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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]🔶 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  • [p] Cleaned up some outdated elements in armory.[/p]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]🔶 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]🔶 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] 🔶 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]🔶 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]
🔶 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]⮩ Big Attachment Improvements[/h2][p]🔸New Attachments across the board![/p][p]🔸New Attachment Category for Energy Weapons: Cable[/p][p]🔸New Attachment Category for Launchers & Shotguns: Loader[/p][p]🔸New Attachment Category for Weapons with Underbarrel: Underbarrel[/p][p]🔸New Attachment Category splits between Burst, Semi, Auto[/p][p]🔸New Attachment Category for: Handguns / Starters[/p][p]🔸Attachments look more like attachments and add more weapon based effects[/p][p]🔸Attachments were sometimes overcomplicated, this has been improved[/p][p]🔸Attachments which felt like items are now items[/p][p]🔸Weapons now have more tailored attachment slots to their needs[/p][p]🔸Weapons with historically poor choices (Launchers..) now have much better upgrades[/p][p]🔸Improved Attachment UI with visible text for better understanding[/p][p][/p][h2]⮩ 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]⮩ 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]
🔶 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]⮩ 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]
🔶 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]
🔶 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]
🔶 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]
🔶 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]
🔶 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]
🔶 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]
🔶 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 🚧 - 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
improvements—most notably the new Steam P2P Networking—before the full U17
launch in just a few days.

[/p][h2]🚧How 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]
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[/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]