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Update 25 - INTEL



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



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[h2]
KEY FEATURES:[/h2]
[h3]- Weapon Variant Cards & Rework
- Fully explained weapon perks and variants
- 1 Life Daily Random Run
- Room improvements and some new rooms
- Doomba & Riot Medic enemy
- Non-host can leave without game ending
- New starting item, new Legendary item
- Weapon switching with hotkeys
- Buffs for all weaker class modules
- Armor Mechanic Rework and more!
- We are hiring!
[/h3]


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Full Patchnotes:
[h3]NEW - Weapon Variant total overhaul![/h3]
Weapons now have cool floppy disk style graphics and fully detailed tooltips!
In addition many have been reworked or improved.

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

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

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

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

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

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

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

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

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

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

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








[h3]NEW - Many weapon perks have enhanced or new synergies with stats!
NEW - All weapons perks now have a full tooltip with details![/h3]

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

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


[h3]New Weapon Perks:[/h3]
  • Enforcer carbine new perk
  • Damnation bloodbolt scales with terror level
  • Twin mill now has perfect movement accuracy
  • Apollon MG5 now has a new perk
  • Sour DMR new perk
  • Auto 945 new perk
  • Experimental new perk
  • Impaler new perk
  • Bren new Perk
  • Particle cannon new perk
  • M14T new perk
  • Scrap Cannon new perk
  • KSG new perk
  • Some of these perks may have been already live since last update to a degree
  • The weapon balance and armor rework notes are at the very bottom!



[h3]Ammo Gain character stat[/h3]
  • The character ammo gain stat now affects ammo regen by half
  • The character ammo gain stat now affects various weapon procc effects
  • The character ammo gain stat now affects no-ammo-cost chances by 1/4th
  • No-ammo-cost chances are now affected by luck by 1/4th (previously by half)






[h3]NEW - 1 Life daily random run![/h3]
We added a new challenge run, you can find it in the prestige shop as with the other modes!
To unlock the prestige shop, you need to research it in the research menu. It is on top near the game logo when unlocked.

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


[h3]New Rooms & Room Alternative Layouts[/h3]
Some new Rooms have been added, mostly for Green Electro floor (and some generic ones taken out) and a couple rooms have more alternative / rare layouts

[h3]General:[/h3]
  • Recycling legendary items now grants 1250 credits
  • Fixed loop debuff resetting all extra max hp to 0 instead of setting total hp to 0.5x (buff in most cases)
  • Fixed that one room where the area could be closed
  • Boss chests should no longer be able to spawn on players
  • It should no longer be possible to be left behind in last defender room due to doors
  • New players (below class level 5) will only get 2 choices for perks and stat upgrades instead of 3, to overwhelm new players less
  • Module power bonus from random module is now 15%

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






[h3]NEW - Super Sexy 'Seth-Up' Suitcase Sentry Starter Item[/h3]
Not the best item in the world, just a tribute!
A portable mini suitcase sentry with 2 charges, can be used as starter by all classes
Deals very good damage but is vulnerable and should be protected
Enter code /HEYHEY in chat to unlock without spending data


[h3]NEW - Legendary Item: High Command (this time maybe for real)[/h3]
This item is cursed IRL, slipped from drop tables at least 2 times
Summons a Red Guard Striker Glider or a Mini Tank if you are lucky!
Small chance for something even better..



[h3]Item Changes[/h3]
  • Beam item damage scaling increased across the board
  • Shotgun items damage increased
  • Neutrino bomb area range from 100 to 150, 3>4 explosions
  • Refractor crystal no longer scales in duration, duration 2.5 > 3
  • Z1 Shuriken friendly fire 100% > 50%
  • Poisoned shuriken friendly fire 100% > 50%, damage increased, extra chance from 3 > 5 blades
  • Living bomb fixed self damage from second explosion
  • Cloak now gives less extreme dodge chance on recycling
  • Metal detector fixed - no longer increases damage taken when triggered
  • Hyperfeed now grants 100 > 90% chance of no ammo cost,
  • Hyperfeed CD 90 > 80, duration 2.5 > 2.75, now gives fixed 20% ammo gain on recycle
  • Face melter explosion now scales with upgrade power
  • M203 damage from 0.65 + 0.35
  • power to 1 + 0.35
  • power
  • Orb of iron stun duration from 0.75 to 1.25
  • Upgradekits now grant 100 extra credits per charge when recycled


[h3]Pets[/h3]
  • Guardian Pet Item now gains more health and damage per floor similar to turret items
  • Stinger Pet Item now gains more health and damage per floor
  • Missile drone now gains more health per floor





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


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

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

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

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

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






[h3]New Enemy: Doomba
New Enemy: Riotshield Medic[/h3]

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

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

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





[h3]Controller[/h3]
  • There is no longer a 10s window where you can enable the controller at launch with the message that pops up, now always works
  • Added a setting for controller dead zone adjustment for the sticks



[h3]Online Coop[/h3]
  • The second player can now leave the game without it ending for the host!
  • Not directly for this update but in the last weeks:
  • Switched Server Provider with better Peering improving connectivity
  • Varied more servers have been added



[h3]Other[/h3]
  • Fixed a lot of reported issues
  • Increased sound priority of the headshot sound + some small improvements
  • Some unlisted changes and improvements as always
  • Achievements are still planned for Ultimate as promised
  • Exp should no longer be able to be negative in any case but still looking into it
  • Double starting loadout bug is fixed for the moment, we think about how to bring the function back with better balancing



[h3]Coop AI not attacking / Knife not hitting[/h3]
  • Due to a bug, the enemy teams were not properly set, this should all work now



[h3]Performance[/h3]
  • Added forcing of Dedicaded graphics cards over integrated APUs
  • Changed / Fixed that enemy and environment hit particles always show above 400 damage and ignore the internal CD = better infight performance
  • The ring effects in crystal floor no longer draw as decal on low quality setting
  • Video-Ram footprint was reduced by around 150-250 MB



[h3]Online Coop / Networking[/h3]
  • If a P2p connection is established, the relay connection will not be closed and used as backup to decrease chances of disconnects or disruptions
  • Added Australia relay server
  • (In the time between the Winter update and this update, many server improvements have been made, and better and more servers have been added)



[h3]Arena[/h3]
  • NEW - When owning Legion Rising, arena weapons now can drop in variants!
  • Reduced requirement for core defense Arena mode to unlock the other modes
  • Hopefully improved the exp bug for player 2 situation





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


[h3]Armor Rework & Technology Ruleset Iteration[/h3]
  • Armor will be updated to the Synthetik Universe v2 ruleset +-
  • Armor and Armor-Penetration now ranges from 0 > 100
  • Armor now absorbs damage equal to the value, 75 armor = 75% less damage
  • Armor pen now negates armor, 75 armor - 25 ap = 50% damage done
  • Headshots have additional 15 armor pen


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

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

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


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


[h3]New Armor Values::[/h3]
  • Turrets 45-65 Armor (Turrets are buffed, they were rather weak before)
  • Riotshields 50 Armor
  • Tanks & Mechanoid Enemies 40-50 Armor
  • Heavy Infantry 30 Armor
  • Bosses 30 Armor (Health reduced)
  • Lighter Gliders 25 Armor
  • All normal Humanoids 0 Armor
  • Drones 0 Armor
  • Most Shielded Enemies 0 Armor
  • All player armor stats and modules have been rebalanced



[h3]Deflect Difficulty Modifier changed:[/h3]
  • Deflect now increases armor of all armored units by 15, making the damage types and proper counters more meaningful



[h3]Item / General changes:[/h3]
  • Items and other things now properly behave within the ruleset
  • Example: Raider Plasma knife now deals 400 bonus damage per plating, has 100% armor pen but deals 25% damage to shields
  • Lightning items have 50 armor pen but half shield damage
  • Laser items deal 50% shield damage and more base damage, 15 armor pen
  • Some things already worked, like Battlecry having a shield damage bonus as being Fusion
    tech
  • Fire now deals 75% damage vs shields, lasts shorter vs armor
  • Explosions now have 15 AP, damage increased by 10% globally



[h3]LONG STORY SHORT[/h3]
  • Shotguns, SMGs are better against unarmored targets, worse against armored targets
  • High caliber weapons are slightly worse against unarmored, but have more advantages now
  • Turrets are buffed as they were pretty weak most of the time, some weaker enemies were buffed
  • Abilities and other things are similar to before
  • Player armor is also changed
  • Overall the game should feel a little more consistent, a bit more realistic and also more defined in strengths and weaknesses but still very similar


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




[h3]Damage Type balance due to armor changes:[/h3]
  • Small caliber ammo (pistols and smgs) damage increased by 10% (20% close range)
  • Fusion, Laser and small to medium ballistic ammo damage increased around 10%
  • Larger calibers armor piercing types base damage reduced by around 10%
  • Shotgun, coil and nail damage increased by 15%
  • Explosions now have 15 AP, damage increased by 10% globally
  • Fire weapon damage highly increased, Fire and bleeding duration are reduced by armor
  • Fire now deals 75% damage vs shields, lasts shorter vs armor
  • Acid and radiation is 100% armor piercing


[h3]Weapon Balance:[/h3]
  • Auto945 time between bursts is 10% faster
  • Kaida honorary model damage decreased by 2%
  • Tec9 deviation from 12 > 7, recoil from 7 > 7.5
  • Fusion Classic 5-7 damage increased by 4%
  • K9800 improved firing sound, headshot bonus 35 > 50%
  • Last breath headshot bonus 15>20%
  • Tri bolt attachment damage decrease reduced
  • LG2 chargeup delay from 0.7 > 0.6, heat fire rate from 1.5x > 1.65x
  • Eraser DMG max spread reduced
  • Gladiator Gatling damage from 1.25 > 1.3, ammo reg delay from 2s to 1.5s
  • M75 Heavy support damage from 1.85 > 2
  • Bleeding Hollow Point and Acid Ammo no longer have 5% reduced damage
  • Burning Laser ammo direct damage 92.5 > 95% of laser damage
  • Cold fusion ammo no longer has 5% reduced damage
  • Laser Pistol and Laser Sub firing sounds improved
  • RPG reload speed 3.5 > 3, damage from 3x to 3.25x, heat from 1.4 to 1.2x
  • Ballistic crossbow damage from 1.15 to 1.5, reload speed from 1.1 to 1.25s
  • Auto bolt caster damage increased by 15%, heat reduced
  • Ion Cannon damage from 1.2 > 1.3 due to plating fix
  • AEK special elite damage increased by 10%, recoil reworked, -ammo gain +max ammo
  • AEK special elite now deals 15% additional elite damage
  • Pressurized impaler damage from 1.8 to 2, recoil control 0.7 > 0.8, deviation from 10 to 7
  • Spectre damage increased from 0.8 to 0.85 (armor change)
  • M75 damage increased from 2 > 2.2
  • Fmg9 Medic damage from 0.725 to 0.75
  • Coil pistol damage from 0.95 to 1 of coil dmg
  • X512 base damage increased, homing direction change speed from 100 > 120
  • Nailgun bleeding nail ammo no longer has 5% reduced damage,Nail ammo no longer has default headshot values, now in line with scatter damage type
  • A5C Test version hidden teleport upgrade bug fixed
  • Scrap cannon damage from 1.8 to 2x
  • Double Barrel damage from 1.6 to 2, improved firing sound
  • Double Barrel no longer has 2 burst but can single fire, burstfire delay from 0.25 > 0.1
  • Coop Weapon Attachment sync & weapon projectile proccs issues fixed
  • New set of sounds for the NEMESIS PROTOTYPE oh yeah, ammo gain 10>12
  • Mag47 HMG movement inaccuracy 1.5 > 1.75, recoil reset 0.3 > 0.45
  • Nailgun, Particle cannon, Ripjack not working with hyperfeed fixed
  • Fixed Ion shots removing more than one plating
  • Laser cannon now properly breaks stealth
  • Power tokens for weapons now also adds 5% damage



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


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




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

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

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


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







Update 24.4



Hey everyone!

A small update has just been deployed,
adding Traditional Chinese and Japanese language support!

Some minor fixes should be included, and we reworked the twin stick behaviour
on Controllers, making the aiming assist and aiming more logical and smoother,
but just give it a try and let us know what you think.



Quick Headsup:
We also welcome a new Team member, Moritz M, who will be working with us locally as 3D Artist from now on, making us now 3 in the office!

The larger Update 25 will still be coming, an annoucement is also coming soon, so stay tuned!

Best - FFG





Winter Update



Hey everyone!
For the end of the Year we have another smaller Update (before U25) celebrating the Launch in Asian regions, the Winter Sale and the Holidays! With the Launch in the Asian regions, we have added 3 thematically fitting weapons for everyone to enjoy. The best thing is that those are no rare weapons, spicing up the normal loot tables!





[h3]- NEW Common Weapon: TYPE-89 ‘TOKKO’[/h3]
[Japan] The Type 89, kitted for law enforcement, is the first semi automatic assault rifle in the game and comes with a nonlethal attachment, granting a % chance to fire a rubber bullet, dealing heavy damage and stunning hit targets! As the grenade launcher is not limited to once per magazine as with the M16A4, you can have some lucky moments!





[h3]- NEW Common Weapon: QBZ TYPE LAS[/h3]
[China] The QBZ is a common semi automatic laser assault rifle that switches to higher burst amounts depending on weapon heat, and has a high powered first shot! The first shot does extend to an entire burst so you can optimize your heat management for heavy damage spray or just stay on low heat for very accurate single fire.





[h3]- NEW Uncommon Weapon: K7 COMPETITION[/h3]
[South Korea] The K7 is a uncommon competition SMG and favors no luck!
Wearing it you lose 25% luck (keep in mind luck affects critical chance amongst many other things) but it has a heavy +125% critical damage bonus, so it will synergize greatly with critical chance builds! Don’t forget that bonus also applies to projectile style item criticals!



[h3]OTHER CHANGES:[/h3]
  • Improved Character Stats menu
  • Flamethrower Enemy damage from 1.5 > 1.3
  • Fire Debuff can no longer last more than 15 seconds on yourself
  • Items now check for valid location when dropped
  • Bouncing grenades now deal 100 Impact damage
  • Upgradekit extra chance from 8% to 6%
  • (0.5 + (0.5
  • Luck))

  • 12 weapons have gained new perks which were intended for Update 25 but are now ingame already. In Update 25 all weapon perks will be explained.

  • Arena Weaponshops now have a random cost offset on the prices, so it makes sometimes more, sometimes less sense to get certain tier weapons (ranging from +100-100 to -250+250)
  • Arena itemshops have a ⅓ chance to have an additional item choice
  • Arena killed enemy debris objects from 15% to 10% chance to spawn

  • Certain unlisted changes
  • A multitude of bug fixes


We are in full production of "Game 2" and the larger Update 25 will also come in Q1 next year so stay tuned and make sure to be in the newsletter and/or follow us on Steam to not miss out!

Also Please help us with the controller support and give us feedback in this poll:
https://docs.google.com/forms/d/e/1FAIpQLSfcDfMk6ueK2AlQjOT2ydvV1kHbIuuDxcfLN0v-SNPRxppXRg/viewform?usp=sf_link

Have fun!
Eric & Alex

Update 24.2 - High Technology




Hey everyone!
Update 24.2 is now live!


Initially intended to be mostly about fixes, quite some new things have summed up, mostly based on community feedback or new impressions after the huge Update 24 from 2 weeks earlier. Don't forget to check out the full Update 24 Patchnotes below if you havent already!




UI
  • NEW - Item/Weapon Database tokens are now saved on class / subclass level no longer global
  • NEW - Added button to reset current tokens to the menu
  • NEW - Added setting for all buffs on top right
  • NEW - Settings menu is split into one more tab to reduce clutter

  • Fixed fonts for certain languages now displaying special characters In weapon / item names
  • Fixed varied issues
  • Fixed Jet boss using Ion cannon ammo instead of normal fusion ammo (Yikes)
  • Fixed Terror level alert not working properly
  • Fixed Item shortcuts updating too slowly
  • Fixed varied other things
  • Fixed an old bug where you would get more credits than intended after having > 2500
  • Fixed hair trigger not making burst weapons into semi auto
  • Fixed Low quality setting making the hear bar very dark
  • Fixed Jimmy the Drone sometimes not being active for Arena supporter pack users
  • Fixed Engineer and Commando Perk issues
  • Fixed character reload animation of AK based weapons, Flamethrowers, Chaos launcher


Gameplay:
  • NEW” Teleporter Room change terminals are back
  • (For never players: every third room you can choose to reduce difficulty, or increase with a chance for a special room quest or event)
  • Room events have a 5% chance regardless if teleporter terminal was used

  • Bonus Terminal chance in Military bay or beyond is now higher than usual (10 > 17%)
  • This means more (Wep, Item, Wep upgrade, Item upgrade) Terminal spawns
  • The third room in military bay always has a Weapon and Itemupgrade terminal

  • Timed chests no longer grant less time to open depending on difficulty
  • Defense Events spawn timers scale less with terror level
  • Upgradekit chance slightly reduced
  • Bosses now always drop an upgrade kit
  • Rank 1 enemies no longer drop bonus pickups
  • Rank 2 enemies bonus pickup chance increased




Bosses:
  • Bosses now always drop an upgrade kit
  • Bosses in coop now always use the reactive plating modifier instead of desynced ones+
  • Jet boss now uses Fusion ammo as intended not Ion cannon ammo (bug from Update 24)
  • Jet boss movement speed now scales less with the speed boss modifier, and follow speed minimally reduced 282 > 276 (Remember you are slower when shooting, just run)
  • Unstable Mass (Blob) base health regen reduced from 100 to 75
  • Arena Masters Bossfight Unit health now scales with terror level as any other Boss (0.5x) but capped to 2x hp - we all know they were very easy




Classes:
  • Assassin level 15 bonus luck removed
  • Assassin level 15 perk added: Knife backstabs steal credits and add a tiny speed boost
  • (has a 7% chance to steal 10x the credits)

  • Assassin just has too much of everything, dodge, crit, headshot damage, pistol damage, critical damage, elite damage, 5° deviation off off all weapons, status effect damage and 40% luck, cant take more than 350 damage - thats just too much stats
  • The new effect pushes more for dagger usage and is more engaging

  • Assassin has 50 more shield, shield regen slowed down
  • This will make the class play more than they should - hit hard and run with a downtime
  • The old assassin shield was more of a “in combat all the time” which is basically the opposite than the rest of the class design
  • Fixed some cheese around assassin decoys, and fixed challenge decoy having 9000 hp

  • Sniper drone ammo now has only 0.3x friendly fire

  • Riotguard Battlecry now deals bonus shield damage
  • Riotguard moves a little bit faster now
  • Riotguard gains a bit more extra speed in bossrooms now
  • Riotguard shield reduced by 200 (Pre U24 value), riotguard shield relay is now 25% faster
  • The opposite of the Rogue classes change, a fast shield that fits the constant fighting
  • of the riot guard better
  • Riotguard no longer starts with 100 extra hp due to already having painkillers doing the same
  • Riotguard now deals 5% more damage with Pistols, Shotguns, SMGs

  • Plasma Grenade now melts together plating for bonus damage like plasma weapons
  • Raider now gains 100/150/200 shields when picking up non dogtags as well (from hotfix)
  • Heavy gunner level 25 now improves the onslaught system (gives item exp that will lead to power increase)

  • Demolisher and assassin max damage taken benefits are now higher in hyper adrenaline mode (450>1000, 350>900) as they basically break the game mode, (HA increases damage taken by 3x so this is still amazing value)
  • Missile drone damage gain per recycling is now 5% - now shows damage bonus in tooltip




Weapons:
  • Flamethrower damage was incorrectly way too high, still is far better than pre U24 now
  • Ion Cannon damage slightly increased, magsize from 5 > 7
  • Tec9 first shot reset time slightly increased (means a bit slower firerate for high accurate taps)
  • Apollon LMG magsize 45 > 50
  • RPK damage from 0.93 to 1.05
  • Small revert to laser cannon buffs
  • Chaos launcher fixed, no longer uses default 5 shot burst and shows 0 as burst amount




Synthetik: Arena Expansion / Standalone
  • NEW - Added Legion Rising Demo version map selection
  • Non Core Defense modes are locked until Core Defense was completed
  • Fixed Star Icons & Added Star icon for Platinum
  • Fixed score for Headhunt not being saved
  • Added some polish & score display fixes to mission menu

  • Category 0 weapon cost from 350 to 300
  • Category 1 weapon cost from 550 to 450



!!! Full Update 24 Patchnotes !!!

https://steamcommunity.com/gid/103582791461451812/announcements/detail/1669073576548644018
!!! Full Update 24 Patchnotes !!!


We hope you enjoy & Greetings from Germany
- Shrike & Taro



Update 24 - High Technology



Hey everyone!
Although we planned doing one super large update for the console release, we did not want to keep new things away for so long. This update has a focus on balancing and health of the gameplay systems, many things have been buffed or changed! Here we go:

TLDR:
    Overhauled Damage Types Ruleset (Check Weapon menus)
    Tons of Weapon Balance changes (Clear your preconceptions!)
    Enemy, Item, Class Balance (Demo rework, Raider Core)
    Random Module (Press RMB on a module)
    Improved Controller Support & Performance
    Improved 'Loop' with more Floors
    Many General and UI improvements
    New Plasma Shotgun, Tec9 Pistol & New Legendary Item
    Extra Mouse button support




The Synthetik Ruleset V2:
NEW
- Weapon technologies are now shown and explained with icon and tooltip
in your weapon inspect menu (Press X ingame)

Originally posted by Shrike
Shrike: TLDR: We are updating damage types to fit our new technology ruleset.
This means some damage types change, most a little, some more.


After years of development, post-launch updates and thinking about the future of the underlying designs and ideas, an ever more optimal ruleset is crystalizing. What once started with “A plasma weapon would be nice” now turns into more and more strongly defined technologies, and will be kept and updated like a Pen&Paper rulebook for the Synthetik Universe.

After reflecting on the future of the Universe, it is now becoming very clear what Laser, Fusion, Plasma, Ballistic, Psyonic, Curse and the other types will become. Like a deep Spider web of connections, tons of factors (which Factions use which Tech, to Class associations, Logical behaviour, Player expectations, Physics, even down to colors and faction color schemes, planning for two games in advance) influence and dictate what which tech should and shouldn’t do. Over time the “Puzzle” becomes more and more complete, revealing the most optimal design, and also show how some current designs clash with new revelations.

You will see much more complex interactions and synergies / counters in the future of the Universe, which will also keep things logical and consistent visually, design and in the world, but today we try to update the content of Synthetik to be close to these ideas.



FUSION TECHNOLOGY / SHIELDS
  • All Classes: Base Shield increased by 200
  • All Classes: Base Shield Delay from 2.25 to 2.6-3.0 based on difficulty
  • All Classes: Base Shield Regen from 120 to 200

    Originally posted by Shrike
    This is intended to give a bigger window to react to your shield health and make it a bit more tactical, with also greater down time and window of vulnerability. All in all, balance should be very similar but you will need to watch out for your shields more or it will be more punishing! Previously keeping up shields were often an after-thought and regenerated quickly without paying real attention, this will make things a bit more deliberate


  • As Shields logically absorb shots mid-air, headshots and critical area hits are illogical
  • Shields now prevent critical strikes and headshots, which makes sense given their new strength against ranged weapons and weakness against close ranged burst
  • The criticals and headshots still count for statistics and perks etc.

  • Fusion Tech powers shields and chrono tech, as such
  • All fusion weapons will now provide some shield related benefits
  • Fusion ammo will react strongly upon fusion shields, now dealing 200% shield damage
  • Chrono trooper enemies will also get fusion weapons as conclusion



LASER TECHNOLOGY
  • Lasers now take away one extra plating
  • Laser weapons now only deal 50% damage on shields
  • Laser weapons will no longer provide shield bonuses
  • Laser weapons now will all increase firerate based on heat (P9000 inversed)
  • All laser weapons firerate reduced by 30% and gain 80% heat based firerate +-
  • Laser weapons now have accuracy based entirely on heat
  • finalaccuracy = totalspreadminimum + (((heat - heatminimum) / 100)
  • totalspreadmaximum)
  • Laser weapons now don’t have the slower cooling when below 30 heat all weapons have
  • Laser weapons now often have Hi-Powered first / last shot perks



BALLISTIC TECHNOLOGY
    Basic Ballistic type weapons are now categorized in 4 Techs based on their physical
    size and armor piercing capabilities:

  • >Ballistic Scatter (Shotgun 12g, Split shot, Nails, Coils)
  • >Ballistic (9mm, 5.57mm, 7.62mm)
  • >Ballistic AP Armor Piercing (4.75mm, 8.8mm, Sawblades, Arrows)
  • >Ballistic AM Anti Material (12.7mm, 14.4mm)

  • Ballistic Shrapnel types will now be a counter to shields with high shield bonus damage
  • Ballistic ammo armor pen set to 25 (minimal change)
  • Ballistic AP / AM ammo now consistently deals 25% less shield damage and more HS dmg



FIRE
  • Fire no longer is applied when shields are up (enemies and player) still ignores plating
  • Headshots with fire weapons apply 50% stronger burning
  • Fire weapon damage increased
  • Base Damage cap from 350 to 400 per second (Same for Acid)



EXPLOSIVES
  • New Explosive critical strikes!
  • Missiles can now critically strike, showing a black trail and having a critical sound when fired
  • Impact and Bouncing Launcher grenade Explosions now also can critically strike
  • Annihilator and Particle cannon Explosions now also critically strike
  • Heavy Flak Cannon and Seismic Resonator Explosions can now critically strike
  • Explosion Criticals gain 50% of critical strike damage (250% crit damage = 175% Damage)
  • Explosion Criticals increase range very slightly



ION TECHNOLOGY
  • Ion projectiles now gain more power upon absorbing target mass:
  • Ion deals bonus damage for every armor the target has
  • Ion now has 125% exponential penetration (previously 100%)



PLASMA TECHNOLOGY
  • Plasma now melts together all plating for significant bonus damage per plating
  • Plasma is now always green plasma, no longer blue
  • Plasma weapons now have high minimum heat and deal more damage



Bleeding
  • Bleeding is no longer applied when shields are up for enemies and player
  • Headshots with bleeding ammunitions apply 50% stronger bleeding
  • Base Damage cap from 250 to 300 per second


Acid
  • Headshots with bleeding ammunitions apply 50% stronger Acid
  • Base Damage cap from 350 to 400 per second


Damagetext:
  • Damage on shield now shows proper shield damage not base damage
  • Critical strikes no longer show through shields





Sniper / Marksman Rifles:
  • Ballistic Crossbow - Stacking Damage Perk fixed and works now - Happy hunting!
  • Ballistic Crossbow - Headshot damage increased by 25%
  • Yoko Lagann - Headshot damage increased by 25%, no longer counts as special weapon
  • Lynx Evo - Headshot damage increased by 25%, base damage reduced by 5%
  • AN-94 Deathstalker - Gains accuracy 20% faster, ammo from 24 > 22

  • Sour DMR headshot damage increased by 10% and firerate increased
  • Intervention / Sniperdragon 360 noscope bonus from 2.2x to 2.75x damage
  • Intervention / Sniperdragon now has a headshot bonus of 25%, critchance from 5 > 8%
  • Intervention / Sniperdragon now uses heat based recoil and accuracy as all laser weapons


Twin Mill MK2
  • Twin Mill damage 1.4x > 1.45x, headshot damage from 10% bonus to 25% bonus
  • Twin Mill accuracy reset slightly improved
  • Serious bug fixed: No longer gain the boss accuracy upgrade every room,
  • no longer loses firerate per upgrade
  • Twin Mill now gains 15% bonus damage per boss room in addition to -3 recoil and max recoil


Eraser Laser DMR
  • Now Epic rarity - Headshot damage increased by 30%
  • Now uses heat based firerate and accuracy as all laser weapons
  • Now has an Hi-Powered first shot




Nemesis Prototype:
  • Now has 0.5% lifesteal + 2% after a headshot for 0.25s (so for the rest of the travel time)
  • Nemesis 14.4 ammo in general damage baseline 950>1150
  • N. Steel Core - ammo headshot damage increased by 25%
  • N. Sabot ammo - gains 2x > 3x boss damage, now 50% more turret damage
  • N. Kraken ammo - poison damage increased to poison damage cap, now only 25% Friendly fire




Human Model 9800K
  • 9800K headshot damage increased by 15%, new blue anoxided ‘fusion’ skin
  • 9800K now also gains 2 ammo from triple hits
  • 9800K now grants passive shield regeneration when in inventory


M75 Heavy Support (Supporter Pack)
  • M75 Heavy Support now has a 3 shot burst and 3 magsize, damage from 2.5x to 2x
  • M75 Heavy Support Boss damage 1.25x > 2x (same as all other Heavy Sniper rifles)
  • M75 Standing perk now also grants shield regen to make it more viable in the small niche


Liandri Railgun
  • Railgun ammo / Power Array from 800 to 850 and now deals 50% more headshot damage
  • Railgun ammo gain reduced from 25 to 15
  • Railgun now counts as heavy sniper and will get double damage upgrades from Kits as such
  • Railgun has a new preview model




ION Cannon
  • Ion ammo now deals 750 > 800 base damage
  • Ion ammo now melt all target plating to plasma, dealing 400 bonus damage per plating
  • Ion ammo now deals 25% increased headshot damage
  • The weapon now has a very slight chargeup delay
  • Ammo gain and max ammo reduced


Ripjack
  • Sawblade & Ultra Sawblade bleeding duration from 2s to 3s (still deals 150/350 per tick)
  • This will improve bleeding uptime and increase damage output


Assault Rifles / SMGs
  • Burst plus variants for SMGs now give +3 burst similar to LMGs
  • AKSU critical strike buff now requires 6>5 kills, now grants 20>10% critical strike chance
  • for 5s > 12s (stacking, so try to get those killstreaks running!) (requires 7 kills in coop)
  • AKSU recoil now ramps up slowly but also decreases slowly
  • Sturmgewehr 44 ammo gained 64 > 50 due being a bit too good all round
  • M16 A3 grenade launcher internal cooldown from 1.5 to 1s (for hyperfeed / ammo procs etc)
  • Apollon MG5 damage 1x > 1.05x
  • Tactical observer fires slightly faster by default, gains slightly less firerate over time
  • Object 29 firerate increased
  • Chaos Launcher heat from 0.8x to 0.7x, movement spread from 1x to 0.5x (as other smgs)
  • AMD 65 recoil and recoil reset slowed down for better control
  • Vector damage from 0.8x to 0.85x
  • Enforcer Carbine movement accuracy improved from 0.8 to 0.65
  • Enforcer Carbine now grants 100 Max Shield when held
  • Damnation recoil reduced and slowed down, fixed projectiles not spawning
  • Auto Boltcaster now has 10% double shot chance, heat from 0.9x to 0.85x
  • Medic ACR-X no longer reduces healing in loop when dropped
  • Medic ACR-X no longer grants 6 hp regen, now grants stimpack on healing, 6s / 20s cd
  • Scar Laser Socom now uses heat based accuracy, also gains heat firerate as all lasers
  • Scar Laser Socom now uses automatic burst, has a Hi-Powered last shot
  • LS Laser Sub now uses heat based accuracy, also gains heat firerate as all lasers
  • LS Laser Sub now has a Hi-Powered last shot
  • P9000 inverse heat firerate increased, heat increased, now uses heat based accuracy
  • Nail gun now also profits from the increased shield damage of scatter types




Shotguns:

NEW Epic Plasma Shotgun - PSG 'Emerald Sword'



AA12 Battle Hymn
  • Damage Increased from 1.2x to 1.4x of shotgun ammo
  • Now uses laser ammo (Heat unchanged)
  • Now also grants 25% increased critical damage
  • Ammo gain 20 > 30, Max ammo 40 > 48
  • Unyielding Burst perk now enabled again for testing, makes the weapon fire a salvo to shred large groups instead of full-auto, but if people don’t like the changes, we maybe revert it, but it does feel brutal.. Its intended more as a power weapon with more situational group clearing use, not intended to be the best shotgun per se in any situation




Raptor Laser Shotgun:
  • Damage and Heat strongly increased, base firerate and ammo gain reduced
  • Fully charged ‘Slow Start’ perk now grants much more firerate, also more heat and damage
  • New - Now also has access to burning laser ammo
  • (Now has a stronger niche as a very high powered weapon but very limited by heat and ammo)
  • Now also uses heat based accuracy as all lasers

  • Viciator Ultra - Firerate slightly increased
  • KSG 2000 - Accuracy, damage and firerate all very slightly increased
  • Other shotguns deemed working very well






Explosive Weapons:
    All Explosive weapons can critically strike as explained in the Explosive section above.

  • Heavy Flak Cannon - Criticals now also create a demo resonator target, Recoil increased
  • M79 Terminator - Damage increased from 2 to 2.2 explosion damage, max ammo 9 > 7
  • Ares Grenade Launcher - Damage from 1.3x to 1.4x
  • Ares Grenade Launcher - Upgrade perk now grants +0.4x damage, 4 max, 4 ammo gain
  • Particle cannon damage increased by 35%, ammo gain decreased from 18 > 10
  • ANH Annihilator damage increased by 50%, ammo gain from 20 > 10
  • RPG Heat from 1.5x to 1.4x, ammo gain 5 > 4
  • RPG now also reloads 4 ammo on room change
  • M32 Heat from 1.2 to 1.1x


Flame Weapons:
  • Fireball Cannon initial damage from 200 > 250, Now also grants 40 Armor
  • Flamethrower initial damage from 150 > 200, Maximum health bonus 200 > 250
  • Flamethrower renamed to Flametongue given the implementation of the flame effect




Mjolnir Chain Lightning:
  • Damage increased from 1400-1600 to 1800-2200
  • Added 5% chance for a powershot, dealing double damage
  • No ammo cost chance form 10% to 5%
  • Magsize 5 > 4, Max ammo 15 > 10, Ammo pickup 5 > 4 (Engineer still gets his bonus)
  • Now consumes entire shield instead of half when shot, and 0 > 0.3s delay of shield regen
  • Lights now flicker when firing and improved shake effect


Light Machine Guns:
  • Armageddon MG42, hp loss now reduced with healing debuffs, max recoil 40>38
  • RPK deviation from 6 to 15, maximum recoil from 45 to 25, movement accuracy increased a lot
  • Mag47 HMG heat firerate bonus from 0.5 > 0.6, overheat bonus from 1.5 to 1.6
  • Apollon LMG now grants 25% faster shield regen delay


Gladiator Gatling
  • Now also has the same perk as AKSU at longer duration
  • Ammo regen from 1.35 to 1.5
  • Damage from 1.05x to 1.25x
  • Recoil reworked to be much slower up and down
  • Firerate slightly increased
  • Chargeup time from 1 to 1.3s




X512 Experimental
  • X512 Experimental needles damage range from 250-500 to 350-750
  • Now has a chance to crit, although stays as white numbers
  • (due to technically being missiles not bullets which can not crit)
  • Now has significantly less ammo
  • Now has a chance for a double tap (instantly refreshing firerate of the next shot on shots)
  • Given this weapon has a low skill cap and can feel monotonous, it is now more of a power weapon, than something you just use all the time




SS58 Plasma charger
  • Plasma projectiles changed to green to fit the technology
  • Accuracy and damage increased
  • Now melts together all target plating for 300 bonus damage per plating
  • Now has 50 minimum heat and produces less heat


Pistols / Handguns

NEW Starter Weapon - Tec 9 You can get the Tec9 for free by entering our newsletter! (Don't worry no spam!)
Mails may be sent out a bit later than the update




  • Laser Pistol and Heavy laser pistol now use heat firerate and heat accuracy
  • Heavy Laser Pisol now has a Hi-Power first shot, slower reload
  • Infinite repeater reworked to 5-7 Fusion Classic
  • Varied Handguns first/last shot perk changed to critical shot
  • Last Breath Revolver heat from 0.85 > 0.75 of default
  • Laser Cannon max ammo from 50 to 45, firerate reduced by 10%
  • Titanium Deagle now also unlocks with the arena supper pack


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

Weapon Mechanics
NEW Mechanic - Status Effect Headshots
For Acid / Stun / Slow / Fire / Bleeding / Radiation Ammunitions
Headshots with such ammunitions apply for 50% longer!

NEW Mechanic: First shot recoil
All weapons now have 10% reduced deviation & recoil upon the first shot (resets after not firing for a time, about equivalent to another potential shot would take), rewarding tap firing more

Mechanics: Headshots
Each Floor completed increases global headshot damage by 10% to make headshots more viable late game




Boss changes
  • X57 now spawns a missile drone in addition on higher difficulties (above 150%)
  • Raptor Jet now continually spawns in workerbots from the hangar to help the jet (above 140%)
  • Disco Room spawn rate slowed down (12 > 14s)
  • Dual Tanks in Last Defender room now spawn in higher rank on higher difficulty (150/200%)
  • Special vehicle spawns also spawn on higher ranks on higher difficulty (150/200%)
  • APC room polished up a bit, now only gains 5 plating in single player on loot drops


Enemy changes
  • Enemies now disengage after 4 seconds of lacking LOS instead of 15 seconds
  • All enemies now have 1 less plating in the very first room
  • Rank 1 and Rank 2 enemies now get their hp and shield scaling after the rank scaling
  • (this previously was a mistake and made rank 1 shields not scale - Rank 2 enemies will also have more health which was a planned change either way)
  • Ballbot speed scales less with difficulty (0.5x > 0.25x)
  • Hovertank 808 deals far more damage and has a large shield (didn’t do much before)
  • Saturn 5 Heavy Tank & Madness Accelerator Flak Tank now deals 20% more damage
  • AlarmBots now spawn higher ranked Chrono troopers based on difficulty
  • Railgun Glider now does the same 5 burst as the Railgun - monkaS
  • Minitank in Elite now fires Annihilator ammo
  • Arena masters now give more experience and have minimally more health
  • Headhunter hp now scales with difficulty as they were a bit weak
  • Turrets now have 150 + 25
  • floor - Armor as they are usually destroyed way too quickly,
  • and to better balance hard hitting weapons vs fast firing weapons


Originally posted by Shrike
Overall these changes aim to counteract power creep and the new technology upgrades a bit making ranks and turrets harder, making some enemies less useless and ballbots less harsh
And giving better scaling challenge for higher difficulties without affecting the lower ones
(Keep in mind that the Shield change might make the game more difficult if you play the exact same as before, it takes a bit more attention to the shield as before)






The Loop:

NEW - The loop no longer skips to the end boss after the first floor, the next floors should now follow! Let us know what you think!

UI:
  • Added ammo and health icons when outfight (mostly for new players)
  • Stat selection popup now shows golden for stats with 150% power
  • Daily exp buff now shows the duration in the tooltip
  • Shield removal debuff now stacks instead of adding new entities of the buff
  • Weapon perk text now uses a smaller font on non-english/korean/chinese localization, as all other languages often are too long and go outside the screen
  • Grenades now show a key prompt when the marker is active
  • Elite enemies now have larger health bars
  • Damage number size now scales a bit down with progress in the run
  • New - Stat screen: Added tooltips over the stat images showing more stats
  • New - Stat screen: Added alternative background on “wins”
  • New - Stat screen: Difficulty % is now shown
  • Stat screen: Score is now experience
  • rating instead of experience
  • accuracy


Upgradekits & Perk Kit changes
  • NEW - Random Module
  • The default module (right click to remove your current module) is no longer “empty slot” but
  • Random Module. With it selected, you will find random modules in the game instead, and all module drops have higher power.


Originally posted by Shrike

This is a new alternative way to play with modules as we think It's a bit overwhelming with 2 modules at the start and feel that players (as ourselves) often don’t pay attention to them when starting. It feels more natural to select them mid-game.
> RIGHT CLICK TO RESET A MODULE TO THE RANDOM MODULE!


  • Perk kits now drop less from bosses but always have 150% power to reduce buff bloat
  • Perk kits still have a chance of higher power, and a new super rare chance to be super strong
  • Perk kits now give all class perks from chest and perk cores for the class (makes more sense)
  • (Weapon Stat Upgrades no longer show as rank icons, as these are used for the rarity levels to reduce confusion and learning curve, but still show in Deathstatistics)


Originally posted by Shrike

TLDR: More upgradekits, less but more powerful perk kits, small chance for super perk power
Upgradekit random bonus chance from 0.5% to 1% (means higher chance to get a bonus kit)
Upgradekits now always drop from bosses if no perk kit has dropped





Class Changes
  • Riotguard Viking Shield firerate and damage increased slightly
  • Defense of Shield changed:
  • From 30 armor when carried / 100 armor & 15% damage resistance when wielded
  • To 30 armor + 10% dmg resi when carried / 60 armor & 20% dmg resi when wielded
  • (Makes it a little less strong vs low damage and better versus high damage, and better when in backpack + easier to understand; simply double effect when wielded)
  • Riotshield speed loss from 125 to 100, Riotguard core speed loss from 40 to 65
  • Breacher level 5 hp regen benefit reduced, critchance increased

  • Assassin Insanity challenge bonus now grants a small speed bonus so you do not get hit from people shooting the bonus thing
  • Evasive maneuvers can no longer give ammo to empty weapons, making the reload bug

  • Sniper Targetlaser is more powerful on controller
  • Sniper doesn't gain lower shields in coop to offset the reduced headshots in coop
  • Shadow Dance new icon and should no longer remove dodge?

  • Heavy Gunner now has less weapon heat and takes 30% less overheat damage
  • but also 10% less accuracy to make him more heavy gunner-y
  • Charge perk changed to a defensive perk due to giving too much DPS for a non core perk
  • Pack A Punch no longer affects LG-2

  • Raider core reworked and level 0 swapped around
  • Raider lvl 5 now also improves burstfire delay by 15% (time between bursts)
  • Raider lvl 10 chest buff reduced effect in boss rooms
  • Raider lvl 20 credits gain from 60 dogtags nerfed (pretty op given you also get 2 kits)
  • Raider Dogtags now vanish over time (around the same time as powerups) to reward infight pickup more
  • The old core was pretty awkward and the theme was a bit all over the place, now raider is a bit more focussed on the looting
  • Plasma Grenade now increases in damage with upgrades
  • Injection now deals 15>5% max hp damage but takes down shields for longer

  • Demolisher core perk reworked, old perk is semi-moved to level 5
  • Demolisher explosive ammo (new core) now has a explosive sound on bullet destruction
  • Demolisher now has 25% less headshot damage over default (in line with Engineer)
  • Demolisher level 0 now regens 50 more shield per second on launchers
  • (Demolisher weapons overall deal noticeably more damage - See weapon notes)
  • Refresher removed from starting selection due to it being more of a mid-run synergy item that is rarely used at the start and is now in the alchemy shop
  • Fixed Engineer auto overclocker visuals not showing on coop partner in coop


Class Item changes
  • Raider Knife minimum stacks buffed from fixed 200 to 100 + (50
  • Rooms cleared)
  • (Means 200 bonus per floor)
  • Raider Knife now grants a dogtag on critical hit kill (didn’t work before)
  • Hard Light cover shield refresh range from 100 > 125, shield per second 150>175
  • Plasma Grenade now increases in damage with upgrades
  • Injection now deals 15>5% max hp damage but takes down shields for longer
  • Special ammo supply now also reduces weapon heat by 25%
  • Road flare now states that it deals burning damage to enemies walking over
  • Road flare fire damage now scales with item power
  • Helsing power bolt now deals 75% bonus damage to bosses and 25% to elites
  • Flash grenade damage cap raised 1000 > 2000 (remember it has a giant range)
  • Smoke grenade reworked - no longer reduces recoil and cooldowns, now grants 50% longer invincible frames after getting hit, and now refreshes dash cooldown on activation
  • Demolisher Resonator explosions now gain 10% more intensity per boss kill
  • Fixed Acid grenade reducing to 100 range after the first tick
  • Missile drone health increased,
  • Missile drone now gains 10% damage per recycled item




NEW - Legendary Item - High Command
Can summon a Redguard Striker Glider or something even Better!


  • Reality ripper damage from 200 + 200
  • power to 250 + 250
  • power
  • Airhorn now has a single buff containing both stats, now properly affected by luck
  • Healing crystal upgrade scaling nerfed as hp regen is very valuable and it was overtuned
  • Metal Detector now works on ground laser spikes, spike, chainmine and electro traps
  • Metal Detector tooltip and active effect improved and added scaling
  • Magnum base shots from 6 > 5
  • Living bomb cooldown 15 > 30s, max health damage scaling doubled
  • Heatsink now autofires when heat is over 80, making overheating impossible when ready
  • Mind control controlled unit health and hp reg now scales with the item power
  • Sniper sentry turret damage increased by 100%, firerate lowered, cooldown increased by 50%
  • Sniper sentry turret bug fixed, now properly lasts 25 seconds instead of 10 (given no dmg taken)





Performance
  • The game should no longer have occasional hard lags at the start of the mission
  • All textures are now loaded at the start
  • Fixed ugly lines in the ground
  • Improved overall performance (now it's nearly as good as it possibly can get)



Controller Improvements
  • Improved aim assist
  • Weapon switching is now at Y/Triangle instead of A like for most games
  • Character and Weapon menu now open at the same time and don’t glitch
  • Added button icons for PS4 (Xbox and Switch)
  • Added function to instantly start the game in main menu
  • Added bumper control to navigate the menus
  • Added quitting menus with B/O etc and select
  • Pause/Settings now quit and open as expected
  • Selecting attachments or stat upgrades no longer triggers the item at A/X
  • Weapon and Item database now can be controlled properly
  • Volume slider now works properly and does not glitch out
  • Items now show a tooltip when dropped and updated tooltip for controls
  • Many other small changes


Extra Mouse Button Support