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SYNTHETIK 2 News

17.1

[p]Hey everyone![/p][p]We've got a bunch of fixes and some tweaks for you, before we work on U18.[/p][p]
[/p][h2]๐Ÿ”ถ General Fixes[/h2][p][/p]
  • [p] Eject/reload whitelisted for double keybinding.[/p]
  • [p] Better handling of corrupted (mod) depotfiles, ignores specific broken configs instead of aborting full import.[/p]
  • [p] Fixed reviving host player can lead to host being invulnerable until map change.[/p]
  • [p] Item swapping properly sets cooldown/charges etc on swap.[/p]
  • [p] Net-Shot flashing very brightly fixed.[/p]
  • [p] Cleaned up some outdated elements in armory.[/p]
[p][/p][hr][/hr][p][/p][h2]๐Ÿ”ถ UI & Visuals[/h2][p][/p]
  • [p] Improved Extended FPS Counter.[/p]
  • [p] Fix for abilities having odd hover hitboxes [/p]
  • [p] Zir Shrine - Terror temporarily only gives Terrorlevel.[/p]
  • [p] Modding menu now overlaps chat.[/p]
  • [p] Matchmaking invite is now better positioned.[/p]
[p][/p][p][/p][hr][/hr][p] [/p][h2]๐Ÿ”ถ Campaign[/h2][p][/p]
  • [p] Ability Compositor now spawns more reliably.[/p]
  • [p] Cursed and Chrono chests are now considered upgrades of normal chests.[/p]
[p] [/p][p][/p][hr][/hr][p][/p][p][/p][h2] ๐Ÿ”ถ Balancing Changes [/h2][p][/p]
  • [p]15 Conversion Tech Perks have negative scaling minimized.[/p]
  • [p]Kill Counter damage fixed.[/p]
  • [p]Demolisher Mastery Ammo Fixed.[/p]
  • [p]Sniper AOE Mark Target and Cage grenade amount reduced by 35%.[/p]
  • [p]Stoner damage 0.9 > 0.96.[/p]
  • [p]SK-9 damage 1.45 > 1.55.[/p]
  • [p]Dusk deviation 3 > 2, no firing reset acceleration 5>15.[/p]
  • [p]RG-4 now has a magazine attachment.[/p]
  • [p]Added 2 Red attachments to Trigger attachment slot as trigger was less diverse than others[/p]
  • [p]Fixed Nano Infustion not working as intended[/p]
  • [p]Fixed Dynamic reflector shooting when no enemy is near[/p]
  • [p]Fixed Formshaper only working while moving[/p][p][/p]
[p][/p][hr][/hr][p] [/p][h2]๐Ÿ”ถ Variant Changes[/h2]
  • [p] Ambusher now deals bonus damage on ambush.[/p]
  • [p] Ammo Printing removed negative magazine size.[/p]
  • [p] H-Velocity now increases damage by 5%.[/p]
  • [p] Less Lethal now has a 0.5 > 1s stun on 2s cooldown.[/p]
  • [p] Absorbing > Evolving, now stacks up 1 damage up to 250 times.[/p]
  • [p] Scavenger now increases magazine and ammo, comes with 1 alt ammo type.[/p]
  • [p] Shadow > Black-Out. Low magazine, Extreme weakpoint damage.[/p]
  • [p] Tyrant now gives additional % lifesteal (harpoon etc).[/p]
  • [p] Ultralight variant name fixed.[/p]
[p][/p][p]Have fun![/p][p]Team FFG[/p][p][/p][p][/p]

Update 17 - RE-ARMED

[p][/p][p][/p][p]Hey everyone![/p][p]We were listening very close to your feedback and worked hard on a ton of fixes, QOL changes and improvements. U17 has a strong focus on Fixes, P2P and in-game progression.[/p][p]
[/p][hr][/hr][p][/p]
๐Ÿ”ถ Weapon Attachments V3
[p][/p][p]Attachments V3 and Synergy items are a long way coming. While the previous attachments were well balanced and technically a good composition in a vacuum, attachments did overstep into items too much and strangely overlapped sometimes into item and ability effects, while often not having such direct effect on a weapon itself. [/p][p]So we wanted to make weapon upgrades more weapon based, and have items define more your overall loadout. Attachments V3 is cleaning up the systems, refinding the upgrade progression and putting things where they belong. [/p][p][/p][p][/p][p][/p][h2]โฎฉ Big Attachment Improvements[/h2][p]๐Ÿ”ธNew Attachments across the board![/p][p]๐Ÿ”ธNew Attachment Category for Energy Weapons: Cable[/p][p]๐Ÿ”ธNew Attachment Category for Launchers & Shotguns: Loader[/p][p]๐Ÿ”ธNew Attachment Category for Weapons with Underbarrel: Underbarrel[/p][p]๐Ÿ”ธNew Attachment Category splits between Burst, Semi, Auto[/p][p]๐Ÿ”ธNew Attachment Category for: Handguns / Starters[/p][p]๐Ÿ”ธAttachments look more like attachments and add more weapon based effects[/p][p]๐Ÿ”ธAttachments were sometimes overcomplicated, this has been improved[/p][p]๐Ÿ”ธAttachments which felt like items are now items[/p][p]๐Ÿ”ธWeapons now have more tailored attachment slots to their needs[/p][p]๐Ÿ”ธWeapons with historically poor choices (Launchers..) now have much better upgrades[/p][p]๐Ÿ”ธImproved Attachment UI with visible text for better understanding[/p][p][/p][h2]โฎฉ More Interactions[/h2][p]3 Systems Problem: We had been feeling a strange dynamic with the in-game progression where it felt like we had 3 different systems, mostly independent of each other. Items and weapons barely interacted, while (in comparison to S1) we now had powerful Perks from Terminals, which in hind-sight seemingly are trying to compensate for the lack of interaction between items and weapons.[/p][p][/p][p]Attachments V3 & Synergy items are now here to add more interaction between the gameplay layers.
With the latest changes to item upgrades being more prominent, and more item synergies being added, we now have a much deeper interaction between systems, which leads to more variation in builds, more weapons being viable and more desireable item combinations. [/p][p][/p][p][/p][p][/p][h2]โฎฉ Better Starters[/h2][p]Starter weapons were rarely upgraded and rarely worth so. With new starter-based attachments this is helped but not fully solved. However since now the categories exist, we may expand on this as needed.[/p][p]We also liked the idea of having some "cross weapon" benefits which affect your handgun and all your weapons, like Recon Scope or Offload Cycler so we are testing these as optional Synergy items and which further benefit all your weapons.[/p][p][/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Synergy Items
[p][/p][p]16 Synergy Items have been added through the Alchemy shop.[/p][p]You also have a small chance to get one through the mystery (lost & found) crate.[/p][p]Synergy items act as normal items but are sort of like a "glue" in between items, weapons and abilities, often offering effects which works across multiple parts of a build.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]As example Ambrosia printer enhances all effects with the tag "Printing" and quickly recharges them.[/p][p]Missile control triggers from all missiles, including abilities and things like the Object 29 launcher.[/p][p]Synergy items allow for more synergistic builds and more build options and expand the item pool.[/p][p][/p][p]Items are and always were intentionally the main progression outside of weapons and they now take back their rightful place (together with the changes to item upgrade shop occurance), while previously the terminal perks have acted a bit as a "filler" to compensate for lack of item progression.[/p][p][/p][h2]โฎฉ Flexible Healing Item / +1 Item Slot[/h2][p][/p][p]We changed the healing ability to be an item and increased maximum item slots from 4 to 5.[/p][p]This means you have more choices with your loadout with the potential to share or recycle your healing item, or have a dedicated healer on the team even. [/p][p]If you prefer the previous hotkey behavior you can re-bind your key and or set the power slot setting to your liking.[/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Network Prediction Upgrade
[p][/p][p]Predicting what will happen / "Network Prediction" is a notoriously hard challenge and has been iterated over a long time. With the latest upgrades to our kill and damage prediction, the feeling while playing is now extremely direct and virtually instant. [/p][p]You should feel an immediate improvement in the game feel when playing online![/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Steam Peer-To-Peer (P2P)
[p][/p][p]After many player requests, we are testing a new Steam Peer 2 Peer (P2P) networking system to compare it against the current server-based solution, which includes improved prediction logic.[/p][p]We have been seeing good results internally, but now we need your real-world data.[/p][p][/p][p]We are especially eager to get feedback from players who have historically had issues with disconnects or connection stability on the dedicated server system. Please let us know how the P2P based networking works for you.[/p][p][/p][p][/p][p][/p][p]The dedicated server system has been working solidly but a subset of players report repeated issues with connection to the servers. Next step for us to improve the situation would be to set up more locations and our own hardware instead of rented capacity, which is beyond the scope of Synthetik 2.[/p][p]P2P also would allow us to add modding in co-op, as such we are looking at this for the way forwards.[/p][p][/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Un-Locked Base
[p][/p][p]The base now has all buildings unlocked by default and is further streamlined![/p][p]Visuals have been improved and performance is greatly enhanced on most menus.[/p][p][/p][p][/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Optimizations
[p][/p][p]The main menu has seen many optimizations and also ingame we did a large pass on UI, to reduce spikes on low end from Interface updates. Since the game is already very optimized in most areas we are now going in very specialized areas. [/p][p][/p][p]As fun example; with a special shader, we encoded all these ability UI elements into just 2 materials:[/p][p]5! different charges images, No Charges Overlay, Cooldown Bar, Cooldown Ready effect, Cooldown Started effect, Cooldown Overlay, Duration Bar, Stacks Display, Hover Overlay, Click Overlay[/p][p][/p][p][/p][p][/p][p]All of this is just in one shader. By abusing the RGB color values as 'sliders' for the effects we completely avoid having to set any expensive images or shader parameters. Previously even animating one of these effects would cause a expensive ui canvas re-build. The only thing not causing a re-build of the UI is changing a color, so we use that. If you have 40 of such actions on screen in 4P co-op, this could previously cause quite some drain on a low end machine in the late-game. [/p][p]Networking also has seen varied optimizations across the board.[/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Keybindings
[p][/p][p]You can now clear keybindings in the settings.[/p][p]Additionally the game now checks for duplicate bindings and blocks them correctly[/p][p]This however now creates a inconvenience when switching weapons, as weapon switch and scroll is double-bound, we are seeing if we can add a further improvement. For now, we added buttons to switch weapons.[/p][p][/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Fixes Fixes Fixes
[p][/p][p]Tons of general fixes based on your feedback! U17 had a large focus on Fixing bugs.[/p][p]This update had a large focus on fixes, so we have a large list of things that have been resolved, and we'll continue on this path to get things really smooth. [/p][p] [/p][p] [/p][p][/p][hr][/hr][p][/p]
๐Ÿ”ถ Up Next
[p][/p][p]Next up we are getting Engineer ready, more fixes and refinements as usual and the alternative environment for Arctic Base is also in the works. We'll keep the short update cycle from now on.[/p][p]Please report any issues you encounter with Update 17 on Steam or Discord.[/p][p]Have fun![/p]
  • [p]Team FFG[/p]

Update 17 Beta ๐Ÿšง - Steam P2P & Attachments V3

[p]Great news, everyone! The Update 17 Test Branch is officially public and ready
for testing! This is your critical opportunity to try out some major
improvementsโ€”most notably the new Steam P2P Networkingโ€”before the full U17
launch in just a few days.

[/p][h2]๐ŸšงHow to Access Test Branch[/h2][p]
[/p]
  • [p]Right-click the game in your Steam Library.[/p]
  • [p]Select "Properties..."[/p]
  • [p]Navigate to the "Betas" tab.[/p]
  • [p]Select the "update17-test" (or similar option) from the dropdown menu.[/p]
[p]
--------------------------------------------------------------------------------

[/p][h2]Focus: Steam P2P Networking[/h2][p]
After many player requests, we are testing a new Steam Peer 2 Peer (P2P) networking system to compare it against the current server-based solution, which includes improved prediction logic.

We have been seeing good results internally, but now we need your real-world data.

We are especially eager to get feedback from players who have historically had
issues with disconnects or connection stability on the dedicated server
system. Please let us know how the P2P based networking works for you!

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

[/p][h2]Also Available for Testing:[/h2][h3]
Attachments V3 & Synergy Items: [/h3][p]Give the new Attachment system a thorough test run and report back on functionality and balancing. Attachments Version 3 does a major shake-up on the upgrade system, but it's hard to explain, it's best to try it yourself![/p][p][/p][h3]Streamlined Menu Progression[/h3][p]The buildings are now unlocked from the start and things have been made easier to understand, check it out![/p][p] [/p][h3]U17 is coming soon![/h3][p]
Full Update 17 is only days away, so we need your help now!

Please focus your feedback on two key areas: Networking stability
(especially for P2P) and general Balancing (including the newAttachments V3).[/p][p][/p][p]See you soon![/p]

16.1

[p]Hey everyone, we've got another small patch with more fixes and refinements.[/p][p]Fixes, Fixes, Fixes![/p][p][/p][h2]UI[/h2][p]Moved up item and weapon loot popup, reduced opacities, reduced weapon size[/p][p]Reworked Item and Weapon popup panel to a much more maintainable system[/p][p]The ability/item upgrade shop now shows extended stats of the upgraded item/ability[/p][p](We'll do further cleanups on the extended info display for the next update)[/p][p]Fixed issue of popup reappearing when menu was closed[/p][p]Fixed ready menu showing power slot text[/p][p]Fixed healthbar damage text not fading out[/p][p][/p][h2]Controller[/h2][p]Controller fixed some upgrade menus selecting incorrectly or wrong direction[/p][p]Fixed an issue with settings not correctly saving[/p][p][/p][h2]Tooltip[/h2][p]Fixed Tooltip showing upgrade icons and text only on second hover[/p][p]Plating negative display fixed[/p][p]Heal entity tooltip fixed[/p][p]Being in Upgrade shop now shows always extended tooltip info as if holding CTRL[/p][p][/p][h2]Actions[/h2][p]Fixed Fire Prism having lower power than intended[/p][p]Riotshield enemy, Healing Turret, Discus Shield Unit[/p][p]no longer spawn buffs when no player is near, improving CPU performance[/p][p]Frequency Hijacker can now only be trampled by enemies[/p][p]Fixed an issue where ammo regen applied to all weapons[/p][p]Endless belt ammo bonus changed to 300% magazine[/p][p]Ignition core now applies two stacks of burning. [/p][p]Bloodbane no longer applies psy cloud dodge chance on its curse explosions[/p][p][/p][h2]Levels[/h2][p]Oil rig loop fixed fast rotation of light[/p][p]Oil rig fixed very bright lighting in some light setups [/p][p]Fixed Silo Red style having in one rotation very bright lighting[/p][p]Fixed areas in Arctic 3 Base where enemies got stuck[/p][p]Fixed broken mail menu construction cinematic[/p][p][/p][h2]FX[/h2][p]Oil Splats are now darker for more contrast[/p][p][/p][h2]Modding[/h2][p]Fixed an issue where enabling mods was not working correctly[/p][p]Performance Drain from Armory Variant[/p][p]Added safeties but removed the variant for now [/p][p][/p][h2]Other[/h2][p]Jet Boss base health 65000 > 60000[/p][p][/p][p] [/p][p]We are comitted on getting all the annoyances out. Please feel free to report leftover issues in the comments or on the bugs forum![/p]

Update 16

[p][/p][p][/p][p]Hey everyone! [/p][p]Update 16 has a strong focus on fixes and improving on the menu user experience, but comes with a good amount of gameplay refinements as-well, such as new items, better and more loot and improved upgrade progression, which we personally feel are very noticeable. [/p][p][/p][p]We have heard your feedback about the base of operations and have greatly streamlined the experience to be more smooth, easier to understand, faster and more convenient, while keeping all the new content that Grand Operations brought.[/p][p][/p][h2]Streamlined Menu[/h2][p] [/p][p][/p][p]๐Ÿž™ We simplified the Menu UI and changed it to use a simple unified Tab-Bar[/p][p]๐Ÿž™ You can now easily switch to any menu while being in the lobby![/p][p]๐Ÿž™ Cinematics also have been speed up and in general the menu is very fast to use[/p][p]๐Ÿž™ Blueprint and Data income has been increased for faster unlocks[/p][p]๐Ÿž™ Many other fixes and tweaks have been done.[/p][p][/p][p]Note: The menu background is mostly the same with a bunch of optimizations but with the changed camera angles we have some untapped potential for improvements left.[/p][p]
[/p]
Loot Improvements
[p]Our goal was to improve the overall sense and depth of progression. Early game is becoming more diverse, and we wanted to bring item and item upgrades back in focus as the main progression outside of weapons. We experimented a lot with the amount of loot and we think we now found a good balance in terms of depth of choices, both for weapons and for items. [/p][p][/p][p]๐Ÿž™ The First map now spawns 100% an item and a weapon chest[/p][p]๐Ÿž™ Coop now properly spawns bonus item chests per player. [/p][p]๐Ÿž™ 50% chance per player per map for one extra chest[/p][p]๐Ÿž™ Item rarities are now more randomized and you get higher rarities earlier[/p][p]๐Ÿž™ Item upgrade shops are now arriving earlier and more consistently[/p][p][/p][p] [/p][p][/p][h2]Other Loot Improvements[/h2][p]๐Ÿž™ Medical shop has seen varied changes and improvements [/p][p]๐Ÿž™ Varied other shop improvements [/p][p]๐Ÿž™ New options have been added, including specific synergies with certain weapon types [/p][p]๐Ÿž™ Choices for non tinkerer shop are now 2 instead of 3 [/p][p]๐Ÿž™ Most Perks which were Epic previously are now common [/p][p]๐Ÿž™ Varied Perks have been improved [/p][p]๐Ÿž™ Shops in the third map have been moved away from the end towards 2/3rds [/p][p]๐Ÿž™ Medical Chest: Now drops randomly either power rations, healing vial or morphine[/p][p][/p][h2]New Items[/h2][p]We added some new common Items โ€œSimple Straight forward damage itemsโ€[/p][p]๐Ÿž™ Ignition Core - Large area damage [/p][p]๐Ÿž™ Heat Ray - Self targeted sun ray [/p][p]๐Ÿž™ M12 Liquid Grenade - Explosive Grenade with scaling [/p][p]๐Ÿž™ Psyonic Spikes - Erupts powerful metal spikes from the ground [/p][p][/p][h2]Item Upgrade Stats display[/h2][p]You can now see in item stats: [/p][p]๐Ÿž™ Double Occurance chance[/p][p]๐Ÿž™ Triple Occurance chance[/p][p]๐Ÿž™ Quad Occurance chance[/p][p]๐Ÿž™ Multi-Cast chance[/p][p]๐Ÿž™ Free Cast chance[/p][p]๐Ÿž™ No Charges Cost chance[/p][p][/p][p][/p][p][/p][h2]Power Scaling Pass[/h2][p]We added power scaling to varied action effects which previously didnโ€™t scale and we added the scaling to the tooltips. [/p][p]๐Ÿž™ Ammo gain to magazine now scales[/p][p]๐Ÿž™ Shield Gain now scales[/p][p]๐Ÿž™ Plating Gain now scales[/p][p]๐Ÿž™ Health Gain now scales[/p][p]๐Ÿž™ Stacks can potentially scale (will be used more in the near future)[/p][p]This opens up many possibilities, like upgrading the amount of missiles an item fires or how fast a upgrade stacks or such things.[/p][p][/p][p][/p][h2]Item Balance[/h2][p]๐Ÿž™ Pulsar repeater stacks 10 > 20 [/p][p]๐Ÿž™ Shield dome now stuns enemies within at first [/p][p]๐Ÿž™ Roundhouse boots cooldown doubled, now deals way more damage [/p][p]๐Ÿž™ Roundhouse boots now gives 10% movement speed [/p][p]๐Ÿž™ Power array now shoots a cone burst [/p][p]๐Ÿž™ Crowd control gear now shoots a volley of grenades [/p][p]๐Ÿž™ Sidewinder fires 3 missiles with less damage [/p][p]๐Ÿž™ Shove is now Hypershovel, cooldown 7s > 0.75 seconds [/p][p]๐Ÿž™ Hypershovel now reduces ability cooldowns by 1s [/p][p]๐Ÿž™ Now deals 10% bonus max hp damage [/p][p]๐Ÿž™ Guardian moved to lost & found due too many summons [/p][p]๐Ÿž™ Slug Boots damage 8.5 > 10x [/p][p]๐Ÿž™ Fire Prism reworked - now actually acts like a prism and splits lasers on the[/p][p] target [/p][p]๐Ÿž™ Heavenly Embrace minimum range 1>1.5m, max hp damage increased [/p][p]๐Ÿž™ Bloodrite reworked, now gains stronger with every usage until you will have[/p][p] to throw it [/p][p]๐Ÿž™ Bloodbane now causes curse explosions too [/p][p]๐Ÿž™ Grappling hook stat buff 2s > 2.5s, enemy damage range 3m > 4m, dmg stacks 7[/p][p] > 8 times [/p][p]๐Ÿž™ Grappling hook projectile speed 200% > 250% [/p][p]๐Ÿž™ SAT masterkey deals more damage [/p][p]๐Ÿž™ Flare gun gives a small speed bonus on activation as Qol [/p][p]๐Ÿž™ Flare gun base stats 70% > 80%, scaling 0.35 > 0.2 [/p][p]๐Ÿž™ Sticky Bomb cooldown 10 > 5s due to misses from enemies being dead [/p][p]๐Ÿž™ Sticky bomb and healing drone have a โ€œno friendly in rangeโ€ popup [/p][p]๐Ÿž™ Magic mag now reloads up to 30 * scaling, now creates ammo for free, now[/p][p] shows a buff [/p][p]๐Ÿž™ Stun mines renamed to P7 Concussion Mines - Cooldown increased, now has a[/p][p] fixed 4 constellation, improved VFX. No longer uses charges [/p][p]๐Ÿž™ Cryo turret now has 2 charges [/p][p]๐Ÿž™ Disc of justicia damage doubled [/p][p][/p][p][/p][p][/p][h2]Global / Coop Balance[/h2][p]๐Ÿž™ Enemy damage per player bonus 5% > 3% [/p][p]๐Ÿž™ Enemy aiming speed per player 5% >0% [/p][p]๐Ÿž™ Enemy Health scaling per player from 55% to 40% [/p][p]๐Ÿž™ Enemy Health scaling per 100% Difficulty from 25% to 50% [/p][p]๐Ÿž™ Enemy Base Projectile speed multiplier from 55% to 50% [/p][p][/p][p]Tldr: Enemy health is higher in singleplayer and a little bit higher in 2 player high[/p][p]difficulty, up to 16% lower in 4P on low difficulty. Enemy damage is reduced[/p][p]overall and enemy projectiles / reactions are a bit slower.[/p][p][/p][p][/p][h2]Weapons[/h2][p]๐Ÿž™ Seeker carbine damage 3 > 2.5x [/p][p]๐Ÿž™ Increased amount of visible weapon perk slots from 7 to 12 [/p][p]๐Ÿž™ H200 Commando damage 1.9x > 1.75 [/p][p]๐Ÿž™ Evo XS damage 1.15x > 1.05 [/p][p]๐Ÿž™ C900 Pioneer upgear now increases weapon perk power as it was causing[/p][p] technical issues [/p][p]๐Ÿž™ Divine ammo conversion now works on special and spewer type weapons [/p][p]๐Ÿž™ Sickle Variant now properly uses its cooldown to drop the pickups [/p][p]๐Ÿž™ Stun missile burst stun duration 2s > 3s [/p][p][/p][h2]Other[/h2][p]๐Ÿž™ Reduced loop effect in silo floor [/p][p]๐Ÿž™ Varied map fixes [/p][p]๐Ÿž™ Heavy Gunner ramping up changed from [/p][p] -50%, +10% fire-rate per stack [/p][p] to -35% +7% fire-rate per stack [/p][p]๐Ÿž™ Snappy movement speed 3 > 3.35 [/p][p]๐Ÿž™ Metal Storm now places one on the left and one on the right [/p][p][/p][h2]Data & Blueprint Chest[/h2][p]๐Ÿž™ We added a new chest which can grant 2 Blueprints or 50 Data or 80 Data [/p][p]๐Ÿž™ Data per map completed 10 > 25 [/p][p]๐Ÿž™ Data from Boss kill removed 20 > 0 (still gains per map change, so -5 total) [/p][p]๐Ÿž™ Increased data gain cap overall [/p][p][/p][p][/p][p][/p][h2]Kill FX / Feedback[/h2][p]Enemy kill effects have been improved and are more satisfying now[/p][p]๐Ÿž™ Added kill oil sparks [/p][p]๐Ÿž™ Added kill metal fragments [/p][p]๐Ÿž™ Timed oil splats better [/p][p]๐Ÿž™ Rag Doll chance from 40% to 100%, now only explodes above 2000 damage [/p][p]๐Ÿž™ Rag Doll velocity tweaked [/p][p]๐Ÿž™ Damage Numbers ported to new MSDF Text, made more snappy [/p][p]๐Ÿž™ Kill X Effect Improved [/p][p][/p][h2]UI[/h2][p]๐Ÿž™ In coop, the item bar is now always shown for other players [/p][p][/p][h2]Audio[/h2][p]๐Ÿž™ Fixed playlists playing over each other [/p][p]๐Ÿž™ Out of combat now plays in a faded style [/p][p]๐Ÿž™ Fixed doubled music track playing in training [/p][p]๐Ÿž™ Removed some less good tracks in training, added S1 Training tracks [/p][p][/p][p][/p][h2]Enemy Compositions[/h2][p]๐Ÿž™ Enemy spawner high now spawns 3 different archetype of units not 4 per map [/p][p]๐Ÿž™ Medium Spawner now only spawns 2 different archetype types not 3 per map [/p][p]๐Ÿž™ Low spawners now only spawn 1 enemy archetype [/p][p]๐Ÿž™ Low spawners no longer spawn special units such as tasers, wheels etc, these[/p][p] are on medium or big spawners only [/p][p][/p][p]Overall this gives a much stronger identity to the compositions where groups previously felt random. We also gain a better contrast of types, so we have normal enemies, being mixed up with more special enemies instead of a permanent wild mix. This makes gameplay, visually and enemy attack patterns a lot clearer and more diverse.[/p][p][/p][h2]Easier Early Game[/h2][p]๐Ÿž™ Added new super low spawner for first 2 enemy groups per game [/p][p]๐Ÿž™ Reduced enemy count in first map noticeably, to make the game start easier[/p][p] and faster [/p][p][/p][h2]Other[/h2][p]๐Ÿž™ Summons now hold you half as long in combat after enemies are already gone[/p][p]๐Ÿž™ Alarm wheels now are stunned for 1 second per spawn, max spawns 8 > 6 [/p][p][/p][h2]Bosses[/h2][p]๐Ÿž™ Jet boss armor 30 > 0 [/p][p]๐Ÿž™ Sawblade now spawns mini-sawblades when one of the 2 is destroyed [/p][p]๐Ÿž™ Last Defender now has laser beams, [/p][p]๐Ÿž™ Last Defender charge attack fixed / improved [/p][p]๐Ÿž™ Last Defender missile attack reworked [/p][p]๐Ÿž™ Last Defender no longer spawns secure bots and lightning wheels [/p][p]๐Ÿž™ Last Defender now spawns area denial drones and pacifiers [/p][p]๐Ÿž™ Added safeties for last defender loot and no longer shows the reward twice [/p][p][/p][p][/p][h2]Mod.io Update[/h2][p]We seemingly updated the U15 mod browser just when a much newer one came out, making the new U15 one instantly very outdated. We added now the latest Mod.io browser, there might be some issues with it left as this is quite a big task to integrate. The new ui is easier to customize and we have commited to sticking and further customize this UI as required and deal with API changes in the future by just fixing the modding backend as needed going forward.[/p][p][/p][h2]Optimizations[/h2][p]MSDF High end, High performance custom Text rendering System[/p][p]Up until U15, weโ€™ve used the Unity Engine TMP Text system. While the glyphs rendered by this text engine look quite nice, the performance is pretty bad. This is especially noticeable in text heavy UIs in the main menu but also for example when new weapons are dropped and various text elements pop up in the same frame.[/p][p]Unfortunately the Unity version is not fit for change so we took the time to write our own text rendering engine that is now included in the game.[/p][p]The performance for creating text elements is roughly 2-3x faster than Unityโ€™s TMP and renders glyphs with a higher quality algorithm called MSDF.[/p][p][/p][p]Asset loading [/p][p]Synthetik 2 uses Unityโ€™s Addressable system for dynamically loading content pieces meaning all the 3D models, Audio clips, Icons etc. This is great since this is the only real way in Unity to not preload all potentially referenced content when loading new levels, which would completely blow up RAM usage with the amount of content Synthetik 2 features.[/p][p]Unfortunately the system is not very optimized for fast paced accessing of content.[/p][p]Any instantiation of new content, for example throwing a grenade made the actual instantiation of the new content delayed by 1-5 frames, immediate instantiation of already RAM loaded content is not featured and the CPU overhead of actually using the RAM loaded content is also noticeable.[/p][p]Weโ€™ve forked the Unity code and implemented our own Asset Manager that sits on top of the Unity code and can preload and recycle content much better and in most cases immediately instantiate accessed content with practically no overhead.[/p][p][/p][p]Raycast Targets[/p][p]๐Ÿž™ We cut raycasting targets in the UI by 90% which might improve frame[/p][p] times when clicking [/p][p][/p][p]Muzzle Lights[/p][p]๐Ÿž™ Low quality setting no longer produces muzzle lights [/p][p]๐Ÿž™ Medium quality now has 60% shadowed muzzle lights [/p][p]๐Ÿž™ High quality retains full muzzle lights and shadows [/p][p]๐Ÿž™ Muzzle lights on medium and high quality now fade out over distance [/p][p]๐Ÿž™ Muzzle lights now have maximum ranges to avoid rendering to many objects [/p][p] [/p][p]Arctic[/p][p]๐Ÿž™ Fixed a large snow particle effect which causes heavy overdraw in 2 maps [/p][p][/p][h2]Controller Enhancements[/h2][p]We did significant work on controller support, with better aim-assist, a rework of the menu handling and a overhaul of the controller aiming system. More controller improvements are coming up.[/p][p][/p][p] [/p][h2]Fixes[/h2][p]Many many fixes โ€ฆ[/p][p]๐Ÿž™ Refactor of weapons into a state machine for better handling of states [/p][p]๐Ÿž™ Fixed that summon upgrades don't work in co-op[/p][p]๐Ÿž™ Fixed varied other pick-up and weapon related co-op issues[/p][p]๐Ÿž™ Fixed a issue where certain effects stacked each map change, like no[/p][p] cooldown chance on unstable current or critical chance on volley system,[/p][p] causing people to reach 100% no cool-down chance and such things. [/p][p]๐Ÿž™ Fixed varied quest issues causing problems [/p][p]๐Ÿž™ Fixed pioneer breaking stats [/p][p]๐Ÿž™ Fixed a issue where items dissapear when picking up with full inventory [/p][p]๐Ÿž™ Fixed issues regarding minimap [/p][p]๐Ÿž™ Fixed Sniper Laser sometimes staying on [/p][p]๐Ÿž™ Fixed a issue with invisible enemies due to unreliable packages [/p][p]๐Ÿž™ Fixed a issue with bleeding effects causing enemies to break and bosses to[/p][p] die instantly [/p][p]๐Ÿž™ Fixed a issue where things break when people drop weapons while attachment[/p][p] shops are active [/p][p]๐Ÿž™ Fixed a issue where weapon switching did not properly re-parent actions,[/p][p] leading to many bugs when trading weapons [/p][p]๐Ÿž™ Fixed depots not being switchable in the mod menu [/p][p]๐Ÿž™ Fixed doubled difficulty modifiers [/p][p]๐Ÿž™ Fixed many issues with U15 menu [/p][p]๐Ÿž™ Fixed Methadone coop issue / general action ownership issue leading to[/p][p] potentially more bugs [/p][p]๐Ÿž™ Fixed many minor action issues [/p][p]๐Ÿž™ Fixed that WASD controlled menu buttons [/p][p]๐Ÿž™ Hopefully fixed last defender reward not appearing [/p][p]๐Ÿž™ Fixed Dialogs playing per player [/p][p]๐Ÿž™ Added fallback for last defender reward in next map [/p][p]Known and investigating for next week:[/p][p]๐Ÿž™ Boss sometimes not dropping rewards in coop [/p][p]๐Ÿž™ Ability shop not usable in coop [/p][p]๐Ÿž™ Many more[/p][p][/p][p] [/p][p][/p][p]We are now trying to follow up with an even shorter update cycle.
Up next are boss improvements, more improvements on items and more controller improvements as well.[/p][p]Let us know what you think! We hope you enjoy![/p]
  • [p]Team Flow Fire Games[/p]
[p][/p][p][/p][p]Known issue: Certain people report having a very bright daytime lighting instead of the intended night light in the menu - we looking into a fix[/p][p][/p][p]Edit2: It appears that there is an issue with Chinese, Japanese, Korean and maybe more font sets missing, we'll fix this ASAP.[/p]