Fixed a display issue for seeds over 6 digits in the Log and Game Over screen
Shrapnel kills now count towards Tsar Bomba and Capture Sphere
Box of Holding now stops working when Nullified
Fixed an animation glitch with Nullstone when the peasant resurrects via Resurrection or Lucky Charm
The right analog stick now respects the controller deadzone setting
Fixed an issue preventing Death’s Hand from speaking if you leave his room via Shop in a Bottle before ending the run
Secluded room encounters are not rerolled in the case of emergency layout rebuilds. This would lead to rooms appearing on the wrong subfloor on the minimap
Fixed a softlock that would occur if you attack Toadvine or Bathcat after using Selt’s key on the Dungeon door
Fixed a cursed relic choice encounter in the Caverns from working correctly with Mutation
Fixed a few text typos
Fixed an issue with Miner’s Flask that would spawn a non-interactable potion and slide it across the floor when restoring a save state
Fixed some issues surrounding Simple Chest and shop cost-modifying items such as Rabbit Gloves and Accursed
Fixed a counting issue in the Dungeon gargoyle fight that would end the fight early if the last gargoyle turned to stone
The major curse loot table now falls back to the minor curse loot table to prevent players from becoming locked in the Othermine antechamber if the major curse table had become exhausted
Combo items now forcibly remove their component relics, even if the component is indestructible
Fixed an issue with Eidolon and Spirit in WHIP mode that would prevent their equip bonuses from applying if you already had them equipped
All boss exits should now correctly spawn, even if the boss dies during their intro sequence
Maybe fixed Seer’s head from sometimes rotating upwards during his attacks
Fixed some mouse-detection issues that would prevent controller players from being able to swing if the mouse was hovering over a clickable UI element
Helios Boots now correctly inherits the insulating properties of Galoshes
Scattering items now attempt to land inside the playable room bounds to prevent them from falling outside the doorway and touching the kill zone
Fixed an issue with Hayfever that would cause the plant to be able to shoot for a few seconds after it had died
Canary lv3 now shows a little restraint when going after newly-spawned gold so as to not interrupt duplication as often
Fixed a longstanding issue that would cause the interaction state of items and other things to become stuck to the player no matter how far away from them you get
Added yet more safety checks to prevent arrow traps from spawning behind interior wall sections
Fixed a targeting issue with Vilepots that would cause them to become unresponsive
Tightened up Lucky Charm to better prevent the player from jumping around during the resurrection animation and made the invulnerability period outlast ignite and poison
Fixed an issue that would cause the Hobble Doll’s beam to persist if the doll was instantly destroyed via Midas Touch or other instant-kill effects
Canary is no longer interested in shop items, free or not
Fixed a few issues with Selt getting stuck and causing bombs she eats to sometimes double-explode
Resolved a few lingering crashes
A huge thank you to our dedicated bug hunters for reporting these issues and helping us to continue pushing forward the quality of UnderMine!
[Campaign] Increased the probability to have elimination missions in campaign [Campaign] Decreased the probability to have domination missions in campaign [Campaign] Tweaked campaign chapter 3 mission tree [Campaign] Fixed the weapon points reward not being applied when finishing a campaign chapter
[Game] Fixed locking agent collisions
[UI] Fixed the playback buttons after the game over screen has appeared [UI] Fixed the main menu home being displayed when coming back from a campaign mission access through the "continue campaign" button [UI] Changed the tooltips colors
SYNTHETIK 2 finally launches into Early access on Steam and is out NOW!
F E A T U R E S
------------------------------------------------------------------------------------ You can find the full feature list patchnotes above! Spoilers: It's pretty big
R O A D M A P
------------------------------------------------------------------------------------- You will find a rough roadmap in the in-game pause menu for the next 2 weeks, a full one will follow soon. The next patch with some new content and plenty of changes based on your feedback + the Recon class is expected next week or the update after.
E A - I N F O
--------------------------------------------------------------------------------------- The game is playable up to and includes the first version of the final boss, so it does not cut off at half Please keep in mind that the multiplayer has been delayed (too many new features which need polish first) The build also includes the full modding suite. Please check out the full S2 Feature post!
We hope you enjoy the launch of the early access version! A lot of work went into making Synthetik 2 the best it can be and we hope to get you on board right away! Much is to do and much is to come, this is only the beginning!
Especially now at the start is the best time to shape the game with us and you actually also have the same tools to do so!
Have fun! - Team FFG
For the people who already joined early access and gave their input, we already did many sweeping changes based on your feedback!
NEW - Recycling Items
You can now recycle items in the upgrade menu "U" (or ESC) This is a rudimentary first implementation
NEW - Attachment Menu
Due to the attachment workshops not working as well as hoped due to the big levels, attachments are now purchased through an upgrade button in the weapon menu. We will add more polish to the menu interactions and popups in the near future.
Big level change:
We noticed the game is way way longer than Synthetik 1 and does feel too stretched, which also made balancing of loot very strange. We now moved the mainboard level as an alternative to Oilrig, and you will get to Arctic afterwards now. This makes the game shorter and adds more variation, while also allowing for better loot and less stretched content. It will probably still be longer than S1 but we keep an eye out. Keep in mind that Arctic still needs work and will be improved next week. You will get more non-weapon chests and terminals due to the map change as well.
Loot
- Terminals and chests have been slightly increased - Attachment workbench removed for the new system mentioned above - New Stat upgrade chest - Chests have improved visuals
Pacing
We are aware of the pacing issues in some areas, but we do think this is mostly due to enemy spawns and level layouts, less from actual in-fight speed, this issue has a pretty high priority for us.
- Movement speed slightly increased for all classes - Base Grenadier Frictionless boots gain movement speed buff due to the long dash cooldown - Base Chrono Trooper movementspeed slightly increased - Increased reload speed across the board
Exp Gain
- Increased Exp gain by around 150%
Interface
- Pickups now have info popups - Added a dark overlay for abilities on cooldowns (will be expanded to other areas) - Removed display of charges recharge time if not needed - Item / Weapon popups now show the weapon rarity color (more cooldown / charges display improvements are coming next week) - Mod upload has a better explaination - Keybinding rebinding now works again - Added character to End screen back (end screen will be improved soon) - 16:10 improvements - Improved weapon ammo display on right side
Performance
- Varied performance improvements - Added static shadows, still work in progress
Audio
- Better default audio volume - Improved audio mix slightly in some areas
Other:
- Varied small map improvements - Breaching charges projectiles ares now shorter - Curses work - Shock grenade launcher damage increased - Deathstick damage increased - Riotguard tear-gas no longer affects friendlies / self - Chrono trooper chrono charge has better feedback
Last Defender:
- Last Defender now works as it should Edit: apparently still shy, fixing on monday
Fixes:
- Many fixes
New Uncommon Weapon - Industrial Breaching Cutter
New Uncommon Weapon - Tokko Fusion Carbine
We hope you enjoy! The next update is coming next week, stay tuned! A roadmap will also follow soon. Don't forget to play with UniversEdit!
Hello all bioluminescence enthusiasts! Are you ready to dive into the science of Biolum? Hold your breath because the ethereal beauty of earth’s lesser explored areas, bioluminescent flora and fauna are still a mystery to many.
You might not know this, but fireflies are an example of the bioluminescence we witness on land. They’re reputable for their synchronous light displays, a chemical reaction occurring within their bodies in order to attract a mate. They are often found in open fields or in forests near water and have long been a source of fascination for biologists, but they’re easier to access in comparison to other forms of bioluminescent life, those that exist in the depths of the deep sea.
Down in the inky blackness of the ocean, where the light begins to dwindle, the underwater crannies and caves are home to a wealth of bioluminescent diversity that has been barely touched. Scientists have discovered a number of life forms that can only be described as magical, from The Firefly Squid (pictured above) which emits jewels of light from its underbelly, camouflaging its silhouette against the sea surface; to The Flashlight Fish, a badass looking creature that darts around the ocean with its eye-like luminous organs. These bioluminescent creatures are an example of nature’s beauty and bizarreness combined. The latter of the underwater organisms, pictured to the right, has organs under its eyes that contain a bioluminescent bacteria. The bacteria produces the dazzling light, and enables the fish to communicate with each other via the blink of an eye, just like a built-in headlamp! A fishy creature that would freak anyone out if they ran into one.
Whilst scientists have discovered an array of natural life, from fish to fungi, there is still fascination surrounding how and why this luminosity occurs. It is believed by many scientists to be a language of light, and since 76 percent of ocean animals are bioluminescent that would make it the most spoken language on earth! But studying the phenomenon has proven difficult, as access to the deep, dark depths of the ocean, where much of this nature thrives, is often impossible for humans. The renowned marine biologist, Edith Widder, said during a TED talk that “one of the things that’s frustrated me, as a deep-sea explorer, is how many animals there probably are in the ocean that we know nothing about because of the way we explore the ocean”, and she’s not wrong. Accessed either via nets on the back of ships, that drag through the ocean collecting such creatures in an undignified way, or submersibles and remote-operated vehicles, both of which often exhaust their bioluminescent ability when captured or the process damages their light producing organs.
Creators Abel Kohen and John Rowe were inspired by the mystery of these bioluminescent creatures. In Biolum, we meet the Needlehead Worm. This creature infects individuals by passing up through the food chain and is the source of light that radiates throughout the underworld area being explored. An abundance of luminosity within a corner of the ocean, it’s a feast for the eyes. The captivating impact of virtual reality is achieved via a careful yet creative combination of many elements, including interactivity, visuals and audio. An underwater setting provides the perfect scene for these elements to be explored.
The recreation of bioluminescent nature is done in a bespoke way, and has allowed for prefrontal cortex to develop and apply effects, such as a complex lighting system, using procedural shaders and optimized real-time lights designed to replicate the luminescence of the creatures and vegetation (such as corals, kelp, and seagrass) that are featured. Biolum is an example of what can be achieved when you mix the intricacies of technology with an artistic idea, and combine biological fact with the imagination. And if that’s lit up your imagination, stick with us for the next article, when we’ll be chatting to indie dev, Paul Kirsten, about how he and the prefrontal cortex team, including lead technical artists, Felix Herbst and Tim Schuster, transformed the story idea into (virtual) reality.
Fixed mispelling and other minor issues in Selma, Monique, Martina, Summer and Emmet exams
Fixed an issue with the girlfriend counter in a couple events
Fixed an issue duplicating the point value assigned after Sara's 2nd exam
The game will no longer address Kiko as Elisa during her story
Fixed an issue which prevented to play the 5th day in Japan with Kiko during her loyalty trip
Fixed an issue which prevented Claudia to visit the player if she was already hired at St. Mary's
Fixed an issue during the doctor's hepatitis when Claudia might repeat the same lines under a rare circumstance
Fixed an issue in Brian's exam which prevented his wife to give you valuable information if you skipped the graphic medical image
Fixed some Chinese/English characters not showing correctly
Fixed an issue which prevented to play Dwayne's exam in story mode. You can now meet Dwayne after October 30th
Fixed an issue in Dwayne's exam which prevented to examine his genitalia even if undressed
All equipment checks have been removed from Dwayne's exam since this is an hospital exam
Fixed an issue which prevented to ask more questions to Erika in her first interview if you chose to ask her "Are you at my full disposal?"
Fixed an issue which prevented to change your mind about who to invite at the Christmas' event
Fixed an issue which prevented to kiss Vanessa when you first meet her
Fixed an issue which prevented Vanessa to tell you about Aaron's sexual interests
Fixed an issue which prevented to kiss Aaron when you first meet him
Fixed an issue which sent you to play Aaron's date instead of ending Vanessa's if her trust wasn't high enough
Fixed an issue which prevented the game to remember the promise made to Claudia during one of your flashbacks with her
Fixed an issue which prevented the game to recognize Rita moved out from the apartment if you split up with her
Fixed a crashing issue in Faith's exam
Removed placeholders images throughout the game
"Teaching medicine" will now automatically play before ending the game, if you hired Dr. Poulsen and haven't played it before Please remember you can always start a new game and choose to play the DLCs only if you don't want to run through all the game! This will also apply to Emergency Procedures.