1. SYNTHETIK 2
  2. News

SYNTHETIK 2 News

U7 Test branch is live!



Hey everyone!

The Beta Branch for the Summer Ultra Combo update is live!
It combines the unreleased Update 6 HEAT and Update 7 FOUNDATION for one huge update!


[h2]U6 - Heat[/h2]
Now testable! - Key Features:

- New Cooling Chambers Environment
- Big Graphical Upgrade
- Environment Styles & Variation
- Attachment improvements
- Shop Iteration
- Tons of other improvements & fixes
- UniversEdit is now usable while playing!
- UI improvements

[h2]U7 - Foundation[/h2]
Now testable! - Key Features:

- Big Enemy Overhaul (Part 1/2)
- Big Core Gameplay changes (Part 1/2)
- New Enemies
- Enemy reload & ammo bars
- Enemy Unit Frame
- AI improvements
- Mines overhaul
- Many gameplay improvements





[h2]How to get into the test branch:[/h2]
1. Right click your Synthetik 2 in your Steam Library
2. Select Properties
3. Go to the Beta Tab
4. Select the version from the Drop down menu and it will download´

Warning! Its not supported to go back to U5 from the beta test branch.
So keep a backup of your save file!



We made tons and tons of huge changes all across the board.
The focus was really on the core game-play, we think that the game is now much more fun and the next goals and steps are finally clear. The mid-lategame definitely needs more development for next patch, especially the Chrono Squad faction did not get touched much yet, but I think you see some drastic improvements in the earlier stages of the game and in general feeling.

The next steps on the core game-play are definitely improving the spawn points, which is relatively easy, the mid-lategame and then the entire loot and upgrade progression will get a big overhaul.
Audio is also still in a really poor state due to some audio engine issue preventing many sounds from playing which requires a total throw-out of the system. We try do to a faster update cycle now and get these things sorted and also start the multiplayer testing. Check our previous post for more infos.


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



[h2]Enemy Feedback[/h2]
Please help us make the game better by filling out this enemy feedback form once you played a bit!

https://docs.google.com/forms/d/e/1FAIpQLSff5EWxf3_DFrifcgYrYPgK5OvRDRd_sOA8aWMxCfsvukrANQ/viewform?pli=1
(Please copy paste the link manually, its being blocked by Steam)

Please report bugs on discord or the steam forums, and also let us know about overpowered or lame enemy spawn areas. We will keep patching the U7 beta branch and hope to get U7 out quickly. Your feedback on the new core-gameplay changes is also very important!


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

[h2]Multiplayer Rollout[/h2]
First Multiplayer testing begins almost directly after the full launch of U7!
U7 adds a new server pool, allowing global chat and other services to continue running, while allowing you to test multiplayer in a alpha test branch. We start with time limited test phases and a fast update cycle (in the testing branch) to get fast iteration and quality improvements.


Let us know what you think!
- Team FFG

U7 Test branch opening soon + Plans!



Hey everyone!

As already mentioned, we are working hard on Update 7 (yes we skipped Update 6 and both will now be in this next U7 bundle) and we are finally reaching the finish line. The test branch is coming very soon. Sorry for the long delay, but we really couldn't patch the game with Update 6 as the engine had some issues after an upgrade which didn't allow us to upload a new version.

So this will be the Summer Ultra Combo Update, combining update 6 and 7, which are both large on their own merits! Some spoilers below:





U7 PREVIEW - TEST BRANCH STARTING SOON: (ETA Next Week)
[h2]U6 - Heat[/h2]
Key Features:
- Full New Cooling Chambers Environment!
- Big Graphical Upgrade
- Environment Styles & Variation (Silo, Academy, Power Plant)
- Attachment improvements
- Shop Iteration
- Tons of other improvements & fixes
- Mod Editor is now usable while playing!
- UI improvements

+
[h2]U7 - Foundation[/h2]
Key Features:
- Big Enemy Overhaul (Part 1/2)
- Big Core Gameplay changes (Part 1/2)
- New Enemies
- Enemy reload & ammo bars
- Enemy Unit Frame
- Enemy Health Indicators
- Unit Engine sounds
- Many AI improvements & Fixes
- Mines overhaul
- Many gameplay improvements
- Combined pause, upgrades and class menu
- Many tweaked & improved UI effects
- More visible pickups
- More powerful headshots
- Varied UniversEdit updates
- Much more

Both will release at the same time due to the engine upgrade causing troubles and third party shader issues blocking us from the original U6 launch, so we are skipping straight to Update 7.


New Stingray Hovercraft


Upcoming AFTER Update 7:
These are the 4 focus areas for the time afterwards
How they get bundled into patches is not yet decided, we'll see how it goes.
Things are subject to change and we always adjust based on what is demanded the most.

Focus: High Alert
- Big Enemy Overhaul (Part 2)
- Chrono Squad Polish
- More gameplay improvements
- Terrorlevel & Difficulty overhaul
- Terrorlevel Headhunters
- More Elite abilities
- Rare Elite Enemy Squads
- Timed Commandos
- More Boss improvements

Focus: Loot & Ingame Progression
- New Category Upgrades
- Item improvements
- Class polish
- Chests Overhaul
- More level improvements
- Soviet Brotherhood Weapons



Focus: Multiplayer & Menus
- Start of selected multiplayer testing (quite soon!)
- Revive mechanics
- New lobby menu
- New death-screen
- Menu graphics update
- Radial context menu (also amazing for mods)
- SynthetikUniverse.com 2.0

Focus: Classes
- Class Evolution Upgrade System
- Rogue (Raider & Assassin)


Great things are to come. As you can see, we are planning and acting big!
Multiplayer also is running and selected testing will start quite soon.

(Also remember, if you want shorter news intervals, many small news updates are always on Discord)

Stay tuned!

- FFG

July Dev Update - Plans & Show-Off




Hey everyone! We've got more juicy insights today.


[h3]Update 'Heat' & Issues[/h3]
Originally we planned to do a faster update in-between but we encountered (and still do) some unexpected issues with the Upgrade to the 2021 Engine version. We are on the "LTS" (Long Time Support) branch of Unity which is supposedly stable and fixed but regardless we had 2 very critical issues.

One issue kept crashing when we edited any 'prefab' object in the engine, this is now resolved but another issue blocks us from touching any shaders. These things made us too slow to deploy an update for the summer event.

So we decided to not bring a patch now and continue working towards the enemy update.
We re-evaluate every week and let you know when we know. What we are working on or planning to do is unchanged however. (More details in the "Focus & Enemy Update" section)



[h3]Environment Upgrades[/h3]
Right now we are making quite some environment improvements.
Most of the changes are of artistic nature but in varied cases get new volumetric fog, cloud shadows, better lighting, reflections and more. As Synthetik 1 changed drastically in environment quality over the development, the same is happening here all the time as you surely have noticed, the only difference is that we are not hard capped here and essentially only limited by our skill level instead of the very hard capped limitations of S1s 2D engine.

A new 'state' for the second silo level center piece (also using our new Styles)

In the next update varied environments will make a good leap, especially the Missile Silo, Power Plant and the Police Academy will get noticeably nicer. This is combination of things, one part is graphical effects, lighting and materials being used better, but most actually comes down to art fundamentals, such as composition, proportions, shapes, negative vs positive space, colors and values (brightness) and consistent use of assets. Gradually improving these fundamentals in the maps can lead to very significant aesthetics improvements without making any new assets.



[h3]Environment Styles[/h3]
All levels gradually get rolled out with our advanced Style & Palette system



Our new system is being used and next patch you will start seeing some of the new environment styles. These can really change the look of each level but we try keep the identity intact.
These do not affect the models but change colors, effects and the mood. At a later point this will also be used for room events, like a poison room or desert storm. Now these are also network synced, unlike in S1 where you could have a different ground color than the other guy.

Above are the styles of the Silo level. Most people use "Diffuse" textures and define their base colors in textures, but we use masks for everything which makes us very flexible in such regards.



Here you see a test for a super heavy desert style or Mars style of the first Power Plant level you know.
This was more of a test for fun but we might add such room events.


Even dark horror styles are possible.



[h3]Focus & Enemy Update[/h3]
We are focusing on quality right now for the next update, improving as many things as possible, especially around environments, enemies, bosses, attachments, shops (and items if there is time) and a lot of fixes - this is all about core gameplay improvements - also we spend more time on internal multiplayer testing now.

The big enemy update has such a long list of improvements that we split this onto 2 parts, the foundation work and the content part. How and if we split the enemy update in 2 is not clear yet however, we'll see how it goes.

New Lightning & Riot-Foam wheel and their destruction pieces


Some few examples of foundation Improvements we want to make:
- Overhaul the existing faction units and improve and tweak every unit depending on need
- Make SAT the base Faction and Chrono Squad the late-game faction (Arctic+)
- Start spawning vehicle units even if stationary for the beginning
- Enemy Alert notifications (!) (?)
- Improve the terrorlevel alert and bring back headhunters
- Start adding rare enemy spawns
- Moving enemies to specific positions (for special events)
- New Wave spawner feature (for arena mode or defense events)
- Improve Entity creation workflows
- Tool-tips for Game Entity variables in editor
- Clean up of Game Entities in editor
- Speed up for projectiles (right now its noticeably easier than S1 as a cause)
- Improved Turret behavior
- Improve map designs regarding turret places
- New Unit-Frame for modders and testing (a window with unit stats)
- New Combat-log for players and testing
- Enemy health-bars showing increments of 1000 hp
- Update all mines with setup-time and a trigger delay
- Improved enemy editor workflows
- Improved group movement
- Improved damaging on enemies
- Animation system improvements
- New melee foundation
....

Of course there are many more things going on, big level improvements and additions, multiplayer and whatnot.



[h3]Military Faction?[/h3]
We are also first overhauling the SAT Police & Chrono Squad factions before we start with the Machine Military faction as we want to focus more on quality over quantity now. We actually already had all the Military models ready for months, but the current ones need work first. In the end, there would be Police and Military alternating, with both having their elite sub-faction appear at the ending levels.


Military Medium Tank spoiler (Saturn 5)



[h3]Animator Refactor & Funny melee hacks[/h3]
Animations traditionally are controlled by a mix of state checks (is the unit aiming or reloading) and blending of related animations (walking animation and reload animations). Right now our setup is too reliant on blend tress. This was easier to use to get a decent result quickly, but for the cost of too much CPU computation time and also restrictions for advanced use cases such supporting multiple melee strike animations. We are in the middle of redoing the animation controls from scratch and already experience much better animation performance while also seeing more precise running animations.

We are also adding some new animations in the near future which could be used for items or other abilities, like a roundhouse kick.

A foundation for a new melee system has also been implemented. This was done as the enemies uses extreme hacks for melee. At the start, enemies had a bullet attached to their weapon, leading to swings hitting targets behind (the swing doing a overhead chargeup animation, essentially the equivalent to hitting a lamp on the ceiling in your living room). Then the next hack was to make melees use invisible shotguns, which swept under the radar until we noticed that you could be one-shotted when you stood point blank due to all pellets hitting. After this, they got a simple AOE damage action, which just does a range check on weapon attacks and deals damage. This works fine but is not a proper implementation as you still have a invisible weapon firing shot, but is at least consistent in hit detection and damage.

The melee weapons are now their own weapon type independent of the existing ranged weapons of th game. This allows us to have a customized setup for them to use "Swings" with unique properties instead of using the ammo based system of the ranged weapons. We are expanding this system gradually and looking into some melee options for the player as well at a later point,
Before we embark further into on such adventures, we want to make sure though that the ranged combat satisfies our expectations. As of right now our priority here is to only make sure we have a well functioning system for NPC units.



[h3]Shop Improvements[/h3]
For the next update we also squeezed some shop improvements in.
This is not a complete iteration but around halfway in and already improves many of the shop actions.
The Medical shop and some of the Gambling and Black Market terminals got a bunch of reworks.

The shops were made when the editor was still very limiting and we were much less comfortable with the tools. Best practices haven't been found out yet and it was generally all too much under pressure, so now these can be upgraded.






[h3]Shop roles[/h3]
After some thinking, the conclusion about the shops was that their main purpose is twofold:
1 - Provide always useful "services" - Like gamble, or get healed, upgrade a weapon etc.
2 - Provide "run-changers" which drift your setup into an alternative direction with perks
3 - Sometimes terminals should provide small "challenges"

So shops are detached from items, abilities and weapons in a way. Right now they try to do everything, from giving an item, to a run changer to a stat upgrade. They also are often too niche and not impactful enough.





However their logical place is within the simple but useful services, and then adding a twist onto the entirety of your build, ideally with an up and downside. Items need to always be useful, class perks are for your class, stat upgrades now exist already, attachments are for your weapon. Shop perks ideally add a twist on everything (or provide a no-brainer always useful service, as the twists might not be what you want necessarily)

Overall they will just get improvements and we are looking for some more special things, like hacking an enemy, or get a medical drone, and letting players have a bit more choices of making the game harder as well. Later we are also thinking about a challenge / alert terminal and or bringing back the quest shrines.



[h3]Multiplayer[/h3]
As mentioned in the last 2 posts, the foundation all works and we are just testing and bug fixing and a decent state is getting quite near. Our networking structure is way above our team size structurally. Its a highly scalable (using server pools) fully dedicated server based system with extreme future proof, you can't really go much higher than this even for AAA standards. (And many AAA use laggy Peer 2 Peer, even for PVP...) We use a completely custom back-end (services, chat, authentication..) and no high level libraries. Currently the servers run over Amazon AWS but we are flexible and can pick anything we want.

This does not guarantee that the coop introduction during Early Access will be painless, but getting the foundation right was very important to us, since we've hit structural brick walls in the past and it is very hard to recover from that once things have already been released. We are still busy setting up all the machines for the live service and bug hunting in the coop. We'll keep you up to date!


[h3]Category Upgrades[/h3]
As mentioned in the previous blog posts, we are following through with the specific upgrades.
The current compositor/pandoras box system is being reworked, from the super freestyle upgrades we have right now, to more specific upgrades based on the category of an item or ability action.
(Grenade, Sentry, Potion/Booster, Summon, Orbital .....)





So each category will get a choice of a couple of specific upgrades for that category.
Like a turret can get a missile upgrade, or grenades get multi-throw, support things can get an aura and so on. We think this is going to be more interesting as you get tailored upgrades to what you need.



[h3]Menus & Graphic Design[/h3]
We are also planning on overhauling and fixing the menu structure.
We want to redo the menu architecture (less so the layouts, like how abilities are displayed) so the management how screens and windows are shown and sorted and everything around. We did not have a clear architecture at the start in mind which really hurt us every time we wanted to change something in the menus.

We think there is a lot of quality we can get out of this angle as well, including better buttons, animations, sounds, particles, screen effects, camera usage, backgrounds and everything around.

The graphic design also went through many iterations but we were never fully happy, now we finally have some refined style we like, and here is the first preview:

Keep in mind this is a rough Photoshop draft and some things are missing or poor (weapon frame)

Finding fitting fonts also took endless hours as they need to have many requirements and also support varied languages including Cyrillic. In general the style was struggling because we had a really amazing 3D-style UI once tested for a prototype and we thought this could be transferred just in sci-fi style but that somehow didn't work out at all. The S1 style looked quite good but much of it was a bit sub-conciously done. It took a while to really understand the rules behind the art as to why some of the things work and don't work in S1/S2 but the code is now 90% cracked.

Another thing we are considering while we are doing the rework, is having more of a walkable menu hub. This would be really cool and also actually help with some issues, but also be some work of course. The tutorial could be extended to be more of the completer home base and maybe you could even invite people to your base or such things, but no confirmation on these concepts.



[h3]New Cooling Chambers[/h3]
Not only are we making all levels much more varied with the style system (and better looking in general) we are also working on new environments, such as the Cooling Chambers environment.
This is an alternative second floor (next to Oilrig and Mainboard) and has 3 sub-levels again.



Not too many spoilers here. This one is going to be very cool and will have that unique Synthetik style, so watch out for that! Coming the next update.

Alright thats a lot and enough for today - we'll keep you updated about when the next patch will hit as soon as our issues are resolved. Have fun!
- Team FFG

Dev Update - Development Insights




Hey everyone!
We've got some more inside infos for you today!



[h3]VFX Foundation Work[/h3]
We had a really great idea to streamline and increase quality of VFX effects and their creation.
Right now we have over 900 materials (essentially shading functions based on many varied shaders) for all sorts of VFX effects, like explosions, muzzle flashes and whatnot. This is not unusual and a kind of standard workflow but not nice to behold.



This adds very significant bloat to the project and makes creating any new effects very uncomfortable.
As example there are probably 40 materials just adding some sort of glow, and onother 30 adding some varied rings for varied effects or auras.

In the end, this makes it very uncomfortable in creating new materials and adding to the bloat, to the degree that you want to try out dozens of existing materials and see if something fits by chance. Instead of simply creating what you need by scratch. This hurts both quality and iteration speed greatly.

After realizing that probably 80% of all effects are either based on glows, rings and lines in different styles, and with some good ideas how to streamline the process, we are now building a new foundation for the future.



The first key idea is to use texture arrays (or texture sheets) to build a very small (around 12-16 textures) but very curated selection of textures (different styles of rings as example) and have it all in the same material. Then use a special function to cycle through them, color and animate them them on a particle system level.

Texture arrays pack textures in a 3d stack instead of a classic sprite sheet.

Then we use a noise texture or the same texture array to negatively cut-out shapes on the base shape, which allows for many possible variants. With this design approach you only need 1 single material for all kinds of rings, as the particle system gives you all the control you need to do an infinite variation. Then repeat the same for the other main styles.

Normal Particle:



Interweaved rotations:



Noise Texture based UV distortion:



Magical Secret Multi Distortion:



Now particle system can also control contrast, distortion over time and more :



Final Effect with color, alpha and rotated distortion per curve:



Here you can see some varied effects made for testing with the exact same material, showing the flexibility of the setup. These were also done in just minutes.



The drawback is that these arrays will take more texture memory as they have 12 instead of 1 texture, but with a highly efficient compression (resulting in a memory cost of only around 1mb), smart distortion (hiding the resolution) and with the idea that you use this across the entire project dozens of times, this should pay dividends.

We now have a really next level setup for particles with some very smart interweaving of UV based distortion which gives really stunning results, and as consequence of using the particle system to drive the material values, we can now animate things that would otherwise not work.



[h3]Unity 2021 LTS[/h3]
We did the switch from the 2020 version of Unity, the game engine we built our UniversEdit framework and game logic upon. So far we are encountering one critical crash issue and one with TAA, otherwise the upgrade worked pretty flawlessy. Doing an upgrade in the past (Old unity times) were often unthinkable and something you do for a new game. Even S1 game maker upgrades had months of issues that followed.



https://unity.com/de/roadmap/unity-platform

New Engine features to explore:
Right now we have not yet spent the time to look into all the new things,
however we now have to options to look into GPU performance increases from Nvidia DLSS / AMD FSR, Dynamic resolution and better debugging tools for optimisation.

There is a link to the Unity roadmap above if you are interested, but keep in mind many things are not relevant, implementable or realistically useful even if they look great on the roadmap. Unity DLSS right now seems to have some bugs so we have to wait on that..



[h3]Visual Attachments[/h3]
As part of the item polish pass, we are adding some visual attachments to the characters upon pickup.
These are not for all items, but some select ones where we think it makes sense.
This started when we wanted to add the "shoulder mounted cannon" but it made no sense to add this item without a visual attachment on the character. So we thought "we have the feature, why not add a couple more"

So we made some visuals for a couple of the items here:



We are also thinking about adding some visuals for some few weapon attachments where it would actually be visible, but we'll see.



[h3]Actual Attachments[/h3]

Weapon attachments got a bigger iteration, although not completed yet.
Specific category attachments (Stock etc) got a bigger iteration.
At first the idea of Specifics was that they are all based on the same type of stat.
Stock = Recoil, Front Grip = Run & Gun ....

However when doing the attachment categories this kind of fell apart, as there was a controversy:
If you wanted to match the amount of grips, stocks etc to the amount of Mixed ones, you could not keep following the rule of making stocks about recoil, otherwise it would become very repetitive. However making them more varied robs them of their identity.
On the other hand, having only a few made them feel repetitive as well due to each weapon having 2 specific slots and you see them appear quite often.

Now the new idea was to add 3 mixed slots (Mixed attachments overall feel quite in a good spot even after a double check with new eyes) and 1 specific slot. This would leave the specifics more rare
Also the 1 specific slot is getting around 50% more powerful. Also the specifics should be condensed to their pure essence very much designed throughout.



Not 100% perfect but you can see the barrels are condensed to their essence.
All these barrel options to fit the theme (range, accuracy, projectile trajectory changes..) but
also offer some strong choices in between in varied directions.

- Projectile speed & firerate barrel
- Heavy powerful barrel with a downside
- Recoil barrel
- Deviation and range barrel
- Weakpoint barrel

Also a new magazine category was added for weapons all about sustained firepower,
like the Pioneer C900 SMG. Some effects were also switched around as they were confusing roles of certain types.

After the change the category ones already feel much better and maybe the 3-1 change is no longer needed but we'll try it out.



[h3]Moving[/h3]
After some time working from home, we are now back in a small office in the heart of Berlin, which is great for team communication and focus.



[h3]Build Pipeline[/h3]
We have an automated build pipeline which is automatically building the game exe on every "push" (uploading recent changes) and this automatically returns us if the game does not work at all and crashes right away and more. With Unity 2021 fixes, and some improvements, we reduced the time our servers need to compile the game by half but some things need to be sorted out first.



Pic: 70% of our internal server setup

This is really critical because without that pipeline, someone could upload a big issue which would leave unchecked for days, then you would have to go back into dozens and dozens of uploads until you could find it. Even with the build pipeline, it can be hard to find an issue from the last day or so.



[h3]Automatic Error checking[/h3]
In S1 we would just build the game at the end of a patch cycle and check that all is fine. Now we have dozens of automated checks every day.

Another new thing is that we are adding more error logs to the build pipeline. As example making an action mistake (like forgetting to enable stacks in an item) will throw an error. This is being more expanded in the near future.

We also have automated bots which can play the game start to end by themselves and tell us if they got stuck in some level.



[h3]Multiplayer[/h3]
The big awaited multiplayer mode is progressing really well, we are fixing up things, and make sure every strange case is covered. Some similar issues to what we had in the past are popping up, like trying to open a chest simultaneously giving doubled rewards and the likes.



Some new balancing decisions will have to be made. Shops will finally now show the same things for everyone as example. We are not sure yet how to handle chests for more than 2 players, feel free to suggest some things on discord or here.

The playercount is also still a big concern. Synthetik is traditionally a 1/2 player game and maps are designed for single player for most part, but we also don't want to leave out friends while playing.

So our current idea is to have public lobbies be 2-3 players, and allow friend invites for up to 4 players so you can do it if the 4th friend really wants to play, but its not recommended / endorsed for public games. However we need to do more testing and adjusting first before the final decision is done.



[h3]Specific Category Upgrades[/h3]
So far our UniversEdit framework and the Voodoo action editor have a lot of power in terms of flexible upgradeability of actions (abilities, items, perks etc) but the current upgrade system feels a bit too freestyle and experimental. As such we are working on category specific upgrades, to combine both the flexible upgrades with more role-play elements and identity.



This is in experimentation so no ETA for this. The idea is to use the existing categories of items/Abilities, like "Grenade" "Sentry" "Summon" "Potion" "Beam" "Projectile Firing" etc and create thematically fitting upgrades for these. So upgrading any type of "sentry" would give you options like "Double placement" "Laser Attachment" "Missile Upgrade" "Magazine Belt" "Critical Strike" ...

while a grenade would gain things like "Multi-Throw", or a Utility items would gain aura and utility effects. Our current systems already support all this, but it requires creating all the upgrades and icons and some new features to be able to properly target summons. In S1 such things would all have to be hard-coded and nothing flexible could have been possible.

[h3]Item Sandbox / Update plans[/h3]
For items, gradually more improvements are done, such as adding anticipation effects, or making mines have a trigger sound and time before, or like last patch added effects for grenade throws and such things. A stronger core item sandbox design is also being explored but more about that later.

Overall now that the core systems are set up, we are trying to add more quality and polish now overall to all the existing systems and iterating on these. Items will now get improvements, attachments, later the upgrades and so on based on the biggest need. (Not to forget the big enemy update)



[h3]Environments[/h3]
Environments are also in constant improvement and we have come a very long way since the first playable version on steam already. We keep learning new things and adding powerful new systems to improve our workflows.

We are planning to use our special color palette system for the next update which will make a huge difference in variation but also working on general composition and variation of the levels.





You can see, this is the same blue silo level environment you know, but with a different palette.
We are planning on having 3 palette variations per environment and maybe one nasty one for loop.

More work on shaders and terrain systems is also going on, you can see some tesselation and transistion between ground and walls work here:



More variations and improvements for existing maps are also worked on as always.
There is much more going on but we think this is enough for today.

As you know, the next update is coming out in the next weeks and is about environments and item / attachment quality, and after this we are straight on the road towards the big enemy update and the first multiplayer version.

We Hope you enjoy!
- Team FFG

Post U5 Patch



Hey everyone!

We are very happy about the very positive reception of Update 5.
Today's patch has fixes for the patch issues and some smaller improvements:




- Improved Camera Jittering issue
- New sound when player gets hit and when hit on shields
- Removed all 3 Content ID Tracks which slipped through
- Fixed weapon switching issue and weapon switching on level ending breaking weapons
- Fixed shops / kernel not giving things
- Fixed Turret collision issue
- Fixed some Laser Issues
- Fixed Time tag explosion effect
- Fixed varied other issues

Hit & Kill sounds
- Right now we still have some audio management issues, this causes kill and hit sounds to stop playing after some time (also pickups often dont play) which makes the game feel really lame

- We are working replacing the current audio solution, for now a placeholder system is added to replace hit and kill sounds, but this is quite simplistic and dosnt sound on the correct enemy position but works at least



- Increased headshot hitbox by 25%
- Reduced global weapon heat from 0.35 per sec to 0.3
- Reduces health scaling after the first maps
- Improved kill pieces impact force on enemies, scales more logically with damage and is more varied

- Guard Judge now has 2 shorter shield dashes
- Chrono trooper teleport cooldown reduced, range slightly reduced (testing)
- PPQ-H reduced recoil, fixed perks missing
- Rocketeer switched P33 spec ops out for PPQ-H
- Eliminator Untouchable Field now only triggers when in combat
- Improved Riotguard Shield Bash sound
- Improved Grenadier Power Kick sound

- Harpoon reload 25% faster, damage 10 > 9x
- HS50 reduced heat from 1 > 0.8x
- Scatter ball ammo now splinters to near targets
- Clarified Data and Class Token tooltips


[h3]Update 6 - Heat [/h3]
It is planned for the steam summer events and is expected to go in testing in around 3 weeks+-

We are also now Upgrading to the new Unity 2021 version, this enables us a couple cool new features, and could also grant us DLSS support as well as some workflow and graphics improvements (Hopefully all goes well).

For Heat we are planning to add more polish in general, especially to items, and some big changes on environments, as well as the new Cooling Chambers environment and more.

Have fun!