch without triggering it can be helpful, as turrets have a wide field of fire and can lock down a significant area with overwatch.[/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]Hacking Juice Bugs Fixed[/h2][p]We fixed a number of bugs with Hacking Juice and other Items and Talents that add Tokens with Update #53 that will make these more powerful. [/p][p]Sometimes these tokens were being incorrectly consumed by passive IC that should not qualify to take a token. This is now resolved and only IC with proper reactions that need to be canceled will cost a token.[/p][p]In addition, we found an issue if you reused one of these Items or Talents while the buff was up and some Tokens were still unused. This was replacing Tokens (there was 1, it is replaced with 3) instead of adding Tokens (there was 1 and 3 new are added, resulting in 4). This is a less central use case but just as important.[/p][p][/p][h2]VIPs Unmoving Mostly Fixed[/h2][p]We've fixed a number of issues with VIPs and their bodyguards where they might not register the correct set of enemies and targets during their turn, causing them to stay oddly stationary at the worst times. [/p][p]This should help some cases with frozen VIPs once they are combat engaged but doesn't fix any of the map-related issues with non-combat engaged VIPs still standing around. That is up next, we have those F10s and are looking at the Trucker HQ as the one map where this is happening basically.[/p][p][/p][h2]v2.3.1 - #53: H4RDPOINT - 11/26/2025[/h2][p] - Added new powerful drone type to missions: Turrets! Stationary hardpoints, hard to kill and packing heavy weaponry [/p][p] - Turrets can appear in different missions from Power Level 3+[/p][p] - Turret challenge starts low but scales aggressively into the end game by PL 10[/p][p] - Missions that can feature Turrets include a new tag in the mission stage description[/p][p] - Turret hardpoints are shown on the map in advance and a Sec AI Escalation may activate a Turret at that point[/p][p] - Different Sec AI feature different thresholds to start activating Turrets (Sigma 5 is Sec Level 4+, Sigma Black is Sec Level 2+)[/p][p] - When Turrets are destroyed, the exploding causing damage to any nearby characters or enemies[/p][p] - Prevented Juice Tokens from being used too quickly due to passive IC in the node[/p][p] - Fixed bugs with matrix Talents or Items that include Tokens, ensuring that re-use of Talent or Item adds Tokens, not replaces Tokens[/p][p] - Improved bodyguard and VIP intelligence once in fighting stance, more aware of last engaged characters[/p][p] - Fixed matrix controller bug where using a Talent might move you to an adjacent node[/p][p] - Improved AI response to skipping forward in their turn, fixed cases they might skip an event like spotting player[/p]

Update #52: Pathways

[p][/p][p]Mersc and Knights! It is a quick Saturday update with a lot of improvements and fixes and some key underlying changes to the navigation system to prep for the upcoming turrets and drones releases. Thanks for posting F10s, helping us improve the game and keep moving forward. [/p][p]Check below and see the full change log for all the tweaks and bugs that were addressed, new added cosmetic items, rebuilt navigation system (shouldn't change much for walkers), character feet landing correctly on varied terrain, improved conflicting secondary objectives, fixed Skipjack Scan2/2 bug and more.[/p][p]If you are enjoying the constant stream of improvements to the game and are ready for more content and more features, please take a moment to leave a review help us keep going![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front 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]New Appearance Category: Ears[/h2][p][/p][p]With Update #52, we added the first options to set appearance options for your ears or ear cybernetics. This first set includes 2 comms or broadcast devices or cybernetics that you can have - one on your left, one on or your right, or both. They look very themey on your overwatch Face or can make for some cool looking operators. Now that the category is open, we're looking forward to adding some additional class options to the set as well - earings, headphones and more.[/p][p][/p][p][/p][h2]New Navigation Surfaces[/h2][p][/p][p]With Update #52 we've completed a full rebuild of all of the game's 3D navigation surfaces - these determine what types of units can move where. This is all in prep for the release of different types of flying drones, and their surfaces were the main focus of the rebuild. However, the surface for bipedal walking characters was also completely rebuild during this time. We found place where it could be improved and have found and fixed a number of places where the rebuild caused something to act oddly (you could walk in some desks, certain ramps stopped functioning, sometimes you couldn't cross the threshold of a door).[/p][p]Weeks have gone into testing this across the big set of maps in the game but if we missed something, please report it with an F10 and we will get it fixed![/p][p][/p][h2]Legs on Stairs or Varied Terrain[/h2][p][/p][p]With Update #52, we've addressed a visual issue where characters might not stand very accurately over anything that had varied height. Really, their feet stayed at the same height regardless of what was under them, they were just glued to the height of their center point. With Update #52, and the new navigation systems update, we now individually position their feet as they stand, crouch and run. [/p][p]This lets them stand on stairways more accurately (seen above) where the feet really hit the individual stairs. Similar to navigation surfaces, this has been weeks in testing and tweaked many times. It is still possible that (especially when crouching) that the legs can contort in ways that don't look comfortable in certain situations - as there is no grid, tons of variations in the 3D ground surface, characters can stand at any point, facing any direction -- the possibilities are truly endless![/p][p][/p][h2]Conflicting Secondary Objectives[/h2][p]We have removed the "hard conflict" that became possible in secondary objectives - where you might get "Kill more than 10" and "Kill less than 5" in the same set of objectives. This conflict was confusing and less fun than the type of secondary objective "soft conflict" tension we'd like to focus on. These softer conflicts - like "Kill more than 10" and "Keep Sec Level below 4" give you a puzzle and a challenge when they are combined that is difficult and exciting, as opposed to the simply impossible hard conflicts.[/p][p][/p][h2]Skipjack Scanning Bug[/h2][p]We fixed an issue where you could not run Scan from inside a SCU that had been pre-Scanned before you Skipjacked in. Because the node started at Scan 2/2, it was refusing to Scan which prevented you from uncovering details about adjacent nodes. Fixed![/p][p][/p][h2]v2.2.81 - #52: Pathways - 11/22/2025[/h2][p] - Added new cosmetic category for ears - starting with ear cybernetics for broadcast / comms[/p][p] - Updated all navigation mapping in game in preparation for Turrets and Drones (let us know about issues!)[/p][p] - Improved flight path planning for special Medical Stretcher drone[/p][p] - Prevented "hard conflict" in secondary objectives where a "Kill X" and "Kill less than Y" could both generate[/p][p] - Fixed bugs with office desks and chairs not providing cover or blocking sight in some configurations[/p][p] - Fixed bug with Proximity Mines sometimes not exploding when they should[/p][p] - Fixed bug with Head Hunters and VIP Hunters sometimes freezing up when the mercs left to chase got low[/p][p] - Fixed bug with Skipjack and Scan 2/2 nodes not allowing you to scan adjacent nodes[/p][p] - Fixed matrix controller bug where using a Talent might move you to an adjacent node[/p][p] - Fixed bug causing Vix & Diato Wethers to stick around or not appear at all the wrong time[/p][p] - Fixed bug with terminal in one level causing freezes when outlined[/p][p] - Fixed bug with freeze during changing difficulty [/p][p] - Fixed final possible case that could result in lock up during enemy movement (bug is DEAD)[/p]

Update #51: Lt. Bug, Major Smash

[p][/p][p]Knights and mercs, another Update is touching down on the streets of New Boston. While the main of development is closing the gap for the turret and drone release, we're continuing the drive on quality of life and bug fixing with Update #51. With this update, we've tackled all the most popular F10 categories that have come in this A big thanks goes out to every player who has taken the time to hit F10 and send in a bug report - we work right off these and get fixes into the game for you![/p][p]We hope you are enjoying our studio's constant work to improve and expand Cyber Knights: Flashpoint. If so, please take a short minute to leave a review ːsteamhappyː !! We work hard for your reviews![/p][p]Also be sure to check out the Guns Blazing community challenge that is going on right now![/p][p][dynamiclink][/dynamiclink][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front 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]Shadow Site Cleanup[/h2][p]The situation left by the Shadow Site bugs in Update #47 to #49 unfortunately were not resolved by the Update #50. A number of situations has developed that needed direct fixing - some of which are listed below:[/p]
  • [p]A merc had multiple Shadow Site tags (sometimes as many as 3!). No merc should ever have or reveal more than one Shadow Site.[/p]
  • [p]A merc might have a Shadow Site tag but refuse to start acting on it even though their Loyalty was above 60%. These mercs should now get busy revealing their secrets if your Team is above Power Level 5+.[/p]
  • [p]A merc might start a timeline event about a Shadow Site but the event would substitute the faction name for "Faction-Shortname.-1".[/p]
[p]As you load Update #51 and open your saved games, you'll see some on-the-fly repairs happening that should resolve all of these issues by the time you reach the barracks. If you run your timeline a bit, you should be able to get your mercs to pop their Shadow Site events if they were hung up.[/p][p][/p][h2]New Tally per Turn Difficulty Option[/h2][p][/p][p]In Update #50, we adjusted the "Disable Tally per Turn" difficulty option to really mean that -- all Tally per Turn is disabled and Security Escalations would not run Escalation actions that brought the system back into play. It is down and gone, no questions. [/p][p]We immediately heard from players that some liked the other option to - the system starts at +0 Turn always but if you make mistakes then the Sec AI Escalations can bring that system back into play by running Escalations that added +1 to it, etc.[/p][p]We've added both (and better described them) to the difficulty options![/p][p][/p][h2]Drone Death in Sec Tally Breakdown[/h2][p]With Update #51, we've ensured that drone deaths which are instantly reported are correctly shown in the Security Tally Breakdown that replaces the Combat Log. Good luck against those mecha infantry - mean buggers![/p][p][/p][h2]More Victory/Defeat Cases[/h2][p]This update fixes a number of other rare but important cases where different story events could be called at the same time as victory or defeat. Consider the situation - an enemy throws a grenade and kills your Knight but also at the same time kills the sibling in the prison rescue storyline. In this case, its critical that the story event about the death of the sibling is run before the defeat screen takes over. In these cases where you had something happen that would cause a story event and you triggered a win or loss condition, you could end up with dialog and story events being altogether skipped. Another example is a multiple grenade kill - if a grenade was thrown that killed your Knight but also killed the last enemy in a Siege mission, the game used to go to Victory ... woops![/p][p]Update #51 has rewritten the processing of victory and defeat to ensure that no story events are ever skipped and that the correct screen (defeat over victory) is shown.[/p][p][/p][h2]Disabled Button Bar[/h2][p]While your mercs are moving, we've now correctly disabled the button bar buttons. Previously these stayed visually enabled, leading a lot of players to click rapidly on them, trying to use them even while your mercs were moving. This could lead to frustration or misclicks once they suddenly came back to life. Now they enable and disable visually as you would expect.[/p][p]Another area we're going to keep working on (skipping your own movement) to increase the pace of play.[/p][p][/p][h2]Enemies Kill Head Hunters[/h2][p]Introduced back in Update #44, an unforeseen error came up - if an enemy agent killed a Head Hunter, they could result in a lock up to the game's controls. This is now resolved and this also cleans up a number of other rare cases that could cause the controls to lock up when enemies were fighting each other.[/p][p][/p][h2]Grenade Logging[/h2][p][/p][p]The damage and debuffs caused by grenades and other AOE Talents or items are now nicely logged into your combat log. This helps track exact debuffing and damage from different types of AOE damaging attacks. Thanks to the players who put in F10s asking for this improvement![/p][p][/p][h2]v2.2.75 - #51: Lt. Bug, Major Smash - 11/14/2025[/h2][p] - Fixed some cases where contacts or characters might get invisibly locked in to a story that had already endeds[/p][p] - Fixed a number of Shadow Site issues that persisted from bugs in #47-#50 (duplicate tags, merc won't start story, Faction-Name-1, etc)[/p][p] - Fixed bug where instant drone death report was not appearing in the Sec Tally detail breakdown[/p][p] - Improved Victory/Defeat processing to ensure that no dialog or story result is ever skipped even if Win/Defeat happen at the same time[/p][p] - Fixed bugs that could result in an enemy frozen in place but still running or walking[/p][p] - Fixed possible lockup when another enemy gets the kill shot on a Head Hunter[/p][p] - Fixed possible lockup when swapping between multiple grenades/Shock Mine/Venom Trap rapidly[/p][p] - Visually disable End Turn and rest of button bar while merc is moving so it is clear when they can be clicked[/p][p] - Fixed outlines on some props[/p][p] - Improved combat logging for AOE attacks and grenade damage[/p][p] - Fixed some missing error messages in safehouse room management[/p][p][/p]

Update #50: Shadow Veil Wrap

[p][/p][p]Knights and mercs, we've got an updated that focuses on crushing down on your community F10s, polishing up and adding new QoL for you and your company of underworld operators. With Update #50, we fixed a number of issues with Shadow Sites, fixed issues with the new Hidden VIP secondary objective, polished how weapon aiming happens especially during misses to make it look better, fixed bugs with Stunned enemies reporting corpses, made a quality of life adjustment to difficulty rules and Sec Tally per Turn, fixed reload bugs around Sec Tally per Turn and more. This one is a huge pack of things you submitted, so thank you for your F10s, playing and posting![/p][p]If you are enjoying the ongoing support for Cyber Knights: Flashpoint, we hope that you will leave a review ːtoxcloudː[/p][p]Also be sure to check out the Guns Blazing community challenge that is going on right now![/p][p][dynamiclink][/dynamiclink][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front 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]Shadow Site Fixes[/h2][p][/p][p]We fixed a mistake in the Casting Directors matches for Shadow Sites that was causing a cascade of downstream problems. Individual mercs who should not have gotten a Shadow Site tag might get a tag (they have no ex-corp background), or mercs might get multiple Shadow Site tags at the same time. In either of these odd cases where you have tags that don't belong or duplicate tags, you could then generally end up with the Shadow Site mission against Warner-Braun even though the dialog and the loot were from another faction. [/p][p]We're very excited about this new set of merc-driven storylines that help round out some of the late and end game and are very impressed by the screenshots we've seen of what you all are looting! Well done, keep it up.[/p][p][/p][h2]Secondary Objective: Hidden VIP[/h2][p]We fixed some issues with the Hidden VIP secondary objective that were (1) preventing it from appearing mid mission and (2) preventing it from appearing correctly on the end mission screen, or always showing up as failed. This is a fun but difficult secondary objective goal and we're glad to have it working as it should be now. [/p][p]With these 2 new objectives (hidden VIP, kill max) wrapped up, we are now moving on to look at another new secondary objective that will be hacking focused.[/p][p][/p][h2]Sec Tally per Turn Reload/Difficulty[/h2][p][/p][p]With Update #50, we fixed a bug that could cause your Sec Tally per Turn to increase each time you reloaded the game from the main menu in higher difficulty settings. This is now cleaned up - you don't get charged multiple times on reload.[/p][p]Also, we changed how difficulty functions to exclude the Security Escalations that would increase your Security Tally per Turn if you have the difficulty setting that "All Tally per Turn Disabled". Basically, we are now taking that more seriously - if you have made this choice in difficulty then you will not get Tally per Turn increases from the Sec AI. [/p][p]We are considering renaming this effect to Auto Tally - let us know what you think![/p][p][/p][h2]Gunfire Animation and Hand Positions[/h2][p][/p][p]With Update #49, we fixed a bug preventing enemies from angling their weapon up and down when they are shooting at a target with a different elevation. This helped a lot but also with the focus on it, players started noticing that some feminine characters or enemies held their pistols in a shotgun grip! We found and fixed an animation bug with the order of weapon classes => animation types for aiming. This has helped all weapons aim up and down with the correct hand position.[/p][p]In addition, we've polished the gunfire animation so that the weapon is always pointing directly straight with the line of the bullet that will come out of it. This is especially noticeable with misses and close range shots where sometimes the bullet and barrel of the gun were misaligned and it looked silly.[/p][p][/p][h2]Stunned Enemies Spot Corpses[/h2][p]We fixed a bug here where Stunned enemies spot enemy corpses and even though they were Stunned were able to report these to the Sec AI. Fixed![/p][p][/p][h2]Map Fixes[/h2][p]We fixed an issue in the Offshore Platform where you might not be able to access one of the extract points that was built into a new elevator. we fixed some bugs with different props blocking sight lines and fixed a few more cases where a VIP or your team might start too close to the extraction point.[/p][p][/p][h2]v2.2.71 - #50: Shadow Veil Wrap - 11/11/2025[/h2][p] - Fixed bugs with Shadow Site sometimes repeating on the same character, on character's who don't have ex-corporate backstory[/p][p] - Fixed bugs with Shadow Site oddly turning up was against Warner-Braun even though the dialog and loot is from another faction[/p][p] - Fixed issues with Hidden VIP Secondary objective not displaying always in objectives or being rewarded always[/p][p] - Improved weapon aiming during shooting so that the gun always lock on target in the bullets always go directly forward, even when missing[/p][p] - Fixed bad animation setup for aiming - feminine characters used wrong animation for aiming pistols, all aims too high[/p][p] - Fixed bug with stunned enemies still reporting corpses in some situations[/p][p] - Fixed bug where Sec Tally might creep up slowly with each reload based on higher difficulty settings[/p][p] - If Security Tally per Turn is disabled in difficulty, Sec AI cannot draw cards that will increase it[/p][p] - Fixed duplicate shotgun names, typos[/p][p] - Fixed bug with reusing already used item multiple times[/p][p] - Fixed map bugs, bad starts, inaccessible extraction elevator [/p][p] - Fixed bug where victory/defeat could run multiple times (kill all final enemies with grenade, etc)[/p][p] - Fixed issues with mercs shown as "status unknown" in Contact tags when in Medical Recovery [/p][p][/p]