SYNTHETIK: Legion Rising - Shrike


Our new story trailer is out, including some new gameplay footage, check it out above!

On Wednesday a next Pre-Alpha round will start, keys will be distributed in Discord and a few in other places. Stay tuned! More keys will follow over the next weeks. Check out the Discord mini-news, twitter and the steam forums!

We have also decided to move the release date to the 11th of November. This gives us a bit more time to work on a couple new features we wanted to add and needed extra time to polish the new dedicated server based online co-op. You can find the updated feature list below!


New in SYNTHETIK 2:


▧ NEW WORLD:
  • Take possession of powerful Faction Arsenals and their varied gadgets and technologies!
  • Explore much more varied and complex environments with destruction, physics & full 3D!
  • Fight the powerful Machine S.A.T Police Force, Chrono and Shock Squad and their bosses!
  • The Technology Ruleset v2 elevates gameplay, faction and world design to a higher level!


▣ NEW GUNPLAY
  • Master the satisfying manual reload system,
  • leverage the unique top-down headshots, now more accurate than ever!
  • A new attachment system allows for even more varied upgrade paths!
  • Weapons can now be leveled and unlock new perks throughout your run!
  • Master new mechanics such as single shell reload, dual wield and more!
  • Weapons can still jam and overheat, check yourself before you burn yourself!


◩ NEW GAMEPLAY:
  • Reimagined classes and new class specializations give you many paths to try!
  • Our Alchemy Action editor enables unseen new depth in upgrades for items and abilities!
  • Make hard choices on the new Black Market, Medical, Gambling and God Shrine terminals!
  • Armor 2.0 enables backside hits, deflections, ricochets and deeper gunplay!


▩ NEW TECH:
  • Our powerful new framework, UniversEdit brings unending new possibilities for you & us!
  • Use our truly next-level modding / content creation tools right within the main menu:
  • Create and share your own items, abilities, weapons, classes and more within minutes!
  • Play online with new networking with full dedicated servers and support for 1-4 players!

▦ UNIVERSE HUB:

Don't forget to wishlist!
We hope you enjoy,
-Team FFG

https://store.steampowered.com/app/1471410/SYNTHETIK_2/
May 27, 2021
SYNTHETIK: Legion Rising - Shrike
Hey everyone!
We are very happy to see you hyped for Synthetik 2, don't forget to check out the S2 FAQ where many of your questions have been answered! Today however is the time to get rid of the nasty memory leaks and we added some extras as well;

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Essential: Engine Update



We updated the engine to the new 2.3.2 version which according to QA and the beta testers fixes the nasty engine memory leaks (which are also the cause for the console crashes) and fixes most other crashes but let us know how things work out for you. There are also some other benefits from the new version as quoted below:

"...2.3.2 removes a few memory/performance bugs in the IDE, improves the garbage collector for a little more in-game performance and a lot more stability, and also smoothens FPS values when on Windows..."
In case of your game just quitting without any error message, this should now be resolved, the same for switch users who just ran out of memory around the third level. Sorry for it taking so long but this was out of our hands as we have no engine source code access.


New: Arena Chest



Added new Arena chest to Legion rising which can appear in the first 2 rooms.
Can grant any of the gray-tier starting weapons which are unlocked from the arena premium upgrade.
While these are clearly inferior to blue weapons, they are still fun for a while!

  • Can grant:
  • Ump-9
  • FMG-9 personal
  • Last ditch M16
  • M14 Mini
  • L21 Lever Action
Requires the arena upgrade or a console version, can not drop when less than 5 bosses are killed total (for new player experience) and does not drop when a wood weapon crate is present.



New: The Synthetik Universe Hub (BETA)



If you haven't seen it yet, we have opened https://www.synthetikuniverse.com
our new online hub for the community and news about the Synthetik Universe.

The Synthetik Universe community hub is the place for all games from Flow Fire and the community. We have many cool things planned and more content is to come, so stay tuned! The Universe Hub also marks the start of the Synthetik Universe as a shared world with consistent gameplay ruleset, factions and lore between our new games.

2 new Blog entries and the first iteration on the Hub are being worked on and are coming soon!



New: Downloadable Fan Package



If you haven't seen, we have uploaded a big FAN PACKAGE on synthetikuniverse.com
with 4 free old game versions to play (make sure to backup your savefile tho) and many other cool things! The Package is around 1 GB.

  • Free old Synthetik development builds, old development trailers and screenshots
  • Synthetik Art packs with splash art, unit images, wallpapers and more
  • Synthetik weapon modding infos and downloads
  • Check out the page for all the goods!


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Varied Changes



  • Added a first draft of Hungarian localisation
  • Sniper drone now has 2 seconds cooldown as long the player is out-fight
  • Capped last defender to give out a max of 60 plating, now also gives 20 instead of 10 in phase 5
  • Fixed insanity challenge showing always on end-boss even after having it already
  • Fixed P9000 going negative heat when dead
  • Fixed item cooldown effects not working properly in certain areas, Zion as example
  • Added localisation string to arena upgreade weapons so its clear it's from arena
  • Field supply healing does no longer stack
  • Players spawn a bit further apart to reduce the chance of weapon issues in first frame
  • Weapon upgradestation discount for low tier starter weapons from 40>60%
  • Clutch achievement now works when below 1 second no longer below 0.15s
  • Conveyor speed reduced and made easier, damage fields now work properly
  • Fixed coil ammo not working for modding
  • Fixed power tuning mentioning it requires below 10 heat
  • Reduced speed of conveyor boss
  • Varied other fixes

  • Increased droprate of RPK Thundra to normal levels for epic rarity (3x higher), heat 1 > 0.9
  • Laser cannon (Arena Upgrade) max ammo from 40 to 35, Heat reworked
  • T89 Tokko damage increased from 1.2x to 1.5x
  • STG-44 (Arena Upgrade) Damage up from 0.8x to 0.9x, heat from 1.05 to 1.15,

While still a little redundant, the RPK-12 now works decently as an run & gun LMG after the previous rework and can now be justified to drop normally as a cause, Laser cannon was still overpowered, the previous Tokko buff was not enough to compensate for semi-auto and now sits in between an AR and something like a Sour DMR, while STG got stronger but now has to pay more attention to heat which also makes historically sense as a nice bonus. - Shrike


Extra: Double EXP and Special-Run codes



Added 30 double exp tokens for everyone!
All special run codes have been reset

New one-time special run codes:
Enter in chat after starting a new run to activate. Only works once until reset!

/BEESKNEES
Stupid stunlock
/HOTTAMALES
Hot hot hot
/GUTS
The swordmaster
/SCHNITZEL
A classic
/MAGNUMPII
Moustache
/MADNESSDAY
Thank you Tom
/MACHETY
Never enough moustache!

Find more codes on our community hub and scattered around the channels!




Known issues: Engine update & crash PSA:

Keep in mind that there is a known issue of stuttering for some players but we still think this engine issue is better than the previous engine memory leaks and we have to go with the lesser evil now. We don't want you to wait forever for another fix where we don't know when it will appear. Consoles are also still not fully fixed engine wise and on top our Console devkits were stolen and we have to reaquire them to patch, but hopefully both arrive around the same time, although we can not give an ETA at this point. We are very sorry for this but this is not all in our hands and nothing from our side can really make it faster.

If the engine stutters are too much we will upload a beta version of the previous update. (Yeah..)

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Alright that's all! We hope you enjoy.

Remember to check out the FAQ for Synthetik 2, it also contains S1 related infos.
Synthetik 2 Announcement FAQ

Have fun! - Team FFG
Apr 13, 2021
SYNTHETIK: Legion Rising - Shrike



Hey everyone!

SYNTHETIK 2 is on the way, and it’s coming to Steam Early Access first!
We expect to release the Early Access version this summer, and work with all of you on its development.

A brand new Tech Framework and Universe Ruleset allow for a world of new possibilities and a total Graphics Overhaul! The Machine Legion will show their mighty Factions, each with their own special Technologies and powerful Arsenals.

As if that wasn’t enough, there will also be Online Coop for up to 4 Players and a new SYNTHETIK Universe Hub to bring the community together. Last but not least, powerful and easy to use Modding is also on the horizon!


[trailer]



KEY FEATURES:

  • The SYNTHETIK Technology Ruleset V2 brings gameplay to new heights, while a brand new framework opens up tons of new possibilities, further refining the uniquely deep weapon handling mechanics

  • Re-engineered in full 3D from the ground up to add an extra dimension to your unforgiving quest to take down the machine gods

  • A fresh new progression system combined with new randomized environments and many new Faction arsenals and items!

  • Introducing the SYNTHETIK Universe, expanding on the Machine Gods, Technologies, Doctrines and Generals of the various Machine Factions, including our new Lore and SYNTHETIK universe hubs!

  • Up to 4 player online co-op with full dedicated servers and more focus on tactical coordination and teamplay!

  • Powerful modding capabilities thanks to new ‘Universe-Edit’ Engine Framework which unlocks our gameplay tech for every player, with content creation tools that work directly within the game (released gradually, more info later)

Stay tuned for our upcoming Blog entries on the new Synthetik Universe hub!
We’re looking forward to sharing SYNTHETIK 2 with you all this summer!

- FFG Team



https://store.steampowered.com/app/1471410/SYNTHETIK_2/




SYNTHETIK 1 Patch Info
We are currently preparing another patch for Synthetik with an upgrade of the engine version, hopefully improving some things related to current issues, this should arrive in the very near future.
See you soon and don't forget to wishlist!



Feb 12, 2021
SYNTHETIK: Legion Rising - Shrike


Many more fixes are now live! Things might still not be perfect but should be dramatically reduced with previous 26.05 (145 Fixes!) and now 26.06, we are still investigating on your further reports. For Ultimate we added a lot of things but also had to switch to an very early new version of the Engine, changing many fundamentals and causing a lot of trouble, we are sorry for inconveniences.
- Shrike



One time run codes
Already used One Time Run codes are all reset and can all be used again!
Special Run codes can be used once per savefile, enter them in chat after loading into a new run right at the start!


Enter in chat in new run:

/REDLINE
Gotta go fast
/ZZSSHH
Missilessssssssssssssss
/MALLNINJA
Impressing the ladies
/ADDICT
Drink responsibly
/THUNDERGOD
Lord of thunder, hear thy call!
/INSTAGIB
Full Sale Room Clearance
/GAU8
Who touched my gun?
/GURREN
To infinity!
/SHINOBI
Actschually the mallninja code has a more fitting mechanic..
/CHERNOBYL
Living dangerously
/INVOKER
Icefrog stop the mobility creep pls
/ERASER
He is back!
/WORLDISNOTENOUGH
Shaken not stirred

You can not use multiple at once. There might be more scattered within the community!
These codes will eventually be reset, have fun!


Exp Tokens
Everyone has gotten a good bunch of exp tokens, granting double experience for a run each!
NEW - A player leaving your coop session (leaving, rage quitting, internet out, disconnect, crash) after the run has gone for a bit, will grant you one double Exp token.


Weapon Modding
Remember to check out the weapon mod sharing channel on discord for some cool weapon
mods! Its as easy to install as unzipping a file into your folder! Instructions on Discord or Steam forum.
https://discord.com/invite/RVUqxWtZDN





Changes & Fixes:
  • Fixed many crashing issues and others issues (45 total)
  • Fixed Jet Achievement
  • Fixed Class Level Achievements
  • Fixed Shield and Credits Achievements
  • Fixed Generic Shrine not working in Coop and being invisible for the other player
  • Fixed Last Defender Field Attack being overwritten by other phases sometimes
  • Likely fixed players not getting ownership of their starting weapons at start of the game in coop

  • Boss Dialogs now are closing on Escape Press
  • Stats upgrade kit can now no longer be exploited with shaker (wasn't easy to nerf due to dropping not saving any info so it had to be gutted for the moment)
  • Shaker cooldown increased by 15%
  • Added Ammo Stack to Firing Range
  • GPS and Black market teleporter are now back to normal item pool although low chance, still exist in Mystery Crate pool
  • Flametongue burning damage and range slightly increased
  • Removed random rare room event giving Hyper adrenaline buff for one room
  • Removed healing reduction from modded weapon debuff
  • Fixed sound that played when pressing “L”
  • Controller Deadzone Setting to max 25 instead of 14
  • Low Quality setting now reduces particle amount for better infight performance
  • Armageddon shard now kills after 10 seconds in the third room instead of instantly at the teleporter, now has a bit of animation also to convey it better
  • Increased text size in english by 1 point for main text and slightly larger text font

26.06 for Consoles:
(Coming later, certification starting very soon)
On Xbox and Switch a small remedy will be enabled where you will be able to click on the first name in the credits as a cheat, giving you 25 levels for the selected class and one prestige + 15 exp tokens as a small condolence and as a way to get progress back.
Console versions gain 10% more experience

There will be some time until this is live on consoles however, an announcement will be made at that point again on Discord and Reddit.





Previous patches

7 January - v26.5
- 145 Fixes

19 December - v26.4
More fixes as usual
GOG Bridge updated, more work is being done there
Upcoming QOL changes outside of fixes:
- Unstable randomizer should work on starters
- Custom fitting has an effect on special weapons
- Longer teleport time (10s more) on conveyor boss
- Armageddon shard displays charges until explosion in buff bar

17 December - v26.2
- A good bunch of fixes and crash fixes are live
- Conveyor belt boss is a bit shorter
- Auto Triggers on some items have been reduced
- Gladiator now can't go to 0 ammo
- Armageddon Shard now shows a debuff
- Some other QOL changes
- Achievements have been enabled

16 December - v26.1
- Several fixes and crash fixes are live
- Fixed issue of people not getting prestige shop game modes in coop (?)




------------------------------------ Support the Team! --------------------------------------



Remember you can support the team and save money on the DLC Bundle!
We have some really amazing things in work but need your support!
Stay tuned for our announcements 2021!

https://store.steampowered.com/bundle/10032/SYNTHETIK__All_the_things_Bundle/?l=german


Stay tuned!
- FFG
SYNTHETIK: Legion Rising - Shrike


The ULTIMATE EDITION update is now live!
This update includes a lot of new content, enhanced story features, improvements to core gameplay systems and balancing, and much more. Even if you’re played a whole lot already, the Balance changes alone, should shake things up considerably!

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We also finally launched on Switch and Xbox One! (Playstation is TBA) So grab your copy!
XBOX ONE - SWITCH US - SWITCH UK

Remember to be in our newsletter on Synthetikgame.com
to not miss out on our upcoming games! Onto the new features:






NEW - Story Intro scene
NEW - Outtro scene
NEW - Boss Dialogs

We added a new story intro scene which finally explains the backstory a bit, a outtro when beating the new Armageddon room and Bosses sometimes also will have some dialog (Singleplayer only)!







NEW - Armageddon Final Fight
NEW - Armageddon Shard Loop Mechanic

The Last Defender now finally has something to guard; the Armageddon Room.
Face a last onslaught of the Red Guard while trying to override the Heart of Armageddon!

Beating the Last Defender will still count as a win for class challenges, but to get into loop, you will now have to beat the Armageddon Chamber and override the sequence in time before things go dark.

The Armageddon Chamber also Introduces a new mechanic with the Armageddon Shard,
the Shard is introduced for playerd who want the game to end soon and feel like they had enough of their often 40-60minute run. Picking up the Shard will give you strong power but kill you after 3 more rooms, ending the game. Players who want to keep trying in the loop should leave the shard.







NEW - Conveyor Belt Boss Encounter

The Belt room offers a difficult new boss-like challenge, sometimes appearing after the second floor!
Face a dangerous onslaught of enemies on conveyor belts with changing directions!
We will see about further tuning after more player feedback.







NEW - Rare Enemy Squad spawns

Similar to everyone’s favourite loot vacuum cleaner bot or the minitank, rare enemy squads can now spawn in normal rooms in occasions near turrets, usually in squads of 2 or 3, for some extra challenge. Their rank is increased based on difficulty and grant high exp and credits, but can also be avoided if the environment allows it.

  • NEW - Riotshield Medic Squad
  • NEW - Sniper Black Squad
  • NEW - Special Elite Shotgunner Squad
  • NEW - Railgunner Squad
  • Combat Engineer Squad (If owning arena upgrade)
  • Psyonic Squad (If owning arena upgrade)

  • More new rare enemy types!
  • NEW - Ballmedic (Spawns instead of riotshield medic)
  • NEW - Gatling Glider (Spawns in vehicle areas)
  • ‘NEW’ - Minitank (it got lost in a patch)
  • Added notification when minitank, Treasureba or squads spawn

These new enemies and squads will spice things up and add some intensity spikes.
Additionally Elite enemies and rare enemies now will show their names so you know
who nuked you out of the game ; P







NEW - Alchemy Synergy Terminal

One big new terminal has been added, the Alchemy shop! It can randomly occur, offering new items with designs based around synergy with other items. This should definitely shake some things up and allow even more crazy builds! A shop will always offer a choice of 3-4 each given time.


Inventor's loot-table
  • New Item: Orbital Relay
  • New Item: Missile Control
  • New Item: Trapper’s Teleporter
  • New Item: Shield Link
  • New Item: Underbarrel Chip
  • New Item: Energy Link

Alchemist's loot-table
  • New Item: Lifeblood
  • New Item: Shaker
  • New Item: Elemental Resonance
  • New Item: Fire Fury
  • New Item: Nitroglycerine
  • New Icon: Refresher

Per example, Trapper's Teleporter can spawn your trap items like Bear trap, Psy Field, even C4 and Neutrino bombs on enemies! Nitroglycerine can trigger explosions upon explosions, Shaker grants one charge to all charge based items and more fun awaits!

The alchemy synergy shops have a 15% chance to spawn per room after the first floor, max 2 per run and items cost less than other items of similar rarity. It will always have one of the two loot tables, with around 4 items to choose from.







NEW - Ghetto Blasters

Some new music tracks have been added!
You can now find Ghetto Blasters in-game which play one new music track upon usage:

  • NEW - 3 New Goa tracks (12 min total)
  • NEW - 2 New Cyberpunk tracks
  • NEW - 2 New Synthwave tracks (Main menu & Outro)







Some UI improvements have been implemented, most notably the new tooltip, the new enemy names and the new Progress menu will increase polish a nice bit.

  • NEW - Room Progress Overlay Menu - Shows level progression after a boss fight
  • NEW - Tooltips - Tooltip rework with added icons and more polish
  • NEW - Health bars now show a additional damage effect & show healing of smaller thresholds
  • NEW - Plating now shows an plating effect when shot or gained (again)
  • NEW - Death statistics now shows weapon attachments
  • NEW - Rare Enemies and Elite enemies will now show their names!
  • Clicking the Challenge Perk will cycle to the Insanity or Default Challenge
  • Chatbox will no longer block weapon firing
  • Improved varied controller gameplay elements

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Item Auto Triggers:
Certain items that require button presses now auto trigger on shots when not used for a longer duration. This seems a good solution to keep the manual usage but reduce required micromanagement

  • Kunai Throwing Knives (10s)
  • Tomahawk (25s)
  • Mass Shotgun system (35s)
  • Dragons Masterkey (35s)
  • Laser Mines, Stun, Acid mines now auto plants like Bear Traps when full charges
  • C4 now also auto plants when at full charges but only outfight, now has 2 charges

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Attachment Update:
Attachments had a balance pass and some new attachments have been added!
Attachment changes are outlined in the balancing section further below.

  • NEW Attachment - Angled Grip
  • NEW Rare Attachment - Titanium Eternium Rifling
  • NEW Rare Attachment - Custom Fitting
  • NEW Rare Attachment - Unstable Randomizer

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Achievements:
A bunch of Steam achievements have been added!
Due to a backend error they seem to not be live yet but will be rolled out in the next day.







NEW - Create, import and share new weapons!
(PC Only) Tons of stats are available to be changed, you can add new sounds and new weapon images
The only thing off limits are some perks the existing weapons have, but even without, there are many variables from our uniquely deep weapon system to play with.

The best part: Making your own weapon is extremely easy, everyone can do it!
It mostly relies on opening a text file and changing some numbers and pressing save,
No convoluted downloads, editors or strange installs. To make a good new weapon you should try to make a new weapon image and at least look for a new firing sound but it is not required.

NEW - Make your own weapons with extreme ease! Anyone can do it!
NEW - Share and download fanmade weapons over our modding channel!
Up to 10 modded weapon slots active simultaneously at the moment
(you can store infinite on your PC of course for easy swapping out)
Locally saved modded weapons of course can’t work in coop.


[https://discord.gg/BP3KeRTufh][/url]


Quick Modding Instructions:

30 second modding tutorial - its that easy!
  • 1. Open your savedata location, C:\Users\YOURUSERNAME\AppData\Local\Synthetik
  • 2. Open the folder "Modweapon0"
  • 3. Open the weaponbalancing.sav with the Editor
  • 4. Change the balancing, follow the instructions for adding sound and image, save file
  • 5. Go ingame and search for "Mod weapon" in weapon database, upvote with token
  • 6. Enter firing range through menu near the logo, buy weapon from shop to test
  • 7. You can keep changing things and rebuy the weapon for quick iteration
  • 8. To use your 10 slots, put other weapons into new folders “Modweapon1”,2,3,4 etc

More instructions can be found inside the weaponbalancing text file.
For an image you can simply put a new .PNG in the folder, same for sounds. It will never get easier than this! It's actually much faster than how we created our own weapons..

Weapon Sound Creation Tips:
Download Audacity for free. Find or make your own sounds like from freesound.org, edit as you like (or don’t), and then export them as .ogg from Audacity and put them in the folder with the correct naming as written in the weapon balancing file.

Weapon Image Creation Tips:
You can download GIMP or Photoshop CS2 for free if you don’t have access for Photoshop, look up a tutorial for cropping, and that is all you need to create weapon images. You can also mix together images from existing Synthetik weapons. Export as 425x125 PNG, and put it in the folder. That's all you need!

Balancing & Cheating:
While making overpowered weapons is briefly fun, give it a try to make something that is cool but balanced within the game and has room to scale up with the upgrades. Picking up a modded weapon right now will skip the new armageddon room and achievements, and give a small increase in terror level, you will see a “Cheat debuff”. More blatantly overpowered weapons will give a stronger “Cheat” debuff with more downsides, so there is more incentive to make something plausible. If the community mostly shares ‘balanced’ weapons, we will consider removing these debuffs but in general this is a complicated and nearly unsolvable issue.

We will keep an eye on what people do with it and adjust accordingly, but don't worry too much about it, have fun!




A firing range mode has been added! Enter by clicking the button next to the game logo in the main menu. You can test your modded weapons or simply try get a good score on the target dummies!

Some weapon shops litter around in the firing range to test tokened weapons or your new
mod creations!







Here begins the Balancing part of Update 26: Ultimate
Many things have been adjusted, overpowered items have been toned down and more things are being made viable. Overall we felt things had been in a good state but will definitely shake up some preconceptions and coupled with the synergy items will allow for even more builds!

Variant Balance:
  • C-Charged variant crit chance 8 > 15%
  • Prototype firerate and heat negatives from 15 > 10%
  • Kaida Elite now also reduces deviation by 3
  • Taiga Hunter damage increased by 5, now cools down 20% faster



Attachment Balance:
  • Multiplier icon and name changed, multiplier icon used for randomizer
  • Multiplier now reduces heat by 20%
  • Super Heavy compound damage bonus from 40 > 50%
  • Impact CPU turret damage increased by 25%
  • Cranial CPU now reduces damage by 15% instead of 30%
  • Eternium further reduces speed and gives more extreme stats
  • Tri-Bolt Carrier damage and firerate reduction reduced 0.7 > 0.75 = Better
  • Spreader now also grants 25 move speed
  • Hair Trigger damage bonus on semi-auto from 20 to 30%
  • Caliber reduction from -15% damage to -10%
  • Reload Vent heat reduction increased from 10% > 15%
  • Tri-Bolt carrier now doubles damage on laser cannon instead of doing nothing
  • Hyper accelerator deals a bit less damage in case it adds full penetration





Weapon Balance:
  • Super 90 now properly uses the last shot crit instead of 60% more damage on last shot
  • (Nets around a 10% damage increase at 4 magsize with 200% crit damage)
  • Last Breath damage from 1.55 to 1.6, recoil from 60 to 55
  • Desert Eagle and Titanium Eagle recoil reset speed from 0.85 to 0.95 (Buff)
  • Kaida Laser Pistol maximum recoil from 50 to 45
  • Armageddon now uses 5.56 > 8.8mm armor piercing type ammunition
  • RPK Tundra damage from 1.05 to 1.15
  • Type 89 Tokko rubber grenade chance 7 > 10%
  • Type 89 Tokko damage from 1.1 to 1.2 (also benefits from AP headshot increase)
  • Gladiator Gatling movement speed reduction from 150 > 100, Heat firerate 2 > 2.5
  • Gladiator Gatling ammo regeneration rate 1.5 > 3, delay from 1.5 to 0.5
  • Laser SUB firerate slightly reduced, now gives half in loop
  • Laser SUB now gives half the shield but is multiplied by difficulty percent
  • Raptor SG and Battle Hymn essentially have 10 more armor pen given the ammo change
  • Tactical observer firerate scaling reduced 0.4% > 0.25%, base firerate increased
  • Twin Mill boss scaling reduced, 15>10%, 6 > 5 recoil
  • AKS-74U new firing sound, damage from 1.05 > 1.12, ammo gain from 45 > 55
  • Pressurized impaler recoil reset from 0.8 > 0.9
  • M32 reload speed reduced noticeably
  • AMD65 recoil reset improved by around 10%, also benefits from better AP ammo HS bonus
  • RRX Coil Shotgun is now Epic tier due to strong overperformance
  • KSG 2000 is now Rare tier, damage from 1.25 to 1.1, magsize from 16 to 12, deviation strongly reduced
  • M75 Heavy support now charges double as fast when below 1 charge and loses charges 20% slower
  • M75 Heavy support now has 8 magsize and is dual burst
  • (Experimental) M75 now gives 200 shield per second when removing the charges by moving and above 0.75



  • Scar Laser Socom ammo gain from 40 > 50
  • AS VAL damage from 0.95 to 1.1, ammo gain 30 > 40, +25% HS bonus
  • FMG9 Medic rarity to uncommon, halved regen, regen is now multiplied by difficulty
  • Sour DMR recoil reset from 2.5 to 3, damage from 1.75 to 1.85, Headshot bonus unchanged
  • R5000 DMR damage from 1.25 to 1.35
  • Yoko Lagann damage increased by 10%, now counts as launcher for demolisher
  • Yoko Lagann now grants 7 armor when held or when in backpack to reduce risk
  • GM6 Lynx and GM6 Lynx critical damage bonus from 20 > 30%, damage increased 15%
  • A5C Test Version Firerate increased, cooling from 1.5 > 1.4
  • Tuned M14 headshot damage bonus +25%
  • Viciator ultra heat from 0.9 > 0.8, firerate heavily increased, damage from 1.45 to 1.4
  • Road Warrior heat from 0.65 to 0.8, max ammo from 34 to 30
  • AEK Special Elite elite kill heal reduced from 100 to 60
  • Laser cannon magsize from 18 to 20, ammo gain from 30 to 20, Firerate slightly reduced
  • Ion Obliterator now deals 225 > 200% headshot damage as described in Ion
  • Annihilator ANH-6 damage from 1.4 > 1.2
  • MAG47 Heavy MG now reduces overheat damage by 33%, magsize from 75 to 85, benefits from AP Headshot bonus, fixed seemingly infinite stacking of damage resistance
  • M79 damage from 2.2 to 2.6
  • Ares GL damage from 1.4 to 1.5, reload speed from 2 to 1.75
  • Laser shotgun and Battle hymn now count as shotgun and laser
  • Nailgun damage from 0.97 to 1.05




Item Changes:
  • Unidentified Potion healing from 30+5*Power > 35+5*Power, poison and dazing duration reduced
  • Methadone damage resistance from 65+5 to 45+5
  • Both masterkey items pellet damage increased by 50
  • Both Flare items range from 700 to 800
  • Both ammo packs cast time from 1.2 to 0.7
  • Tsunami Talisman is now Epic rarity
  • Rosarius recycling bonus is now +100 max shield again
  • Powershot damage bonus reduced to 66%
  • Decoy cooldown reduced from 30 to 18
  • Power array now gains 3 > 2 charges per second, kill charges unchanged
  • Neutrino Bomb explosion amount from 4 to 6, timer from 3 to 2.5
  • Twin Link ll duration from 1.25 to 1, Rarity increased to uncommon
  • Beamer DPS increased by 40, speed increased by 50
  • Heat Spreader now passively grants 10% weapon cooling
  • Hyperfeed now reduces heat instantly by 15, and 10 > 20 per second while running
  • Shock Impulse base damage from 0.5+0.2 to 0.4+0.1, cooldown from 4 to 5
  • Refractor Crystal cooldown 70 > 80
  • Psy Field range from 160 to 185
  • Stinger Glider hp scaling 1.5+0.5 > 1.5+0.4
  • Fangs of Mordigan health power scaling from 0.5+0.5 to 0.75+0.25
  • Divine reconstructor recycling bonus changed to +250 HP, now also grants +250 on activation
  • Bloodrite damage increased 50%, range from 1500 to 1000
  • Redline speed 200 > 250
  • Facemelter headshot damage multiplier + 20%, CD decreased by 2
  • Plasma grenade now deals 100 more damage and properly alerts enemies
  • Infinity drill now has 100 armor pen, can hit 8 > 14 times, cooldown 13 > 16
  • Fangs of Mordigan now halves the max health gain above 50 stacks
  • GPS and Black Market Teleporter are now in the mystery loot table
  • Mystery Crate loot table no longer gives vial pickups but can drop a Health vial or Chaos Potion




Guardian Modules Changes:
  • Aegis MK5 heat requirement from 35 to 30
  • Into Battle effect lingers longer
  • Fortify position starting ammo 30 > 40%
  • Shield overclock 150 > 125, Shield Powerup duration 5 > 10
  • Bits and pieces now grants the bonus for twice the duration at first application
  • Push forward 40 > 30% speed
  • Shielded nerfed hard

Rogue Modules Changes:
  • Keeping Distance firerate from 25% > 30%
  • Power Tuning weapon heat decreased 20 > 10
  • Evasive Maneuvers dodge from 10 > 5

Commando Modules Changes:
  • Weapon drop now also drops an upgrade kit
  • Weapon drop now occurs after 50 > 35 kills
  • Hold breath now charges up faster
  • Routine stacks set from 8 to 15, effect halved (nerf)
  • Heavy gunner healing passive on shots is now affected by lifesteal modifiers such as Scarred
  • Scarred now works below 50 shield
  • Specialized ammo from 35% to 40% critical damage

Specialist Modules Changes:
  • Well oiled now continues giving the cooldown chance when at max stacks
  • Unceasing from 30% to 25%
  • Sun rising stack amount from 40 to 30, effect amount doubled
  • Calculated damage bonus from 25% > 30%



Classes are generally considered in a good state, as such not many changes are done here.
Demolisher max damage taken from 450 > 600
Breacher Item cooldown reduction (lvl15) reduced 5 > 2.5 as this was more supposed to be a small bonus to the movement speed, not make him an amazing item user in addition to strong damage and tankiness.
Some very minor tweaks and fixes have been done.






  • Enemy sniper bullets (Sniper, Redguard Nemesis) are now armor piercing, not anti material (75 > 30AP)
  • They also properly have 100% > 75% shield damage, damage increased by 50 (overall nerf)
  • Sniper turret also deals 100% > 75% shield damage, stays anti material however (75 AP), damage +100
  • APC Boss now deals damage when you stand inside it
  • Disco floor time before fields start to deal damage from 1.5 to 2.5




Ammo Types & Ammo Types Consistency:
These changes aim to help certain weapons / types but also push a bit forward to the future ammo design for the Franchise

Armor Piercing Technology Type ammo now gains 25 > 50% bonus headshot damage
“Armor Piercing” Ammo variants for 9mm, 5.56 Ballistic Type ammo is being reworked and changed into critical chance ammo, now granting 10% increased critical chance in addition to better unit penetration damage. Renamed “Sharp Tip”
It makes no sense for ammo piercing ammo to exist for non armor piercing ammo, this is more of a leftover and makes things less weird but still not perfect
Keep in mind the Tooltip is not localized yet outside english

Shotgun Laser Ammo and Yellow Laser ammo now has the same penetration as default laser
This is a noticeable buff for Laser shotguns and M75
Plasma ammo now deals 20> 30% shield damage (a 50% increase) and around 8% more damage
Buckshot and Dragons breath deal slightly less enemy penetration damage, 0.5 > 0.4

HiggsHigs Particle cannon ammo now counts as Ion and is changed to Ion effect
This means the base projectile is much stronger but the AOE is noticeably weaker, Ion weapons are intended as heavy armor piercing single target nukes and should not overlap with the role of explosive by having perfect AOE with no falloff and downsides. Particle cannon was also just great at everything

Dumbfire missiles now deal 25% more damage than other missiles to make them a potential alternative
Psyonic ammo now has basic 15 armor pen

Acid ammo now only loses 50 > 35% damage on the acid proccs
(other shots are normal - Acid arrows still work differently)
Acid damage increased by around 200%
Acid was too weak given its very slow timing, but now it should have a role in niche situations on high health enemies, especially given it is very easy to keep it running, allowing even weapon switching in between



Negative Status effects:
  • Each bosskill increases the maximum damage potential of the over-time effects by 15%
  • Acid tick damage cap from 400 to 600 DPS
  • Fire damage cap from 400 to 500 DPS
  • Bleeding damage cap from 400 to 500 DPS
  • Bleeding damage strongly increased on 5.56, 7.62 and 8.8mm and Nail ammo
  • Bleeding now visually ticks faster


Gameplay:
  • Hyper adrenaline cost from 150 to 100, overheat damage reduced by 70%
  • Overheat damage % reduced from 10 to 15 as it was not accounting damage resi scaling
  • Tactical mode boss damage bonus from 35 to 50% (easier)
  • Varied minor changes / fixes


Languages:
  • Fixed suggested localization lines from the discord localization channel
  • Replaced headline font due to missing characters on varied Languages
  • Adjusted Headline font alignment on varied Languages
  • APC Boss now deals damage if you stand inside
  • You can no longer instantly destroy the server hack event

Engine Upgrade, Bugfixes & Bugs
  • NEW - Automatic Crashlog uploading
  • Crashes to desktop will now automatically upload the crashlog to us upon restart, making
  • it far easier to catch crash issues.

Many bugs have been fixed but to fix the notorious coop desync issue that plagued the last update,
we had to upgrade the engine to a newer version, which changed a lot of things and introduced a lot of new issues, effectively delaying Ultimate by months. The coop desync seems to still appear rarely, and we are watching closely what is happening now. Bugfix patches will follow in the coming days as needed for the issues which were left after the beta test.





As some of you have already heard, U26-Ultimate is our final content patch for Synthetik and now available on multiple platforms.

It has been an almost to the day 6 years journey for Taro and me (Shrike) and we are incredibly proud of our first game. When we started working on Synthetik we mainly just wanted to make a cool game for ourselves and our friends. That it could grow into such a big game with such a supportive and passionate community is beyond our wildest dreams.
So allow us again to thank you again for your support!

Between U25 and U26 we have upgraded the Game Engine twice.
Game seems to be in a good shape now but it has grown immensly over the years.
It spans about 400k lines of code and many thousand different objects interacting with each other.
So as you can immagine changing anything in the project causes issues all over the place.
However, we still had a lot of ideas that we definitely wanted to fit into the game so we have worked for months to make this final, ultimative update for Synthetik, finally adressing some big oversights like the lacking Story elements.

During the 2 weeks Beta a lot of issues have already been resolved but we expect to deliver more quick fix updates during the comming days. The game now automatically uploads crashlogs on PC when you start the game again after an issue so posting crashlogs is a thing of the past now.
However if you experience unexpected issues please post them in the bugs channel on our discord or
on the Steam forums.


We hope you are also excited about Ultimate and we hope to have you on board for what comes next!

Shrike & Taro & the FFG Team
http://www.synthetikgame.com




SYNTHETIK: Legion Rising - Shrike


Hey everyone!
A massive update will arrive in just 2 more weeks – Update 26: ULTIMATE!
This is a major update to the game, with enhanced story, new rare enemy squads, new music, a new final room, and more! This will all go live together with the release of SYNTHETIK on Xbox One and Nintendo Switch. PlayStation 4 will be announced later.

Pre-Orders for the console versions are also live!
XBOX ONE - SWITCH US - SWITCH UK

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We’ll share a full set of patchnotes on release day, but here’s a rough list of what you can expect...

  • New story elements at last!
  • A new final room after the Last Defender (The Armageddon Room!)
  • New rare enemy squads
  • The new Alchemy Shop with 12 new synergy items
  • Findable Ghetto blasters with new music tracks
  • UI improvements and many Balance changes
  • Weapon modding and a firing range for testing!
[/b][/list]

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Mark your calendar for the arrival of the Ultimate Edition and SYNTHETIK on PC and consoles,
this December 16th!

- FFG

May 12, 2020
SYNTHETIK: Legion Rising - Shrike
Hey everyone,
And another small patch with more fixes, improvements and changes.



  • Added another measure to hopefully fight the coordinate corruption issue (=the coop issues)
  • Temporarily removed Unstable Mass / Blob from Coop regardless of the above
  • Varied fixes and crash fixes

  • Loop movespeed clamped to 200 minimum
  • Starter weapons no longer count as found weapons for shop calculation
  • Heart cores no longer have a 33% chance to never spawn for a run
  • Heart cores now have a 40% chance to appear each room
  • Enemy bonus armor from Deflect modifier is now properly shown in the worldspace U



  • Onslaught system movement speed penalty 10 > 5%
  • Onslaught system double shot 15 > 10
  • Onslaught system armor 10 > 15
  • (Reverted Heavy gunner bounce change, now again always bounces)
  • Heavy gunner shield on hit is now increased by difficulty (half scaling)
  • Redline duration from 5+(1*power) to 5+(2*power)
  • Removed power scaling from reconstructor recycling effect random roll
  • GPS now gives (10% * power) scavenging on recycle
  • Reactive plating chance from 1% to 7%
  • Orb of Iron damage from 800 > 1000, watch out for reactive plating synergy
  • Edit: Fixed assassin having hidden perks which were not supposed to be there or already replaced with a new perk (the old luck talent, extra boss damage, healing on boss and elite kills)



  • Viciator ultra heat from 1 > 0.9, fire rate increased, vulnerability removed
  • AA12 vulnerability perk added (Usually all legendaries have a downside)
  • Auto Boltcaster strange fire rate behaviour removed
  • Annihilator quad shot chance now consumes 2 ammo instead of 1
  • Particle cannon triple shot chance now consumes 2 instead of 1 as well
  • Double Barrel damage from 1.9x > 1.8x of shotgun ammo
  • X512 perk fire rate bonus fixed, now 75% instead of 35%
  • Impaler scavenging chance from 1% > 10%
  • K95 fire rate slightly improved
  • Eraser DMR damage from 1.5x > 1.65x of laser damage
  • Nemesis Prototype heat from 1.5x to 1.25x
  • MG5 mag size perk removed for technical reasons, mag size 40 > 60
  • Fixed Vector surprise attack not giving an accuracy bonus
  • Plasma shotgun ammo cost 1>2, mag size 5 > 12 - a bit more forgiving
  • Tri-bolt attachment now calculates ammo cost properly for certain weapons


#Discussions_QuoteBlock_Author
Quote: Shrike
Again we are very sorry about these X,Y coordinate corruption causing the coop issues - the code seems 100% safe, we are looking into upgrading the engine version still, but hopefully this patch also helps with the issue.

Over the last 6 months we have also scaled up our team, and as of last monday, we are now 8 people full time (+ some great externals - as opposed to just 2 for the game launch) so you better watch out for the great stuff coming for the future of the Synthetik Universe!


1 time use Special run codes; enter in chat at the start of a new run!
/INSTAGIB
/INVOKER
/GAU8



Apr 30, 2020
SYNTHETIK: Legion Rising - Shrike
Hey everyone,
Another small patch with some more fixes.
(Keep in mind the version number did not update)



Changes:
  • Improved Performance of Particle systems (of of the largest performance drains)
  • Unidentified potion has a higher chance to gain regeneration and shields over poison and slow
  • Sour DMR damage from 1.45x to 1.75x of 8.8mm ammo
  • Scar Laser Socom damage from 1.0 to 1.1x Laser ammo
  • Heavy gunner bounces reduced to 10% chance due to friendly fire

Fixes:
  • Fixed explosive barrels switching sprites incorrectly
  • Fixed death statistics accuracy displaying 100x higher values
  • Likely fixed Blob coop crash when spawning adds outside the screen - let us know
  • Most likely fixed Divine reconstructor not working for the damage instance
  • Most likely fixed powerups not applying when less than 5 enemies were alive
  • Probably fixed slowdown issue for Heavy gunner and Riotguard at bosses?
  • Probably fixed special game modes not applying for second player? Let us know
  • Added another thing that maybe solves the camera lock issue - let us know

  • (We are Still looking into these things closely and we will try to upgrade to the new engine beta version which contains many engine bug fixes and likely solves the corrupted player position bug that causes the boss and camera issues, we know its very frustrating and feel very bad about it but there is not much we can do else It seems)

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And again a special run code /GUTS
Also use /EXPBOOST if you haven't already for 10 Exp tokens!
Enter in chat in a new run! (Exp boost is entered in main menu)
Ask around for past codes!

Stay tuned for the upcoming status update and more!

Best - FFG



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Some fun community artworks:
Artworks by Moat:





By Shotty



Edit: By Shotty as well (embed dosn't work)
https://hostr.co/file/AQ484yRhSAHM/roombahell.png

By Ethall_42 a classic we all know (embed dosn't work)
https://hostr.co/file/jtNsM1ZTSJLt/6E3CD0F2B1FECD234A5DB6D3916340E2FCEFFFBB.png

By Generic Nickname (embed dosn't work)
https://hostr.co/file/nGObsdxO9TNn/unknown.png

And a very relatable comic by Nerfnow
https://www.nerfnow.com/comic/2747

Sorry if I missed yours (some links also just didnt work), post in the comments! - Have fun!
SYNTHETIK: Legion Rising - Shrike
Updated - 14.04.2020
- Varied fixes and stability improvements - let us know which issues persist!
- NEW CODE for 10 double exp tokens: /EXPBOOST - Enter in chat!



Original Post: Hey everone!
Things have been pretty busy with the virus going around and we did not get as much time as we wanted to work on some of the new bugs caused by the large update 25. Here are a good bunch of fixes already and the engine runtime used should also be more stable.



Improvements / Fixes:
  • Fixed experience issue
  • Fixed ammo pack leaks
  • Fixed varied crashes and other things
  • Changed divine reconstructor to work more securely hopefully
  • Cursed variant health damage rebalanced, bleeding duration increased
  • Take Cover Perk now works with Hard Light Cover
  • Scrappy perk of Pressurized Impaler now works
  • Re-Enabled UI on death - maybe related to color screen issue?
  • Unlocked Neutrino bomb upon playing all arenas once
  • Most likely fixed the Boss issue (let us know)
  • Daily run no longer gives reduced attachment and stat options
  • Uploaded with a different engine runtime that should be less broken
  • Varied other small fixes and improvements

Bonus:
  • Everyone is granted 10 double exp tokens (you see them in menu bottom right)
  • One time special run code: /GAU8
  • One time special run code: /WORLDISNOTENOUGH
  • One time special run code: /ELECTROLYTES
  • Enter these codes in chat while in the first room of a new run - but remember you
    have only one try! (These will be likely reset somewhen)

If you havent seen the old codes, there are more in the forums pinned!


Colored Screen issue:
We are still digging everything around for the coop colored screen issue and eliminate more and more potential causes. If it happens, also try press escape and see if that helps!
(Dying and the partner getting to the next room removes the colored screen as a workaround still) - Trust us we are at least as frustrated by this as you are and we try our best to get this very mysterious issue resolved.


See you ingame!
- FFG

Mar 11, 2020
SYNTHETIK: Legion Rising - Shrike


Hey everyone!
Update 25 is here!
Initially there was no update at this point planned until "Ultimate" but with the new influx of players we wanted to get something nice out in between the longer downtime. With new hype come a lot of extra changes and improvements so here we go:



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KEY FEATURES:
- Weapon Variant Cards & Rework
- Fully explained weapon perks and variants
- 1 Life Daily Random Run
- Room improvements and some new rooms
- Doomba & Riot Medic enemy
- Non-host can leave without game ending
- New starting item, new Legendary item
- Weapon switching with hotkeys
- Buffs for all weaker class modules
- Armor Mechanic Rework and more!
- We are hiring!


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Full Patchnotes:
NEW - Weapon Variant total overhaul!
Weapons now have cool floppy disk style graphics and fully detailed tooltips!
In addition many have been reworked or improved.

  • Cursed Variant:
  • Now shows a popup when the damage proccs, no longer damage each shot but 5% * curse chance, now also deals bleeding damage on proccing shot based on magsize and curse. Can be pretty powerful but also more damaging the more the curse

  • Printing Variant:
  • No longer changes heat, firerate or recoil, so more variants feel like the normal gun
  • Now is like Standard with 20% longer reloading, 50% less ammo gain and ammo regen

  • Lightweight Variant:
  • No longer increases recoil by 10%, and now performs like the Standard variant also
  • Still does increase movement and cooling speed

  • Scavenger Variant:
  • No longer decreases firerate by 10%, now performs like the Standard variant
  • Magazine size reduction from 35% to 20%, now reduces reload speed by 20%
  • Now produces less heat to offset the magsize loss
  • Still does affect magsize and ammo gain

  • Modular Variant:
  • No longer decreases firerate by 20%, now performs like the Standard variant
  • Now gains 20% less ammo instead, still grants double stat upgrades

  • Military Spec:
  • Due to many positives and no negative, now reduces movement accuracy
  • No longer reduces recoil by 15%, now grants 30% First-shot recoil reduction

  • Prototype:
  • Now grants 20% headshot damage and deals slightly more damage
  • Now increases jamming chance

  • Overclocked:
  • Now grants more firerate per heat instead of flat 20%
  • Now grants 50% overheat firerate

  • Taiga Hunter:
  • Damage from 30% to 25%
  • Now grants 25% headshot damage

  • Relic Variant:
  • Now shows a popup when the heal proccs, heal improved

  • NEW - Common Variant: RE-ACTIVE
  • NEW - Common Variant: KAIDA-ELITE
  • NEW - Common Variant: CRIT-CHARGED
    And a bunch of low key changes in multiple variants







NEW - Many weapon perks have enhanced or new synergies with stats!
NEW - All weapons perks now have a full tooltip with details!

#Discussions_QuoteBlock_Author
Quote Shrike:
The weapon perk descriptions were initially not implemented to have at least one larger element of mystery but that did not work out so well given everything else is explained and were asked for since launch. It was a larger localization effort but its finally here!

I also took the opportunity to go over a lot of weapon perks and add some additional depth and stat synergies. In addition with the variant tooltips, it feels like a lot of extra depth has been added in my opinion. Not only that, but a good bunch of new weapon perks were added as well!

New Weapon Perks:
  • Enforcer carbine new perk
  • Damnation bloodbolt scales with terror level
  • Twin mill now has perfect movement accuracy
  • Apollon MG5 now has a new perk
  • Sour DMR new perk
  • Auto 945 new perk
  • Experimental new perk
  • Impaler new perk
  • Bren new Perk
  • Particle cannon new perk
  • M14T new perk
  • Scrap Cannon new perk
  • KSG new perk
  • Some of these perks may have been already live since last update to a degree
  • The weapon balance and armor rework notes are at the very bottom!


Ammo Gain character stat
  • The character ammo gain stat now affects ammo regen by half
  • The character ammo gain stat now affects various weapon procc effects
  • The character ammo gain stat now affects no-ammo-cost chances by 1/4th
  • No-ammo-cost chances are now affected by luck by 1/4th (previously by half)





NEW - 1 Life daily random run!
We added a new challenge run, you can find it in the prestige shop as with the other modes!
To unlock the prestige shop, you need to research it in the research menu. It is on top near the game logo when unlocked.

The Daily random run gives a totally random loadout (yes even legendaries!) and 30% bonus experience but you only have one try per day!


New Rooms & Room Alternative Layouts
Some new Rooms have been added, mostly for Green Electro floor (and some generic ones taken out) and a couple rooms have more alternative / rare layouts

General:
  • Recycling legendary items now grants 1250 credits
  • Fixed loop debuff resetting all extra max hp to 0 instead of setting total hp to 0.5x (buff in most cases)
  • Fixed that one room where the area could be closed
  • Boss chests should no longer be able to spawn on players
  • It should no longer be possible to be left behind in last defender room due to doors
  • New players (below class level 5) will only get 2 choices for perks and stat upgrades instead of 3, to overwhelm new players less
  • Module power bonus from random module is now 15%

  • Wood chests have a small chance for a legendary and epics now
  • Metal chests now have a 5% chance for a legendary
  • Alert chests now have 10% chance for a legendary
  • There is now a 2% chance to get a metal weapon chest on the first room and 2% higher onwards
  • There is now a 5% chance to get a metal item chest on the first room
  • Fixed a bug where item find chance was reduced by weapons found not items found





NEW - Super Sexy 'Seth-Up' Suitcase Sentry Starter Item
Not the best item in the world, just a tribute!
A portable mini suitcase sentry with 2 charges, can be used as starter by all classes
Deals very good damage but is vulnerable and should be protected
Enter code /HEYHEY in chat to unlock without spending data


NEW - Legendary Item: High Command (this time maybe for real)
This item is cursed IRL, slipped from drop tables at least 2 times
Summons a Red Guard Striker Glider or a Mini Tank if you are lucky!
Small chance for something even better..




Item Changes
  • Beam item damage scaling increased across the board
  • Shotgun items damage increased
  • Neutrino bomb area range from 100 to 150, 3>4 explosions
  • Refractor crystal no longer scales in duration, duration 2.5 > 3
  • Z1 Shuriken friendly fire 100% > 50%
  • Poisoned shuriken friendly fire 100% > 50%, damage increased, extra chance from 3 > 5 blades
  • Living bomb fixed self damage from second explosion
  • Cloak now gives less extreme dodge chance on recycling
  • Metal detector fixed - no longer increases damage taken when triggered
  • Hyperfeed now grants 100 > 90% chance of no ammo cost,
  • Hyperfeed CD 90 > 80, duration 2.5 > 2.75, now gives fixed 20% ammo gain on recycle
  • Face melter explosion now scales with upgrade power
  • M203 damage from 0.65 + 0.35 * power to 1 + 0.35 * power
  • Orb of iron stun duration from 0.75 to 1.25
  • Upgradekits now grant 100 extra credits per charge when recycled

Pets
  • Guardian Pet Item now gains more health and damage per floor similar to turret items
  • Stinger Pet Item now gains more health and damage per floor
  • Missile drone now gains more health per floor




Quote Shrike:
Varied Class perks and modules have their armor values rebalanced
The weaker class modules got some good buffs, which should make module builds much more competitive - the classes themselves are considered in good state

  • Riotguard battlecry now deals 175% shield damage
  • Riotguard shield delay is now faster, hp regen slightly reduced
  • Riotguard insanity challenge battlecry bonus increased by 50%
  • Riotguard Riotshield ammo gain 35 > 40
  • Guardian Module Wicked deals less damage when the stun doesn't proc
  • Guardian Module I-Frame now has 12 second cooldown, duration 1.2 > 2
  • Guardian Module Recovery now lasts 4 > 5 seconds
  • Guardian Module Warmup increase from 4 > 3 seconds
  • Guardian Module Aegis MK5 Platinum shield delay reduction from 50 > 60%
  • Guardian Module Fortify Position max and starting ammo from 20 > 30%
  • Guardian Module Shield Overclock shield regeneration from 120 > 150
  • Guardian Module Into Battle range decreased from 350 to 175, bonus from 10 > 15%
  • Guardian Module Enrage now lasts double as long when perfect active reloaded

  • Assassin base dodge chance from 20 > 15
  • Assassin level 5 perk from 20 > 15 (was a bit extremely good)
  • Assassin now properly profits from the prestige stat bonus
  • Assassin Dagger no longer removes your shield
  • Assassin Dagger damage increased by 100 to push dagger use a bit more
  • Assassin lv15 credits not gaining will be fixed soon in a fix patch, was found too late
  • Rogue Module Keeping Distance fire rate increased 20 > 25% (armor rebalanced)
  • Rogue Module Power Tuning headshot damage from 30 > 35%
  • Rogue Module Freeze! Damage absorption from 50 > 60%
  • Rogue Module Keeping Cool shield boost from 100 to 250
  • Rogue Module Die Hard elite damage from 25 > 30%
  • Rogue Module Against the odds max hp from 20 > 25%
  • Rogue Module Blood Borne lifesteal timeframe increased from 1 > 1.5
  • Sniper laser exploit fixed

  • Raider Knife buffed slightly in varied areas, mostly damage related (also see armor changes)
  • Raider Knife minimum stacks now is 100 higher (we are keeping an eye on Blade performance)
  • Raider now starts with 5 extra dodge chance
  • Raider Prestige duration increased
  • Commando Deagle headshot damage bonus 40>50%, damage increased 10%
  • Commando ammo box now scales in ammo gained for LG2 and buff
  • Commando Plasma grenade damage scaling from 0.1 > 0.2
  • Commando Module Specialized Ammo 25% > 35% crit dmg
  • Commando Module Drone mod fire rate 30>50 RPM
  • Commando Module Pack A Punch bonus damage 10>15%

  • Engineer laser heat reduction changed from 30>10 (better with new laser types)
  • (The new starting item is pretty cool on Engineer)
  • Demolisher ultra kills now also heal like the triple kills
  • Demolisher double kills no longer show the “X2” popup twice
  • Demolisher Resonator charge gain 15s > 12s
  • Demolisher Core now properly shows run stat upgrades in tooltip
  • Specialist Module Forged by fire now actually gives the 30% fire rate as intended
  • Specialist Module Status extender hp threshold fixed, effect increased from 30 > 35%
  • Specialist Module Chromatic Alloy armor rebalanced to 50 (buffed)
  • Specialist Module Multiply ammo regen duration from 15 > 20
  • Specialist Module Overdrive item cooldown speed 20 > 35%
  • Specialist Module Elemental Power from 25 > 30% in effect duration
  • Specialist Module Calculated damage bonus from 15 > 25%
  • Specialist Module Sun Rising now also removes curse on max stack (only you and me know)
  • Specialist Module Force Unleashed powerup duration bonus from 3 > 4

  • Sniper and Engi drone now only fire after being infight for 1 seconds instead of instantly





New Enemy: Doomba
New Enemy: Riotshield Medic

  • Striker glider shield 2000 > 3000
  • Railgun Glider hp 4000 > 6000 (just always dies instantly)
  • Shotgun Glider damage 0.5 > 0.65 (was affected too much by laser changes)
  • Incinerator Heavy Infantry damage reduced noticeably
  • Shield drone shield effect cooldown from 4 > 8s, shield gained from 300 > 500
  • Jet Boss follow speed 276 > 264, 225 in tactical mode
  • Server hack fight maximum spawns from 14 to 18, now more difficult based on difficulty

  • Disco Room channel time in solo from 10 to 7, in tactical it is half the time
  • Disco Room channel time in coop from 10 to 14, tactical half the time
  • The room was too hard in solo and often a breeze in coop, and crazy in tactical

  • Tactical mode player damage increased by 20% (to default value)
  • Tactical mode Health damage taken decreased 10%, healing per room 700 > 1000
  • Hyper adrenaline mode now increases damage taken by 2x instead of 3x, same as damage done
  • Health crates now give health back from Fragile difficulty when below 50 health was lost as well




Controller
  • There is no longer a 10s window where you can enable the controller at launch with the message that pops up, now always works
  • Added a setting for controller dead zone adjustment for the sticks


Online Coop
  • The second player can now leave the game without it ending for the host!
  • Not directly for this update but in the last weeks:
  • Switched Server Provider with better Peering improving connectivity
  • Varied more servers have been added


Other
  • Fixed a lot of reported issues
  • Increased sound priority of the headshot sound + some small improvements
  • Some unlisted changes and improvements as always
  • Achievements are still planned for Ultimate as promised
  • Exp should no longer be able to be negative in any case but still looking into it
  • Double starting loadout bug is fixed for the moment, we think about how to bring the function back with better balancing


Coop AI not attacking / Knife not hitting
  • Due to a bug, the enemy teams were not properly set, this should all work now


Performance
  • Added forcing of Dedicaded graphics cards over integrated APUs
  • Changed / Fixed that enemy and environment hit particles always show above 400 damage and ignore the internal CD = better infight performance
  • The ring effects in crystal floor no longer draw as decal on low quality setting
  • Video-Ram footprint was reduced by around 150-250 MB


Online Coop / Networking
  • If a P2p connection is established, the relay connection will not be closed and used as backup to decrease chances of disconnects or disruptions
  • Added Australia relay server
  • (In the time between the Winter update and this update, many server improvements have been made, and better and more servers have been added)


Arena
  • NEW - When owning Legion Rising, arena weapons now can drop in variants!
  • Reduced requirement for core defense Arena mode to unlock the other modes
  • Hopefully improved the exp bug for player 2 situation




#Discussions_QuoteBlock_Author
Quote Shrike:
TLDR: Armor is a little more meaningful depending on damage types, mostly when the "Deflect" difficulty modifier is enabled. You can scroll to weapon changes on bottom if you don't care about the details

Armor Rework & Technology Ruleset Iteration
  • Armor will be updated to the Synthetik Universe v2 ruleset +-
  • Armor and Armor-Penetration now ranges from 0 > 100
  • Armor now absorbs damage equal to the value, 75 armor = 75% less damage
  • Armor pen now negates armor, 75 armor - 25 ap = 50% damage done
  • Headshots have additional 15 armor pen

#Discussions_QuoteBlock_Author
Quote Shrike:
What does this accomplish?
Previously, enemy armor became irrelevant at higher weapon damage (especially for shotguns) and very hard to judge. Headshots and criticals also just overshadowed armor totally. Now it will perform consistently throughout the game.

While we want to keep the game feeling mostly the same, this will make for a bit stronger dynamics between the weapon and ammo types, with the end goal of having each ammo type have their own role and strength and not just have “assault rifles be the better smgs”

This new system is also far easier to balance and can be easily scaled towards more hard core and soft core values, while the old was near impossible to balance (Tank with 300 armor would leave shotguns useless but snipers wouldnt care at all per example, so higher values than 150 were basically never used, it just didn't work well)

  • Unarmored enemies are unchanged (most humanoids)
  • Enemy armor has been adjusted across the board
  • Some enemies are stronger now, Riotshield Enforcer most notably and Turrets
  • Non bullet abilities have 30 armor pen by default
  • Armor piercing ammo and things like Acid ammo are more desirable now

New Armor Values::
  • Turrets 45-65 Armor (Turrets are buffed, they were rather weak before)
  • Riotshields 50 Armor
  • Tanks & Mechanoid Enemies 40-50 Armor
  • Heavy Infantry 30 Armor
  • Bosses 30 Armor (Health reduced)
  • Lighter Gliders 25 Armor
  • All normal Humanoids 0 Armor
  • Drones 0 Armor
  • Most Shielded Enemies 0 Armor
  • All player armor stats and modules have been rebalanced


Deflect Difficulty Modifier changed:
  • Deflect now increases armor of all armored units by 15, making the damage types and proper counters more meaningful


Item / General changes:
  • Items and other things now properly behave within the ruleset
  • Example: Raider Plasma knife now deals 400 bonus damage per plating, has 100% armor pen but deals 25% damage to shields
  • Lightning items have 50 armor pen but half shield damage
  • Laser items deal 50% shield damage and more base damage, 15 armor pen
  • Some things already worked, like Battlecry having a shield damage bonus as being Fusion
    tech
  • Fire now deals 75% damage vs shields, lasts shorter vs armor
  • Explosions now have 15 AP, damage increased by 10% globally


LONG STORY SHORT
  • Shotguns, SMGs are better against unarmored targets, worse against armored targets
  • High caliber weapons are slightly worse against unarmored, but have more advantages now
  • Turrets are buffed as they were pretty weak most of the time, some weaker enemies were buffed
  • Abilities and other things are similar to before
  • Player armor is also changed
  • Overall the game should feel a little more consistent, a bit more realistic and also more defined in strengths and weaknesses but still very similar

#Discussions_QuoteBlock_Author
Quote Shrike:
Keep in mind that there can be some outliers that are not transferred over well so its important you tell us what you think. This will maybe cause a few issues in the short run but be much better in the long term, but after extensive beta test and a bit of reduction of armor impact it should feel very similar. This is largely an investment in the future.



Damage Type balance due to armor changes:
  • Small caliber ammo (pistols and smgs) damage increased by 10% (20% close range)
  • Fusion, Laser and small to medium ballistic ammo damage increased around 10%
  • Larger calibers armor piercing types base damage reduced by around 10%
  • Shotgun, coil and nail damage increased by 15%
  • Explosions now have 15 AP, damage increased by 10% globally
  • Fire weapon damage highly increased, Fire and bleeding duration are reduced by armor
  • Fire now deals 75% damage vs shields, lasts shorter vs armor
  • Acid and radiation is 100% armor piercing

Weapon Balance:

  • Auto945 time between bursts is 10% faster
  • Kaida honorary model damage decreased by 2%
  • Tec9 deviation from 12 > 7, recoil from 7 > 7.5
  • Fusion Classic 5-7 damage increased by 4%
  • K9800 improved firing sound, headshot bonus 35 > 50%
  • Last breath headshot bonus 15>20%
  • Tri bolt attachment damage decrease reduced
  • LG2 chargeup delay from 0.7 > 0.6, heat fire rate from 1.5x > 1.65x
  • Eraser DMG max spread reduced
  • Gladiator Gatling damage from 1.25 > 1.3, ammo reg delay from 2s to 1.5s
  • M75 Heavy support damage from 1.85 > 2
  • Bleeding Hollow Point and Acid Ammo no longer have 5% reduced damage
  • Burning Laser ammo direct damage 92.5 > 95% of laser damage
  • Cold fusion ammo no longer has 5% reduced damage
  • Laser Pistol and Laser Sub firing sounds improved
  • RPG reload speed 3.5 > 3, damage from 3x to 3.25x, heat from 1.4 to 1.2x
  • Ballistic crossbow damage from 1.15 to 1.5, reload speed from 1.1 to 1.25s
  • Auto bolt caster damage increased by 15%, heat reduced
  • Ion Cannon damage from 1.2 > 1.3 due to plating fix
  • AEK special elite damage increased by 10%, recoil reworked, -ammo gain +max ammo
  • AEK special elite now deals 15% additional elite damage
  • Pressurized impaler damage from 1.8 to 2, recoil control 0.7 > 0.8, deviation from 10 to 7
  • Spectre damage increased from 0.8 to 0.85 (armor change)
  • M75 damage increased from 2 > 2.2
  • Fmg9 Medic damage from 0.725 to 0.75
  • Coil pistol damage from 0.95 to 1 of coil dmg
  • X512 base damage increased, homing direction change speed from 100 > 120
  • Nailgun bleeding nail ammo no longer has 5% reduced damage,Nail ammo no longer has default headshot values, now in line with scatter damage type
  • A5C Test version hidden teleport upgrade bug fixed
  • Scrap cannon damage from 1.8 to 2x
  • Double Barrel damage from 1.6 to 2, improved firing sound
  • Double Barrel no longer has 2 burst but can single fire, burstfire delay from 0.25 > 0.1
  • Coop Weapon Attachment sync & weapon projectile proccs issues fixed
  • New set of sounds for the NEMESIS PROTOTYPE oh yeah, ammo gain 10>12
  • Mag47 HMG movement inaccuracy 1.5 > 1.75, recoil reset 0.3 > 0.45
  • Nailgun, Particle cannon, Ripjack not working with hyperfeed fixed
  • Fixed Ion shots removing more than one plating
  • Laser cannon now properly breaks stealth
  • Power tokens for weapons now also adds 5% damage


#Discussions_QuoteBlock_Author
Quote Shrike:
Again please remember that, the soft ballistic, shrapnel, laser, fusion and varied others have had their base damage increased with the armor change, so base damage may have increased PLUS additional increases for certain weapons as stated above (Example: Spectre got higher weapon damage but also the soft ballistic ammo deals more base damage to compensate being weak versus armor)

-----------------------------------------------------------------------------------------------


We also put the Arena DLC and the 2 Supporter packs in a bundle as it was very confusing to find through the store. All these 3 work for both the full game and the free arena standalone! (Click = Link)




We are also hiring! - https://www.flowfiregames.com

Game 2 is still on track (don't forget to be in the newsletter!) but we are now expanding the Synthetik team and great things are to come for the Synthetik universe!

Next update on the roadmap is "ULTIMATE" as planned, coming with the console launch, some story elements, better ending, new music, achievements and more! Stay tuned.


Ok thats it!
We hope you enjoy.
- Team Flow Fire Games







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